I would like to have a Particle System with a UV Animation that randomizes which graphic gets rendered when the particle is created.
As of now, my Particle System w/ UV Anim looks strange because the particles change at the same time and you’re always seeing the same graphic on each particle.
P.S. The effect I’m looking for is similar to a window shattering then the pieces come flying at the camera.
I wanted to know the same thing and found this question as google’s first answer. Once I found something I came back.
Scroll down to ‘Texture Sheet Animation Module’ For what I wanted, randomised particles for an exploding unit I would create a texture with x rows, and use random row. If you want each particle type to have a decaying animation you can make the rows show how each particle should decay.
So the short answer is ‘no, I haven’t found a way’. But this does what I wanted so I no longer need uv access. Hope this works for you too.
I know this is an old question, but here’s an answer for those that come here through Google.
In the Inspector for the Particle System, there is a section for Texture Sheet Animation. Check that, and then in the options for that section:
This will animate the sprite along a grid within a texture
Tiles: Insert a number.
Represents the layout of your texture, and will find each cell as a percentage of the total size
Animation: Single Row
This allows you to set each row in the texture as a single animaltion that will not connect to another row
Row Mode: Random
Each particle will randomly select which row/animation it will play
Start Frame: Random Between Two Constants
Each particle will select a random step in the animation for its row, so that two particles on the same row will be at different frames.
How many times will each sprite play its animation, while staying in the same row.
Depending on what effect you are going for, you can set Time Mode = Speed and Speed Range = 0 - max speed, to have the particle animate faster when it moves faster, or set Cycles = 0.001 to cancel animation.