[RELEASED] Game 2D Water Kit

Hello Hayde - your solution works absolutely great way. My building time is back to seconds. You saved me a lot of grey hairs :slight_smile: Thank you very much!!!

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Hi! that’s can work with https://assetstore.unity.com/packages/essentials/tutorial-projects/lost-crypt-2d-sample-project-158673 URP+Distortion really a problem now.

Hello @Makkezi :slight_smile:

I’m sorry, but I don’t understand what you mean!

This is the official scene presented by Unity at the conference with great light and materials. I create my project using it as a basis, will your tool work with this project? Need work with 2d light. Could you please check, install it for 3 minutes and check your instrument. If it works, I will immediately buy it!
Thanks.

Thank you for clarifying! :slight_smile:

Yes! The asset supports URP and the 2D Renderer (2D lights)!

I tested the asset in the Lost Crypt sample project, and it works well

Please contact me https://game2dwaterkit.haydeludos.com/contact/ :wink:

https://www.youtube.com/watch?v=UkGqySLUshY

Wow! Said and Done.

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Version 1.4.4 got published today! :smile::smile:

New features:

  • Waves Can Affect Rigidbodies: Rigidbodies, that are floating on water, can follow the undulations of water waves
  • On-Water-Move ripples: Ripples that are created when a rigidbody moves in water
  • Surface outlines: Draw the outlines of the surface of water: water top-edge, surface-level and submerge-level

Feel free to check the asset store page here

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Version 1.4.5 is now live! :smile::smile:

New features:

  • Added the option to set a fixed thickness for the edges of waterfall systems
  • Added the option to set an offset for the edges of waterfall systems
  • Added the option to make the top edge of a waterfall system wider or narrower than the bottom edge, and vice versa
  • Added the option to limit the large water area to a specific region
  • Added a new function to the WaterMainModule that retrieves 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

Feel free to check the asset store page here

Hello, I am purchasing the product today and I am interested in seeing if there is a pre-built way to add splashes and particle effects when the player comes into contact with the water. I am also considering using this with the corgi engine; but, i was not sure if anyone has tried this with that asset.

Hello,

You can have a sound effect and a particle effect for each type of ripple: On-Collision ripples, Constant ripples, and Script-Generated ripples.

For more information, please check this page: https://game2dwaterkit.haydeludos.com/water-system/water-simulation/#on-water-enter-and-on-water-exit-sound-effect

Regarding Gorgi Engine, I didn’t test it myself, but when checking its documentation, I can see that it implements its own physics (raycast based), however, it still uses 2D colliders. So in case the water doesn’t react to colliding objects, the asset already has an event, OnWaterEnterExit(Game2DWater waterObject, Collider2D collider, bool isColliderEnteringWater),
that you can subscribe to once at Start, so you can use it to create ripples (script-generated ripples) whenever an object gets into or out of water. Please find an example of this use case here: https://game2dwaterkit.haydeludos.com/water-system/water-simulation/#on-water-enter-and-on-water-exit-events

If you need any assisstance, feel free to reach me through email :): https://game2dwaterkit.haydeludos.com/contact/

Hello, I want to create 8 different waterfalls in my scene with each having their own color. What is the easiest way to do this? Every time I create a new Waterfall and then change the color, it changes the color for all of them,

When duplicating a waterfall, the original waterfall and its new duplicate will be using the same material. So whenever you change one of the waterfall’s color, the other one changes too. In order to fix this, you need to create different materials for different waterfalls. I know this can get a bit tedious especially when having many waterfalls and each one of them has to have a different color or any of the other material properties different to the other ones, so could you please reach out to me (https://game2dwaterkit.haydeludos.com/contact/) so I can provide you with a modified asset that enables you to keep using the same material for different waterfalls and also lets you specify the color under the waterfall component inspector (per-object basis) instead of under the waterfall material inspector.

Hello, I’m using Game 2D Waterkit v1.4.8 for my game Clunky Hero.
However, I’ve an issue… looks like a bug, I’m not sure.
Basically I’ve created custom materials that I apply to different water areas (for instance I’ve a red color for a dangerous area, or one which has a thickier or thinnier surface based on the depth of my water area, and so forth…).
However, both in Editor and in Build, the water is not animated and/or looks flat (it is correct though if I use the default material). Weird thing: if I’m in Editor and I expand the material drop-arrow from Inspector and then I click play, my water becomes animated and works properly. But can’t manage to achieve that on a Build, which I hope to work right away.
Any ideas?
Do I have to update? (it’s weird because I see you updated the tool on 30th August, and yet it’s v1.4.8?)
Or how can I solve it without update? (it’s always risky to update)

Hello,

If the material is saved as an asset in your project, then you need to have the noise texture saved with it as well. For that, please select your material and press the button entitled “Add Missing Noise Texture To Project”. This will create the noise texture which is used by the material to apply the refraction/reflection effects in the same directory where your material is located.

Do I have to update? (it’s weird because I see you updated the tool on 30th August, and yet it’s v1.4.8?)

Yes, the update is kept to version 1.4.8 because there were no major features added to the asset. It’s mainly a patch to fix some issues and to add minor features. Those are the recent changes.

I hope this helps! :slight_smile:

Great! Looks like it works now! Thanks a lot

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Glad to be of help! :slight_smile:

I’ve been using the 2D Water package for quite a while now, and I absolutely love it! It’s great value and helped me a lot.
But I’m having a bit of trouble with it right now, don’t worry, no bugs. Just I can’t find how to “Fix Scale” through code. And it’s essential for me because I’m generating the world randomly.

I have replied to your email, @Xiddo :slight_smile:

Hello, I’m having an error in update related with particles… Still using v1.4.8.
The error I get is the following:

MissingReferenceException: The object of type 'ParticleSystem' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
Game2DWaterKit.Ripples.Effects.WaterRipplesParticleEffect.Update () (at Assets/Third Party Stuff/Game2DWaterKit/Runtime/Scripts/Ripples/Effects/WaterRipplesParticleEffect.cs:61)
Game2DWaterKit.Ripples.WaterCollisionRipplesModule.Update () (at Assets/Third Party Stuff/Game2DWaterKit/Runtime/Scripts/Ripples/WaterCollisionRipplesModule.cs:143)
Game2DWaterKit.Game2DWater.RegularUpdate () (at Assets/Third Party Stuff/Game2DWaterKit/Runtime/Scripts/Game2DWater.cs:299)
Game2DWaterKit.Game2DWaterKitObject.LateUpdate () (at Assets/Third Party Stuff/Game2DWaterKit/Runtime/Scripts/Game2DWaterKitObject.cs:89)

It seems related with the pool size, maybe… But the behavior is very strange. I’ve set a pool of 20 particles, I jump in the water some certain amount of times, then I start getting that error. I have the “can expand” activated, but for some reasons it seems it’s not expanding… And the problem is that I get it at update, so 999+ times, not only when I jump again in the water… I mean, it STARTS at some point when I jump in the water, but then it keeps giving me error until I quit, even without entering the water again. And the fun fact is that when I enter the water again, the particle is correctly displayed. So I’m not sure what’s happening. Maybe at random, one of my jumps in the water, trigger that error? So it’s not related with the pool size at all? Just a glitch? Any idea how to avoid it?

Hello,

The issue you’re facing seems unrelated to the pool size. To assist you further, could you kindly provide additional information about the setup of the ParticleSystem prefab? Specifically, I would like to know if you have set the “Stop Action” property to “Destroy” under the ParticleSystem component properties. It should not be set to “Destroy”. If this property isn’t responsible, please let me know if there are any custom scripts attached to the prefab that might trigger its destruction under specific conditions.

I also wanted to mention that the pooling system utilized by the water script doesn’t destroy particles once they finish playing; instead, it disables them for future reuse. Therefore, it’s possible that either the “Stop Action” property or an attached component to the particle prefab is causing the destruction of the particle game object, and hence the error you’re experiencing.

I look forward to your response :slight_smile: