Type Index Pages
- BillboardGui
- CanvasGroup
- Frame
- Hint
- ImageButton
- ImageLabel
- PlayerGui
- ScreenGui
- ScrollingFrame
- StarterGui
- SurfaceGui
- TextBox
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- UIAspectRatioConstraint
- UIGradient
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- UIScale
- UISizeConstraint
- UITableLayout
- UITextSizeConstraint
- VideoFrame
- ViewportFrame
- ChangeHistoryService
- CoreGui
- DataModelSession
- DockWidgetPluginGui
- MultipleDocumentInterfaceInstance
- Plugin
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- PluginGui
- PluginGuiService
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- PluginMenu
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- PluginToolbar
- 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
- BinaryStringValue
- FlyweightService
- Geometry
- LoginService
- InstancePacketCache
- ThirdPartyUserService
- TouchInputService
- RuntimeScriptService
- GuidRegistryService
- PartOperationAsset
- DialogChoice
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- TeleportService
- Accoutrement
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- InsertService
- PointsService
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- ServerScriptService
- JointsService
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- InputObject
- Toolbar
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- CFrameValue
- Animation
- Color3Value
- BoolValue
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- Vector3Value
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- BindableFunction
- Button
- Trail
- LocalizationTable
- LocalizationService
- DebuggerBreakpoint
- DebuggerWatch
- ScriptDebugger
- Animator
- Attachment
- RemoteFunction
- RemoteEvent
- PluginManager
- Camera
- Stats
- Sky
- StarterPlayer
- Dragger
- TerrainRegion
- Path
- TextFilterResult
- Dialog
- StatsItem
- GoogleAnalyticsConfiguration
- ScriptContext
- ControllerService
- CacheableContentProvider
- ReflectionMetadataClasses
- ReflectionMetadataEnums
- DebuggerManager
- GuiBase
- UIBase
- LuaSourceContainer
- GuiItem
- DataModelMesh
- ServiceProvider
- ReflectionMetadataItem
- PostEffect
- PhysicsPacketCache
- TouchTransmitter
- RobloxReplicatedStorage
- Visit
- LuaWebService
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- FlagStandService
- VirtualUser
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- Team
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- StarterGear
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- KeyframeSequenceProvider
- VRService
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- Keyframe
- KeyframeSequence
- IntConstrainedValue
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- ForceField
- RayValue
- Fire
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- ParticleEmitter
- IntValue
- StringValue
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- Explosion
- ObjectValue
- SoundGroup
- UserGameSettings
- ClickDetector
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- GlobalDataStore
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- CustomEvent
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- VirtualInputManager
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- ClusterPacketCache
- PVInstance
- FaceInstance
- Controller
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- ReflectionMetadataFunctions
- ReflectionMetadataYieldFunctions
- ReflectionMetadataProperties
- ReflectionMetadata
- AdvancedDragger
- HapticService
- FriendService
- GamepadService
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Drag
The Drag property determines the rate in seconds at which individual particles will lose half their speed via exponential decay. Pictured below are two identical default ParticleEmitters, except that the right has a Drag value of 0.25.
Drag is applied by scaling the expected velocity (from ParticleEmitter/Speed and any velocity inherited from the parent from ParticleEmitter/VelocityInheritance) by the following formula: 2 ^ (elapsedTime * -drag), where elapsedTime is the time since the particle was emit. Consequently, setting Drag to a negative value will cause particles’ velocities to grow exponentially.
Warning: if Drag is set to a sufficiently negative value, this can cause all particles emit by the emitter to completely disappear. Be careful when setting this property lower than -100.
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!
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
When you run the code sample, you should see particles that look like the provided animation.
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