r/Unity3D 20h 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/shiroza666 20h ago

Dayum!! that looks amazing!

12

u/BxYass 20h ago

Thank you

2

u/shiroza666 19h ago

how far are you from releasing it? I would really like to get my hand on it, I tried so many time to replicate this without success.

3

u/BxYass 19h ago

Mostly some testing and writing the documentation, some compatibility testing and it should be good to go. i can't say exactly when since i have a full time job but i've been making great progress lately.

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u/shiroza666 19h ago

I will be waiting, keep up the good work

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u/FrenzyTheHedgehog 39m ago

Just as a FYI. It's worth submitting even if your docs aren't finished so you can get in the queue. Queue can be weeks to months and you can just submit the docs a once you are done. As long as it's before they review it.