Version: Unity 6 (6000.0)
Language : English
Sub Emitters module reference
Lights module reference

Texture Sheet Animation module reference

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 popup Select Grid mode.
TilesA simple class that allows a sprite to be rendered on a Tilemap. More info
See in Glossary
The number of tiles the Texture is divided into in the X (horizontal) and Y (vertical) directions.
Animation The Animation mode can be set to Whole Sheet or Single Row (that is, each row of the sheet represents a separate Animation sequence).
Time Mode Choose how the Particle SystemA component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene. More info
See in Glossary
samples frames in the animation.
    Lifetime Sample frames using an Animation Curve over the lifetime of the particle.
    Speed Sample frames based on the speed of the particle. A speed range specifies the minimum and maximum speed range for the frame selection.
    FPSSee first person shooter, frames per second.
See in Glossary
Sample frames based on the specified frames-per-second value.
Row Mode Make 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.
    Custom Use a specific row of the Texture sheet for the animation.
    Random Randomly select a row for each particle when producing the animation.
    MeshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
See in Glossary
Index
Select 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 Row Chooses 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.
Row Selects 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 Time A curve that specifies how the frame of animation increases as time progresses.
Start Frame Allows you to specify which frame the particle animation should start on (useful for randomly phasing the animation on each particle).
Cycles The number of times the animation sequence repeats over the particle’s lifetime.
Affected UV Channels Allows 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, see Varying properties over time.

Property Function
Mode popup Select SpritesA 2D graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. More info
See in Glossary
mode.
Frame over Time A curve that specifies how the frame of animation increases as time progresses.
Start Frame Allows you to specify which frame the particle animation should start on (useful for randomly phasing the animation on each particle).
Cycles The number of times the animation sequence repeats over the particle’s lifetime.
Enabled UV Channels Allows you to specify exactly which UV streams are affected by the Particle System.

Additional resources

Sub Emitters module reference
Lights module reference