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DiffusionWorks/Documentation/Floating platforms

Floating platforms

Use Floating Platform 2D (DWFloatingPlatform2D) when a platform should follow the waterline with controlled smoothing, dip under riders, and tilt. It requires a Collider2D; a Rigidbody is optional according to the component’s movement path.

Assign Platform Collider, optionally assign a Float Point, and position the platform over an interactive water body. Set Rider Layers to the player/object layers allowed to affect it.

  • Fixed Position holds its starting X position.
  • Submersion Depth determines how far the platform bottom sits below the surface.
  • Vertical Smooth Time controls response; lower values follow more tightly.
  • Max Vertical Speed limits vertical movement; 0 removes that limit.
  • Rider Dip Depth / Smooth Time controls settling under a rider.
  • Ripple Response / Ripple Smooth Time softens impact-ripple movement.
  • Enable Tilt, Max Tilt Angle, Water Tilt Strength, and Rider Tilt Strength control slope and rider-position tilt.
  • Rider Check Height / Inset tunes the region used to find riders.

Test with the actual player controller. The component includes rider detection and support behavior, but a custom kinematic controller may still need its own moving-platform displacement handling. Do not assume it reparents every rider or replaces controller-specific platform support.