Version: 2022.2
  • C#


struct in UnityEngine


Implemented in:UnityEngine.ParticleSystemModule

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Script interface for the TextureSheetAnimationModule.

This module allows you to add animations to your particle textures. To author an animation, you must use a flipbook Texture, which look like this:

Each numbered region represents a frame of the animation, which you must distribute evenly across the Texture. Select a variable below to see script examples. You may want to use this Texture on your Particle System with each example, to see how the module works.

See Also: ParticleSystem, ParticleSystem.textureSheetAnimation.


animationSpecifies the animation type.
cycleCountSpecifies how many times the animation loops during the lifetime of the particle.
enabledSpecifies whether the TextureSheetAnimationModule is enabled or disabled.
fpsControl how quickly the animation plays.
frameOverTimeA curve to control which frame of the Texture sheet animation to play.
frameOverTimeMultiplierThe frame over time mutiplier.
modeSelect whether the animated Texture information comes from a grid of frames on a single Texture, or from a list of Sprite objects.
numTilesXDefines the tiling of the Texture in the x-axis.
numTilesYDefines the tiling of the texture in the y-axis.
rowIndexExplicitly select which row of the Texture sheet to use. The system uses this property when ParticleSystem.TextureSheetAnimationModule.rowMode is set to Custom.
rowModeSelect how particles choose which row of a Texture Sheet Animation to use.
speedRangeSpecify how particle speeds are mapped to the animation frames.
spriteCountThe total number of sprites.
startFrameDefine a random starting frame for the Texture sheet animation.
startFrameMultiplierThe starting frame multiplier.
timeModeSelect whether the system bases the playback on mapping a curve to the lifetime of each particle, by using the particle speeds, or if playback simply uses a constant frames per second.
uvChannelMaskChoose which UV channels receive Texture animation.

Public Methods

AddSpriteAdd a new Sprite.
GetSpriteGet the Sprite at the given index.
RemoveSpriteRemove a Sprite from the given index in the array.
SetSpriteSet the Sprite at the given index.