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FAQ

Q: Flammable shader does not render in the built-in RP

Flammable shader is an optional shader provided in the Ignis package and is not compatible with the built-in render pipeline (pointed out in the asset store page). However you can add compatibility with any shader. Follow instructions under “Usage->Add compatibility with your/external shader”

Q: I cannot see the smoke from the flames

This can be due to the smoke alpha settings. Raise the FlammableObject->Smoke VFX->Smoke Alpha value.

Q: Can I use Ignis with Oculus Quest?

Ignis has been reported to be working on Oculus Quest. However you need to build the project to VULKAN instead of OpenGL for it to work. VFX Graph is not yet out-of-preview for mobile platforms so use it at your own risk.

Q: Can I use Ignis on mobile?

The VFX graph has issues with some mobile GPUs so Ignis does not officially support mobile builds. However Ignis works with Oculus Quest, so it could work if you are targeting one specific GPU, but again – use at your own risk and test the compatibility with VFX graph beforehand.

Q: Can I set objects on fire with code?

Yes. Ignis has API documentation included. You can use flammableObject->TryToSetOnFire() function to set objects on fire.

Q: My shader is flashing too much with fire, I don’t want it.

You can change the color intensity and noise from flammableobject->Shader.

Q: Other object does not catch fire even though flame VFX touches it

This due to the design. Flame VFX particles are simulated on GPU to gain that lightning fast performance and due to that cannot interact with other objects. This means that ignition is done with math. The flammable objects generate boxes that check for other flammable objects around the flame, you can see them under FlameEngine->Triggers. You can change the Ignition area in flammableObject->System->Flame Catch Area addition. This adds an area around your flammable box collider. You can see the ignition area around the flammable object as red gizmos.

If you want the wind to affect the area you can manipulate the ignition triggers or add the flame to emit invisible embers with the Unity Particle system which will catch wind. You need to add ParticleIgnite.cs script to your particle emitter in this case.

Q: I am using Visual Effect Graph 10.4.0+ with Standard/Built-in pipeline and I cannot see flame VFX

First make sure that you’ve followed all instructions in README/Quick-start correctly.

The Visual Effect Graph for Standard/Built-in Pipeline from version 10.4.0 onwards seems to be unsupported by Unity and doesn’t work at all (even a blank new VFX does not work). I suppose and hope this will be fixed in the upcoming version by Unity. Meanwhile here are instructions for downgrading to previous minor version:

1. Download Visual Effects Graph 10.2.0 from the package manager if you can find it there.

2. If you cannot downgrade from the package manager find this file in your project folder: Your_Project/Packages/manifest.json

3. Change Visual Effects Graph Version to 10.2.0

4. Close and Open your project, wait for the import.

5. Done!

Q: I am using Visual Effect Graph 7.6.0-7.7.1 with Standard/Built-in pipeline and I cannot see flame VFX

First make sure that you’ve followed all instructions in README/Quick-start correctly.

The Visual Effect Graph for Standard/Built-in Pipeline from versions 7.6.0-7.7.1 seems to be unsupported by Unity and doesn’t work at all (even a blank new VFX does not work). Here are instructions for downgrading to previous minor version:

1. Download Visual Effects Graph 7.3.1 from the package manager if you can find it there.

2. If you cannot downgrade from the package manager find this file in your project folder: Your_Project/Packages/manifest.json

3. Change Visual Effects Graph Version to 7.3.1

4. Delete the whole Ignis folder

5. Import Ignis again from the asset store

6. Follow the normal install procedure (Open the VFX graphs etc.)

7. Done!

Q: I can see flames in scene camera, but my player camera cannot see them

A: This is probably a culling issue. Ignis calculates culling from the camera with “MainCamera” tag, so adding MainCamera tag to your player camera will probably solve this issue.

Q: I have multiple cameras, how can I use all of them for culling?

You can replace the scene camera in code if you want. Open flammableObject.cs and search for #if UNITY_EDITOR. Here you can see the scene camera position fed into the VFX graph “AdditionalCameraPosition” parameter. Delete everything inside #if UNITY_EDITOR and replace it with this: fire.SetVector3(“AdditionalCameraPosition”, your_camera_position); with your_camera_position being reference to your camera position.

Note that after this the scene camera will not work for culling.

Q: I have a large object and flames look weak

Usually with large objects, such as houses, it is best to design your flames. Use box_colliders in non-physics layer or “is trigger” to tell the flame positions to Ignis or tick “flammable object->System->Use mesh fire” to automatically place the fires around the object. Also you can play with VFX particle sizes to see the right fit.

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