Quick answer: Enable Texture Sheet Animation, set Tiles to the sheet's column/row count, and choose a Frame over Time curve that sweeps across all frames.
Flipbook animation works by stepping the UV rectangle across a grid each frame. If the module is off or the tile counts are wrong, the particle is stuck on frame one. Here is how.
How to fix it
1. Enable the module
Turn on Texture Sheet Animation in the particle system. Until it is enabled the material samples the full texture and shows the entire sheet or just frame one.
2. Match the tile grid
Set Tiles X and Y to the exact columns and rows of your sprite sheet. A mismatch shows multiple frames at once or freezes on a partial cell.
3. Drive Frame over Time
Use the Frame over Time curve to sweep from frame 0 to the last frame across the particle's lifetime, and set Cycles if the animation should loop within one particle's life.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.