What you can do is to use a geometry with grid mesh with cull hint to always (so it’s never rendered) in place of the water.
Then you add this object to the physic space so the boat will just land on it.
I suggest a ghostObject to check for overlaps and then applying an upwards force to the objects when they are in the water. Also maybe reduce the angular factor when they are in the water.
@Empire Phoenix said:
Shortcut, if you have like farcry water always at 0, you can simply use a controller, that checks the location.y
…then all caves are flooded But yeah, for simple stuff thats probably the way to go and as the post water is always visible at the specified height you’d have to switch that as well anyway.