5 min

Particle emitters create special effects like fire, smoke, and sparks by using 2D images in combination with properties such as color and size.

Creating a Particle Emitter

All particle emitters must be parented to an object of the BasePart class such as a Part or MeshPart.

To create a particle emitter:

  1. Select the object in the Explorer window and insert a ParticleEmitter using the icon.
Once created, it will emit particles in that part's area. Its parent object also determines the emitter's direction and rotation.
Small area compacts particles
Large area spreads particles out
Part rotation alters direction
  1. To change the direction of a particle effect without re-orienting its parent part, use the emitter’s EmissionDirection property.
Front EmissionDirection
Bottom EmissionDirection

Customizing Particles

Once an emitter is added, you can modify the effect through its properties. Below are some common properties of particle emitters.


Changes the image used by particles. To import a particle image, see /articles/game assets#images|Game Assets.

Same particle settings with different textures


This property tints the particle texture with a specific color. Colors can be selected in three ways:

Click on the color square to open the color picker.
Input three numbers for an RGB color value.
Create a color sequence for displaying different colors over time.
Single color
Color sequence


The size of particles is measured in studs. Size can be defined in two ways:

Input a number for a consistent size.
Create a size sequence to change the size of particles over time.


Particle lifetime is defined in seconds. Lifetime can be one consistent value or a minimum/maximum range formatted like Min, Max. The maximum lifetime is 20 seconds.


This specifies the number of particles created per second. A single emitter can create up to 500 particles per second.

Other Properties

Below are some properties used to further customize particles.

Property Description
ParticleEmitter/Acceleration|Acceleration Determines the direction of acceleration for particles. This can be used to create effects such as particles being affected by wind.
ParticleEmitter/Drag|Drag The rate in seconds that particles lose half their speed.
ParticleEmitter/Rotation|Rotation The angle of rotation for newly created particles. Single numbers will create particles at that angle. Using two numbers (minimum, maximum) will set a random rotation for each particle.
ParticleEmitter/RotSpeed|RotSpeed The speed of rotation for particles when created. This can be a single number or a number range for randomized speed. Negative values cause particles to rotate counter-clockwise.
ParticleEmitter/Speed|Speed The speed of particle movement, measured in studs. This can be a single number or a number range for randomized speed. Negative values cause particles to move in reverse.
ParticleEmitter/Transparency|Transparency The transparency of all active particles over their individual lifetimes. This can be a number between 0–1 or a sequence defined similarly to a size sequence.
ParticleEmitter/ZOffset|ZOffset Controls the forward/backward position of how particles are rendered, measured in studs. Useful in situations where you have more than one particle emitter in the same area.

Emitter Examples

The following emitters can be achieved by creating a new ParticleEmitter and changing the listed properties to the highlighted values.

Properties - ParticleEmitter "ParticleEmitter"
LightEmission 0.5
Texture rbxhttp://asset/?id=3909691881
Drag 1
Lifetime 5
RotSpeed -100, 100
Properties - ParticleEmitter "ParticleEmitter"
LightEmission 0.7
Texture rbxhttp://asset/?id=3916143220
Lifetime 3
Rate 10
Properties - ParticleEmitter "ParticleEmitter"
Color   [255, 74, 29]
LightEmission 0.8
Size 5
Texture rbxhttp://asset/?id=3916186365
Lifetime 2
Rate 5
Rotation 0, 360
RotSpeed 100
Speed 0
  • particles
  • emitter
  • lighting
  • fire
  • smoke