Game 2D Water Kit

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The asset supports the Built-in (default) Render Pipeline

The asset supports the Universal Render Pipeline (URP) - 2D Renderer


⚡ Key Features:


🔹 Highly customizable water and waterfall systems

🔹 Seamless integration into the Sprite workflow:

🔸 Easily sort the water/waterfall object relative to sprites using sorting layers

🔸 Change the shape of water/waterfall objects using Mesh Masks or Sprite Masks

🔹 Quickly tweak and test the water and the waterfall simulation properties in edit-mode

🔹 Well-integrated into the Unity Editor with clean and well-organized inspectors

🔹 Top performance across platforms - Mobile friendly



💦 Water System: 📚Guide


🔹 Optimized real-time refraction and reflection effects

🔹 Dynamic waves with 4 different types of ripples:

🔸 On-Collision Ripples:

🔹 Created when a rigidboy enters the water

🔹 Created when a rigidboy gets out of water

🔹 Created when a rigidboy moves in water

🔸 Constant Ripples: Created at regular time intervals

🔸 Script-Generated Ripples: Created in code

🔸 Waterfall Ripples: Created by a waterfall object that overlaps the water object

🔹 Sine waves

🔹 Waves Can Affect Rigidbodies: Rigidbodies floating on water follow the undulations of water waves

🔹 Customizable sound and particle effects for each type of ripple (not including the waterfall ripples), with an efficient object pooling system

🔹 Easily create very large (limited to a specific region) or endless water areas with great performance

🔹 Fake perspective effect: Add a sense of depth to your scene by rendering certain objects as partially submerged in water

🔹 Set a solid or gradient color, a texture, or even a texture sheet animation and apply distortion effects, across the water body and/or surface

🔹 Draw the outlines of the surface of the water: water top-edge, surface-level, and submerge-level

🔹 Easily Animate the water size in code (❓)

🔹 6 optimized water shaders:

🔸 4 shaders for the Default Render Pipeline: 1 unlit, and 3 lit shaders (pixel-lit, vertex-lit, and vertex-lit-only-directional-lights)

🔸 2 shaders for URP: 1 unlit and 1 lit shader (supports the 2D Renderer)



💦 Waterfall System: 📚Guide


🔹 Optimized real-time refraction effect

🔹 Can interact with water systems it overlaps, disturbing their surfaces and creating ripples

🔹 Set a solid or gradient color, a texture, or even a texture sheet animation and apply distortion effects, across the waterfall body, left-right edges, and top-bottom edges

🔹 Easily Animate the waterfall size in code (❓)

🔹 6 optimized waterfall shaders:

🔸 4 shaders for the Default Render Pipeline: 1 unlit, and 3 lit shaders (pixel-lit, vertex-lit, and vertex-lit-only-directional-lights)

🔸 2 shaders for URP: 1 unlit and 1 lit shader (supports the 2D Renderer)

Release Notes

Version 1.4.8 - build 30.07.24 Changes:

Fixed obsolete API usage in Unity 6


Version 1.4.8 - build 25.06.24 Changes:

Fixed an issue with camera stacking in URP

Fixed lighting issue in URP 17

Added support for Unity 6

Dropped support for Unity 2019.4 and earlier


Version 1.4.8 - build 22.05.23 Changes:

Updated the asset to be compatible with Unity 2023.1


Version 1.4.8 - build 16.10.22 Changes:

Fixed an issue with the lighting in URP when refraction/reflection is enabled

Fixed an issue with the submerge level when refraction is enabled

Added audio source prefab to each of the ripples' sound effects


Version 1.4.8 Changes:

-Added "Smooth Water Surface And Lines" feature to the water shader

-Added an AudioMixerGroup property to each of the ripples' sound effects

-Added AnimationModule to the waterfall system: it's now possible to animate the waterfall size in code by calling {waterfallObject}.AnimationModule.AnimateWaterfallSize(targetSize, duration, constraint, wrapMode) method

-Fixed an issue with mesh mask sorting

-Fixed an issue with setting the visibility state when working with a multi-camera setup


Version 1.4.7 Changes:

-Fixed an issue with water/waterfall objects not visible on Switch

-Fixed an issue with the water animation module: When the animation is playing, if the water object is a child object, and the parent object moves, the water object's position doesn't get updated accordingly.


Version 1.4.6 Changes:

-Added a static event OnWaterEnterExit(Game2DWater waterObject, Collider2D collider, bool isColliderEnteringWater) to the OnCollisionRipplesModule, which you can subscribe to in code.

-Added vertex snapping to water/waterfall mesh mask editor

-Switched to using local shader keywords in URP/LWRP shaders

-Fixed an issue with water/waterfall objects not getting lit, in URP/LWRP - 2D Renderer, when using a light blend style with mask texture channel set


Version 1.4.5 Changes:

-Added the option to set a fixed thickness for the waterfall edges

-Added the option to offset the waterfall edges

-Added the option to make the top edge of a waterfall wider or narrower than the bottom edge, and vice versa

-Added the option to limit the large water area to a specific region, instead of having the water act like endless water

-Added a new function to the MainModule to retrieve the height of the water at a specific point (MainModule.GetWaterHeightAtSpcificPoint(float xPositionInWorldSpaceOfSomePoint))

-Added a Game2DWaterKitObject.TimeScale property to control the scale at which time passes for all water and waterfalls animations and physics simulations independently of Unity's Time.timeScale


Version 1.4.4 Changes:

-Added "Waves Can Affect Rigidbodies" feature: Rigidbodies floating on water follow the undulations of water waves.

-Added "on-Water-Move Ripples" feature: Rigidbodies floating on water can create ripples when they move.

-Added "Surface Outlines" feature: You can draw the outline of the water top-edge, surface level, and submerge level.

-Added Reflection Y-Offset property

-Fixed an issue with the mesh mask object's layer not matching with the water object's layer

-Improved the stability of water simulation for larger values of "Subdivisions Per Unit"


Version 1.4.3 Changes:

-Added Mesh Mask feature: You can define the mask's shape in the scene view, and then use it to hide or reveal parts of the water/waterfall object.

-Added sine waves feature for the water object

-Added a property to control the maximum disturbance of all dynamic waves (sum of disturbance of on-collision ripples, the constant ripples, and the script-generated ripples)

-Added alpha cutoff property to waterfall body textures

-Added the option to have an absolute surface line thickness

-Fixed an issue with the on-collision ripples


Version 1.4.2 Changes:

-Added the ability to enable the fake perspective effect without having to enable the refraction effect.

-Added the option to match the Box Collider 2D's top edge to one of the following options: "Water top edge, Surface level, Submerge level"

-Added the option to match the Buoyancy Effector 2D's surface level to one of the following options: "Custom, Water top edge, Surface level, Submerge level"

-Added the ability to easily change the surface thickness and submerge level in code. Please use the {waterObjectInstance}.MaterialModule.SurfaceThickness and the {waterObjectInstance}.MaterialModule.SubmergeLevel properties.

-Added the ability to enable/disable the refraction, reflection, and fake perspective effects at playtime. Please use the {waterObjectInstance}.MaterialModule.IsRefractionEnabled , the {waterObjectInstance}.MaterialModule.IsReflectionEnabled , and the {waterObjectInstance}.MaterialModule.IsFakePerspectiveEnabled properties.


Version 1.4.1 Changes:

-Fixed an issue with the Animation Module not respecting the animation duration

-Added "Ignore Triggers" property, under On-Collision Ripples Properties, to control whether or not a collider that is marked as "Is Trigger" can disturb the water’s surface and trigger the OnWaterEnter and the OnWaterExit events when it gets into or out of the water


Version 1.4.0 Changes:

-New waterfall system

-Added support for the Lightweight Render Pipeline (LWRP) / Universal Render Pipeline (URP)

-Simulation Mode: Quickly tweak and test water/waterfall simulation properties in edit-mode

-Added support for perspective and isometric camera projections

-Gradient Color for the water surface

-Texture Stretch tiling mode

-Texture Scrolling

-Reflection Fade

-Define Tint-Colors/Textures apply order

-Scale the reflection viewing frustum height

-Full support for sorting layers: You can now easily sort the water/waterfall object relative to sprites using sorting layers.

-Sprite Mask Interaction: You can now hide/reveal parts of the water/waterfall object using Sprite Masks

-You can now define a fixed size for the refraction/reflection render-textures.

-Greatly improved the inspectors


Note:

Version 1.4 adopts a new folder structure, mainly a Runtime folder (scripts and shaders) and an Editor folder (custom editor scripts).

So in case you already have prior versions of the asset in your project and want to adopt this new folder structure, please follow these upgrade instructions:

1- Open a new empty scene

2- Delete Game2DWaterKit folder

3- Import the new package

Basic Information
Latest Version
1.4.8 (31 Jul 2024)
Publisher
Haydeludos
Category
2D/Textures & Materials/Water
Size
14.3 MB
Price
€23
Asset Rating
(54)
Extended Information
Unity Versions
2021.3.0
Render Pipelines
BIRP URP
State
published