NavalPhysicsAgentCollisionSolver
v1.4.8
Pushes this floating body when a swimming agent hits its physics box. No panel fields. Put it on the same entity as NavalPhysics.
Find placed ones in the Scene panel with s:NavalPhysicsAgentCollisionSolver. See Filter.
Where you put it
Add it to the root that already has NavalPhysics. Loose debris in floatable_props.xml (floatable_door_top, floatable_barrel) has NavalPhysics and does not have this script. The packed debris prefabs do.
What you set
No fields. Prefabs store the script with no variables.
What it does
Each physics step it looks for agents in the water near the body's box. An agent whose eyes are inside the box shoves the body backward. An agent within 0.6 m of a box edge pushes and torques the body. Agents out of the water are ignored. The push uses the lighter of the body mass and the agent mass.
Where it lives
Managed script. Placements are in Modules\NavalDLC\AssetPackages\nested_prefabs_packed.xml. One of them is prefab floatable_debris_barrel_a. No loose scene file stores the script.
Examples
Debris barrel. Packed prefab floatable_debris_barrel_a. NavalPhysics and this script, no variables on either.
The same packed file repeats that pair on the other floatable debris roots. Each copy is the script with an empty variable list.