Compatibility
Supported Unity versions, render pipeline, platforms, and known limitations.
Tidal v2.0 requires Unity 6 (6000.0+) with URP 17 and its RenderGraph API. It relies heavily on compute shaders and modern GPU-driven workflows.
Unity 2022 / 2021 are no longer supported in v2.0. The project moved to Unity 6 and
URP 17's RenderGraph. If you need an older Unity version, stay on
Tidal v1.0.
Unity version
| Unity Version | Status |
|---|---|
| Unity 2023 and lower | Not supported (use Tidal v1.0) |
| Unity 6 (6000.0+) | Supported |
Render pipeline
| Pipeline | Status |
|---|---|
| Universal Render Pipeline (URP 17, RenderGraph) | Supported |
| High Definition Render Pipeline (HDRP) | Not supported |
| Built-in Render Pipeline | Not supported |
Graphics APIs
| Graphics API | Status |
|---|---|
| Direct3D 11 / Direct3D 12 | Tested and supported |
| Vulkan | Not supported in 2.0 |
| Metal | Untested for 2.0 |
| OpenGL / WebGL | Not supported (compute shaders required) |
Vulkan is not supported in 2.0. Several fullscreen passes use quad-topology
procedural draws that Vulkan does not accept; a conversion to fullscreen triangles is planned for a
follow-up release. The interaction canvas and FFT simulation require compute shaders.
Platforms
Windows Standalone is the optimized target for 2.0. Other platforms may build and run given a compatible graphics API, but they were not tested for this release.
| Platform | Status |
|---|---|
| Windows Standalone | Optimized target |
| macOS / Linux Standalone | Untested for 2.0 |
| iOS / Android | Untested for 2.0 |
| Consoles | Untested for 2.0 |
| VR / XR | Withdrawn in v2.0 (returning as an opt-in package) |
| WebGL | Not supported |
Important: Official support is only guaranteed for entries marked
Supported or Optimized target. Other configurations may work but are not tested.
Known limitations
The following are honest limits of the 2.0 release:
- World-axis aligned bodies. Water bodies cannot be rotated - the simulation and mesh are world-axis aligned and the water plane is always horizontal.
- Cross-section and light budgets. A maximum of 8 analytic cross-section volumes can be visible on screen at once, and up to 8 underwater lights contribute to the volumetric march.
- Water-height sentinel.
GetWaterHeightreturns thefloat.MinValuesentinel when there is no valid sample (outside a bounded body, beyond clipmap coverage, or before the first physics-field readback). Always test the result before using it - see Water Queries & API. - Body count. Up to 254 bodies are supported (stencil indices); per-body rendering-layer bits wrap past 32 bodies, which shares visual layers but is not a failure.
- Shoreline waves disabled. The experimental shoreline breaking-wave feature is withdrawn from 2.0 and will return in a future update once robust.
- Mid-ray dry-volume fog. On the fully-submerged path, underwater fog does not exclude dry volumes along the view ray - cross-section and dry-cavity handling is exact at the camera and at cut faces, but a mid-ray void still fogs as water. A fix is planned in a 2.0.x patch.