Bartek Dragon Docs
You are here: Bartek Dragon Docs » Dragon Water » Getting Started

Getting Started

  1. Configure your URP Renderer:
    • Enable Depth Texture
    • Add Dragon Water Render Feature
  2. Create empty game object in scene hierarchy root
  3. Set its position and rotation to 0,0,0
  4. Add Water Surface component
  5. Change its geometry type to Infinite Ocean
  6. Assign profiles:
    • Assign Standard Wave Profile
    • Assign Standard Material Profile
    • (optional) Assign Standard Underwater Profile
  7. Done!
Previous Next

Bartek Dragon Docs

Table of Contents

Dragon Water

  • About
  • Changelog
  • Getting Started

Documentation

  • Water Surface
  • Wave Profile
  • Material Profile
  • Underwater Profile
  • Dragon Water Config
  • Cutout Volumes
  • Ripple Effect
  • Local Wave Areas

URP

  • URP Render Feature

Physics

  • Floating Body

Scripting

  • Scripting API
  • Water Sampler
  • Water Behaviour

How-To

  • Build Optimization
  • Multiplayer Synchronization