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Beam

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Beam

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A Beam object connects two Attachments by drawing a texture between them.

Setting up a Beam

To display, beams must be a descendant of the Workspace with their Beam/Attachment0 and Beam/Attachment1 properties set to Attachments also descending from the Workspace.

The beam’s appearance can be customised using the range of properties available.

Beam Curvature

Beams are configured to use a cubic Bézier curve. This means they are not constrained to straight lines, and the curve of the beam can be modified by changing Beam/CurveSize0, Beam/CurveSize1 and the orientation of the beam’s Attachments.

Cubic Bézier curves are formed of four control points. They are determined as follows:

  • P0: The start of the beam, the position of Beam/Attachment0
  • P1: Beam/CurveSize0 studs away from Beam/Attachment0, in Beam/Attachment0's positive X direction.
  • P2: Beam/CurveSize1 studs away from Beam/Attachment1, in Beam/Attachment1's negative X direction.
  • P3: The end of the beam, the position of Beam/Attachment1

The beam starts at P0, goes towards P1, and arrives at P3, from the direction of P2. The beam will not necessarily pass through P1 and P2.

See the image below for a visual demonstration.

Beam Curve

Properties

Attachment

Attachment0

The Attachment the Beam originates from.

Attachment

Attachment1

The Attachment the Beam ends at.

ColorSequence

Color

Determines the color of the Beam across its segments.

float

CurveSize0

Determines, along with Beam/Attachment0 the position of the first control point in the Beam's Bézier curve.

float

CurveSize1

Determines, along with Beam/Attachment1 the position of the second control point in the Beam's Bézier curve.

bool

Enabled

Determines whether the Beam is visible or not.

bool

FaceCamera

Determines whether the Beam/Segments of the Beam will always face the camera regardless of its orientation.

float

LightEmission

Determines to what degree the colors of the Beam are blended with the colors behind it.

float

LightInfluence

Determines the degree to which the Beam is influenced by the environment’s lighting.

int

Segments

Sets how many straight segments the Beam is made up of.

Content

Texture

The content ID of the texture to be displayed on the Beam.

float

TextureLength

Sets the length of the Beams texture if Beam/TextureMode is ‘Wrap’ or ‘Static’. If Beam/TextureMode is ‘Stretch’ then it determines the size of the texture relative to the Beam|Beam's length.

TextureMode

TextureMode

Determines the manner in which the Beam/Texture scales and repeats.

float

TextureSpeed

Determines the speed at which the Beam/Texture image moves along the Beam.

NumberSequence

Transparency

Determines the transparency of the Beam across its segments.

float

Width0

The width in studs of the Beam at its base.

float

Width1

The width in studs of the Beam at its end.

float

ZOffset

The distance, in studs, the Beams display is offset by relative to the Workspace/CurrentCamera.

Functions

void

SetTextureOffset ( float offset )

Sets the current offset of the Beam's texture cycle.

Events