water

Water you place: a lake or pond inside an outline, a clear pool, or a river flowing along a line of points (downhill). Depth color over what's under it, sky and sun reflections, wind ripples, flow that follows the river, foam where it meets the shore and rocks (no hard edge). Swimmable; things float in it and rivers carry them.

In scene text

water { kind "…"  points ["a", "b"]  radius 1 }

Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.

Fields 14

FieldTypeUnit / rangeWhat it does
kindtext—lake, pond, pool or river.
pointslist of text—Lake/pond/pool: outline corners "x z" from the position (empty: round, `radius`). River: centerline "x y z width" from the position, y the surface there.
radiusnumberm, 0.2 … 5000Round lake/pond radius, or half a square pool's side, when there is no outline.
widthnumberm, 0.2 … 2000River width where a point doesn't give one.
depthnumberm, 0.05 … 500Deepest water below the surface (swimming, floating).
flownumberm/s, 0 … 30River speed at the middle (lakes: 0 still).
deep_colorcolour (r, g, b)—Deep water.
shallow_colorcolour (r, g, b)—Thin water.
claritynumberm, 0.1 … 80How far you can see into it (pools 30+, rivers 2-5, ponds 1-2).
foamnumber0 … 1White water at the shore, around rocks and in rapids.
ripplesnumber0 … 1Wind ripples, 0 glassy ... 1 choppy.
liliesnumber0 … 1Lily pads on still water.
styletext—realistic, or cartoon (flat bands, toon foam).
swimmabletrue / false—Players swim in it; things float.
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