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Lights

A light emitter makes lights that last a moment: a flash, a flicker, a glow that swells and dies. It is made by transforming a PointLight, a SpotLight or a SurfaceLight. Each emitted light is a duplicate of the original, and its range, brightness and colour follow graphs over its life.

What it makes possible:

  • A muzzle flash. Emit 1, Lifetime 0.12, a Range graph from 18 to 0, a Brightness graph from 4 to 0.
  • A fireball that lights the walls it passes. Put the light emitter inside the fireball’s RenderTemplate, with Emit 1.
  • A searchlight that narrows. A SpotLight with an Angle graph from 90 to 20.
  • A panel that pulses. A SurfaceLight with a Brightness graph that rises and falls, Enabled on, Rate 1, Lifetime 1.
Made fromA PointLight, SpotLight or SurfaceLight
One particle isOne light
Emit count starts at1
ModesEmit only. There is no Animate mode.
SectionsEmission, Light, Events, Advanced
Not presentMotion and Link. A light does not travel by itself.

The emitted light shines from the same place as the original and follows it. The first of these that applies decides the place:

CaseThe light appears
Emit Into is setOn that instance. It must be a part or an Attachment for the light to shine.
The emitter is nested in another emitterOn the parent particle, and travels with it.
The original light sits in a Part or an AttachmentAt that Part or Attachment, following its position and rotation.
Any of the above is a ModelOn one of the Model’s parts.

If the part a light is following is removed, the light stays where it last was until its Lifetime ends.

A nested light ends when its parent particle ends, unless Emit Into is set.

Transform switches the original light off and keeps its settings. Range and Brightness become level graphs at the light’s own values. Color becomes one colour. Shadows is kept as it was. On a SpotLight or SurfaceLight, Angle and Face are kept too.

An emitter fired straight after Transform gives the same light as the original, for one Lifetime.

RowKindStarts atUnitWhat it does
EnabledSwitchOffMakes lights at the Rate until switched off.
RateNumber10Lights per secondHow many lights are made each second while Enabled is on, or during a Duration.
LifetimeTwo numbers1SecondsHow long each light lasts. Each picks a value between the two.
LingerNumber0SecondsAfter its life ends, the light stays lit at its last values for this long.
TimescaleGraph1The speed of the light’s own clock.

The Emit, Delay and Duration boxes on the HUD fire a light emitter as they fire any other.

RowKindStarts atUnitWhat it does
RangeGraphThe light’s own rangeStudsHow far the light reaches, over its life.
BrightnessGraphThe light’s own brightnessHow strong the light is, over its life.
ColorColourThe light’s own colourThe colour of the light. Drawn as a gradient, it changes over the light’s life.
AngleGraphThe light’s own angleDegreesThe width of the cone, over its life. SpotLight and SurfaceLight only.
FaceListThe light’s own faceThe face of the part the cone points out of: Front, Back, Top, Bottom, Left or Right. SpotLight and SurfaceLight only.
ShadowsSwitchThe light’s own settingWhether the light casts shadows. Fixed for the life of each light.

The Angle and Face rows show only when the selection includes a SpotLight or a SurfaceLight.

The first value of every graph is set before the light is switched on. A light never shows the original’s values for a frame before its graphs begin.

Roblox applies its own limits to Range, Brightness and Angle. The plugin does not add any.

RowKindStarts atWhat it does
Anim. StepsNumber100How many times the graphs are read over one Lifetime. Fewer steps cost less and look choppier.
Emit IntoInstance, picked with *NoneWhere emitted lights are placed. See Where the light appears.
PoolSwitchOffReuses finished lights in place of making new ones. For emitters with a high Rate.
ToolEffect on a light emitter
SizeMultiplies the Range graph.
TimeMultiplies Rate and divides Lifetime.
  • No Animate mode, so a light emitter cannot hold one steady light that plays in place. For a steady pulse, use Enabled with a Rate of 1 divided by the Lifetime.
  • No Motion rows and no Link. To move a light, nest it in an emitter that moves.
  • Each emitted light counts as one particle toward the Particle Cap.