Skip to content

Atmosphere

An Atmosphere emitter changes the air of the scene for a time: fog that rolls in, a storm tint, a flare of sunlight. It is made by transforming an Atmosphere. It starts in Animate mode, and it plays one temporary duplicate of the Atmosphere whose rows follow graphs.

What it makes possible:

  • Fog that rolls in and clears. Loop on, Lifetime 20, a Density graph that rises and returns, such as 0.3, 0.6, 0.3.
  • A storm tint that fades back. Loop off, Color and Decay gradients that start and end on the scene’s own colours.
  • A flare of sunlight. A Glare graph with one spike, and a Haze graph above 0.
Made fromAn Atmosphere
One particle isOne Atmosphere
Emit count starts at1. Animate mode does not use it.
ModesEmit and Animate. Mode starts at Animate.
SectionsEmission, Appearance, Events, Advanced
Not presentSpawn, Motion and Link. An Atmosphere has no place in the world.

A new Atmosphere emitter plays at the first press of the Emit button. Animate mode plays one cycle whatever the Emit count reads.

Transform leaves the original Atmosphere as it is. The original is not switched off and not changed. It keeps showing its own look.

Transform keeps the original’s Density, Offset, Glare and Haze as level graphs, and its Color and Decay as single colours.

Transform sets Mode to Animate. On every other emitter type Mode starts at Emit.

The emitted Atmosphere is placed in Lighting, beside the original. If Emit Into is set, it is placed on that instance.

An Atmosphere has no switch of its own. The emitted Atmosphere is active from the moment it is placed.

Where it is firedWho has the emitted Atmosphere
In the editorYou, and Team Create collaborators. It is never saved with the place.
In a game, on a player’s machineThat player only.
In a game, from a server scriptEvery player.

The emitted Atmosphere is removed when its life ends. It is also removed when the plugin is switched off.

RowKindStarts atUnitWhat it does
ModeListAnimateEmit or Animate. See Emit against Animate.
LoopSwitchOffShown in Animate mode. Repeats the cycle until switched off. Switching it on starts a cycle at once.
EnabledSwitchOffShown in Emit mode. Makes Atmospheres at the Rate until switched off.
RateNumber10Atmospheres per secondUsed in Emit mode only. How many are made each second while Enabled is on, or during a Duration.
LifetimeTwo numbers1SecondsIn Animate mode, the length of one cycle. In Emit mode, how long each Atmosphere lasts.
LingerNumber0SecondsAfter its life ends, the Atmosphere stays at its last values for this long.
TimescaleGraph1The speed of the Atmosphere’s own clock.

The Rate row stays on show in Animate mode. Animate mode does not use it.

Emission and the HUD describes the shared rows in full.

RowKindStarts atUnitWhat it does
DensityGraphThe Atmosphere’s own DensityThe Density of the emitted Atmosphere, over its life.
OffsetGraphThe Atmosphere’s own OffsetThe Offset of the emitted Atmosphere, over its life.
GlareGraphThe Atmosphere’s own GlareThe Glare of the emitted Atmosphere, over its life.
HazeGraphThe Atmosphere’s own HazeThe Haze of the emitted Atmosphere, over its life.
ColorColourThe Atmosphere’s own ColorThe Color of the emitted Atmosphere. Drawn as a gradient, it changes over its life.
DecayColourThe Atmosphere’s own DecayThe Decay of the emitted Atmosphere. Drawn as a gradient, it changes over its life.

Each row sets the Atmosphere property of the same name.

  • Roblox shows Glare only while Haze is above 0.
  • Roblox shows Decay only while Haze and Glare are both above 0.

On the four graph rows a keypoint below 0 is kept as 0.

The box of a graph row takes one number, or two numbers as lo, hi. The ⋯ button opens the graph editor. On a colour row the ⋯ button opens the colour editor.

The six rows are read in steps, Anim. Steps times over one Lifetime. The first value of each row is set before the Atmosphere is placed.

The Events section holds On Emit, On Death and On Destruction. There is no On Hit. See Events.

An Atmosphere emitter fired by an event fires in place. An event cannot move it to another position.

RowKindStarts atWhat it does
Anim. StepsNumber100How many times the six rows are read over one Lifetime. A value of 0 or less is run as 100.
Emit IntoInstance, picked with *NoneWhere the emitted Atmosphere is placed. Empty means Lighting.

Advanced describes these rows in full.

AnimateEmit
What playsOne Atmosphere for the emitter.A new Atmosphere for each emit.
Emit count and RateNot used. A count of 0 still plays.Used.
Fired again while playingThe press is ignored until the cycle ends.Another Atmosphere is added to Lighting.
At the endWith Loop off, the Atmosphere holds its last look for the Linger. Then it is removed.The Atmosphere is removed, after the Linger.
LoopThe same Atmosphere replays until Loop is switched off.Not shown.

With Loop on, each pass reads the rows again. An edit made while the loop runs shows from the next pass.

In Animate mode the rule of one Atmosphere holds for each emitter. Two Atmosphere emitters in Animate mode place two Atmospheres in Lighting at once.

ToolEffect on an Atmosphere emitter
SizeNone.
TimeMultiplies Rate and divides Lifetime.

Size and Time describes both tools.

  • Transform does not switch the original Atmosphere off.
  • The plugin does not limit the number of Atmospheres in Lighting. Animate mode keeps one for each emitter.
  • No Spawn rows, no Motion rows and no Link.
  • Each emitted Atmosphere counts as one particle toward the Particle Cap.