I am working on a dynamic 2D liquid system for all scrolling games. The aim is to create a tool focused on both liquid surface simulation and render.
With this system, you will be able to create blocks of liquid in the editor, configure them (simulation and render) and use them in your game. Of course, you will be able to interact with the tool threw code.
The aim is to create a cross platform tool available for Unity Free and Pro users.
Work In Progress
This won’t be a fluid simulator, the aim is to create liquid surface like some famous games like Rayman - Origins, Limbo, etc…
General
Editor integration
Code control
Cross platform
Shader and Script sources
Unity Free Pro
Simulation
Depth
Precision
Tension
Dampening
Spread
Object interaction
Drown simulation - optionnal
Floating simulation - optionnal
State behaviour
Render
Front and top mesh construction
Color
ZDepth control and color
YDepth control and color
Thickness effect
Refraction control
All questions, advices, comments or ideas are welcome !
For the moment, I have good results concerning the rendering. I think that you will have enough options to play with ! You will be able to do any style you want with the shader. But there is still a lot of work to make it multi-platform ready ! And I have some improvement to do concerning the depth.
I am focusing on the Water simulation and the interaction with the objects. The aim is to have a good feedback on the object state in the water to have full control of it.
I am also creating a default water simulation.
I decided to not develop some buoyancy simulation as it will increase the development time but I will add it in a future update.
If you have some idea of what you want in this package feel free to ask !
Wow this looks really awesome! I too have been looking for something like this for a while. I’ve always found water effects in video games to be awesome. When do you think you’ll have something finished enough for a beta test?
Will this be for sale on the asset store eventually?
Unfortunately I am not working on this for the moment. But this is something I keep in mind.
If I have several people asking for this I will also reconsider working on it earlier.