A list of all Actions, Conditions and Expressions supported in this addon.
Mesh Control
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Actions
Set mesh columns to {0}
Changes the number of simulation columns at runtime. Wave state is resampled. Do not call every tick.
Set mesh rows to {0}
Changes the number of mesh rows at runtime. Column simulation state is preserved. Do not call every tick.
Performance
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Actions
Set fixed simulation step to {0} seconds
Sets the fixed simulation step in seconds. Clamped to [1/240FPS, 1/15FPS].
Set idle threshold to {0}
Sets the idle detection speed threshold at runtime. 0 disables idle detection.
Set max simulation steps per tick to {0}
Sets the maximum fixed simulation steps processed per tick. Clamped to [1, 20]. Higher values recover from hitches better but can increase per-frame cost.
Set off-screen auto-wave lightweight mode to {0}
Performance saver for off-screen water with auto-waves. When enabled, the behavior only advances wave phase and reconstructs the surface directly, skipping spring/spread simulation. Trade-off: hidden ripple dynamics and force interactions are not simulated while this mode is active.
Set spread pass count to {0}
Sets the number of spread pass iterations per tick. Clamped to [1, 16].
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Expressions
FixedSimStep
Current fixed simulation step in seconds.
MaxSimStepsPerTick
Current max fixed simulation steps processed per tick.
Splash Physics Settings
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Actions
Apply splash force at X {0} with force {1} and radius {2}
Applies a vertical impulse to the water surface at a world X coordinate. Does not require any object or Physics behavior — use this to manually trigger splashes from events or script.
Clear splash setting {1} for UID {0}
Removes the per-instance override for the chosen setting, falling back to the object-type override or water default. Only relevant if the instance has the Physics behavior attached.
Clear splash setting {1} for {0}
Removes the object-type override for the chosen setting, reverting to the water default. Only relevant for objects that have the Physics behavior attached.
Set default splash setting {0} to {1}
Sets the water-wide fallback value for a splash setting. Applies to all objects with the Physics behavior that enter the water, unless overridden per object type or per UID.
Set splash setting {1} for UID {0} to {2}
Overrides a splash setting for a single instance by UID. Only affects the instance if it has the Physics behavior attached. Takes priority over any object-type or water default.
Set splash setting {1} for {0} to {2}
Overrides a splash setting for all instances of the chosen object type. Only affects objects that have the Physics behavior attached. Takes priority over the water default but can be overridden per UID.
Set physics auto-splash to {0}
Enables or disables automatic splash detection. When enabled, the water monitors all objects with the Physics behavior and creates splashes when they enter or exit the water surface. Objects must have the Physics behavior attached to be detected.
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Expressions
InstanceSplashValue
Returns the effective splash setting value for the given UID, resolving UID override first, then object-type override, then water default. Does not require the Physics behavior to query.
ObjectTypeSplashValue
Returns the effective splash setting value for the given object type (or its name), applying the object-type override if set, then falling back to the water default. Does not require the Physics behavior to query.
Simulation Control
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Actions
Flatten surface by {0}%
Instantly moves the current surface toward flat by a percentage. 100 fully flattens it; 0 leaves it unchanged.
Set dampening to {0}
Sets the energy decay rate at runtime.
Set enabled to {0}
Enables or disables the water behavior. When disabled, the simulation is paused and ticking stops.
Set spread to {0}
Sets the lateral propagation rate at runtime.
Set tension to {0}
Sets the spring constant at runtime.
Wave Control
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Actions
Set auto-waves enabled to {0}
Enables or disables auto-wave oscillation.
Set magnitude to {0}
Sets the auto-wave amplitude in pixels.
Set period to {0}
Sets the auto-wave cycle duration in seconds. 0 freezes phase accumulation.
Set wave length to {0}
Sets the spatial wavelength of auto-waves in pixels.
Impact Context
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Conditions
On Physics impact (UID filter: {0})
Fires once per Physics instance per surface zone entry. Pass 0 to fire for any impacting instance.
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Expressions
ImpactForce
The computed force applied to the surface. Valid inside OnPhysicsImpact only.
ImpactUID
UID of the impacting Physics instance. Valid inside OnPhysicsImpact only.
ImpactX
World X coordinate of the Physics impact. Valid inside OnPhysicsImpact only.
State Checks
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Conditions
Auto-waves is enabled
True if auto-wave oscillation is currently active.
Behavior is enabled
True if the water behavior is currently enabled.
Simulation is idle
True if the simulation has stopped ticking due to idle detection.
Physics auto-force is enabled
True if Physics auto-force detection is currently active.
Mesh State
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Expressions
MeshColumns
Current number of simulation columns.
MeshRows
Current number of mesh rows.
Simulation State
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Expressions
AutoWaveEnabled
1 if auto-waves are currently enabled, 0 if disabled.
Surface Query
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Expressions
SurfaceNormal
Upward surface normal angle in radians for the water surface at world X position x.
SurfaceNormalAngle
Upward surface normal angle in degrees from 0 to 360 for the water surface at world X position x.
SurfaceY
World Y of the water surface at world X position x.