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Ignis - Interactive Fire System

Discussion in 'Assets and Asset Store' started by Arctibyte, Oct 21, 2020.

  1. Arctibyte

    Arctibyte

    Joined:
    Feb 9, 2017
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    Hey everyone!

    Ignis 2.0 is here with absolutely free DLC included! DLC includes 5 new Fire VFX styles to fit the flames perfectly in your game.

    https://assetstore.unity.com/packages/tools/particles-effects/ignis-interactive-fire-system-181079

    New VFX Styles:

    * Wild - Improved default fire style.
    * Gentle - Perfect for calm setting of fire.
    * Simple - More traditional campfire looking variant.
    * Old School - Billboard flame for all you nostalgia lovers.
    * Only Smoke - Smoke that is coloured from it's root. Use this for maximum performance solution for humongous fires seen from far away.

     
    Last edited: May 26, 2021
    StevenPicard likes this.
  2. Gekigengar

    Gekigengar

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    Impressive, does it work on skinned mesh?

    And is there billboard fire option instead?
     
  3. Arctibyte

    Arctibyte

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    Yes it works on skinned mesh, although it requires some manual work to tell the places where you want the fires on your mesh to be (You need to add triggers/colliders to the bones). But after that the shader works beatifully and the flames leave trails and move when your animation plays.

    And there is no billboard option for the fire, but I will do optimization in the future for VFX graph. I suppose that billboards would not look too great with this system since it's all about shapes of the objects. So I will probably create some LOD-style alternative slider when player is farther away.
     
  4. koirat

    koirat

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    I see there are some semi transparent particle. What about sorting order. How it will work with other transparent object in scene ?
     
  5. Arctibyte

    Arctibyte

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    I don't see a reason it would not work. Are you concerned about the flames popping in front or not showing due to the transparency? Just tested with transparent object and flames displayed correctly whether they were in the front or in the back of the transparent object. upload_2020-10-21_18-12-53.png
     
  6. Fsilva

    Fsilva

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    Mar 31, 2015
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    HI,

    I would like to co-operate with you, I could use this on my project.
     
  7. Arctibyte

    Arctibyte

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    Great! I sent you a message.
     
  8. Arctibyte

    Arctibyte

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  9. Arctibyte

    Arctibyte

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    Hello everyone,

    I planned the next update and version 1.2 will include:
    - Wind will affect the flame (TVE Motion and Unity Wind zone)
    - Particles can extinguish fire (So you can add your water/smoke/anything to put out fires)
    - Trigger events with delay from ignition (e.g. explode a barrel after it has burned for 5 seconds)
    - Ignition time (In real life usually it takes a while for some materials to catch fire, so user can customize this time)

    The version 1.2 update will be released next week so stay tuned!

    Stay safe and keep creating,
    OAVA - Only Awesome Virtual Assets
     
  10. Arctibyte

    Arctibyte

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    A small sneak peek of the version 1.2 update called Wind and Firefighting:


    In the video you can see the fire extinguished by raycast, but it will be also possible to do this by using Unity Particles!

    What do you think?
     
  11. Arctibyte

    Arctibyte

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    Updated to V 1.2 with new features!
    - Extinguish/Ignite fire with particles or raycast
    - Wind interaction
    - Trigger events from burning a certain amount of time e.g. explosion
    - More customization features! Flame liveliness and speed.
    - Ignition timer
    Fixes:
    - Flame speed adjusted to more realistic

    Let me know what you think!
     
  12. Bartolomeus755

    Bartolomeus755

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    Awesome update.
     
  13. Arctibyte

    Arctibyte

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    Thanks mate! More updates to come :)
     
    Bartolomeus755 likes this.
  14. Arctibyte

    Arctibyte

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    Hello Everyone! I am happy to announce that Update 1.3 is now released!

    New major features:
    - Custom shader support. Create support for almost any shader easily.
    - HQ FPS Animated Weapons support. (When the developer releases the next version, it will include support out-of-the-box)
    - Standard RP sample scene and shader support.
    - Brand new Ignis inspector UI with better edit-mode/runtime debugging and more customization options.
    - Built-in trigger for adding functions for touching the flame. e.g. Take damage.

    Fixes/minor:
    - Fixed the repeating fire animation issue in VFX. More polished VFX.
    - Added flammable area gizmos.
    - Added option to disable SFX or use own SFX.
    - Added option to set object to fire at custom position.
    - Added option for sphere extinguish/ignite
    - Raycast Ignite/extinguish no longer goes through other objects
     
    Bartolomeus755 likes this.
  15. Arctibyte

    Arctibyte

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    Hello everyone!

    I did a quick video overview of almost all features in Ignis. See it here:
     
    DrOcto and Bartolomeus755 like this.
  16. Arctibyte

    Arctibyte

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    Hello everyone!

    Version 1.4 is now released!
    New major features:
    - Smoke Customization
    - Option for using global illuminating lights with flame system.
    - Out-of-the-box NatureManufacture Environment (e.g. forest) support.
    Fixes/minor:
    - More random flames.
    - Better mesh fire options.
    - SFX will now fade in.
    - Many minor bug fixes.
    - Updated sample scenes
     
    Bartolomeus755 and digiross like this.
  17. Arctibyte

    Arctibyte

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    Version 1.5 released!

    Performance/VFX patch!

    Remember to open and close all VFX in VFX/ folder to compile them to your pipeline if the VFX does not show up.

    New:
    - Choose between 3 flame VFX: High quality (original VFX), Lightweight and lightweight textured.
    - New performance options to the FlameEngine object!

    Optimization:
    - Physics updates are now 10-100 times faster than before.
    - High quality flame VFX is now 2-3 times faster than before.
    - Lightweight flame VFX is 5-6 times faster than the original.
    - Lightweight textured flame VFX is 4-5 times faster than the original.
    - System does no longer create trigger colliders so your collision physic performance is not affected by flames.
    - Optimized shader update in Flammable object, it is now about 2x faster.
    Fixes:
    - You are now able to close Convert window.
     
    Gekigengar and Bartolomeus755 like this.
  18. Arctibyte

    Arctibyte

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    Hello Everyone!

    Version 1.6 released!

    New:
    - Skinned mesh renderer conversion tools.
    - Option for re-igniting objects.
    - Exposed Flame Liveliness Speed

    VFX Fixes:
    SMOKE:
    - Smoke will start after the fire has burned for a while gradually intensifying from the fire origin.
    - Smoke will now look more lively when leaving the fire.

    FLAME:
    - Fixed strange effects with fire liveliness with long/very short/angled objects.
    - Fixed the fire to not look like sphere with low crawl speeds.
    - Fixed strange jumping effect when fire was burning down.
    - Flame will now burn out before embers and smoke.

    EMBERS:
    - Embers will now look more randomized
    - Embers will not collide to invisible sphere.

    Other:
    - Updated tooltips and ranges for better UX.
    - Lightweight textured is now the default VFX
    - Exposed on fire timer to stop the flames at certain point if desired.
     
    Bartolomeus755 likes this.
  19. Arctibyte

    Arctibyte

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    Version 1.7 released!
    New:
    - Unity Terrain Support (Instances as Trees, See User Guide for more info)
    - Vegetation Studio compatibility with runtime prefab spawner (Requires a small effort, see user guide).
     
    Bartolomeus755 likes this.
  20. Speedomon

    Speedomon

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    Hi, I have a problem when putting out a fire with particles. I believed I followed the instructions accurately, and it basically does work, however, there appears some kind of flame halo around the burning object which expands further the smaller the flame itself becomes. You can see a screenshot here: https://ibb.co/zSxbPGY
    I use Standard RP (as HD doesn't work for me so far) und 2020.2.1
    The other thing, which is a minor one, is that attached lights are not turned off when a fire dies by itself.
     
  21. Arctibyte

    Arctibyte

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    New Version released!
    (above comment behaviour should be fixed with this :))

    **Version 1.8**
    New:
    - Vegetation Studio Pro Support with masking and shader animation.
    - Unity Terrain Support with shader animation.
    Fixes:
    - Fixed NullReference exception if shader compatibility is missing
    - Verified functionality in Unity 2020.2. Small fix to VFX for built-in/standard RP.


    **Version 1.8.1**
    New:
    - Create your own VFX from a VFX template!
    - Control the wind affection to the VFX.
    Fixes:
    - Flame will now extinguish properly on complex objects.
     
    Bartolomeus755 likes this.
  22. Arctibyte

    Arctibyte

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    **Version 1.8.2 Released!**
    New:
    - Exposed Extinguish parameters. You can now control how easily the object is extinguished.
    - Reworked new alternative for interaction between objects and the fire. Now you can catch events with information about the exact flame from an object touching fire using simple interface IInteractWithFire.
    Fixes:
    - Updated docs with example use cases, more accurate steps for the usage and links to the examples on the demo scene.
    - Extinguish effect will no longer "Eat" the flames, but blocks the spawning. This leads to more believable effect.
     
    Bartolomeus755 likes this.
  23. Arctibyte

    Arctibyte

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    **Version 1.8.3 released!**
    Version 1.8.3
    - You can now control LOD culling and maximum effect from the flame engine
    - Scene camera now affects the LOD while in edit-mode. So the flames will not be culled anymore in edit-mode even when main camera is farther away.
    - Fixed moving extinguish area bug. Extinguish area is now relative to the object and will move with it.
     
  24. Gekigengar

    Gekigengar

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    Textured flames as in billboard flames now possible?
    The reason why I first asked about billboard flames is for aesthetic reasons in stylized environments.
    Is there videos on this?
     
  25. Arctibyte

    Arctibyte

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    Hey,

    The textured has billboarded particles which are larger than the small particles used in the high quality/original flames. Here are all the different flame styles:
    .

    But I think you are looking for the flipbook flames / old-schoolish / your own style flames. For this I have created "Custom" fire template to VFX graph which only has bare essentials to use Ignis, so you can modify it to just the way you like it. Instructions here: https://mostlygoodblog.com/ignis/#8959ba7ad0d3
     
  26. Gekigengar

    Gekigengar

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    Haha yes, thanks!
    This is what I am trying to achieve. (Can be seen when the fire arrow burn the stairs)

    But aside from Stylization and Aesthetics, it is also possible to go so much further with billboard flames,
    Such as procedural generation from shaders, view dependent volumetric flame, wind direction, depth map based interactions, or even go further as seen in this video below. (I feel like Ignis could beneficially make use of this technology a lot, the results look fantastic!)

    Going back to the topic, there are further questions I have about Ignis.
    What data is best used for synchronization with other clients in a multiplayer game to sync the burning effect from Ignis?
     
    Last edited: Mar 2, 2021
  27. Arctibyte

    Arctibyte

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    The instructions for the manual control of the burning progress are here: https://mostlygoodblog.com/ignis/#6fc88bb53755 . You can transfer the data however you want just modify those variables according to the data with clients.

    Those flames look indeed great on the second video! Maybe someday Ignis will make use of that technology when it is more mature. The first video flames are certainly achievable with modifying the Custom VFX graph to your liking. But you would need to do some work yourself. You need a flipbook texture of that flame, add it to Ignis by following some flipbook VFX graph tutorial and tweak it to your liking.

    Hope this helps,
    Thomas
     
    Last edited: Mar 2, 2021
    Lars-Steenhoff likes this.
  28. Arctibyte

    Arctibyte

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    **Version 1.8.4 Released!**

    New:
    - Added Shader burn out interpolation speed parameter to the flammable object
    - Added option to disable material animation.
    - Added welcome/help window for new users.

    Fixes:
    - Extinguish fire bug fixes.
    - Shader now resets properly after disabling the object.
    - Fixed weird Ignition time behavior with objects that has multiple colliders.
    - You can now convert multiple objects at once by selecting them all.
    - Fixed incorrect behavior with Flammable lights and short burnout lengths
     
    Bartolomeus755 likes this.
  29. Arctibyte

    Arctibyte

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  30. Arctibyte

    Arctibyte

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    **Version 1.8.6 released!**
    Fixes:
    - Ignis now works properly when selecting "From prefab" collider in VS Pro.
    - VS Pro integration for Raycast Ignite, Sphere Ignite and Particle Ignite is now working.
    - Updated documentation about VS Pro integration.
     
  31. Arctibyte

    Arctibyte

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    Ignis 2.0 is here with absolutely free DLC included! DLC includes 5 new Fire VFX styles to fit the flames perfectly in your game.

    https://assetstore.unity.com/packages/tools/particles-effects/ignis-interactive-fire-system-181079

    New VFX Styles:

    * Wild - Improved default fire style.
    * Gentle - Perfect for calm setting of fire.
    * Simple - More traditional campfire looking variant.
    * Old School - Billboard flame for all you nostalgia lovers.
    * Only Smoke - Smoke that is coloured from it's root. Use this for maximum performance solution for humongous fires seen from far away.

     
    Bartolomeus755 likes this.
  32. khos

    khos

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    May 10, 2016
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    1,476
    I'm liking your asset a lot so far! Question if ok, how can I control density on larger objects, e.g. in this screenshot the cube in the red highlighted area has much less flames:
    eg.png
     
  33. Arctibyte

    Arctibyte

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    Hey,

    You can control the flames from Flammableobject->Flame VFX. And I think you are looking for Flame VFX multiplier :)

    Hope this helps!
     
    khos likes this.
  34. khos

    khos

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    Hi there thanks, I tried that, does not seem to do that much of a difference, weird.
     
  35. Arctibyte

    Arctibyte

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    Hey, which Ignis version and FlameEngine->vfx variant are you using? Might be that VFX capacity is capped if your object is very large on some vfx variants.

    For big objects it is some times good to divide the flames to smaller areas (in real life the fire is not uniform on big objects). You can do this automatically by enabling flammableobject->use mesh fire. Also maybe you should up the flame vfx->particle size for larger objects.

    If these do not help you here are instructions for upping the vfx capacity: https://mostlygoodblog.com/ignis/#94ec08524c7a

    Hope this helps!

    -Thomas
     
    khos likes this.
  36. Arctibyte

    Arctibyte

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    Also here is a tutorial video that might help you:
     
  37. khos

    khos

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    Thanks, I'll give it a try, thanks for your help :)
     
  38. Arctibyte

    Arctibyte

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    New support site launched!

    https://support.arctibyte.com/

    This is meant to ease finding the right information for you and give you the best possible support to avoid duplicate support topics :)
     
  39. Arctibyte

    Arctibyte

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  40. Abnormalia_

    Abnormalia_

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    does this work fine with VR, esp single-pass instanced?
     
  41. Arctibyte

    Arctibyte

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  42. GameTech

    GameTech

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    Hi Thomas,

    I just tried Ignis and there are no flames. The cube just turn orange and then black in demo scenes. There are no fire at all. I use Unity 2019.4.15f built-in render pipeline and Visual Effect Graph 7.3.1 is installed. Is there something I am missing?
     
  43. Arctibyte

    Arctibyte

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    Hello,

    Have you followed instructions in README/ user instructions? On some Unity versions, after installing the visual effects graph you need to open every VFX graph once in Oava-flame/VFX. You can open them by going to the folder, and double-clicking the graphs. This will convert the vfx to your pipeline :)

    Hope this helps!
    -Thomas
     
  44. GameTech

    GameTech

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    Dec 26, 2012
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    That helped a lot! The fire shows up now.
     
  45. Taco-Tony

    Taco-Tony

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    Jan 24, 2014
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    Hello Arctibyte. I am having a lot of fun with Ignis!

    Currently I am trying to make the fire spread to trees with a lot of wind via the flame particles.

    In the instructions, it says "So if you have a very strong wind and want other objects to catch flame far away according to a wind you should write a component which can manipulate the FireTriggers with wind or add Particle system inside flame which is affected by the wind and attach ParticleIgnite.cs to it."

    Would you mind giving a little more detail on how to attach ParticleIgnite.cs to the flame particle that comes with the asset?

    Thank you

    upload_2022-6-10_13-11-51.png
     
  46. Arctibyte

    Arctibyte

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    Hello!

    Thank you for your question! Ignis flames are simulated with VFX graph on GPU so it is impossible for them to interact with physics world (residing in CPU). Also it would be very resource intensive to calculate all the collisions.

    The instruction means you can add an invisible normal particle system (https://learn.unity.com/tutorial/introduction-to-particle-systems) with low emit rate when fire is ignited. Then follow these instructions to make the particle system ignite the flammable objects: https://support.arctibyte.com/docs/ignis/tutorials/ignite-flame-using-your-own-particle-system/. You can use e.g. Ignis events to attach the particle system (https://support.arctibyte.com/docs/...custom-events-from-flammable-object-progress/).

    Keep in mind that having a huge amount of fires will require some optimization probably (culling etc.) :)

    I hope this helps!

    -Thomas