Interactive 2D Water Simulation OFFICIAL SALE

2D Water Simulation - GPU Particle Fluid


Bring your 2D worlds to life with real, physically-simulated water that flows, splashes, and interacts with your game — not a visual trick, not a spring mesh, not a sprite animation. Actual fluid dynamics, running entirely on the GPU.



WHY THIS IS DIFFERENT


Traditional 2D water in Unity fakes it. SpriteShapes with wobbly surface points, sine-wave shaders, trigger zones that pretend to be liquid — they look okay from a distance, but they fall apart the moment you need water to actually behave like water.


This package simulates thousands of fluid particles in real time. Water fills containers, flows through gaps, pours from faucets, splashes against walls, and pushes objects around. Objects push it back. It's not an illusion — it's a simulation, and it looks and feels like the real thing.



KEY FEATURES


  • REAL FLUID PHYSICS

Water flows, pools, splashes, and settles naturally using a double-density relaxation solver. Viscosity, pressure, and surface tension all work together to produce convincing liquid behavior — from fast-moving streams to calm pools.


  • GPU-POWERED PERFORMANCE

The entire simulation runs on the GPU via compute shaders. Spatial hashing, density calculations, pressure solving, collision detection — all computed in parallel. Supports thousands of particles with minimal CPU overhead. Scale quality to match your target platform, from mobile to desktop.


  • TWO-WAY OBJECT INTERACTION

Objects float on the water with realistic buoyancy — they bob, tilt, and drift with the current. Moving objects displace water as they pass through it. Splash VFX events fire when objects enter or exit the surface. Everything is physically connected.


  • COLLISION WITH COMPLEX SHAPES

Water collides with BoxCollider2D, CircleCollider2D, and PolygonCollider2D. Colliders are rendered into a signed distance field (SDF) using the Jump Flood Algorithm, giving you smooth, accurate particle-surface interactions. Supports moving and rotating platforms with configurable update rates.


  • FOAM & SURFACE DETAIL

A foam system tracks turbulent, fast-moving water and renders it with a distinct color and intensity. Foam builds up naturally in churning areas and fades over time — no manual placement needed.


  • EMITTERS & WATER SOURCES

Create faucets, waterfalls, rain, fountains, or any custom water source. Emitters support continuous flow, burst spawning, directional velocity with randomness, and runtime control. A built-in respawn/drain system recycles particles for infinite loops.


  • BEAUTIFUL & CUSTOMIZABLE RENDERING

A two-pass metaball renderer produces smooth, blobby liquid surfaces with distinct edge highlighting. Customize water color, edge color, thickness, surface threshold, and smoothness. Add velocity-based tinting for fast-moving water.

Can be made to look and feel like water, lava, slime etc.



EASY TO SET UP


1. GameObject > Water > Create Water Simulation

2. Add an emitter or spawn particles from code

3. Done


A ScriptableObject holds all settings — drag sliders in the Inspector to tune the look and feel. Over 40 parameters, all with tooltips, sensible defaults, and real-time preview.



BUILT FOR 2D GAMES


Whether you're making a platformer with water hazards, a physics sandbox, a puzzle game with flowing liquids, a fishing game etc — this is the water system you've been looking for. It integrates cleanly with Unity's 2D physics, sorting layers, and URP rendering pipeline.


It is not well suited for infinite side scrollers, as the simulation is contained within bounds, or games that need reflections on the water surface.



WHAT'S INCLUDED


- Full GPU simulation with compute shaders

- SDF-based collision system (Box, Circle, Polygon colliders)

- Buoyancy system with probe-based submersion detection

- Emitter system with continuous, burst, and runtime spawning

- Foam tracking and rendering

- Splash VFX event callbacks

- Two-pass metaball rendering with customizable shaders

- Debug visualization tools (particles, velocity, SDF, spatial hash)

- One-click setup menu items

- Complete documentation

- Demo scenes

- Clean, namespaced C# codebase (Water assembly)



REQUIREMENTS


- GPU with compute shader support (most GPUs do these days, but WebGL doesn't, so no browser builds).