The advanced simulation runs in world space — the simulation texture follows the camera and covers a viewport-relative area. The simulation grid follows the camera rather than covering the whole water body. Rendering, reflections and other features still have their own costs. The simulation quality stays constant regardless of how big the water is.

How It Works

The simulation texture covers a slightly larger area than the camera viewport (1.5× margin). As the camera moves, the simulation offsets its content to follow, so ripples persist naturally during camera motion. This is fundamentally different from simple simulation which is locked to the sprite's bounds.

Setup

Enable Simulations → Enable and set simulation type to Advanced. Same controls as simple, but the resolution cap is 2048 instead of 4096.

Use advanced simulation for seas, large lakes, and any body of water where you want consistent ripple quality across unlimited world space. Use simple simulation for small, contained pools where object-space mapping is simpler.

The resolution table is a starting-point recommendation from the supplied manual, not a measured performance guarantee. Profile your scene on the target device.

ResolutionHigh-End PCMid PCOld PCMobile
Advanced (max 2048)20481024512256
Water — simulation advanced reference image