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In this video, I demonstrate a fully custom fire propagation system built in Unity using a graph-based architecture. Each object in the scene is treated as a node, connected to others via edges that define distance-based fire spread. With customizable parameters like combustibility, burn duration, and explosion radius, the system enables dynamic, intelligent fire behavior. You'll also see how Shader Graph is used to visualize the burn process—transitioning each object smoothly from its original state to burning and finally to charred—driven by a gradient-based progression system. Explosions are handled via radius-based graph traversals, making fire propagation both visual and reactive in real-time. This system is ideal for games, simulations, or research projects where emergent fire behavior and visual feedback are key. 🔥 Key Features Procedural graph generation from object proximity Fire spread simulation through edge-based traversal Per-object settings: combustibility, burn time, explosion radius Shader Graph-driven visual burn transitions Optional explosion VFX and prefab instancing 📦 GitHub Project 👉 https://github.com/georgelecakes/unit... 🧠 Built in Unity 2022.3 using C# and Shader Graph 💬 Let me know in the comments what you'd like to see added next! 🌐 Learn more: http://www.georgelecakes.com ❤️ Support future videos: / glecakes #Unity #FireSimulation #GameDev #ShaderGraph #ProceduralSimulation