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Width1

Beam

float

The width in studs of the Beam at its end.

The beam will be Beam/Width0 studs wide at Beam/Attachment0 and the width will change linearly to Width1 studs at Beam/Attachment1. For a visual demonstration of this, see the image below.

Width

The width properties should not be confused with Beam/CurveSize0 and Beam/CurveSize1 which control the curvature of the beam.


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

Layering Beams

This code sample uses the Beam/ZOffset property to layer multiple Beams between the same Attachments.

-- create beams
local beam1 = Instance.new("Beam")
beam1.Color = ColorSequence.new(Color3.new(1, 0, 0))
beam1.FaceCamera = true
beam1.Width0 = 3
beam1.Width1 = 3

local beam2 = Instance.new("Beam")
beam2.Color = ColorSequence.new(Color3.new(0, 1, 0))
beam2.FaceCamera = true
beam2.Width0 = 2
beam2.Width1 = 2

local beam3 = Instance.new("Beam")
beam3.Color = ColorSequence.new(Color3.new(0, 0, 1))
beam3.FaceCamera = true
beam3.Width0 = 1 
beam3.Width1 = 1

-- layer beams
beam1.ZOffset = 0
beam2.ZOffset = 0.01
beam3.ZOffset = 0.02

-- create attachments
local attachment0 = Instance.new("Attachment", workspace.Terrain)
attachment0.Position = Vector3.new(0, 5, 0)
local attachment1 = Instance.new("Attachment", workspace.Terrain)
attachment1.Position = Vector3.new(0, 15, 0)

-- connect beams
beam1.Attachment0 = attachment0
beam1.Attachment1 = attachment1
beam2.Attachment0 = attachment0
beam2.Attachment1 = attachment1
beam3.Attachment0 = attachment0
beam3.Attachment1 = attachment1

-- parent beams
beam1.Parent = workspace
beam2.Parent = workspace
beam3.Parent = workspace