Great. This is a feature I was seriously needing. What algo are you using now? Weiler-Atherton? When do you think the new version with this feature will be out??
I am using the clipper library. It may take a couple of weeks since I am working on a couple of other features for the 1.2 version. The current 1.2 alpha version works only with 2D colliders, If you donât need the 3D colliders, send me your invoice number by email and Iâll send you the alpha version.
I can wait. Plenty of other stuff to work on.
Good to see progress on your asset.
-Jeff
Another feature that will be included in the 1.2 update is water flow.

Did you ever add the ability to programmatically modify the waves⌠height, frequency, etc� As mentioned in an earlier thread, my game needs to start with no waves then have the waves get progressively worse as time goes on.
If so, whatâs the api look like?
New flow feature looks cool.
The 1.1 version doesnât have the ability to change the amplitude, phase or speed of a wave at run time, but I will try to think of something for this version.
Hey Nicrom, I would like to contact you. Canât start a conversation here in Unity, I guess you disabled that feature. Can you give me a mail-adress? I have some specific questions for this Water 2D tool, if you donât mind ![]()
Hi. Sorry, I didnât know I had that feature disabled. My Email is johnq002@gmail.com
Can it work with 2D platformers packages ? It is possible to have characters swimming underwater ?
Water2D Tool works only with objects that have a RigidBody2D or RigidBody attached to them. I used the 2D Character Controller that unity provides, for testing and it worked without problems. How an object behaves in the water depends on itâs mass and collider area. There some additional parameters you can customize, like the scale of the buoyant force that is applied to an object with the tag âPlayerâ and an imaginary bounding box that will be used to calculate itâs area.
Update on the next version. Water2D Tool will have the option to create a 2.5D water that will have all the properties of the 2D water.


very interesting, in the middle with the touch of a rigidbody would be possible to make waves starting from the point of contact?
to reproduce the same effect 2.5D I used a water2D in front and one behind to the bottom with decorative settings and in the middle a quad with texture and a shader that move the offset in the X axis.
Nice.
At the moment the waves are generated only at the white line, but waves at the point of contact with the water are something I want to implement. Also the horizontal and vertical water are 2 separate sub-meshes as a result each will have itâs own material assigned to it.
When will 1.2 hit the store and what features have you planed for the future of this asset? ![]()
I hope to finish the 1.2 version in about a week or 2. There is at least one feature that will not be included in 1.2, but I intend to add it in the future. I hope to eventually bring this tool to a point where you will be able to create a 2D water that resembles the one found in âLimboâ as for the 2.5D water I want it to be something like in the games âThe Caveâ and âRayman Legendsâ.
Very interesting. Itâs exactly what i finding. Keep it up
Finally started working with water shaders. Itâs a water feature I wanted to add for a long time.

Cool, itâs really amazing. Do you test it on mobile?
I did not test the version I am currently working, on any mobile device yet. I posted some test result for the version 1.0 in a previous post on this forum thread.
That does look really nice!