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Texture Emitters are used to emit Smoke and/or Fuel at specified temperature while having more fine grained control over emission. Texture Emitters have 3D texture that you must write to, to specify how much smoke/fuel will be emitted, and at what temperature.
You can also combine data in 3D texture with SDF, to further fine tune the emission volume.
You need at least one Emitter, Texture Emitter or Particle Emitter for simulation to have any smoke or fire.
Right click in Hierarchy, and select “Zibra Smoke And Fire -> Emitter”.
Note that if you right click specifically on your Smoke And Fire object, as shown on the screenshot, you can skip step 2.
Open Inspector for your Smoke And Fire object, and press the Add button in the list of manipulators to add. You can also use the Add all button to add all manipulators to your Smoke And Fire instance.
You may also need to expand the list of colliders to add by pressing the “Add Manipulators” button first.
Emitter Texture
Texture used to control emission. Each texel in the texture corresponds to a point inside the Texture Emitter. Texel value defines emission parameters. You can set it via script, but you must do that before the simulation gets initialized. If not filled with correct data, emitter will not emit anything
Texture data:
Initial Velocity
Initial velocity of the emitted smoke/fuel.
Use Object Velocity
Whether to apply velocity of emitter GameObject to emitted smoke/fuel.
If enabled, sum of GameObject’s velocity and Initial Velocity is used for smoke/fuel emission.