Well, I know this sounds a little bit boldly) but I really tried to make this fire as realistic as possible and it seems to me that it’s one of the most realistic fire in the store now.
Here you can check the web demo: DEMO
And youtube demo:
BTW, you should never make a level where player could fall right off the edge. It is too easy to fall off the edge and then you have to reload the whole Unity Player which is time consuming as it download slowly.
I checked it out on my android device and it worked fine cause I tried to use a pretty small number of particles while creating these prefabs.
However, the number of particles can be reduced and there size respectively can be increased in order to obtain a gr8 perfomance on old devices.
Fire is awesome… to beef up the demo why not add a slight flickering of light emanating from the fire as well. The fires look great but the scene looks plain.
Done, flickering was adjusted in Demo to be more noticeable (it’s controlled with a script which is included into asset).
Also now it’s impossible to fall down in demo)
Looks awesome! I can see how it was made though if I get close - there is a single “fire image sequence” and the actual fire is a particle system where each particle plays that sequence - the cool thing is that with this system there don’t have to be very many particles. I like how it’s “the best of both worlds” - for instance, in the fire on the wall, a player would expect it to be flat if he stood next to the wall, where as here it looks very volumetric. Cheers!
Thanks. You are absolutelly right!
I tried different approaches from realtime deforming mesh to a custom particle system but this one seems to be the best cause it looks pretty good and has a great performance due to the small number of used particles.
I’m now considering to add several more fire sequences in order to make it a little bit more varied