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ParticleEmitter

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ParticleEmitter

Show deprecated

A ParticleEmitter allows for the creation of particle systems. is a special effect object that emits customizable 2D billboard particles into the world. On Roblox, a particle is a 2D image rendered in the world so that it always always face the camera, much like a BillboardGui with a single ImageLabel in it.

A ParticleEmitter with default settings in a Part with default settings

ParticleEmitter must be parented to a BasePart (such as a Part) or an Attachment within such a part. Particles spawn randomly in the bounding box of its parent part (for attachments, this is a single point). Particles from a single emitter will render so long as this condition is met; setting a ParticleEmitter’s Instance/Parent to nil will remove all particles instantly, like how ParticleEmitter/Clear works. If an emitter is ParticleEmitter/Enabled and has a nonzero ParticleEmitter/Rate, it will emit particles on its own. Finer control on the number of particles can be accomplished using ParticleEmitter/Emit.

Roblox provides several pre-made particle effect objects - Fire, Smoke and Sparkles. They behave similarly to a ParticleEmitter, but they are not as customizable. They also lack certain particle-controlling methods: ParticleEmitter/Emit and ParticleEmitter/Clear. An Explosion also uses particles, but provides little-to-no control with regards to how the effect looks.

How to Insert a ParticleEmitter

In Studio, a ParticleEmitter can be inserted in several ways:

  • Using the “Effects” drop-down (Model tab)
  • From the Advanced Objects window (In the model tab, or CTRL+I)
  • The add menu within the Explorer window
  • Using the Command bar, run Instance.new("ParticleEmitter", workspace)
  • If you find you are inserting ParticleEmitters often, you can add a ParticleEmitter button to the Quick Access toolbar

Drop-down Efffects menu for inserting a ParticleEmitterAdvancedObjects window insertionExplorer window insertion

Properties

Vector3

Acceleration

Determines the global-axis acceleration of all alive particles, measured in studs per second squared

ColorSequence

Color

Determines the color of all particles emit over their individual lifetimes

float

Drag

Determines the rate at which particles will lose half their speed through exponential decay

NormalId

EmissionDirection

Determines the face towards which particles will be emit

bool

Enabled

Determines whether particles ought to be emit

NumberRange

Lifetime

Defines a random range of ages for newly emit particles

float

LightEmission

Determines how much particles’ colors are blended with the colors behind them

float

LightInfluence

Determines how much particles are influenced by the the environment light

bool

LockedToPart

Determines whether the particles rigidly move with the part they’re being emitted from.

float

Rate

Determines the number of particles emit per second

NumberRange

RotSpeed

Determines the range of angular speeds emitted particles, measured in degrees per second

NumberRange

Rotation

Determines the range of rotations in degrees for a newly emit particles

NumberSequence

Size

Determines the world size over individual particles’ lifetimes

NumberRange

Speed

Determines the random range of speeds a new particle will have when emit, measured in studs per second

Vector2

SpreadAngle

Determines the angles at which particles may be randomly emit, measured in degrees

Content

Texture

Determines the image rendered on particle billboards

NumberSequence

Transparency

Determines the transparency of particles over their individual lifetimes

float

VelocityInheritance

Determines how much of the parent’s velocity is inherited by particles when emitted

float

ZOffset

Determines the forward-backward render position of particles; used to control what particles render on top/bottom

Functions

void

Clear ( )

Clears all particles that have been emit

void

Emit ( int particleCount )

Emits a given number of particles

Events