Particles mode runs aDocumentation Index
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ParticleSystem simulation in edit mode and captures each frame of that simulation into a sprite sheet — the same atlas format produced by Animation mode. This lets you bake real-time particle effects (explosions, smoke, fire, magic) into 2D sprite animations that play anywhere, without any GPU particle runtime overhead. Pixelate drives the simulation using ParticleExtensions.PlayInEditor(), steps through it frame by frame, and renders each frame into the atlas. The output is auto-sliced and pivot-configured by AutoSpriteSlicer, exactly as in Animation mode.
When to use Particles mode
- Explosions and impact bursts
- Smoke, fire, and environmental effects
- Magic spells and ability VFX
- Any particle-based effect you want to play as a 2D sprite animation
Requirements
Your Target GameObject must have aParticleSystem component attached. Pixelate reads the particle system from this component to drive the simulation during capture.
Setting up Particles mode
Open the PixelateCaptureManager inspector
Select the
PixelateCaptureManager GameObject in your scene to open the Pixelate inspector.Select Particles in the toolbar
Click the Particles button in the capture-type toolbar at the top of the inspector. This sets
CaptureType to Particles (CaptureType.particles = 2).Assign your particle system target
Set the Target field to the GameObject that has your
ParticleSystem component.Configure the random seed
Choose whether to fix the simulation seed. Enable the Random Seed toggle to use a random seed on each capture, or disable it and enter a specific Seed value to get a reproducible result. The default seed is
1234.Configure frame rate and cell size
Set Frames Per Second and Cell Size to match your animation requirements, as you would in Animation mode.
Settings
The GameObject with a
ParticleSystem component. This is the particle effect that will be simulated and captured.When enabled, Pixelate uses a random seed for each capture, producing a different simulation result every time. When disabled, the value in the Seed field is used instead, giving a consistent, reproducible result.
The seed value used to initialize the particle simulation when Random Seed is disabled. Use the same seed across captures to get identical results — useful for iterating on cell size or normal maps without changing the animation content.
The sampling rate used to determine how many frames to capture from the simulation.
The pixel dimensions of each individual frame in the output sprite sheet.
The sprite pivot point applied when the sheet is sliced.
(0.5, 0.5) is center; (0.5, 0) is bottom-center.When enabled, a second sprite sheet containing normal map data is produced alongside the diffuse sheet.
Applies pixelation filtering to each rendered frame.
The folder path (relative to
Assets) where the sprite sheet PNGs are saved.Output
Particles mode produces the same file format as Animation mode:| File | Condition |
|---|---|
{TargetName}.png | Always |
{TargetName}_NormalMap.png | Only when Create Normal Map is enabled |
AutoSpriteSlicer.Slice() runs automatically to slice the atlas into individual frames with your configured pivot applied.
Fix the seed during initial setup and iteration. Once you’re satisfied with the look of the effect, you can switch to Random Seed if you want variation — but saving with a fixed seed first ensures you can reproduce the exact capture if needed.