Should work without any extra effort. HQ FPS Animated Weapons should include the interaction scripts. If not you can add e.g. SphereIgnite script to your molotov and it should work right away. If not included, you can add Sphere ignite.cs to your explosives etc.
Ignis
- Get Started
- Quick Fixes
- Tutorials
- Convert a solid object and want to use flammable shader (Burnt and crackling effect)
- Convert a solid object and want to other/own shader
- Convert a vegetation object
- Convert Skinned Mesh
- Convert a tree
- Use with Unity Terrain Trees
- Use Vegetation Studio
- Use Vegetation Studio Pro
- Manually control flame life cycle
- Add wind to affect the fire
- Extinguish flame using your own particle system
- Extinguish flame using raycast/sphere
- Ignite flame using your own particle system
- Ignite flame using raycast/sphere
- Trigger event from the flammation
- Interact when an object touches the flame
- Invoke custom events from flammable object progress
- Pause the flames through script
- Add Lights to the flame
- Add compatibility with your/external shader
- Create custom VFX Graph Flame
- Components
- Compatibility
- API-documentation
- Home
- Docs
- Ignis
- Compatibility
- HQ FPS Animated Weapons