The Particiliary
The Particiliary describes every kind of emitter, row by row. It is for looking things up. To learn the plugin, work through the exercises first. Each exercise names the pages here that go with it.
The kinds of emitter
Section titled “The kinds of emitter”An emitter is made by transforming an ordinary Roblox instance. What it is made from decides its kind.
| Emitter | Made from | One particle is | First met in |
|---|---|---|---|
| Part | A Part, a MeshPart, or a Part with a SpecialMesh | One duplicate of the Part | Exercise 1 |
| Attachment | An Attachment | One duplicate of the Attachment, with what it holds | |
| Model | A Model | One duplicate of the whole Model | |
| Beam | A Beam | One beam between two Attachments | Exercise 8 |
| Trail emitter | A Trail | One trail | |
| Light | A PointLight, SpotLight or SurfaceLight | One light | |
| Highlight | A Highlight | One highlight | |
| Sound | A Sound | One play of the sound | Exercise 16 |
| Blur | A BlurEffect | One blur of the screen | |
| Bloom | A BloomEffect | One bloom of the screen | |
| ColorCorrection | A ColorCorrectionEffect | One colour change of the screen | Exercise 11 |
| Atmosphere | An Atmosphere | One change of the atmosphere | |
| ImageLabel | An ImageLabel | One picture on the screen |
Every new emitter starts with an Emit count of 1. One press of the Emit button makes one particle.
Five more kinds are made from an ordinary Part with Transform as, the list behind the ▾ button beside Transform.
| Emitter | One particle is | First met in |
|---|---|---|
| Camera Shake | One shake of the camera | Exercise 11 |
| Lightning | One bolt with its forks | Exercise 12 |
| Rocks | One burst of chunks | Exercise 13 |
| Rope | One rope | Exercise 14 |
| Distortion | One bend of the picture | Exercise 15 |
A stock ParticleEmitter, Trail or Beam can also be edited as it is, with no Transform. See Editing stock ParticleEmitters, Trails and Beams.
The sections they share
Section titled “The sections they share”Most emitters have the same sections in the Properties panel, and a section works the same way wherever it appears. Each shared section has one page. The page for an emitter gives the rows of its own sections and points here for the rest.
| Section | Page | Found on |
|---|---|---|
| Emission, and the HUD | Emission and the HUD | Every emitter |
| Spawn | Spawn | Part, Attachment, Model. Lightning, Rocks and Rope have their own form of it. |
| Motion | Motion | Part, Attachment, Model. Lightning, Rocks and Rope have their own form of it. |
| Link | Link | Part, Attachment, Model |
| Decals and Flipbook | Decals and flipbooks | Part |
| Mesh Frames | Mesh Frames | Part |
| Blender | The Blender | Beam, Trail emitter |
| Events | Events | Every emitter |
| Advanced | Advanced | Every emitter |
Reading a page
Section titled “Reading a page”Every emitter page has the same parts, in the same order.
| Part | What it gives |
|---|---|
| What it makes possible | Effects the emitter is suited to, each with the values that produce it. |
| At a glance | What it is made from, what one particle is, where the Emit count starts, and which sections it has. |
| One part for each section | A table of every row: its kind, the value it starts at, its unit, and what it does. |
| With the tools | What Size and Time do to this emitter. |
| Limits | What the emitter cannot do, and what to watch for. |
In the tables, Starts at is the value a row holds straight after Transform. Where Transform takes the value from the instance it was given, the table says so.