Changed in version 5.9.0: Renamed from Water Body to Local Override
The Local Override component can add and remove the Surface, Volume and Physics from a given area. It can also override the materials for the Surface and Volume.
It operates on the CPU which means it cannot be as granular as a simulation.
Usage¶
The Local Override component, if present, marks areas of the scene where water should be present or not. It can be created by attaching this component to a Game Object and setting the X/Z scale to set the size of the water body. If gizmos are enabled, an outline showing the size will be drawn in the Scene View.
Add Local Override component to a GameObject.
Position and scale the GameObject so the bounds covers the desired area (bounds visible with gizmos).
If overriding the volume and/or physics, the Vertical option can be used to also heck the Y axis.
Configure exclusion (Include/Exclude Water) and Material Overrides as need.
Tip
If you need the ocean removed completely, the component shows two global settings: Default Clipping State and Default Excludes. The former requires Precision to be enabled.
Include/Exclude Water¶
It is possible to include/exclude the Surface, Volume and Physics from a given area.
The surface removal operation happens at chunk level. Volume and Physics are done precisely. For Physics, only objects that check HasWater are affected.
Precision¶
The Local Override component turns off chunks that do not overlap the desired area. The Clip Surface feature can be used to precisely remove any remaining water inside or outside the intended area. Enable Precise to use the clip surface with the Local Override. Additionally, the clipping system can be configured to clip everything by default, and then areas can be defined where water should be included. See the Clip Surface section.
Material Overrides¶
The Local Override component can override the water material on the water chunks. This can be used to give closed lakes a distinct appearance.
It can also override the volume materials. Unlike overriding the surface material detailed above, this is very precise. Be wary that there is no transition from one local override to another.
Precision¶
Enabling Precise will make the Local Override operate at the pixel level rather than the chunk level. It is recommended to try using inputs instead of a Local Override for changing the appearance of the water surface, as it is more efficient.