One PNG, a sequence of frames
The current generator produces 16 square frames arranged left-to-right, top-to-bottom in a 4×4 grid. Each cell is 128×128 pixels, making a 512×512 PNG. Default playback metadata is 12 frames per second, so one pass through all frames takes approximately 1.33 seconds.
This is a particle-effects sprite-sheet generator. It does not pack unrelated character sprites, extract frames from an uploaded video or use an AI prompt. Those are different workflows; the current tool starts from a procedural effect preset or accepts your own particle image.
Generated atlas: 512 × 512 px
Grid: 4 columns × 4 rows
Cell: 128 × 128 px
16 frames ÷ 12 fps ≈ 1.33 secondsGenerate, inspect and save
Choose an effect and adjust its overall look before generating. The generated atlas is a snapshot of that procedural preset; later edits to the particle modules do not automatically rebake a new sprite sheet. Generate it again when you want a new image asset.
- Select Fire, Smoke or Sparks in the editor.
- Click Generate 4×4 flipbook, or generate particles, sprite and sound together.
- Download PNG and inspect the first and last frames plus the transparent boundary.
- Save .2vfx to retain the image alongside the source model and settings.
- If exporting Baked Visual, keep the atlas layout and playback metadata together.
Match layout and playback in the engine
A grid image alone does not specify frame order or speed. In Unity Texture Sheet Animation, use Grid mode and enter the matching tile counts. Choose a lifetime-based or fixed-FPS playback deliberately; changing particle lifetime can change the animation speed in lifetime mode.
Check the rendered effect at its real size. Enlarging a 128-pixel cell can reveal filtering and edge artefacts. A tightly cropped frame can also clip a moving spark. Transparent corners do not prove that every animated frame is correctly framed.