Particles are used to create a wide range of effects in games, from smoke and fire to splashing water. They can help bring your game world to life, and can provide valuable visual feedback for your players.
In this course, you will use a
ParticleEmitter object to create a sparkling effect around a part.
ParticleEmitter is a special type of object that will emit particles from its position when parented to a part or
The particles themselves are 2D images that always face the camera. Particles move or change color according to the emitter’s properties. By changing just a few of these, you can make an incredible array of different effects.
The example provided below is a model of a gold nugget. A simple particle effect will be used to make it sparkle.
MeshPartin the Workspace and name it GoldNugget.
Set the MeshId property to rbxassetid://2903918852.
Set the Material property to Neon and the Color property to 255, 180, 0.
ParticleEmitterobject into the part.
Once you add the emitter, white stars will immediately start emitting from the part. The star is the default particle image.
Pre-Made Fire and Smoke
Smoke objects can be a convenient way to save time on creating effects, but they are far less customizable than ParticleEmitters.
Particles are generated randomly throughout the entire volume of a part. They emerge from one face of the part according to the EmissionDirection property. It defaults to Top, meaning the top surface of a part. If you rotate the part, the direction the particles are emitted from will change accordingly.
If you resize the part to be bigger, the particles will be emitted over a wider area.
Next Page Particle Properties