The simple simulation runs a GPU fluid simulation in the water sprite's local UV space. Ripples propagate from obstructor interactions and optional rain drops. The simulation quality depends on the sprite size — larger sprites have lower effective resolution per unit.

Setup

Enable Simulations → Enable and set simulation type to Simple. Obstructions must also be enabled.

Key Settings

→ Resolution — simulation texture size (256 to 4096, powers of 2). Higher = finer ripples.

→ Iterations — simulation passes per frame. 3 is recommended. More = faster wave speed.

→ Wave height / Dispersion — amplitude and energy decay of the simulation.

→ Rain effect — spawns random ripples across the surface.

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
Simple (max 4096)409620481024512
Water — simulation simple reference image