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Basic Particle Effects
Part 1 - Getting Started
Basic Particle Effects
Part 1 - Getting Started

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.

Particle Emitters

The ParticleEmitter is a special type of object that will emit particles from its position when parented to a part or Attachment.

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.

  1. Create a MeshPart in the Workspace and name it GoldNugget.

  2. Set the MeshId property to rbxassetid://2903918852.

  3. Set the Material property to Neon and the Color property to 255, 180, 0.

    Color, Material and MeshID properties

  4. Insert a ParticleEmitter object into the part.

    GoldNugget and ParticleEmitter in the Explorer

Once you add the emitter, white stars will immediately start emitting from the part. The star is the default particle image.

Default particles emitting from the GoldNugget part

Pre-Made Fire and Smoke

The Fire and Smoke objects can be a convenient way to save time on creating effects, but they are far less customizable than ParticleEmitters.


Particle Emission

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.

Rotating the MeshPart, rotating particle emission

If you resize the part to be bigger, the particles will be emitted over a wider area.

Scaling the MeshPart, spreading out particle emission

Next Page Particle Properties