How to create movable water

I’m looking for some guidance on the best way to approach this problem. My game is somewhat of a FPS type of game(The general appearance and layout of the game im looking to build is similar to Halo and I don’t mean graphics-wise).

So the terrain im building has hills, rivers, waterfalls and such. I have seen some examples on how to create water for rivers oceans etc. In the game the user can basically pick up water and drop it onto the ground, and the character would be able to move the water on the ground by walking through it(the water does not disappear or soak into the ground). So my main problem lies in making the water rigidbody-like. I haven’t been able to find any examples yet.

Note that the water isn’t supposed to look super realistic, It’s just supposed to look more like water droplets.
Much like in this picture

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I also do not intend of using this type of water for the rivers or waterfalls, I think I’ll use the typical method of creating water for that. My main concern is creating the water that is removed from the rivers or lakes.

When a character runs through the water it would move or possibly split into two, instead of splashing around.

With my little knowledge my first thought was to use spheres and use a magnet script and try tweaking it to mimic viscosity, but I don’t know if it is possible to make those spheres look like one blob of water.

I hope I made this clear enough for people to understand what I’m looking for
Thanks for any help or guidance!

As I understand it, you want water that will mold into whatever space it’s dropped, split and combine with other water (and have a concept of surface tension), and react physically.

You are asking a very technically advanced question without a single ‘here’s how to do it’ answer. Honestly, as a professional game developer, I’d look at a request like this and tell the customer that it would take weeks of FTE, pending some initial investigation. For someone just starting out, it might be more like months.

Short answer: It is possible to do all the things you’ve proposed. I’d suggest looking into procedural mesh generation as one possible solution. You could potentially do some cool things with skinned meshes too (probably more difficult), or physics cloth (maybe less difficult?).

here is a thread about blob behavior using particles.

If you want to go with procedural meshes, you could find a lot when looking for ‘metaballs’. This was a question about marching cubes in Unity.