Type Index Pages
- BillboardGui
- CanvasGroup
- Frame
- Hint
- ImageButton
- ImageLabel
- PlayerGui
- ScreenGui
- ScrollingFrame
- StarterGui
- SurfaceGui
- TextBox
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- UITableLayout
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- VideoFrame
- ViewportFrame
- ChangeHistoryService
- CoreGui
- DataModelSession
- DockWidgetPluginGui
- MultipleDocumentInterfaceInstance
- Plugin
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- PluginGui
- PluginGuiService
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- PluginToolbarButton
- QWidgetPluginGui
- Selection
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- StatsItem
- StudioService
- StudioTheme
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-
Instance
- GameSettings
- DebugSettings
- BodyMover
- WeldConstraint
- HttpRbxApiService
- NotificationService
- Translator
- Lighting
- Beam
- GuiService
- UserInputService
- Studio
- Plugin
- HttpService
- Mouse
- BindableEvent
- RunService
- Pages
- Humanoid
- TestService
- PathfindingService
- Chat
- NetworkPeer
- Feature
- CharacterAppearance
- Constraint
- NetworkReplicator
- JointInstance
- Light
- BasePlayerGui
- AnalyticsService
- NetworkMarker
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- FlyweightService
- Geometry
- LoginService
- InstancePacketCache
- ThirdPartyUserService
- TouchInputService
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- ServerScriptService
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- InputObject
- Toolbar
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- LocalizationTable
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- ScriptDebugger
- Animator
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- PluginManager
- Camera
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- Sky
- StarterPlayer
- Dragger
- TerrainRegion
- Path
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- GoogleAnalyticsConfiguration
- ScriptContext
- ControllerService
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- ReflectionMetadataEnums
- DebuggerManager
- GuiBase
- UIBase
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- ReflectionMetadataItem
- PostEffect
- PhysicsPacketCache
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- IntConstrainedValue
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- ForceField
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- Fire
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- ParticleEmitter
- IntValue
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- SoundGroup
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- CustomEvent
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- PVInstance
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- Controller
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- ReflectionMetadataFunctions
- ReflectionMetadataYieldFunctions
- ReflectionMetadataProperties
- ReflectionMetadata
- AdvancedDragger
- HapticService
- FriendService
- GamepadService
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LightEmission
Determines to what degree the colors of the Beam are blended with the colors behind it.
The LightEmission property determines the blending of the Beam with the colors behind it. It should be set in the range [0, 1]. A value of 0 uses normal blending modes, and a value of 1 will use additive blending. The value of the additive blending is determined by this property.
Pictured below are two sets of overlapping Beams. The right one has its LightEmission set to 1, so the texture appears brighter due to the additive blending on the overlaps.

This property should not be confused with Beam/LightInfluence, which determines how particles are affected by environment light. This property does not cause the Beam to light the environment. To do that, consider using a SurfaceLight.
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:

-- 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
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