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Unity Engine

Unity Engine

Texture Sheet Animation module reference

Explore properties on the Texture Sheet Animation module, to configure particles that use a texture grid to create animation frames.
Read time 2 minutesLast updated a month ago

A particle’s graphic need not be a still image. This module lets you treat the Texture as a grid of separate sub-images that can be played back as frames of animation.

Grid mode properties

Property

Function

Mode popupSelect Grid mode.
TilesThe number of tiles the Texture is divided into in the X (horizontal) and Y (vertical) directions.
AnimationThe Animation mode can be set to Whole Sheet or Single Row (that is, each row of the sheet represents a separate Animation sequence).
Time ModeChoose how the Particle System samples frames in the animation.
    LifetimeSample frames using an Animation Curve over the lifetime of the particle.
    SpeedSample frames based on the speed of the particle. A speed range specifies the minimum and maximum speed range for the frame selection.
    FPSSample frames based on the specified frames-per-second value.
Row ModeMake the Particle System choose a row from the Texture sheet to produce the animation. This property is only available when the Animation mode is set to Single Row.
    CustomUse a specific row of the Texture sheet for the animation.
    RandomRandomly select a row for each particle when producing the animation.
    Mesh IndexSelect a row based on the Mesh index assigned to a particle. This is useful when you want to ensure that a particle using a particular Mesh also uses the same Texture.
Random RowChooses a row from the sheet at random to produce the animation. This option is only available when Single Row is selected as the Animation mode.
RowSelects a particular row from the sheet to produce the animation This option is only available when Single Row mode is selected and Random Row is disabled.
Frame over TimeA curve that specifies how the frame of animation increases as time progresses.
Start FrameAllows you to specify which frame the particle animation should start on (useful for randomly phasing the animation on each particle).
CyclesThe number of times the animation sequence repeats over the particle’s lifetime.
Affected UV ChannelsAllows you to specify exactly which UV streams are affected by the Particle System.

Sprite mode properties

For some properties in this section, you can use different modes to set their value. For information on the modes you can use, refer to Vary Particle System properties over time.

Property

Function

Mode popupSelect Sprites mode.
Frame over TimeA curve that specifies how the frame of animation increases as time progresses.
Start FrameAllows you to specify which frame the particle animation should start on (useful for randomly phasing the animation on each particle).
CyclesThe number of times the animation sequence repeats over the particle’s lifetime.
Enabled UV ChannelsAllows you to specify exactly which UV streams are affected by the Particle System.

Additional resources