> For the complete documentation index, see [llms.txt](https://tiplaystudio.gitbook.io/tiplay-assets/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://tiplaystudio.gitbook.io/tiplay-assets/dynamic-water-physics-2.md).

# Dynamic Water Physics 2

{% embed url="<https://drive.google.com/file/d/1htCZ5xhJtZCYZ7QjF-hOoFlXicVd6lNx/view?usp=sharing>" %}

{% embed url="<https://assetstore.unity.com/packages/tools/physics/dynamic-water-physics-2-147990>" %}

![](https://2688793952-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MFj2vg4QJR2sRMIhR35%2F-MHjWlvAJpAPPH3hgKYQ%2F-MHjZxh-5HE_HqX6VPxN%2FScreen%20Shot%202020-09-21%20at%2010.25.57.png?alt=media\&token=951c562b-ec47-465e-97fa-1a3ff4c38be1)

**MAIN FEATURES**<br>

• Fast and easy to setup - either manually or through one-click wizard.

• Simulate any object of any shape or size, as long as it has a mesh.

• 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)

• Utilizes Burst-enabled Unity Jobs to make use of multiple CPU cores.

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

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

• Suitable for both desktop and mobile.

• Works with any positive object scale.

• Works under water.

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

• Included C# source code, manual and everything seen in the demo.
