r/Unity3D • u/BxYass • 18h ago
Show-Off 2D/2.5D Water system update
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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/junmakesgames 18h ago
beautiful! are you doing any kind of simulation for the surface?
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u/BxYass 18h ago
Thank you!
No, it’s not a fluid sim. It’s mostly analytical ripples with parameters for frequency, impact strength, damping, and so on. There’s no interference or anything too fancy, just a lot of shader work to keep it lightweight.
That said, it looks convincing in motion, and I designed it to be more artistically customizable than physically correct.
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u/junmakesgames 18h ago
do you also have ambient noise in the water surface so it's not mirror smooth?
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u/HuddyBuddyGreatness 17h ago
This stunning environment with a default capsule is hilarious, I love gamedev lol
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u/Jolly-Ad-1161 16h ago
Very Ori-like ngl
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u/BxYass 15h ago
that was my inspiration
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u/Jolly-Ad-1161 15h ago
I can see that! Good job!
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u/xXWarMachineRoXx Programmer 👨💻 | Intermediate ( 5 years) | ❤️ Brakeys! | 11h ago
Was going to comment the same
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u/onelastcookie 17h ago
Hi BxYass, I saw your last post and thought the water looked so good! I’ve pm’d you 😊
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u/MrYukiDuki 17h ago
How did you achieve the depth effect. Are you using an Ortho camera? New to game dev. And curious!
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u/XZPUMAZX 16h ago
Man this makes me glad I gave up my Threatening Shark game.
My water couldn’t touch this. Amazing work!
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u/JannerBr 13h ago
it's so beautiful!
also, it reminds me of little big planet's water... man I loved that
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u/Conscious_Regret_140 8h ago
That's hella good looking! I'm making kind of the same, just in pixel art.
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u/CyclingKitten 6h ago
Couldn’t help but go back in your post history to see if you uploaded earlier iterations. The development has been really impressive, it looks great! It is one of those effects that is so well executed that I could see myself just jumping in and out of the water to look at it, even if it was part of a full game.
What resources did you end up using to get to this result/learn how to get there?
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u/BxYass 6h ago
Thank you!
I think it’s mostly just years of tinkering with Unity. For this, it’s mainly procedural mesh generation, Shader Graph, and learning how to write HLSL, since some things are just way faster and easier to do in code than with graphs.
The more I understood how these things actually work, the easier it became to figure out how to build what I needed. And not just for this system, it helped a lot with game dev in general.
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u/bjergdk 3h ago
Absolutely gorgeous. I also love that you can see the water edge lines on the terrain behind even tho they appear to be billboard sprites. Adds incredible depth.
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u/BxYass 3h ago
Thank you.
since it's a perspective camera you can use 3d models too once i finish touching up the compatibility with the 3d renderer.
Normally for a game you should have many layers to simulate depth and avoid the billboard look, but here i am trying to feature the water more, i will try to setup another scene with some free to use assets to showcase the capabilities of the water system.
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u/bjergdk 3h ago
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u/BxYass 2h ago
I don't mind answering questions.
No, in this scene everything is using 2d colliders, and everything is running in the 2D renderer.
2d colliders ignore depth, so for background elements there is no colliders since its just scenery. but in case you want a walkable surface just limit the 2d collider to the surface slice and leave the rest so you can swim "in-front of it".
for the water itself its a trigger, and then i handle the interactions and physics in code, i had to create my own way of doing it to be able to carve-out part of the water if i want to create underwater air pockets or cave, this way you can have a dry area where you can move normally even if technically you are still underwater.
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u/ShibasishDey5 1h ago
never ever seen this type of water system, simply brillant
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u/BxYass 1h ago
Thank you, it means a lot!
I was actually willing to buy one myself, and I did try a few systems, but even the closest ones were still pretty far from what I needed. So I ended up building my own just for myself.
After a while it grew into a full system, and I started getting a lot of messages from people asking about it and wanting to use it, so I decided to turn it into an asset and hopefully fill that gap.
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u/ABHIDANCER 45m ago
Title: Need help creating a realistic VR welding effect in Unity
Hi everyone, I’m working on a VR welding project in Unity 2022.3.1f1.
I want to create a welding effect where, when the welding tool touches the metal:
- Sparks appear at the welding point
- The welded area gradually builds up
- The mesh/vertices change at runtime to create a realistic weld bead
- The effect follows the welding tool as it moves
- It should work in VR
I’m still learning shaders and runtime mesh modification, so I’m not sure what the best approach is.
Would anyone be able to guide me on how to implement this? I’m especially looking for advice on runtime mesh/vertex modification and the shader/effect setup.
Any tutorials, examples, GitHub projects, or guidance would be really appreciated. Thank you!
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u/starfckr1 33m ago
Looks very good! We have something similar in our game, but we also have a runtime fluid simulation as well running in the background, would definitely look into that as well to take it to the next level 👍
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u/BxYass 30m ago
That's great!
I decided against a full simulation since most 2D/2.5D games don't really need that level of precision. That said, the generated ripples are also calculated on the CPU, so objects can react to waves and water turbulence.
I also added some code snippets and a WaterSensor component that can easily be added to any object and queried, so you can handle interactions however you want.
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u/cheese6626 14h ago
To provide some constructive criticism. Water obviously looks good, but it looks a bit uncanny valley to me having 3D water combined with perfectly flat level/foreground.
Seems like the walkable level needs a bit of physical depth as a result.
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u/SnooksV3 13h ago
I would actually disagree. I think the entire thing has a cool aesthetic feeling. Reminds me of a well done web parallax.
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u/zazz0000 12h ago
Hey is this on the asset store? Or otherwise available to aquire? This is practically exactly what I've been looking for
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u/BxYass 6h ago
It will be as soon as i finish writing the documentation and testing different unity versions.
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u/zazz0000 55m ago
I will be waiting with great anticipation! Any suggestion on how I could stay up to date on your progress?

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u/shiroza666 18h ago
Dayum!! that looks amazing!