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Water System - Physics, Wakes, & Waves
Real water physics for Unity: wakes, waves, rivers, rain, floods and ice, all sharing one water.
Water System makes water part of your gameplay instead of a backdrop. Every wave, wake, current and flood is real water that physics, rendering and audio all agree on. A passing boat's wake rocks moored boats far behind it, rain turns a dry basin into a lake that barrels float on, and a dam break floods a valley and carries the cargo away. All of it is deterministic, saveable and network ready.
🚤 Wakes and Boats
- 🌊Real Kelvin wakes: the true 19.5° wake of real water, computed from hull speed, length, beam and draft, and shared exactly by physics and rendering.
- 🏄 Wakeboarding physics: boards plane on water pressure, cut across the wake on their edge and launch off its lip.
- 🛥️ Wakes with memory: when a boat turns, its wake rolls on along the old track and rocks floating objects long after the boat has gone.
- ⚙️ Boat engines: thrust curve, ventilation, cavitation, rudder, cruise control and propeller wash that pushes floating objects away.
- 💥 Planing and slamming: hulls get lift from water pressure, slam into waves and launch off wakes.
- 🕳️ Flooding compartments: breach a hull and water pours in until the boat trims down and sinks, unless it is pumped out.
- ⚓ Mooring and anchors: lines go slack, pull taut and part; anchors drop, hold and drag.
🌊 Oceans and Waves
- 🌌 FFT and Gerstner oceans: thousands of waves from a physical, wind-driven spectrum that builds up and calms down smoothly.
- ♾️ Endless oceans: no edges anywhere, detailed near the camera and coarse at the horizon.
- 🐾 Wind and gusts: cat's paw gust patches drift across the sea, with spray and whitecaps in strong wind.
- 🏖️ Breaking surf: waves steepen over the shallows, curl into white water and wash foam up the beach.
- 🚀 Constant-cost queries: GPU readback makes a surface sample about 0.5 µs, however many waves there are.
🏞️ Rivers and Waterfalls
- 〰️ Spline rivers: width, depth and flow per point, carved into your terrain with painted banks.
- 💨 Physical currents: fastest at the centre, slow at the banks, with foaming rapids where the water runs fast.
- 🔗 Seamless joints: rivers flow out of lakes, into other rivers and out to sea with no visible edge.
- 🌁 Waterfalls: falls find the water below on their own, churn their plunge pools and carry logs over the lip.
🌧️ Rain, Floods and Ice
- 🌧️ Rain that fills the world: rain runs downhill and collects as puddles, ponds and lakes that things float in, then dries up again.
- 🪣 Rain zones: tanks, cisterns and ponds that fill, overflow and drain.
- 🏚️ Floods and dam breaks: a GPU shallow-water simulation spills across terrain and around buildings, with a rolling, foaming front.
- 🧊 Breakable ice: walk on ice as thick as the load needs; heavy impacts break it into real floes that float away.
- ✂️ Cut, melt and refreeze: carve holes and channels like CSG, and melt or freeze the ice at run time.
⚖️ Buoyancy and Physics
- 🪵 Exact buoyancy: voxelized bodies roll, pitch, right themselves and capsize naturally; set a density and they float at the right depth.
- 🌀 Drag and currents: currents, river flow and wave motion carry floating objects, stable at any time step.
- 🎯 One query API: points, boxes, spheres and capsules get exact submersion on every water type.
- 🛟 Hundreds of bodies: distance LOD and sleeping keep hundreds of floating objects at 60 FPS.
- 🫙 Dry interiors: clip volumes make dry hulls, habitats, moon pools and diving bells.
✨ Rendering
- 💎 Rich shading: Fresnel reflections, sun glint, refraction, depth color, crest scattering and soft edges.
- 🪞 Reflections: built-in screen-space reflections and planar reflections for mirror-like water.
- 🫧 Persistent foam: foam from crests, surf and wakes drifts with currents and fades slowly.
- 🚤 Objects make waves: bow waves, rings and wakes that bounce off shores and cross each other.
- 🤿 Underwater: fog with a true half-submerged waterline, Snell's window, caustics, sun shafts and drifting particles.
- 💧 Wet surfaces: shores darken where waves wash up, and objects stay wet after leaving the water.
🔊 Sound
- 💥 Physics-driven splashes: impact speed and displaced volume decide how loud each splash is and which sound it uses, from a plop to a heavy splash.
- 🚤 Living soundscape: engines, propeller churn, hull slaps, rivers, waterfalls, surf, wind and rain.
- 🤿 Underwater muffling: a smooth change at the waterline to a muffled underwater mix.
- 🎚️ Smart 'voice' pool: important sounds get the voices first, and bursts merge so 18 crates make one big splash.
- 🔌 Bring your own audio: a swappable backend for FMOD or Wwise, or delete the optional audio layer entirely.
🌍 Multiplayer, Saving and Big Worlds
- 🤝 Deterministic: one seed and a shared clock give identical water on every machine, with no state streamed.
- 💾 Save and load everything: the sea, boats, wakes, ice, floods and every floating object, in one call.
- 📡 Network sync: about 150 bytes per floating object for live updates, with no allocations.
- 🛰️ Floating origin: double-precision water stays exact 10,000 km from the start. Supports origin shifting.
- 🧾 Sea codes: share a short text code and anyone gets the same sea.
🛠️ Tools and Customization
- 🎨 Water Designer: tropical, North Atlantic, alpine lake and murky swamp presets with live tuning; save your own looks and blend between them at run time.
- 🏞️ Lakes from an outline: draw a shore on your terrain and build the whole lake in one step.
- 🪝 Fully moddable: hooks on every system to modify or veto behaviour, and adapters for the clock, wind, waves and audio.
- 🧰 Editor tools: creation menus, handles, gizmos, a debug window and an in-build debug overlay.
- 🕹️ Eighteen demo scenes: wakeboarding, floods, rain, harbour, frozen lake, waterfalls, endless ocean and more, all with sound.
Documentation