Build a flame around your model
The useful starting point is the object that will carry the fire. Import a self-contained GLB, FBX or OBJ, choose Core Fire and place its attachment at the base, centre or top. Use the emitter move control when a preset attachment is not precise enough.
The Auto controls change the overall amount, scale, height, spread and two colours. Use them to explore the silhouette quickly. Once that is close, switch to Modules for lifetime ranges, emission and over-lifetime curves. Returning to Auto and changing a macro regenerates the canonical preset settings; save a .2vfx first if you want to keep a detailed variation.
- Open the editor with Core Fire selected and import a model.
- Adjust the attachment point and flame silhouette before changing particle density.
- Use Generate particles + sprite + sound to produce the current procedural base.
- Save .2vfx, then choose a Unity package or download the PNG atlas.
Choose the flame representation
A transparent flipbook is a sequence of flame images. It is compact and useful for fixed or camera-facing views, but it is not a fluid simulation and will not reveal new volume when viewed from the side.
Native Semantic exports editable Unity ParticleSystem parameters. Baked Visual creates a separate flipbook-driven prefab from your atlas. The native browser preview and Unity native renderer do not share a simulation engine; choose the baked path when image appearance is more important than editable particle motion.
| Output | Useful for | Keep in mind |
|---|---|---|
| PNG flipbook | 2D flames and material animation | The current generator produces a 4×4 grid; use the matching playback rate. |
| Native Unity prefab | Engine-side particle tuning | Current support is Unity 6.3 Built-in, not VFX Graph or URP/HDRP. |
| Baked Visual prefab | A reusable animated billboard | Generate or attach an atlas before selecting Baked. |
Tune for readability, not maximum brightness
A wide bright core can erase the shape of the prop underneath it. Check the effect at the actual gameplay camera distance, then compare against both a dark and a bright environment. If the flame becomes a white patch, reduce density or opacity before adding more colour variation.
For a moving prop, simulation space matters. Local particles follow the emitter; world-space particles can remain behind it. Some module behaviour is Unity-only, so evaluate motion after import rather than assuming the browser is an exact native preview.
- Change one parameter at a time and keep a saved baseline.
- Check the start, middle and end of each particle, not only the peak frame.
- A generated WAV is a procedural sound layer, not a recorded real fire.
- AI prompt/reference generation and Unreal export are not available in this prototype.