Beautiful Water – Oceans, Lakes & Rivers
Wave fronts ... Lakes from a polygon or from a hollow of your terrain, with mirror calms next to wind- ... Wakes with a bow cushion, a Kelvin V and propeller wash, curving as the boat turns.
by AnkleBreaker
Price History +
Unity: 6000.0.41f1 (Unity 6.0 LTS) or newer; tested on 6000.0 and 6000.6.
Render pipeline: URP 17 only. HDRP and the Built-in Render Pipeline are not supported.
Required (free): AnkleBreaker Core, plus Burst, Collections and Mathematics, installed by the Dependencies window on first import. Until Core is in, the package stays out of the compilation, without errors.
Git: required to install the free dependencies in one click. Free, installed once: git-scm.com/downloads. Without Git you install them by hand.
Optional: Input System, Entities and Unity Physics (ECS buoyancy), FMOD (audio backend), AnkleBreaker Managers Loader, Beautiful Sky 1.1.0 or newer (sold separately, weather adapter).
Model: one wave field (Gerstner swell, FFT wind sea, long waves) shared by rendering, height queries, buoyancy, Burst jobs and Entities. Seeded and deterministic; queries also run on a server without rendering.
Content: 8 sea states, 8 example styles, 6 water zone presets, 6 shoreline foam patterns, 15 example and tutorial scenes, 3 optional example archives (Entities, Managers Loader, Beautiful Sky).
Performance: 4,096 height queries in 0.22 ms (median, Unity 6.6 player, desktop i9); no allocation per frame once warm. Not yet measured on mobile, consoles or entry-level hardware.
Documentation: 37-page searchable manual in the editor with guided tours, shipped as Markdown with llms.txt and SKILL.md.
Source: full C# source, no DLLs.
AI content: the water sounds and some example meshes and foliage were generated with AI tools; listed in the package.
Limits: waves do not curl into tubes; a waterfall lip does not move; hull flooding is a work in progress.
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🌊 All The Water Of Your World 🌊
The open sea, the coast, lakes, rivers and waterfalls, connected, around one physical wave field: what you see is what floats.
Rendering, height queries, buoyancy, Burst jobs and the optional Entities layer all read the same waves. The swell a player sees is the swell a boat feels, down to the crest of a coastal wave, the bowl of a whirlpool and the rings of an underwater blast.
🌊 An Ocean That Feels Alive 🌊
- Swell, wind sea and long waves stacked into one surface: short crests that fold into whitecaps, long waves that cut the horizon.
- 8 sea states, from Calm to Storm, and transitions that keep the waves in phase: the swell builds slowly, the wind answers fast.
- Whitecaps, lingering foam and crest spray torn off in the wind, golden against the sun.
- Sun glitter that sparkles on every facet and widens into a sun path at the horizon.
🏝 Coasts That Break 🏝
- Wave fronts turn, slow down and rise over the sea floor you give them.
- Crests stand up and break, with a white roll, lace foam and green glass at the top of the face.
- A fringing reef breaks the swell, the lagoon calms it, and the beach takes it again.
- Swash runs up the sand and leaves it dark and wet, drying in a few seconds.
- The coast opens onto the open sea, all the way to the horizon, without a seam.
🏔 Lakes, Rivers And Waterfalls 🏔
- Lakes from a polygon or from a hollow of your terrain, with mirror calms next to wind-ruffled patches.
- Rivers set by width, depth and speed, or by flow: a narrow channel runs faster, with streaks, standing waves and white water.
- Confluences draw a foam line where two waters meet, and a river stops cleanly at the lake shore.
- Waterfalls with a real ballistic sheet, mist, white jets and churning plunge pools, chained from pool to pool.
🚢 Boats That Feel The Sea 🚢
- Float anything: weighted probes or a baked hull, with mass, volume and estimated draft.
- A propeller that pushes only when it is under water, and a rudder.
- Wakes with a bow cushion, a Kelvin V and propeller wash, curving as the boat turns.
- Dry holds: the inside of a hull stays dry below the waterline.
- Currents carry bodies downstream, and whirlpools swallow them.
🌟 Below The Surface 🌟
- Light shafts and caustics on the sea floor and on hulls, shadowed by your scene.
- Red fades first and deep objects turn blue, among drifting silt and plankton.
- From below, the surface mirrors the sand, the weed and the reef, moving with the swell.
💥 Water You Can Play With 💥
- Splashes sized by the energy of what falls in.
- Underwater explosions: a dome, a towering spray column, a crater and rings of waves that floating bodies ride; seen from below, the flash and the gas bubble.
- Skipping stones, wading legs, oars, and whirlpools on the sea, a lake or a river.
- Read the water from code: height, normal, velocity and depth, from a MonoBehaviour, a Burst job or an entity.
🎨 Water In Your Style 🎨
- 8 example styles, from realistic to tropical, painted, cel shaded, pastel and noir, on the same physics.
- Water Zones change the look by area: blood sea at the edge of the map, toxic swamp, tropical lagoon, glacial meltwater, abyss, glowing bioluminescence. Your game reads the zone to trigger damage or a warning.
- Reflections of hills, cliffs and hulls, broken by the ripples.
🧰 Water In A Few Clicks 🧰
- Water Studio: add an ocean, a lake or a river, and preview styles and sea states without Play mode.
- In the Scene view, fill a hollow to make a lake, or trace a valley for a river that follows it, with pools and stepped falls on steep slopes. Your terrain is never modified.
- Water Network maps all the water of the scene and repairs what does not connect.
- Water Doctor checks your URP and camera settings and fixes them in one click.
- A 37-page manual inside the editor with guided tours, also shipped as Markdown with an llms.txt for the coding assistant in your project.
🔊 Water That Sounds Right 🔊
Water Audio follows what the camera sees: the open sea by its height and agitation, a filtered world under water, waterfalls by their flow, beach and river emitters, and splashes by their energy.
🌄 Pairs With Beautiful Sky 🌄
Own Beautiful Sky too? An optional adapter lets the sea follow its weather, from a clear morning to a thunderstorm. Beautiful Sky is sold separately, and the adapter needs Beautiful Sky 1.1.0 or newer; Beautiful Water works on its own.
📦 What You Get 📦
- Ocean, coasts, lakes, rivers and waterfalls on one shared wave field
- 8 sea states, 8 example styles and 6 water zone presets
- 15 example and tutorial scenes, plus 3 optional examples for Entities, Managers Loader and Beautiful Sky
- Water Studio, Water Network, Water Doctor and the Scene view water tools
- Full C# source, no DLLs, and the in-editor documentation
Everything Beautiful Water asks of your project is in the Technical details.
🔧 Setup 🔧
Beautiful Water runs on Unity 6 with URP. Import this package, then click Install in the Dependencies window that opens. The free AnkleBreaker packages install themselves through Unity's Package Manager, which needs Git installed on your computer to install them in one click.
🛠️ And also quality & productivity tools for Save Systems, Character Customization, Ballistic Systems, Popups & Notifications, Minimaps, Maps & Compasses, and more.