Dynamic Simulation Effector Settings
Water Source Effector
Adds water flow into the simulation (like a faucet or waterfall).
Parameters:
Defines effector shape (Sphere, Cube, Triangle)

Defines how much water is continuously added

If enabled, water will flow in the forward (Z) direction of the object. This helps direct the flow along a slope or into a specific channel

Adds visual tinting to the flow. Useful stylized effects (e.g. colored toxic water or blood sources)
Force Object Effector
Injects velocity into the simulation — without blocking water. Think of it like adding directional flow: the object tells the water “move this way.”
Use cases:
Fast-moving boats, characters, or vehicles
Generating trails, foam, and surface ripples based on speed
Doesn't require collision geometry
Notes:
Doesn’t block water, only redirects it
Works well even when moving fast
Parameters:
Adds velocity based on the object's current movement

Continuous force applied even when not moving

Forces the water to flow in the object's forward (Z) direction, instead of radiating outward. Useful for simulating strongly directional flows, such as motorboats pushing against the current or pipes ejecting water in a specific direction

Includes rotational velocity in the calculation

Enables interaction only when the object intersects the water surface. This is useful for scenarios like boats jumping off ramps: the object won’t generate foam or waves while airborne — interaction starts only upon hitting the water again

Water Drain Effector
Removes water from the simulation (for example, a drain, hole, or leak). Parameters:
Defines drain shape

How fast the simulation removes water in that area

Obstacle Object Effector
Defines a static or dynamic collision object that the water simulation will avoid or flow around.
Use cases:
Boulders, walls, dams, etc
Terrain features that block water
Destroyable barriers that control flow

Parameters:
Use Mesh Filter as Source – uses the mesh filter or custom mesh to define shape.
Mesh Offset / Scale – adjust mesh size and alignment.
Activate When Intersects Water – only activates when the object touches the water surface.
⚠️ Note: When using a dynamic obstacle, assign your water surface to a specific “Water” layer to prevent double intersections.
Best used for slow-moving or static objects. Rapid movement may visually "push" water upward due to simulation timing
Last updated