# Flipbook Player

Menu Path : **FlipBook > Flipbook Player**

The **Flipbook Player** Block creates animated particles using flipbook textures. To do this, it increments each particle's **Tex Index** attribute over time.

Flipbook textures are texture sheets that consist of multiple smaller sub-images. To produce an animation, Unity steps through the sub-images in a particular order.

![Cloud-shaped blocks representing stages in a sprite sheet.](Images/Block-FlipbookPlayerExampleLHS.png)<video src="Images/Block-FlipbookPlayerExampleRHS.mp4" Title="A translucent cloud gradually forms, swirls gently, and then dissipates into the background." width="320" height="auto" autoplay="true" loop="true" controls></video>

To generate a Flipbook, use external digital content creation tools.

To set an output to use flipbooks, change its **UV Mode** to **Flipbook**, **Flipbook Blend**, or **Flipbook Motion Blend**. For more information on the different UV Modes, see the documentation for the various output Contexts.

## Block compatibility

This Block is compatible with the following Contexts:

- [Update](Context-Update.md)

## Block settings

| **Setting** | **Type** | **Description**                                              |
| ----------- | -------- | ------------------------------------------------------------ |
| **Mode**    | Enum     | Specifies how to define the frame rate for the flipbook, in frames per second. The options are:<br/>&#8226; **Constant**: Uses a constant frame rate.<br/>&#8226; **Curve**: Uses a curve to control the frame rate. The curve defines the frame rate over the lifetime of the particle. |

## Block properties

| **Input**      | **Type** | **Description**                                              |
| -------------- | -------- | ------------------------------------------------------------ |
| **Frame Rate** | Float    | Sets the flipbook rate in image frames per second. This property only appears if you set **Mode** to **Constant.** |
| **Frame Rate** | Curve    | Sets the flipbook rate, in image frames per second,  over the particle lifetime via a curve. The curve value at time 0 is the frame rate when a particle is born, and the value at time 1 is the frame rate when the particle reaches its lifetime.<br/>![img](Images/Block-FlipbookPlayerFrameRateCurve.png)<br/>This property only appears if you set **Mode** to **Constant**. |
