This package has been marked as deprecated, and it's suggested another
alternative is used.

OmniWater
Automatically spawns a custom water in every level with adjustable wave scale. Includes in-game UI and BepInEx config saving. Works in singleplayer and multiplayer, only visible to players with the mod installed.
Last updated | a week ago |
Total downloads | 78 |
Total rating | 1 |
Categories | Mods Misc Client-side |
Dependency string | Omniscye-OmniWater-1.0.0 |
Dependants | 0 other packages depend on this package |
This mod requires the following mods to function


BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
OmniWater
OmniWater is a utility mod for R.E.P.O. that automatically spawns a custom water surface into every level and lets you adjust its wave scale in real time. It works in both singleplayer and multiplayer, and only players with the mod installed will see the water.
What It Does
- Spawns the
OmniWater
prefab into each level at load - Sets default height offset to
0.1
and wave scale to0.0407
- Lets you adjust wave scale live using a toggleable UI (
Insert
,Home
, orF10
) - Saves your custom wave scale to the BepInEx config so it’s remembered between sessions
- Applies changes instantly
- Water surface sounds
- Light reflections
- Doors are now water logged - If you open them, they break and fall over
How It Works
- Loads the water prefab from an AssetBundle in the plugin folder
- Hooks into level generation with Harmony to spawn the prefab automatically
- Spawns at the level’s origin plus your configured height offset
- Detects and caches the correct shader property for wave scale per material
- Provides an IMGUI overlay for in-game tweaking
- Updates the BepInEx config file when you change and save settings in the UI
Compatibility
- Works in singleplayer and multiplayer (water only visible to players with the mod)
- Compatible with other mods that change environments or visuals
- Does not modify core game assets or prefabs
Technical
- Written in C# using HarmonyLib for runtime patching
- Uses
AssetBundle.LoadFromFile
to dynamically load water prefab assets - Finds and applies wave scale to all matching water materials
- Caches shader property lookups for performance
- Fully configurable via BepInEx config
Credits
Created by Omniscye