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FlameEngine

FlameEngine

Here you have the general settings for all the flames.

Flame Variant prefabs: Holds references to different flame variant prefabs

Fire VFX Variant: Here you can choose which flame VFX you want to use.

  • Legacy (Original vfx with high particle count). Legacy flame from when Ignis was launched.
  • Legacy Lightweight. Lightweight version of legacy flame.
  • Lively. Formerly known as Lightweight textured. Produces a slow moving lively flame.
  • Wild. The default VFX. Most suitable for burning objects without controlled environment/airflow.
  • Gentle. Most Suitable for stylized games using fire as a calming element.
  • Simple. Traditional low particle count campfire looking VFX.
  • Old school. This flame spawns flames as flipbooks. You can easily replace the default flipbook with your own in VFX graph. Navigate to the output node of the flame system.
  • Only Smoke. Root of this smoke is coloured faking the fire burning. Meant for large fires seen from far away where you cannot see the flame particles.
  • Custom. Build your own flame! Sticky notes inside the VFX graph

Performance of the graphs from fastest to slowest: Only smoke, Old school, Simple, Legacy lightweight, Lively, Wild, Gentle, Legacy.

All the graphs are pretty fast since they are simulated on GPU.

COMPATIBILITY

Shader compatibility: Holds a list of scriptable objects which can be extended with custom shaders.

Unity terrain compatible: —Remember to backup your terrain data before using! Ignis modifies terrain data and data can be lost in case of blue screen!— Is Ignis compatible with Unity Terrain? If you do not want terrain trees to burn enabling this will affect negatively on performance.

Vegetation studio pro compatible: Is Ignis VSPro Compatible? If you don’t want to burn Vegetation Studio Vegetation leave this off, otherwise it will negatively impact your performance.

PERFORMANCE

Global Fire VFX Multiplier: Global multiplier for all the flame particle counts

Flame Trigger Collision Check Frequency: How many times in second collisions with flame trigger area is checked? Higher count = more realism, Lower count = More performance.

Enable On Touch Triggers: If you want to melt snow etc from top of the objects enable this (Will affect performance).

Modify Flames On Runtime: If you enable this you can modify the flame parameters such as color and speed on runtime. This is by default false to gain performance.

Flame LOD cull distance: In meters/Units. Flames will be culled when MAIN CAMERA is this far away from flames. If you do not want flames to be LOD culled set this to something very high (frustum culling happens automatically). If this value is e.g. 10 flames will be culled when MAIN CAMERA is 10 meters away from the particular flame.

Flame LOD start to fade percentage: In percent 0-1 = 0-100%. Flames will start to fade away in relation with culling distance from this percentage. E.g. If this value is set to 0.2 = 20% and Flame Culling distance is set to 10, flame will have 100% of the particle count until MAIN CAMERA is 2 meters away and the particle count will linearly decrease until it is culled. This means that with these settings when the camera is e.g. 4 meters away the flame will have 75% of the particles, 6 meters away 50%, 8 meters away 25%, 10 meters away 0%. If you set this value to 1, the flames will not fade, but will be instantly culled when the culling distance is reached.

DEBUG

Fire On Start: Sets every flammable item on fire from the start (useful for debugging)

Pause the flames: Pauses the flames

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