water_body
v1.4.8
A water surface on an editor plane. Water Prefab picks the water type.
Find placed ones in the Scene panel with s:water_body. See Filter.
Where you put it
Drop the prefab water_plane from Modules\Native\Prefabs\editor_contents.xml, then scale it over the lake or sea. The mesh is editor_plane_high. Physics shape on the prefab is bo_editor_plane.
Campaign seas are huge scaled planes. A battle puddle is a smaller plane with physics material water.
What you set
Native panel.
| Panel field | What to do with it |
|---|---|
| Water Prefab | Water type. The empty prefab stores a blank string. Campaign seas store Main Map Sea. Muddy ground stores Muddy Puddle. |
<script name="water_body">
<variables>
<variable name="Water Prefab" value=""/>
</variables>
</script>
What it does
The plane is the water. Water Prefab selects which water it is. A campaign sea stores Main Map Sea. A puddle stores Muddy Puddle.
Where it lives
Native script. Prefab: Modules\Native\Prefabs\editor_contents.xml, entity water_plane.
Examples
Empty plane. Prefab water_plane. Water Prefab is empty. Mesh editor_plane_high.
Campaign sea. SandBox\SceneObj\Main_map. Prefab water_plane scaled to about 71 × 69, mesh material worldmap_lake_clear. Water Prefab is Main Map Sea. Another plane in that scene stores Muddy Puddle.
Muddy skirmish water. Native\SceneObj\mp_skirmish_map_014. Prefab water_plane, physics material water, mesh material wat_puddle_muddy. Water Prefab is Muddy Puddle. Five planes in that scene use it.