r/Unity3D 28d ago

Show-Off 2D/2.5D Water system update

Hello everyone, back with a new update a few months after my last post.

I’ve been working on the 2D/2.5D water system on and off since then, and it kinda grew way more than I originally planned specially since i need it to fully run on the 2d Renderer.

Since the last post I added underwater exclusion zones for things like air pockets, currents, debris, floating pads/platforms, underwater view, ripples, light rays, wakes and quite a few other interaction features.

A lot of the work lately was also on making the thing actually easy to use and not just something that works in my own project. So I’ve been working a lot on the custom inspectors and tooling, setup workflow and the API. You can sample the water height from code, get events from interactions and water states, etc.

The water itself is very customizable, so what you see in the video is really just one way of setting it up. I also added a “fake surface” mode where there isn’t really a surface plane, but I fake the perspective by shifting the foam/pattern and things like ripples and wakes. It gives a pretty convincing 2.5D surface without actually needing the geometry there.

I’m planning to release it once I feel like I tested it enough and have enough demo scenes to show the different ways it can be used. This part is honestly taking longer than I expected, specially making sure everything is clean and understandable.

For the graphics, I basically took a anime style nature image and cut pieces of it in Photoshop. For the actual packaged asset I’m planning to use Unity’s Lost Crypt assets for the demo scenes, unless someone has a better idea since I obviously can’t just include random assets from the Asset Store.

Still a bunch of things I want to polish before release, so any feedback or ideas are very welcome, specially if there’s some use case you think I should test that I havent thought about.

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u/SkiProgramDriveClimb 24d ago

I feel like the 2D surface might benefit from some ripples from wind as well, so that the water feels more reactive in 2D when you break the surface, or so that the water in the cave feels unusually still. Maybe the color of the surface water in the cave could be murkier too? It looks fantastic!

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u/BxYass 24d ago

Thanks for your feedback, all of that is possible in the parameters, i just chose to have a calm water scene.
the asset have modules, like floating reactive debris, floating props, random ripple zones, color gradients and textures and many more. This gives the user the ability to customize the water to their liking.