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注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
注意! 这个版本的文档描述了一个不再受支持的旧SDK版本!请升级到最新的SDK版本。

Global Water

A Global Water is an infinitely spread mesh with auto-tessellation that represents a boundless ocean (the wireframe of the water is not scaled; regardless of the camera position it always stays the same). It is optimized so the GPU is not overloaded.

The object has support for the underwater mode. However, it cannot have a body assigned, and thus does not provide proper physical interaction with scene objects. Also it is limited to a single water level. It means that the filling level of water always remains the same. So, if you need to create, for example, mountain lakes or water flows with height difference, you should use a Water Mesh.

Notice
As the water object uses the screenspace projected grid for the water surface of the infinite size, it is recommended to use only one (1) water object in the scene.

Ocean Created with Water Object

Notice
Physical interaction of a water and other scene objects can be done by using a physical water object: you can place a physical water object in the water to indicate an area where physical interactions will take place.

See also#

Adding Water#

To add infinite water to the scene via UnigineEditor:

  1. On the Menu bar, click Create -> Water -> Global:

  2. Place the water object in the scene:

Infinite water will be added to the scene and you will be able to edit it via the Parameters window.

Editing Water#

Water settings can be adjusted via the Parameters window:

  • On the Node tab, water surfaces that determine optical and dynamic behaviour of water can be adjusted.
Last update: 2019-08-16
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