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Browser particle editor · Early prototype

Particle sprite sheet generator

Turn the procedural Fire, Smoke and Sparks presets into transparent PNG animation grids. Keep the source project and use the same atlas in a game engine.

Try it in your browser No account. Local until you choose Save online.

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 seconds

Generate, 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.

  1. Select Fire, Smoke or Sparks in the editor.
  2. Click Generate 4×4 flipbook, or generate particles, sprite and sound together.
  3. Download PNG and inspect the first and last frames plus the transparent boundary.
  4. Save .2vfx to retain the image alongside the source model and settings.
  5. 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.

Learn the export workflow

Practical guides, honest limits and testable examples.

Try it on your own effect

Keep the .2vfx source and evaluate the result inside your target Unity project.

Open the editor ↗