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Container size
The Container size parameter changes how large the simulation volume of liquid is.
You can press “Edit Container Area'' to enable resizing gizmos.
This parameter cannot be changed on the “live” liquid instance.
Maximum allowed timestep
This parameter specifies what the highest delta time that may be used in simulation is, when the FPS drops. If that limit is hit, liquid simulation will slow down.
Higher values correspond to less stable simulation during FPS drops, but will result in less cases when the liquid slows down.
Simulation speed
This parameter controls the speed of the liquid simulation. You can slow down or speed up the liquid with this parameter.
Iterations per frame
Controls how many physic steps will be calculated each Update or FixedUpdate. This affects performance, especially on mobile, but results in better simulation quality. In most cases you will want to set it to 1.
Max particle count
Controls how many liquid particles a liquid instance can have simultaneously. Higher values correspond to a higher possible liquid volume, but results in higher VRAM usage and potentially higher performance cost.
This parameter cannot be changed on the “live” liquid instance.
Grid resolution
This parameter controls the size of the liquid simulation grid.
This is the most important parameter for performance adjustment.
Higher size of the grid corresponds to a higher quality simulation, and the smaller size of each particle, but results in higher VRAM usage and a higher performance cost.
Effective grid resolution shows you the size of your liquid grid. VRAM usage and performance cost scales with effective grid resolution.
Cell size and Particle size shows you calculated size of each cell and particle respectively.
This parameter cannot be changed on the “live” liquid instance.
Run Simulation
Freezes the liquid when disabled. Also decreases performance cost when disabled, since liquid physics won’t be simulated.
Enable Container Movement Feedback
When enabled, liquid will try to stay in place in world space, when moving the container.
When disabled, moving the liquid container will move liquid with it.
Use Fixed Timestep
Use Fixed Timestep for physics simulation. Can be used to have similar behavior of liquid between different runs and machines. Use with care, if the physics simulation takes more time than Fixed Timestep, performance will be severely affected.
Visualize Scene SDF
Allows you to visualize analytical and neural colliders. This option is intended only for debugging.
Enable Render Downscale/Downscale Factor
Enables the usage of lower resolution for rendering to improve performance. The Resolution scale is controlled with the “Downscale Factor”. Recommended for mobile devices.
You can not set it to 1.0, if you want full resolution you must disable render downscale.
Custom Light (HDRP only)
Sets which light will be used for liquid shading. It’s required that you set that parameter. Currently, only 1 light can contribute to liquid lighting on HDRP.
Reflection probe
Sets reflection probe used for reflection calculation on the liquid. Must be set on HDRP, and it’s strongly recommended to be set on BRP/URP.
Initial State/Baked Initial State Asset
Controls what state liquid will have at start of the simulation. Please see Liquid Initial State Baking for details.
Current Rendering Mode
Selects which renderer is going to be used for this instance of the liquid. The default and recommended one is Mesh Render. Please note that only Unity Render supports VR in the current release.
Current Injection Point
Specify at which point in the render graph should liquid be rendered. Recommended options are: Before Forward Alpha if you want other transparent objects to be rendered on top of the liquid, or After Forward Alpha if you want liquid to be rendered on top of the other transparent objects.
<aside> 💡 Please note that all material parameters are only used in Mesh Render. In the case of Unity Render mode, you are responsible for material and its parameters.
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