Help this asset pack reach its goal

Raised
$16.56
Goal
$1,000.00
1%
of goal
5
contributors
$3.31
average contribution
$5.00
top contribution

A downloadable asset pack for Windows, macOS, Linux, and Android

Get this asset pack and 32 more for $170.68 USD
View bundle
Buy Now
On Sale!
51% Off
$4.99 $2.44 USD or more

๐Ÿ”ฅ Dynamic Fire Spread System

Bring interactive and reactive fire into your Unity scenes with the Dynamic Fire Spread System. Objects can heat up, ignite, burn, transfer heat to nearby objects, be extinguished with water, become wet, dry over time, and eventually switch to burned versions when their fuel is depleted.

The system is designed for gameplay rather than complex fluid simulation, making it suitable for survival games, firefighting mechanics, sandbox environments, environmental hazards, and interactive levels.


๐Ÿ”ฅ Dynamic Fire & Heat Simulation

Fire is driven by a gameplay-oriented heat system. Burnable objects react to heat according to their configured material properties instead of every object behaving exactly the same way.

  • Objects accumulate heat over time.
  • Ignition occurs after reaching a configurable threshold.
  • Burning objects produce heat for nearby objects.
  • Fire can create chain reactions between nearby props.
  • Fuel determines how long an object can continue burning.
  • Burned objects can automatically switch to a destroyed/burned model.

๐Ÿชต Different Materials, Different Behavior

Reusable Material Profiles let you create different fire behavior without configuring every object from scratch.

Profiles can control properties such as:

  • Ignition threshold
  • Burning duration / available fuel
  • Heat output
  • Fire spread radius
  • Cooling behavior
  • Wetness and drying
  • Whether the material can ignite at all

For example, dry straw can ignite quickly and spread fire aggressively, while wood can require more heat and burn for considerably longer. Steel and other materials can remain completely nonflammable.

Multiple objects can share the same profile, while unique profiles can also be created for props requiring special behavior.


๐ŸŒก๏ธ Fire Spread

Burning objects continuously influence nearby burnable objects. Heat transfer is based on distance, allowing object placement itself to become part of the gameplay.

  • Configurable heat spread radius
  • Distance-based heat transfer
  • Adjustable heat output
  • Chain-reaction fire propagation
  • Global wind direction and strength
  • Optional obstacle checks

Place combustible objects close together to create fast chain reactions, or leave larger gaps to slow down and control the spread.


๐Ÿ’จ Wind Influence

Wind can influence how heat moves through the environment. Configure the direction and strength to make fire propagation less uniform and more dependent on the scene conditions.

This can be used to create situations where fire spreads more easily toward one side of an area while objects in the opposite direction receive less heat.


๐Ÿงฑ Obstacle Blocking

Optional collider checks allow scene geometry to interfere with heat transfer.

Walls and other obstacles can therefore separate combustible objects instead of allowing heat to pass freely through everything in the scene.

The feature can be enabled or disabled depending on the gameplay and performance requirements of your project.


๐Ÿ’ง Water & Extinguishing

The included water system can be connected to a player controller or another gameplay source to extinguish burning objects.

  • Targeted water spraying
  • Adjustable water application rate
  • Configurable splash radius
  • Included stream effect
  • Included splash effect
  • Wetness prevents immediate re-ignition
  • Objects gradually dry over time

Extinguishing a fire does not automatically restore its fuel. If an object still has fuel remaining, it can ignite again after it has dried and receives enough heat.

This allows repeated ignition and extinguishing to work naturally as part of gameplay.


๐Ÿ’ฆ Wetness System

Water does more than simply remove flames. Objects retain wetness after being sprayed.

While sufficiently wet, a burnable object cannot immediately ignite again. Wetness gradually disappears according to its drying settings, after which the object becomes vulnerable to fire once more.

A configurable wetness tint can also provide visual feedback directly on the affected object.


๐Ÿ”ฅ Burning & Visual Feedback

Burnable objects can visually react as their state changes. The system supports gradual visual changes during burning and after interaction with water.

  • Gradual darkening while burning
  • Wetness tint
  • Fire particle effects
  • Smoke effects
  • Flickering fire lights
  • Normal-to-burned model swapping

๐Ÿ“ฆ Use Your Own Models

The system is designed to work with your own scene objects. Add a Burnable component to a prop, assign its settings, and configure the normal and burned versions of the model.

This makes it possible to turn crates, furniture, vegetation, structures, debris, environmental props, or other suitable objects into interactive fire sources.


โšก UnityEvents Integration

Important fire states expose UnityEvents so the system can communicate with your existing gameplay without requiring everything to be tightly coupled together.

Events can be used when an object:

  • Ignites
  • Is extinguished
  • Finishes burning / runs out of fuel

Connect these events to audio, player damage, objectives, achievements, doors, alarms, mission logic, particle effects, or your own scripts.


๐ŸŽฎ Included Demo Scene

A configured training-yard demo is included so the main features can be tested immediately.

The demo contains 16 interactive objects and controls for:

  • Igniting objects
  • Spraying water
  • Testing fire propagation
  • Pausing the simulation
  • Resetting the demonstration

Use the demo as a reference when integrating the system into your own scenes.


๐Ÿงฐ Included Prefabs

Five reusable low-poly example prefabs are included:

  • ๐Ÿ“ฆ Wooden Crate
  • ๐Ÿชต Timber Pallet
  • ๐ŸŒพ Straw Bale
  • ๐ŸŒฒ Pine Tree
  • ๐Ÿ›ข๏ธ Steel Barrel

These prefabs demonstrate different configurations and can also be used as starting points for your own burnable objects.


๐Ÿงช Included Material Profiles

Four example profiles are included:

  • Wood — general combustible wooden objects.
  • Dry Straw — fast ignition and highly combustible behavior.
  • Living Timber — different ignition and burning characteristics.
  • Steel — example nonflammable material.

Duplicate and modify these profiles to quickly create additional material types for your project.


๐Ÿ“‹ Included Content

  • Dynamic fire and heat system
  • Burnable object component
  • Material profile system
  • Distance-based heat propagation
  • Wind influence
  • Optional obstacle / collider checks
  • Fuel and burnout system
  • Water extinguishing
  • Wetness and drying
  • Burned-model swapping
  • Visual darkening and wetness feedback
  • Fire and smoke particles
  • Flickering fire lights
  • Water stream and splash effects
  • UnityEvents integration
  • 16-object training-yard demo
  • 5 example low-poly prefabs
  • 4 example material profiles

๐ŸŽฏ Suitable For

  • Survival games
  • Firefighting games
  • Sandbox games
  • Environmental hazards
  • Interactive environments
  • Puzzle mechanics involving fire
  • Destructible-looking environments
  • Emergency and rescue gameplay
  • Simulation-style gameplay systems

๐Ÿ“– Documentation

English setup instructions are included in multiple formats:

  • PDF
  • TXT
  • Markdown

The included demo scene can also be used as a practical integration reference.


โš™๏ธ Technical Information

  • Tested Unity Version: Unity 2022.3.62f3
  • Default Render Pipeline: Built-in Render Pipeline
  • Input: Legacy Input Manager and Input System supported by the demo
  • Custom Models: Supported
  • UnityEvents: Supported

The included materials are configured for the Built-in Render Pipeline. URP and HDRP projects require compatible replacement or converted materials.


โš ๏ธ Scope

Dynamic Fire Spread System uses a gameplay-oriented heat model. It is intended to provide controllable interactive fire mechanics rather than physically accurate fire or fluid simulation.

The package does not include:

  • Fluid simulation
  • Structural destruction
  • Audio system/content
  • Networking
  • Save/load functionality

These systems can be connected separately according to the requirements of your project.


๐Ÿ”ฅ Build Environments That React to Fire

Create simple burning props or build larger chain reactions where fire, distance, wind, obstacles, water, fuel, and material properties all affect the outcome.

Dynamic Fire Spread System provides the core gameplay components while leaving the scene design and final behavior under your control.


๐Ÿงฉ Also Available on Unity Asset Store

Prefer downloading through the Unity Asset Store? You can also get this asset here:

๐Ÿ‘‰ View on Unity Asset Store

๐Ÿ‘‰ View on Assetora

Purchase

Get this asset pack and 32 more for $170.68 USD
View bundle
Buy Now
On Sale!
51% Off
$4.99 $2.44 USD or more

In order to download this asset pack you must purchase it at or above the minimum price of $2.44 USD. You will get access to the following files:

DynamicFireSpreadSystem.unitypackage 991 kB

Leave a comment

Log in with itch.io to leave a comment.