---
title: "3D Water Effects"
package: "@phaser-ae/vfx3d-water"
tier: Pro
version: 3.0.0-1
released: 2026-10-19
updated: 2026-10-19
description: "Twelve 3D water effects, from a footstep in a puddle and dripping ceilings to splashes, sprays, a fountain, a geyser, waterfall mist, ripples, bubbles and a boat's wake."
url: https://phaser.io/packs/vfx3d-water
site: Phaser - https://phaser.io
---

# 3D Water Effects

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.

## 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:

```ts
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

- `particles-3d` and `particle-textures` — required: the runtime and the particle frames; `core-3d` includes both.
- `water-3d` and `watermax` — the water surfaces these effects sit on.
- `underwater-3d` — the underwater scene for the bubbles.
- `vfx-water` — the 2D water effects.

## 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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