Phaser AE

3D Water Effects

Pro packv3.0.0-13D3D VFX

Twelve water effects for 3D games, from a footstep in a puddle to an erupting geyser. They are the splashes and spray, not the water itself, so they sit on whatever water surface your game already draws.

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Released October 19, 2026

3D Water Effects: a screenshot of its demo
A note about these graphics

Expansion packs don't come with graphics. This screenshot is one way of drawing what the pack does, made for its demo: none of the sprites, tiles or backgrounds in it are in the pack.

That's by design. A pack is a game's logic, mechanics and effects, and it works with whatever art you give it. Some packs draw effects, backdrops or 3D scenes of their own, but none carries a game's sprites.

So the look is yours. Make the art on phaser.io, bring your own, or let your agent draw it in code: the same pack can look like anything.

What it does

The pack registers twelve named effects with the 3D particle system. Spawn one with game.particles3d.effect(name, opts): a one-shot plays and removes itself, a loop runs until you kill it. They are data, so they cost nothing until one plays, and they replay identically from the game's seed.

Every effect treats its own height as the water's surface. Droplets rise from it, stretch along their flight, arc under gravity and die where they fall back through it; rings lie flat on it and widen; mist and foam sit over it. Each is layered from several emitters, coloured from white through pale blue to the blue of the water. So you spawn a splash at the water's level, and drips and sprinkler where the water lands. A wake follows a boat, and because its particles stay where they were born, the boat leaves its foam behind.

Features

  • Splashes — splash, a crown of droplets about three units tall with a jet, mist, foam and rings; droplets for a pebble or a raindrop; and footSplash, a step in a puddle.
  • Drips — drips, a bead that swells, falls and lands as a ring every 1.4 seconds.
  • Jets — spray, aimed with yaw and pitch; sprinkler, two jets turning round a lawn head; and fountain, a jet about 3.5 units tall inside an umbrella of droplets.
  • Big water — geyser, a column about five units tall collapsing in spray and steam, and waterfallMist, the churning white base of a waterfall.
  • Calm and underwater — ripples spreading across still water, and airBubbles rising in clusters.
  • Wakes — wake, foam, widening rings and spray at the head, a trail when it follows something.

Good for

  • Adventure games — a player or a boulder falling into a lake, a dripping cave, the foot of a waterfall.
  • Boating and swimming — a wake behind every boat and swimmer, ripples round a fishing float.
  • Towns and gardens — a fountain in the square, a sprinkler on the lawn.
  • Underwater levels and hazards — bubbles from a diver or a wreck, a geyser field, a burst pipe.

Make it yours

Each effect takes a position or an object to follow, scale, yaw, pitch and roll, a layer and a timeScale. scale multiplies every size, speed and distance, so a splash at scale: 2 is twice as big, and drips scaled by a ledge's height over 2.5 falls exactly that far. One game spawns footSplash on every step through a flooded street and a wake behind each boat; another builds a town square from a fountain, a sprinkler and waterfallMist at the foot of a cliff. A muddy splash for a swamp or a green one for slime is a copy from game.particles3d.defs with new colours, registered with registerVfx3d.

A quick look

A splash where the player hits the water, a wake behind a boat and a hose:

game.particles3d.effect('splash', { x: p.x, y: water.level, z: p.z });
game.particles3d.effect('wake', { follow: boat, offset: { y: -0.2 } });
const hose = game.particles3d.effect('spray', { x: 2, y: 1, z: 0, yaw: 90, pitch: -15 });
hose.kill();   // a loop plays until it is killed

Works with

Good to know

  • Droplets do not land on terrain or objects: there is no collision, only the effect's own surface height.
  • The wake emits by time rather than by distance, so a fast boat spreads its foam thinner and a still one leaves a patch.
  • The rings are flat quads just above the surface, so on rough water or sloping ground they can clip.
  • The busiest, geyser, peaks near 400 live particles and fountain near 300; the rest stay under about 150.

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