├── .gitignore ├── Assets ├── .gitignore ├── Images.meta ├── Images │ ├── circle.png │ ├── circle.png.meta │ ├── dummy box.png │ └── dummy box.png.meta ├── Materials.meta ├── Materials │ ├── Splash.mat │ ├── Splash.mat.meta │ ├── Water.mat │ └── Water.mat.meta ├── Prefabs.meta ├── Prefabs │ ├── Box.prefab │ ├── Box.prefab.meta │ ├── Splash.prefab │ └── Splash.prefab.meta ├── Scenes.meta ├── Scenes │ ├── SampleScene.unity │ └── SampleScene.unity.meta ├── Scripts.meta └── Scripts │ ├── BoxSpawner.cs │ ├── BoxSpawner.cs.meta │ ├── DynamicWater2D.cs │ └── DynamicWater2D.cs.meta ├── LICENSE └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | /[Bb]uilds/ 6 | 7 | /Assets/AssetStoreTools* 8 | /Assets/Plugins 9 | /Assets/Plugins.Meta 10 | /.vscode/ 11 | /ProjectSettings/ 12 | /Packages/ 13 | 14 | # Visual Studio 2015 cache directory 15 | /.vs/ 16 | 17 | # Autogenerated 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-------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c215732b02819384781b1e5e735f84a8 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/BoxSpawner.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace ilhamhe { 6 | 7 | public class BoxSpawner : MonoBehaviour { 8 | public GameObject box; 9 | 10 | private void Update () { 11 | if (Input.GetKeyDown (KeyCode.Space)) { 12 | GameObject go = Instantiate (box, new Vector3 (Random.Range (-7f, 7f), Random.Range (3f, 5f), 0), Quaternion.identity) as GameObject; 13 | go.transform.localScale = new Vector2(Random.Range(.5f, 1.5f), Random.Range(.5f, 1.5f)); 14 | Destroy(go, 3f); 15 | } 16 | } 17 | } 18 | 19 | } -------------------------------------------------------------------------------- /Assets/Scripts/BoxSpawner.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 64c2f69aa959bb84580ccebe0c64b302 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/DynamicWater2D.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace ilhamhe { 6 | 7 | public class DynamicWater2D : MonoBehaviour { 8 | 9 | [System.Serializable] 10 | public struct Bound { 11 | public float top; 12 | public float right; 13 | public float bottom; 14 | public float left; 15 | } 16 | 17 | [Header ("Water Settings")] 18 | public Bound bound; 19 | public int quality; 20 | 21 | public Material waterMaterial; 22 | public GameObject splash; 23 | 24 | private Vector3[] vertices; 25 | 26 | private Mesh mesh; 27 | 28 | [Header ("Physics Settings")] 29 | public float springconstant = 0.02f; 30 | public float damping = 0.1f; 31 | public float spread = 0.1f; 32 | public float collisionVelocityFactor = 0.04f; 33 | 34 | float[] velocities; 35 | float[] accelerations; 36 | float[] leftDeltas; 37 | float[] rightDeltas; 38 | 39 | private float timer; 40 | 41 | private void Start () { 42 | InitializePhysics (); 43 | GenerateMesh (); 44 | SetBoxCollider2D (); 45 | } 46 | 47 | private void InitializePhysics () { 48 | velocities = new float[quality]; 49 | accelerations = new float[quality]; 50 | leftDeltas = new float[quality]; 51 | rightDeltas = new float[quality]; 52 | } 53 | 54 | private void GenerateMesh () { 55 | float range = (bound.right - bound.left) / (quality - 1); 56 | vertices = new Vector3[quality * 2]; 57 | 58 | // generate vertices 59 | // top vertices 60 | for (int i = 0; i < quality; i++) { 61 | vertices[i] = new Vector3 (bound.left + (i * range), bound.top, 0); 62 | } 63 | // bottom vertices 64 | for (int i = 0; i < quality; i++) { 65 | vertices[i + quality] = new Vector2 (bound.left + (i * range), bound.bottom); 66 | } 67 | 68 | // generate tris. the algorithm is messed up but works. lol. 69 | int[] template = new int[6]; 70 | template[0] = quality; 71 | template[1] = 0; 72 | template[2] = quality + 1; 73 | template[3] = 0; 74 | template[4] = 1; 75 | template[5] = quality + 1; 76 | 77 | int marker = 0; 78 | int[] tris = new int[((quality - 1) * 2) * 3]; 79 | for (int i = 0; i < tris.Length; i++) { 80 | tris[i] = template[marker++]++; 81 | if (marker >= 6) marker = 0; 82 | } 83 | 84 | // generate mesh 85 | MeshRenderer meshRenderer = gameObject.AddComponent (); 86 | if (waterMaterial) meshRenderer.sharedMaterial = waterMaterial; 87 | 88 | MeshFilter meshFilter = gameObject.AddComponent (); 89 | 90 | mesh = new Mesh (); 91 | mesh.vertices = vertices; 92 | mesh.triangles = tris; 93 | mesh.RecalculateNormals (); 94 | mesh.RecalculateBounds (); 95 | 96 | // set up mesh 97 | meshFilter.mesh = mesh; 98 | } 99 | 100 | private void SetBoxCollider2D () { 101 | BoxCollider2D col = gameObject.AddComponent (); 102 | col.isTrigger = true; 103 | } 104 | 105 | private void Update () { 106 | // optimization. we don't want to calculate all of this on every update. 107 | if(timer <= 0) return; 108 | timer -= Time.deltaTime; 109 | 110 | // updating physics 111 | for (int i = 0; i < quality; i++) { 112 | float force = springconstant * (vertices[i].y - bound.top) + velocities[i] * damping; 113 | accelerations[i] = -force; 114 | vertices[i].y += velocities[i]; 115 | velocities[i] += accelerations[i]; 116 | } 117 | 118 | for (int i = 0; i < quality; i++) { 119 | if (i > 0) { 120 | leftDeltas[i] = spread * (vertices[i].y - vertices[i - 1].y); 121 | velocities[i - 1] += leftDeltas[i]; 122 | } 123 | if (i < quality - 1) { 124 | rightDeltas[i] = spread * (vertices[i].y - vertices[i + 1].y); 125 | velocities[i + 1] += rightDeltas[i]; 126 | } 127 | } 128 | 129 | // updating mesh 130 | mesh.vertices = vertices; 131 | } 132 | 133 | private void OnTriggerEnter2D(Collider2D col) { 134 | Rigidbody2D rb = col.GetComponent(); 135 | Splash(col, rb.velocity.y * collisionVelocityFactor); 136 | } 137 | 138 | public void Splash (Collider2D col, float force) { 139 | timer = 3f; 140 | float radius = col.bounds.max.x - col.bounds.min.x; 141 | Vector2 center = new Vector2(col.bounds.center.x, bound.top) ; 142 | // instantiate splash particle 143 | GameObject splashGO = Instantiate(splash, new Vector3(center.x, center.y, 0), Quaternion.Euler(0,0,60)); 144 | Destroy(splashGO, 2f); 145 | 146 | // applying physics 147 | for (int i = 0; i < quality; i++) { 148 | if (PointInsideCircle (vertices[i], center, radius)) { 149 | 150 | velocities[i] = force; 151 | } 152 | } 153 | } 154 | 155 | bool PointInsideCircle (Vector2 point, Vector2 center, float radius) { 156 | return Vector2.Distance (point, center) < radius; 157 | } 158 | 159 | } 160 | 161 | } -------------------------------------------------------------------------------- /Assets/Scripts/DynamicWater2D.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b6e894649b91b8e4faacbafd019e63db 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2018 Ilham Hasymi Effendi 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity2DDynamicWater 2 | Example project to show 2D water simulation in Unity. 3 | Tutorial can be found here: https://ilhamhe.medium.com/dynamic-2d-water-in-unity-8d897852ee01 4 | --------------------------------------------------------------------------------