SUMMARY
The engine stops reporting river water about 3 m below the surface, whatever the real depth. A character falling below that limit loses swimming and walks on the bed, with water visible above its head. A fall from about 2.4 m above the water is enough; 1.9 m is not. Entering slowly from a bank is fine.
MinDepth changes the wireframe in the World Editor, but not this limit.
TEST CASES
Run in Play mode on a custom terrain, using "Play from Camera Position" to drop the character over the river. Not run on a vanilla terrain. Fall heights are above the water surface.
1. Depth 2.8 m, MinDepth 1
- 1 m fall: starts swimming and floats up.
- About 5 m fall: hits the bed at about -11 m/s, survives, then floats up.
- About 8 m fall: dies on the bed (-12 m/s).
- Water is detected down to the bed.
2. Depth 5.9 m, MinDepth 1
- 1 m fall: stops about 2.3 m below the surface and floats up.
- About 5 m fall: 3 m below the surface, submersion and surface drop to 0, swimming stops, the character reaches the bed and walks on it.
- Walking back up a slope: swimming restarts about 2.8-2.9 m below the surface, then the character floats up.
3. Depth 4.3 m, MinDepth 4.625
- 1 m fall: floats up.
- About 1.9 m fall: stays swimming, seen 2.67 m below the surface.
- Water stops being detected about 3 m below the surface.
4. Depth 5.7 m, MinDepth 15
- 1 m fall: floats up.
- About 2.4 m fall: goes through the 3 m limit and walks on the bed.
- Limit unchanged, although the World Editor wireframe is much deeper.
5. About 6 m deep, MinDepth 15 and GeometryAsObb, saved
- Limit unchanged, same behaviour.
6. Depth 10 m, bed below ocean level (surface +8.05, bed -2.09, ocean 0), MinDepth 1
- 1 m fall: floats up normally.
- About 4 m fall: river detected from +8.05 to about +5.05, no water from there to about 0, then ocean.
- The character goes through the river, falls freely in the gap, is hurt on the bed, then swims against the ocean surface. It stayed held between about y = -1.4 and -2.1 for 30 s and cannot reach the river surface.
EXPECTED
Water is detected down to the terrain. The character keeps swimming and floats back up.
QUESTIONS
Is the 3 m limit intended? What is MinDepth supposed to change at runtime?