Type Index Pages
- BillboardGui
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- Frame
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-
Instance
- GameSettings
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- HttpRbxApiService
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- Camera
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- GoogleAnalyticsConfiguration
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- ReflectionMetadataProperties
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- AdvancedDragger
- HapticService
- FriendService
- GamepadService
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LightInfluence
The LightInfluence property determines how much environment light affects the color of individual particles when they are rendered. It must be in the range [0, 1]; behavior of values outside of this range are not defined. At 0, particles are not influenced by light at all (they retain full brightness), and at 1 particles are fully influenced by light (in complete darkness, particles will be black).
Pictured below are three default ParticleEmitters at night with varing LightInfluence. There is a PointLight with sufficient PointLight/Brightness and PointLight/Range to light the particles near to their parent parts. Take note of how each particle is affected by the lack of light close to the end of their lifetime.
By default, this value is 1 if inserted with Studio tools. If inserted using Instance.new, it is 0.
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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