When you convert an object to flammable it adds a flammable object script to it. This is a centerpiece of this system. Each flammable object needs to have this.
Set this on fire on start: Sets the object on fire on Start() and OnEnable().
Custom fire origin: Transform to determine custom fire origin. If this is not set object will catch flame on its bounds.min
Fire Crawl Speed: fire spreading speed in m / s
Flame catch area: How big is the area around flames to trigger flame catching (this is added to the initial area)
Ignition time: How long does it take for the object to catch fire. Seconds. Object needs to be under the influence of other fire. If other fire is taken away before ignition, the object will enter to cool down and slowly return to current ignition progress = 0.
Burn out start: How long does it take for flame to start burning out.
Burn out length: Length in seconds of the burning -> non-burning.
IsReIgnitiable: If you want the objects to be re-ignitable. Useful for example torches that are not meant to be burnt out completely.
- No = Object cannot be re-ignited.
- Only After Extinguish = Object can be re-ignited after extinguishing with particles etc.
- Always = Object can be re-ignited, no matter how it is burnt out.
Affected by wind: Does wind affect this object? Untick this object is e.g. inside.
Wind force multiplier: How much the wind will affect the VFX?
Use mesh fire: ONLY FOR NON MOVING OBJECTS. Option to use old-school random flames around the mesh. No box colliders needed. These flames cannot ignite other objects.
- Mesh fire count means actual count of the flames spawned.
- Mesh fire mesh filters: mesh filters you want to include in random point calculation. If you have a multiple LOD object you might want to just reference one mesh filter here.
Override Fire VFX: Overrides the default fire VFX chosen in FlameEngine. After ticking this you can choose flame VFX just for this instance.
Fire Color: If you want to blend a color to fire (remember to set intensity)
Fire Intensity Multiplier: How intense is the color
Fire Color Blend: How much color should be blended into fire.
Flame length: Essentially sets max lifetime of the fire particles in seconds/4 (this is divided by 4 to keep flames consistent between the earlier versions where fire was much slower).
Local Flame VFX Multiplier: Local multiplier for particle count. Final multiplier is calculated by GlobalVFXMultiplier * local.
Flame Environmental speed: How much upwards motion the flame get? Air generates realistic upwards motion.
Flame liveliness: How lively is the flame? Essentially simulates randomized air flow which keeps the flames particles more together. If this is set to 0 then flame only gains turbulence and upwards/wind force.
Flame liveliness speed: How fast will the flame random air flows change? Simulates randomness and change in random airflows. 0 = Slow, 3 = fast.
Flame particle size: Simple particle size. If you have large objects this should be bigger than 1.
Flame Area noise min max: 0 – Infinity. How big is the spawn area noise. X = min, y= max. With vegetation and skinned meshes, flames look better with larger noise.
Flame Burst delay min max: How much there is delay between the bursts. Delay is random between x and y after every burst. X = Min, Y = max.
Smoke Color: Smoke color multiplier
Smoke Color Intensity: Smoke Color intensity multiplier
Smoke Alpha: Smoke alpha multiplier
Smoke VFX Multiplier: Smoke VFX local particle multiplier. Total smoke multiplier = Global VFX * Smoke VFX.
Smoke Particle size: Simply the particle size. Adjust according to your object size.
Embers VFX Multiplier: Embers VFX local continuous particle multiplier. Total embers multiplier = Global VFX * Smoke VFX.
Embers Burst VFX Multiplier: Multiplier for delayed ember burst count.
Embers Burst delay min max: x = min, y = max. Minimum and maximum times between ember bursts. The burst delay is randomized between these times.
Embers particle size: Simply the particle size. Adjust according to your object size.
Shader emission color: Color that is used in shader effect
Shader emission multiplier: Shader emission multiplier. If shader color is invisible consider changing this higher.
Achieve Max Brightness: How long does it take for shader to achieve max brightness after the ignition.
Shader Burnt Color: Only affects the non-Ignis shaders. Burnt color for the shader.
Shader To Burnt Interpolate Speed: How fast the shader will interpolate to burnt color with Lerp. Multiplier. Only for third-party shaders.
Shader Color Noise: Perlin noise multiplier for the shader (Flame flickering effect). If you do not want this set this as 0.
Shader Color Noise Speed: Speed of the perlin noise/flickering.
Preview Shader Animation: Creates an object for debugging the shader animation to adjust the colors etc. Enable Gizmos to force-update in edit mode.
Max Spread: If you want to limit the spread to some meters. Leave it high number if you want it to spread infinitely
Delete after burn-out: Deletes the game object after burning out. Use this for invisible objects only if you don’t want a harsh “delete effect”.
Calculate flammation area from mesh: Calculate approx bounding box from the mesh bounding box. Works best if your object is vegetation or uniformly shaped.
- Object: Adjusts collider to the object
- Vegetation: Adjust collider to the bottom of the vegetation. Vegetation flames look usually better when they come from the root of the object.
Fire spread: How much the fire is already spread (leave this at 0 to use catching effect)
On Fire Timer: How long has the fire been on flames? This is the variable that is checked against the shader animation and burn-out. See usage / Manually control the flame lifetime for more information.
Full Extinguish Toughness: How hard is it to fully extinguish an object AKA start the burn out on the whole object. 0 = single drop of water will start the burn out in the whole object, 1 = Whole object needs to be extinguished before the burn out will start. Formula to start the burn out: if(Extinguish diameter > Object Approximate Size * Full Extinguish Toughness)
Back Spread Cool Down S: Seconds before fire starts to spread back after extinguish attempt.
Flame Lights: Lights to be associated with flame. See Usage / Add lights to flame.
Flammable colliders: List of colliders you want to “burn”. If left empty it will use all child colliders by default.
Flammable material indexes: If you do not want all materials to animate even if they are supported, set the indexes you want to animate here.
Enable Flame Events: Enables the flame events. See “Usage->Invoke Custom Events from flammable object progress”.
Use Fire SFX: here you can disable the flame SFX if you want.
Fire SFX: If you want to use custom SFX, assign the prefab here. The gameobject is created and moved to the place of the fire at runtime. Leave this empty if you want to use default SFX determined in FlameEngine