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SpreadAngle

ParticleEmitter

Vector2

The SpreadAngle property determines the random angles that a particle may be emit. On emission, a random angle is selected uniformly using the range defined by SpreadAngle. For example, if the ParticleEmitter/EmissionDirection is Top (+Y), then this DataType/Vector2 describes the size of the random angle spread on the X/Z axes, in degrees. The particle is given a velocity based on the ParticleEmitter/Speed in the chosen direction.

Below is an animation of two default ParticleEmitters. The foreground (closer) emitter has one of its SpreadAngle axes set to 90 degrees, so particles are emit randomly in an arc.
Two default ParticleEmitters. The foreground (closer) emitter has one axis of SpreadAngle set to 90 degrees

Setting one axis to 360 will cause particles to emit in all direction in a circle. Setting both to 360 will cause particles to emit in all directions in a sphere.


Code Samples


Creating a Particle Emitter from Scratch

This rather lengthy code sample shows how every property of a ParticleEmitter can be set, including DataType/NumberRange, DataType/NumberSequence and DataType/ColorSequence properties. Below is how the ParticleEmitter should after every property is set. Try playing around with the different properties to customize how the effect looks!

The final product

local emitter = Instance.new("ParticleEmitter")
-- Number of particles = Rate * Lifetime
emitter.Rate = 5 -- Particles per second
emitter.Lifetime = NumberRange.new(1,1) -- How long the particles should be alive (min, max)
emitter.Enabled = true 

-- Visual properties
emitter.Texture = "rbxassetid://1266170131" -- A transparent image of a white ring
-- For Color, build a ColorSequence using ColorSequenceKeypoint
local colorKeypoints = {
	-- API: ColorSequenceKeypoint.new(time, color)
	ColorSequenceKeypoint.new( 0, Color3.new(1, 1, 1)),  -- At t=0, White
	ColorSequenceKeypoint.new(.5, Color3.new(1, .5, 0)), -- At t=.5, Orange
	ColorSequenceKeypoint.new( 1, Color3.new(1, 0, 0))   -- At t=1, Red
}
emitter.Color = ColorSequence.new(colorKeypoints)
local numberKeypoints = {
	-- API: NumberSequenceKeypoint.new(time, size, envelop)
	NumberSequenceKeypoint.new( 0, 1);    -- At t=0, fully transparent
	NumberSequenceKeypoint.new(.1, 0);    -- At t=.1, fully opaque
	NumberSequenceKeypoint.new(.5, .25);  -- At t=.5, mostly opaque
	NumberSequenceKeypoint.new( 1, 1);    -- At t=1, fully transparent
}
emitter.Transparency = NumberSequence.new(numberKeypoints)
emitter.LightEmission = 1 -- When particles overlap, multiply their color to be brighter
emitter.LightInfluence = 0 -- Don't be affected by world lighting

-- Speed properties
emitter.EmissionDirection = Enum.NormalId.Front -- Emit forwards
emitter.Speed = NumberRange.new(0, 0) -- Speed of zero
emitter.Drag = 0 -- Apply no drag to particle motion
emitter.VelocitySpread = NumberRange.new(0, 0)
emitter.VelocityInheritance = 0 -- Don't inherit parent velocity
emitter.Acceleration = Vector3.new(0, 0, 0)
emitter.LockedToPart = false -- Don't lock the particles to the parent 
emitter.SpreadAngle = Vector2.new(0,0) -- No spread angle on either axis

-- Simulation properties
local numberKeypoints2 = {
	NumberSequenceKeypoint.new(0, 0);  -- At t=0, size of 0
	NumberSequenceKeypoint.new(1, 10); -- At t=1, size of 10
}
emitter.Size = NumberSequence.new(numberKeypoints2)
emitter.ZOffset = -1 -- Render slightly behind the actual position
emitter.Rotation = NumberRange.new(0, 360) -- Start at random rotation
emitter.RotSpeed = NumberRange.new(0) -- Do not rotate during simulation

-- Create an attachment so particles emit from the exact same spot (concentric rings)
local attachment = Instance.new("Attachment", script.Parent)
attachment.Position = Vector3.new(0, 5, 0) -- Move the attachment upwards a little
emitter.Parent = attachment