Water Float Volumes
Zones that push Floaters towards the water surface.
How Float Volumes Work
Floaters
that enter a FloatVolume
will float upwards towards the specified water surface.
FloatVolumes
can change during runtime and all points inside the water will react accordingly.
Tilted/Sloped FloatVolumes
are supported if you want a slanted water surface.
To achieve a river-like effect, you can have multiple flat or sloped float volumes with flow forces pushing floaters downstream.
Warning: If you want to change a tilted float volume at runtime, you will need to call RecalculateSlope()
on the float volume.
There is currently a limit of 10 overlapping float volumes at one time.
If you really need more, you can change the limit in the
Floater.cs
script
Custom trigger shapes are supported, but the surface of the trigger must be flat to work as expected.
For Example: You can create a circular pool and have a mesh collider cylinder instead of a box collider for your
FloatVolume
.
You can assign GravityZones
to FloatVolumes
to alter which direction the water pushes floaters upwards.
FloatVolumes
also trigger splash effects and sounds when objects enter the water. These effects and sounds can easily be customized for each FloatVolume
by adding splash particle overrides and sound effect overrides.
See Sound Effect System and Splash Particle System sections for adding more sounds and particle FX.
Last updated