Particle Emitters

Particle Emitters in Roblox allow for a large array of effects. This doc goes into how to set up a Particle Emitter within Roblox.

A Particle Emitter can be used to create countless effects from explosions, fireworks, to sword slashes and tornadoes.

The Default Particle Emitter seems pretty limited, but with a few custom images, layered Particle Emitters, and a bit of work you can create some amazing results.

Default Particle Emitter...

Useful Plugins

A very useful plugin that helps visualise the end result as well as add a couple of extra useful features is 'Ros Particle Editor' by Roasted_Shrimps.

Adding a Particle Emitter

  • Add a new 'Part' to your space. This is important for certain elements of the Particle Emitter such as emission volume.

  • Click on the '+' on the 'Part' and add 'ParticleEmitter'.

Common Parameters

There are a ton of parameters within the Particle Emitter instance so it can be pretty daunting to see when you first look at it. That said, when you pull it all apart you will most commonly use the same parameters most of the time.

Property types

Each property can have a certain type that allows you to customise the result.

  • Some properties will be a simple input such as a number (usually with a slider) or a pulldown.

  • Some properties will allow a range between two numbers. These will usually have an arrow on the left of the properties you can expand.

  • Some properties will offer more advanced tools such as a spectrum, also known as a 'Number Sequence'. These will only appear when you click on the property, and a '...' button will appear on the far right.

Number Sequences can allow for the following properties:

  • Time (0 - 1) - The point in time.

  • Value (Ranged) - The Value at the point in time.

  • Envelope - The range of values at the point in time.

For more information on Number Sequences, check out the Roblox Number Sequence Docs.

Examples of most of the properties within a Particle Emitter will be covered over the next few Docs ranging in categories from Appearance, Emission, EmitterShape, Motion, Flipbook, and Particle.

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