Type Index Pages
- BillboardGui
- Frame
- Hint
- ImageButton
- ImageLabel
- PlayerGui
- ScreenGui
- ScrollingFrame
- StarterGui
- SurfaceGui
- TextBox
- TextButton
- TextLabel
- UIAspectRatioConstraint
- UIGradient
- UIGridLayout
- UIInlineLayout
- UIListLayout
- UIPadding
- UIPageLayout
- UIScale
- UISizeConstraint
- UITableLayout
- UITextSizeConstraint
- VideoFrame
- ViewportFrame
- ChangeHistoryService
- CoreGui
- DataModelSession
- DockWidgetPluginGui
- MultipleDocumentInterfaceInstance
- Plugin
- PluginAction
- PluginGui
- PluginGuiService
- PluginManager
- PluginMenu
- PluginMouse
- PluginToolbar
- PluginToolbarButton
- QWidgetPluginGui
- Selection
- StandalonePluginScripts
- StatsItem
- StudioService
- StudioTheme
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-
Instance
- GameSettings
- DebugSettings
- BodyMover
- WeldConstraint
- HttpRbxApiService
- NotificationService
- Translator
- Lighting
- Beam
- GuiService
- UserInputService
- Studio
- Plugin
- HttpService
- Mouse
- BindableEvent
- RunService
- Pages
- Humanoid
- TestService
- PathfindingService
- Chat
- NetworkPeer
- Feature
- CharacterAppearance
- Constraint
- NetworkReplicator
- JointInstance
- Light
- BasePlayerGui
- AnalyticsService
- NetworkMarker
- BinaryStringValue
- FlyweightService
- Geometry
- LoginService
- InstancePacketCache
- ThirdPartyUserService
- TouchInputService
- RuntimeScriptService
- GuidRegistryService
- PartOperationAsset
- DialogChoice
- PhysicsService
- AdService
- TextService
- MarketplaceService
- TeleportService
- Accoutrement
- GamePassService
- AssetService
- InsertService
- PointsService
- ChangeHistoryService
- ServerScriptService
- JointsService
- LogService
- InputObject
- Toolbar
- LuaSettings
- RenderSettings
- AnimationTrack
- PhysicsSettings
- NetworkSettings
- CFrameValue
- Animation
- Color3Value
- BoolValue
- BrickColorValue
- Vector3Value
- AnimationController
- BindableFunction
- Button
- Trail
- LocalizationTable
- LocalizationService
- DebuggerBreakpoint
- DebuggerWatch
- ScriptDebugger
- Animator
- Attachment
- RemoteFunction
- RemoteEvent
- PluginManager
- Camera
- Stats
- Sky
- StarterPlayer
- Dragger
- TerrainRegion
- Path
- TextFilterResult
- Dialog
- StatsItem
- GoogleAnalyticsConfiguration
- ScriptContext
- ControllerService
- CacheableContentProvider
- ReflectionMetadataClasses
- ReflectionMetadataEnums
- DebuggerManager
- GuiBase
- UIBase
- LuaSourceContainer
- GuiItem
- DataModelMesh
- ServiceProvider
- ReflectionMetadataItem
- PostEffect
- PhysicsPacketCache
- TouchTransmitter
- RobloxReplicatedStorage
- Visit
- LuaWebService
- ScriptService
- FlagStandService
- VirtualUser
- SpawnerService
- TimerService
- CookiesService
- Team
- GroupService
- StarterGear
- Message
- PlayerScripts
- Configuration
- ContentProvider
- CollectionService
- Debris
- ReplicatedFirst
- ServerStorage
- ReplicatedStorage
- Folder
- TweenService
- Players
- ContextActionService
- StarterPlayerScripts
- SoundService
- KeyframeSequenceProvider
- VRService
- PluginGuiService
- Player
- Teams
- Pose
- Keyframe
- KeyframeSequence
- IntConstrainedValue
- DoubleConstrainedValue
- ForceField
- RayValue
- Fire
- Smoke
- Sparkles
- ParticleEmitter
- IntValue
- StringValue
- NumberValue
- Explosion
- ObjectValue
- SoundGroup
- UserGameSettings
- ClickDetector
- Sound
- Selection
- BadgeService
- TaskScheduler
- GlobalDataStore
- DataStoreService
- CustomEvent
- CustomEventReceiver
- VirtualInputManager
- FunctionalTest
- TweenBase
- SoundEffect
- ReflectionMetadataEvents
- ClusterPacketCache
- PVInstance
- FaceInstance
- Controller
- ReflectionMetadataCallbacks
- ReflectionMetadataFunctions
- ReflectionMetadataYieldFunctions
- ReflectionMetadataProperties
- ReflectionMetadata
- AdvancedDragger
- HapticService
- FriendService
- GamepadService
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Color
Determines the color of the Beam
.
If the Beam
’s Beam/Texture
is set, this color will be applied to the Beam
’s texture. If no Beam/Texture
has been set then the Beam
will appear as a solid bar colored in accordance with this property.
Beams and ColorSequences
This property is a DataType/ColorSequence
, allowing the color to be configured to vary across the length of the Beam
. Take for example the following DataType/ColorSequence
.
local colorSequence = ColorSequence.new({ ColorSequenceKeypoint.new(0, Color3.fromRGB(255, 0, 0)), -- red ColorSequenceKeypoint.new(0.5, Color3.fromRGB(0, 255, 0)), -- green ColorSequenceKeypoint.new(1, Color3.fromRGB(0, 0, 255)), -- blue } )
Applying this DataType/ColorSequence
to a Beam
would yield the following result:
Note the Beam
’s coloration also depends on the number of Beam/Segments
the Beam
has. Each segment of the beam can only show a transition between two colors. Therefore a Beam
will need to have at least n-1 segments in order for the color to display correctly, where n is the number of DataType/ColorSequenceKeypoint
s in the DataType/ColorSequence
Code Samples
Creating a Beam From Scratch
This code sample demonstrates how a Beam
effect can be created from scratch by creating a Beam
, setting all of its properties and configuring it’s Attachment
s. See below for an image of the final result:
-- create attachments local att0 = Instance.new("Attachment") local att1 = Instance.new("Attachment") -- parent to terrain (can be part instead) att0.Parent = workspace.Terrain att1.Parent = workspace.Terrain -- position attachments att0.Position = Vector3.new(0, 10, 0) att1.Position = Vector3.new(0, 10, 10) -- create beam local beam = Instance.new("Beam") beam.Attachment0 = att0 beam.Attachment1 = att1 -- appearance properties beam.Color = ColorSequence.new({ -- a color sequence shifting from white to blue ColorSequenceKeypoint.new(0, Color3.fromRGB(255, 255, 255)), ColorSequenceKeypoint.new(1, Color3.fromRGB(0, 255, 255)) } ) beam.LightEmission = 1 -- use additive blending beam.LightInfluence = 0 -- beam not influenced by light beam.Texture = "rbxasset://textures/particles/sparkles_main.dds" -- a built in sparkle texture beam.TextureMode = Enum.TextureMode.Wrap -- wrap so length can be set by TextureLength beam.TextureLength = 1 -- repeating texture is 1 stud long beam.TextureSpeed = 1 -- slow texture speed beam.Transparency = NumberSequence.new({ -- beam fades out at the end NumberSequenceKeypoint.new(0, 0), NumberSequenceKeypoint.new(0.8, 0), NumberSequenceKeypoint.new(1, 1) } ) beam.ZOffset = 0 -- render at the position of the beam without offset -- shape properties beam.CurveSize0 = 2 -- create a curved beam beam.CurveSize1 = -2 -- create a curved beam beam.FaceCamera = true -- beam is visible from every angle beam.Segments = 10 -- default curve resolution beam.Width0 = 0.2 -- starts small beam.Width1 = 2 -- ends big -- parent beam beam.Enabled = true beam.Parent = att0
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