Hi miroku000,
This has changed in version 2.0. Previously it simply used colliders to determine when to initiate effects, but because of the addition of 3d waves required a more specific method for determining collisions. You'll see it's slightly more complicated than before, but it's also much more flexible and powerful
In order to add splashes or ripples or other effects to your character you simply need to add a suimono "fx_object" to that game object. (check under suimonos2/prefabs) The fx_object will handle the displaying of specified effects based on a ruleset that you set up on each object. I've included a .jpg below that tries to illustrate this... on my game character I wanted splashes to occur when she walks into the water, but I don't want them to occur when she is completely under the water, so I've set up the rules as follows...
1) if the water depth (measured at the fx_object position) is greater than 0.05...
2) AND if the water depth is less than 1.9 (the character height is 1.9)...
3) AND the object speed (meaning the character object) is greater than 3 (i.e. the character is moving)...
...then it will play the splash effect.
Using some simple rules like this you can create pretty complex interactions. The current beta download includes a work-in-progress example scene with a boat object where some of these fx_object concepts are already setup... for splashes, ripples, as well as a boat wake effect. I hope my explanations make some sense, let me know if you have any questions, thoughts, feedback etc.