WaterVolumeclass

Makes objects float, sink and drift. Attach to any trigger collider to create water.

objectComponentWaterVolume
Namespace
Sandbox
Assembly
Sandbox.Engine
Declaration
public sealed class Sandbox.WaterVolume : Sandbox.Component

Constructors1

Showing 1 constructors

Properties8

Showing 8 properties

public float Sandbox.WaterVolume.AngularDrag { get; set; }PUBLICGETSET

How much the fluid slows down spinning.

Returns:float

public float Sandbox.WaterVolume.FluidDensity { get; set; }PUBLICGETSET

How heavy the fluid is. Higher values make things float more. Water is 1000, oil is around 900, something very heavy like mercury is 13600.

Returns:float

public Vector3 Sandbox.WaterVolume.FluidVelocity { get; set; }PUBLICGETSET

Direction and speed of the water current.

Returns:Vector3

public Sandbox.TagSet Sandbox.WaterVolume.IgnoreTags { get; set; }PUBLICGETSET

Objects with any of these tags won't be affected.

Returns:TagSet

public float Sandbox.WaterVolume.LinearDrag { get; set; }PUBLICGETSET

How much the fluid slows down movement.

Returns:float

public float Sandbox.WaterVolume.SurfaceOffset { get; set; }PUBLICGETSET

Moves the water surface up or down.

Returns:float

public float Sandbox.WaterVolume.WaveAmplitude { get; set; }PUBLICGETSET

How tall the waves are. Set to 0 for calm water.

Returns:float

public float Sandbox.WaterVolume.WaveFrequency { get; set; }PUBLICGETSET

How fast the waves move.

Returns:float

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