Dynamic Water Physics 2

MAIN FEATURES

β€’ Fast and easy to setup - either manually or through one-click wizard.

β€’ Simulate any object of any shape or size, as long as it has a mesh.

β€’ Extremely well optimized. ~0.02ms CPU time on average per object in the demo scene, ~1.2ms total for 70 objects. (Wavy water performance depends on 3rd party asset used)

β€’ Utilizes Burst-enabled Unity Jobs to make use of multiple CPU cores.

β€’ WaterObjects are ribidbodies and interact with water only through use of forces. No translation or rotation applied.

β€’ Uses in-built algorithm to generate a simplified simulation mesh meaning that high-poly models can be used without affecting performance.

β€’ Suitable for both desktop and mobile.

β€’ Works with any positive object scale.

β€’ Works under water.

β€’ Water effects work with any flat water and are auto-generated using simulation data.

β€’ Included C# source code, manual and everything seen in the demo.

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