Ultimate Water 2D / Docs v1.0.0Web demo Back to website

Random Ripples

Add Random Ripples for rain-like surface activity without moving objects. Choose a rectangular or circular spawn zone, position it within the water, and set Ripples Per Second. Min/max amplitude, frequency, speed, damping, and radius vary the generated ripples.

Deform Mesh enables physical surface deformation and height/force sampling contributions. Visual Effects controls the rings, distortion, accent, and optional foam. Spawn Impact Foam allows these ripples to contribute to impact foam independently of other impacts. By default, this component has deformation off and visual effects on.

The module spawns during Play mode. Start with a low rate and small amplitude for gentle rain; increase the rate and variation for heavier activity. Disable the module to stop spawning rather than treating its positive minimum rate as an off switch.

Performance: Random Ripples currently use analytical ripple evaluation. Dense rain and high spawn rates can become expensive, so profile on target hardware and cap the active visual and physics ripple budgets. A planned RenderTexture-based heightfield simulation is intended to allow many more concurrent ripples at a lower cost; until that work ships, budget against the current analytical implementation.