Floodgate is a cloud-based service for creating awesome fluid simulations for games. Simulate everything from tiny teardrops to massive floods. You don’t need a computer with terabytes of HDD space, 100+ gigabytes of RAM and hundreds of CPUs to create fluid simulations. Setup your scene and press Simulate and we handle the rest.
Best of all Floodgate is FREE. Please visit https://access.floodgate.tech to download our Unity asset and your API key.
Main Features:
Cloud-based, AI accelerated extremely fast fluid simulation
Fast iterations - create multiple simulations at the same time
Loop your simulations
Create prefabs, asset bundles from your simulations
Export to OBJ
Easy integration into your existing gameplay framework
No code is needed
Easy to use, user-friendly custom editor interface
High-performance
Runs on every Unity platform
Use any shader/material with your simulation
Detailed Documentation
Video Tutorials
Supported versions Unity 5.6+
Floodgate is currently in BETA and you’re invited to try it! Please save your scene before using Floodgate.
Floodgate is NOT a dynamic, runtime fluid simulator, yet
Support:
For support, please visit our helpdesk https://support.floodgate.tech. These requests are tracked and most responses happen within 24 hours.
We are using AI accelerations on some parts of the pipeline to make it much faster than brute forcing calculations. The simulations are computed on the cloud and the user receives simulation meshes, which then can be (in a future version) post-processed according to needs (more/less smoothing, more/less detail for example).
I am introducing students of mine to Unity and importing heightmaps as part of civil engineering and terrain study as they relate to water flow. Would they be able to simulate flooding with this product?
We’ve just released a massive update. Floodgate will be a Unity service soon, fingers crossed :). Here’s our latest trailer. More tutorial videos and updated documentation will be following soon.
Can I use it to create simulations that will react realtime with skinned meshes like spray a character with water and it sticks to the body then falls down?
It’s not currently possible to create real-time fluid simulations with Floodgate. What you describe can be simulated with Floodgate, you can then export your simulation as prefab. However, it won’t react dynamically to the environment.
okay so if I splash fluid over a skinned mesh and it sticks to it and export the result then run the simulation in-game (the skinned mesh wont move it will stay static) the fluid will produce the same result as if it’s colliding with the skinned mesh?
Yes, if I’m understanding you correctly, it should happen like that. We are in the process of adding stickiness setting to the collision meshes, it should work better than having a high friction value. The new update should be ready in a day or two.
The new update is ready for download!
We have added Stickiness parameter to collision meshes!
Renamed Static mesh friction to Global static mesh friction in the simulation settings panel. It’s now possible to modify friction value per collision mesh.
This looks great. Just so I understand the project youre working on, this is mostly for pre-calculating fluids rather than a dynamic simulation, correct? For example, a flooding house where the player is able to open and close doors while different rooms have different levels of water that influence other rooms in real time wouldnt be possible, but a flooding house with no dynamic elements would be. If dynamic elements and player interaction is possible I am interested in knowing more about it.