We use cookies on this site to enhance your user experience
Collapse Sidebar




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's length.

Beam texture behavior

How a Beam|Beam's texture scales or repeats is dependent on the Beam/TextureMode property.

When Beam/TextureMode is ‘Wrap’ the size of the repeating texture is equal to TextureLength in studs. For an example of this see the image below:


Note, the ‘Static’ Enum/TextureMode type is not used for Beams and therefore behaves identically to ‘Wrap’.

When Beam/TextureMode is set to ‘Stretch’ however the texture will be stretched relative to the beam’s length. The size of the texture relative to the Beam's length will be one over the TextureLength. In practice, this means the texture will repeat TextureLength times. For an example of this see the image below:


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 Attachments. See below for an image of the final result:

enter image description here

-- 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