Fire Spreading Template View on Asset Store (opens in new tab)

Package details

Latest version
2.0
Last updated
First released
Unity version
2020.3.27 or later
Package size
1.2 MB
Files
105
Favorites
17
Views in the past week
18

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Fire Spreading Template

by MyIndie.Games (opens in new tab)

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Turn any object into fuel. Wind driven wildfires that climb hills, throw embers and leave charred forests. Zero setup, URP and Built-in, Unity 6 ready, full C# API.

Price $10.00

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Price history

Last 6 months

USD
Price history for Fire Spreading Template, 6 months Current $10.00; lowest $7.99; highest $10.00 in this period. $0 $5 $10 Jun Jul Aug Sep Oct Nov Version 2.0 released 19 Oct 2026 v2.0

Asset preview

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Fire Spreading Template screenshot 1

Fire Spreading Template screenshot 1

About this asset

Set the forest on fire. Then fight it.

Fire Spreading System 2.0 is a complete rewrite of Fire Spreading Template. Add one component to any object and it becomes fuel: fire heats its neighbors, follows the wind, climbs hills faster than it runs down them, throws embers ahead of the front and leaves charred remains behind. Players fight back with water that only works where it lands.

ZERO SETUP

  • Add Flammable to any object and press Play
  • A Fire Simulation with flames, smoke and embers is created automatically when the scene has none
  • Works with your own models and materials: no colliders, layers or special shaders required
  • Clear warnings in the Console and the inspector when something is missing

FIRE THAT BEHAVES LIKE FIRE

  • Heat based spread: objects ignite when they absorb enough heat, not on a timer
  • Wind stretches the fire downwind and holds it back upwind, with gusts and WindZone support
  • Fire climbs slopes faster and slows on the way down
  • Humidity, cooling and random variation for irregular, natural fronts
  • Embers jump ahead of the front in wind and start spot fires
  • Full burn cycle: heating, rising and fading flames, burned out, then smoldering smoke
  • Water soaks objects: extinguished trees keep their remaining fuel and resist fire until they dry
  • Fuel Profiles for different fuels: conifer, broadleaf, dry brush and wooden buildings included

BUILT FOR BIG FORESTS

  • Data oriented simulation with a spatial grid: only burning objects do work
  • Objects tint from healthy to scorched to charcoal with a few shared materials per source material, so the SRP Batcher keeps working
  • All flames, smoke and embers come from three particle systems with particle budgets
  • The demo burns a forest of 5,200 trees and bushes

BUILT FOR GAMEPLAY

  • Clean C# API: IgniteAt, ExtinguishAt, FindNearest, Stats and more
  • UnityEvents and C# events for ignition, extinguishing, burning out and embers
  • Fire Igniter component for fire arrows, torches, lava and water zones
  • Save and load the whole fire as JSON or as an asset
  • Deterministic: the same seed and the same inputs always give the same fire
  • Step the simulation yourself for turn based games, or run the pure C# model headless

EDITOR TOOLS

  • Drag the wind direction in the Scene view and see the fire reach in every direction
  • Click in the Scene view to ignite or extinguish in Play mode, with live counters in the inspector
  • Flammable Scatter: fill a terrain with trees using minimum distance, slope limit and collider avoidance
  • Paint and erase trees in the Scene view with full Undo
  • Convert Unity terrain trees into burnable objects in one click
  • One menu switches the package materials between URP and Built-in

PLAYABLE DEMO

  • A forest of 5,200 trees and bushes with cabins and a runtime interface built with UI Toolkit
  • Start fires, then fight them with a hose or call water bombers that drop water where you mark
  • Plant trees, cut firebreaks, and change the wind, humidity, embers and simulation speed
  • Works with the Input System and the legacy Input Manager

Upgrading from Fire Spreading Template 1.x? Version 2.0 is a free upgrade. It is a new system, so it installs in its own folder (Assets/MyIndie.Games) and does not touch your 1.x files. Move your scenes to the new components, then delete the old folder.

From the publisher's Asset Store listing.

Technical details

  • Unity 2022.3 LTS or newer, Unity 6 supported
  • Universal Render Pipeline (recommended) and Built-in Render Pipeline
  • HDRP is not supported
  • No package dependencies; URP is only needed for URP materials and the demo post processing
  • Works with any lit shader that has _BaseColor or _Color, and _EmissionColor for the glow
  • Heat based simulation in fixed ticks with a spatial grid, deterministic by seed
  • Flammable objects need no colliders, layers or tags
  • Flames, smoke and embers from three particle systems with per second budgets
  • 4 burnable prefabs (pine, broadleaf, bush, cabin), Fire Effects prefab, 4 fuel profiles
  • 1 demo scene with hose and water bomber, runtime UI built with UI Toolkit (no TextMeshPro required)
  • Input System and legacy Input Manager supported in the demo
  • Runtime, Editor and Samples assembly definitions, namespace MyIndieGames.FireSpreading
  • Full C# source code, no third party code or content
  • Tested by import into new, empty Unity 2022.3 (URP and Built-in) and Unity 6 (URP) projects, with no compiler warnings
  • PDF user guide with tutorial and script reference (Tools > MyIndie.Games > Fire Spreading > Documentation)

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
2022.3.62f3 Compatible Compatible Not listed
2020.3.27f1 Compatible Compatible Not listed

As listed on the Asset Store.