// ╔════════════════════════════════════════════════════════════════╗ // ║ Copyright © 2025 NWH Coding d.o.o. All rights reserved. ║ // ║ Licensed under Unity Asset Store Terms of Service: ║ // ║ https://unity.com/legal/as-terms ║ // ║ Use permitted only in compliance with the License. ║ // ║ Distributed "AS IS", without warranty of any kind. ║ // ╚════════════════════════════════════════════════════════════════╝ #region using NWH.DWP2.WaterObjects; using UnityEngine; #endregion namespace NWH.DWP2.DemoContent { /// /// An example on how to add WaterObject to an existing object at runtime. /// public class WaterObjectFromScript : MonoBehaviour { private void Start() { WaterObject waterObject = gameObject.AddComponent(); waterObject.convexifyMesh = true; waterObject.simplifyMesh = true; waterObject.targetTriangleCount = 64; waterObject.GenerateSimMesh(); MassFromVolume massFromVolume = gameObject.AddComponent(); massFromVolume.SetDefaultAsMaterial(); // Use massFromVolume.SetMaterial() to use a different material // instead of the default one. // Important. Without running Synchronize() WaterObject will not be registered by the WaterObjectManager and // the physics will not work. Just note that running Synchronize() can be expensive, so call it only after // all WaterObject setup is complete. } } }