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Script interface for the TextureSheetAnimationModule of a Particle System.
This module allows you to add animations to your particle textures. This is achieved by authoring flipbook textures, which look like this:
Each numbered region represents a frame of the animation, and must be distributed 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.
|animation||Specifies the animation type.|
|cycleCount||Specifies how many times the animation loops during the lifetime of the particle.|
|enabled||Specifies whether the TextureSheetAnimationModule is enabled or disabled.|
|fps||Control how quickly the animation plays.|
|frameOverTime||A curve to control which frame of the Texture sheet animation to play.|
|frameOverTimeMultiplier||The frame over time mutiplier.|
|mode||Select whether the animated Texture information comes from a grid of frames on a single Texture, or from a list of Sprite objects.|
|numTilesX||Defines the tiling of the Texture in the x-axis.|
|numTilesY||Defines the tiling of the texture in the y-axis.|
|rowIndex||Explicitly select which row of the Texture sheet to use. The system uses this property when ParticleSystem.TextureSheetAnimationModule.rowMode is set to Custom.|
|rowMode||Select how particles choose which row of a Texture Sheet Animation to use.|
|speedRange||Specify how particle speeds are mapped to the animation frames.|
|spriteCount||The total number of sprites.|
|startFrame||Define a random starting frame for the Texture sheet animation.|
|startFrameMultiplier||The starting frame multiplier.|
|timeMode||Select 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.|
|uvChannelMask||Choose which UV channels receive Texture animation.|