I have an explosion particle system that's using a spritesheet to animate, except the problem is that it blows through the first few frames and hangs on to the last one where the explosion is dissipating, and this timing looks exceedingly strange. it would be better if it would use this "hang time" to show the middle frames of the explosions actually happening.

my first thought was to use Speed Curve under ParticleProcessMaterial > animations , but playing around with the values does not appear to change anything and I can't even find info about that feature in the official docs.

edit: actually after tinkering some more I think speedcurve isn't even what I wanted. that changes the speed of the entire animation according to the curve, not the timing of the individual frames.

5 days later

anybody? I can't get this:

to look right no matter how much I fiddle.

Can you share a small test project that reproduces the issue?

    This is what you was looking for?

    I just removed Time > Explosiveness:

    Maybe this is better:

    I change the drawing order so new particles appear behind old ones (Drawing > Draw order > Reverse Lifetime):

    no, I want the explosiveness. it's supposed to all go off at once like a big bomb. problem is when I do it that way, the last frame stays on screen for way too long!

      samuraidan no, I want the explosiveness. it's supposed to all go off at once like a big bomb

      Like this?

      The problem with the previous version is the Animation > Speed. It was 5. This means the animation will go 5 times during the Particles lifetime. But you also have to mark CanvasItemMaterial > Particles anim loop, or it will be stuck as it happened to you (gladly this is explained in the inspector contextual popup, but only in the Max field):

      I recommend putting this to 1 and adjusting the Particle's lifetime to your taste.

      Then if you want the Particles to keep emitting but make a stop between emissions I would add an extra frame to the animation which is empty. (or many two, depending on how big a pause I want)

      Another option is to mark the Time > One Shot and trigger the particles by code in the intervals you want.

      As a personal touch, I would put Time > Explosiveness to 0.8 or something like this. So there is a small spread in the particle emission, and not all are emitted at the exact time.

      I got everything else where I wanted it already so changing numbers around like that would just make it less like what I want, I just need the last frame to disappear faster. which making an empty frame at the end of the spritesheet worked! thank you.