Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $14.99. The latest store price is $14.99, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $14.99 | Latest store price | |
| $14.99 | Unity First Price 2026-11-03 2026-11-03 |
Sale and bundle history
The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Scorch – Dynamic Fire & Burn System for Unity HDRP
- Audio > Sound Effects & Ambience
- Theme > Realistic
- Art & Visuals > 3D
- Art & Visuals > VFX
Burns What You Already Have
- Char, soot, ash and glowing ember cracks on any material that receives decals. No material conversion, nothing to set up per material.
- A glowing burn front crawls across every object, climbing faster than it spreads down, leaving cracked char whose embers die out patch by patch.
- Objects near a fire brown on the side facing it before they catch, and keep that scorching even if they never ignite.
- Burns belong to the object: char and embers move and turn with it when it's carried, knocked over or thrown.
- Burnt stays burnt: burn progress saves with the scene, and pre-burnt ruins are one click (Burn Out Now).
Fire That Behaves
- Fire spreads from object to object on its own: faster downwind and upward, and it never jumps to stone or metal.
- 7 material presets that burn the way you'd expect: cardboard and paper, cloth and canvas, hay and dry brush, dry wood, planks and furniture, hardwood beams, damp wood. Make your own from any preset.
- Water puts fires out: hoses, buckets and rain knock the flames down in a burst of steam, and the char stays exactly as far as the fire got.
- Wet things resist fire: soak a wall to make a firebreak; it dries over time and can burn again.
- Fires take their time like real ones and die down into smouldering embers before going out.
Looks Right Up Close
- Layered particle flames: a full flame body that keeps tearing into tongues, simulated licks curling off it, sparks thrown from the hottest spots. Cheap enough for a whole burning street.
- Optional volumetric flames for hero shots: a live 3D fire simulation for the nearest fires, with distant ones on particles.
- Smoke that tells you what is burning (pale over hay, grey over timber, black over fuel), glowing ember flakes, falling ash and heat haze.
- Fires light their surroundings: warm flickering light with soft shadows from the nearest fires, managed automatically.
- Scorch marks on any surface, stone and metal too: soot climbs the walls above every fire, and explosions leave blast marks with a glowing core that cools.
- Fire reads as fire in daylight too, not only at night.
- Original fire sounds: a roar that follows each fire, crackling wood, steam hissing under the hose, six ignition whooshes and explosions.
Built for Gameplay
- Explosive objects: tick Explosive on any flammable (fuel barrels, gas cans) and it blows after burning for its fuse time, setting off its neighbours in a chain.
- Explosions in one call: fireball, blast mark, sparks, smoke, a flash of light, and nearby objects catch by distance and flammability.
- A small C# API: set fires, put them out, ask how hot it is anywhere (for damage or AI), and react to every ignition, burn-out and extinguish with events.
- Save games capture and restore every fire in one call.
- A ready-made explosive fuel barrel with its own detailed textures.
Easy to Set Up
- The Fire Manager: every fire setting in clear tabs under a live header, with a monitor that counts what is burning, smouldering, charred and wet and graphs the last 30 seconds.
- A getting-started panel and a live setup check that spots anything that would hide the fire, with one-click fixes.
- Pick what an object is made of with material cards, see its fire on a live burn bar, and drag an explosive's blast radius in the Scene view.
- Every flammable in one list: search, filter by state, and give many objects a new material in one click.
- Paint scorch marks with a brush in the Scene view.
- Watch fires spread, burn and explode in the Scene view without entering Play Mode.
- A demo scene with a stop for every feature, and an 18-page illustrated PDF manual.
All sounds, textures, meshes and materials are original and procedural; no third-party content.