ParticleEmitter

Fire, sparks, dust and magic. Particles that scrub exactly, glow, light the room around them and show in path traced reflections.

A ParticleEmitter under a Part emits from inside its box along its +Y, spread by SpreadAngle; under a NullObject it emits from a point. Nothing is simulated: it draws as if it had been playing for Time seconds, so the same Time always looks the same. Rate, Lifetime, Speed, Size, Color and Transparency shape the particles, a Texture can be a flipbook, and Brightness above 0 lights the scene. For bursts, add an EmissionPoint or call emitter:Emit(count).

Properties

Motion

NameTypeDefaultDescription
AccelerationVector30, 0, 0
Dragnumber0
0 to 100
LockedToPartbooleanfalseLike Roblox's: off, each particle stays where it was born as the part moves; on, everything rides the part.
RotSpeedNumberRange0, 0
RotationNumberRange0, 0
SpeedNumberRange5, 5
SpreadAngleVector215, 15Under a Part, particles leave along the part's +Y, spread by this angle.

Light

Brightnessnumber0.1
0 to 1000
Each live particle is a light this bright, times its size and opacity.
LightColorColorSequence[[0.0,1.0,1.0,1.0],[1.0,1.0,1.0,1.0]]The colour of the particles' light over each particle's life.
LightInheritColorbooleanfalseLights with each particle's own Color instead of LightColor.
LightRangenumber8
0 to 60

Appearance

ColorColorSequence[[0.0,1.0,1.0,1.0],[1.0,1.0,1.0,1.0]]Each particle's colour over its life.
LightEmissionnumber0
0 to 1
How particles blend: alpha blending at 0, additive at 1.
SizeNumberSequence[[0.0,1.0,0.0],[1.0,1.0,0.0]]The particles' size; its Envelope adds a random plus or minus per particle.
Textureany1, 1, 1The image each particle shows; with none, particles are soft round dots.
TransparencyNumberSequence[[0.0,0.0,0.0],[1.0,1.0,0.0]]The particles' transparency; its Envelope adds a random plus or minus per particle.
ZOffsetnumber0
-1000 to 1000
Slides each particle toward the camera (positive) or away, keeping its size on screen; it changes only what it draws in front of.

Emission

Enabledbooleantrue
LifetimeNumberRange1, 2
Ratenumber20
0 to 10000
How often particles are born: particle k is born at time k / Rate.
Seednumber1Each particle's lifetime, spawn point, direction, speed and spin are picked from the Seed.
Timenumber2
0 to 1e+06
Draws the particles as if the emitter had been playing for this many seconds; the same Time always looks the same.

Flipbook

FlipbookFramerateNumberRange1, 1Flipbook frames per second, picked per particle from the range.
FlipbookLayoutstring"None"
None, Grid2x2, Grid4x4, Grid8x8
Cuts the Texture into a grid of cells, read left to right, top to bottom.
FlipbookModestring"Loop"
Loop, OneShot, PingPong, Random
How the cells play: OneShot spreads the frames over the particle's life, Random picks a new cell each frame step.
FlipbookStartRandombooleanfalseStarts each particle on a random cell.

Methods

NameArgumentsReturnsDescription
Emit(particleCount: number?)EmissionPointMakes an EmissionPoint at the emitter's current Time and returns it; count is 16 when left out.
From Instance 22