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, Lifetime0.12, 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 Emit1. - 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, Lifetime1.
At a glance
Section titled “At a glance”| Made from | A PointLight, SpotLight or SurfaceLight |
| One particle is | One light |
| Emit count starts at | 1 |
| Modes | Emit only. There is no Animate mode. |
| Sections | Emission, Light, Events, Advanced |
| Not present | Motion and Link. A light does not travel by itself. |
Where the light appears
Section titled “Where the light appears”The emitted light shines from the same place as the original and follows it. The first of these that applies decides the place:
| Case | The light appears |
|---|---|
| Emit Into is set | On that instance. It must be a part or an Attachment for the light to shine. |
| The emitter is nested in another emitter | On the parent particle, and travels with it. |
| The original light sits in a Part or an Attachment | At that Part or Attachment, following its position and rotation. |
| Any of the above is a Model | On 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
Section titled “Transform”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.
Emission
Section titled “Emission”| Row | Kind | Starts at | Unit | What it does |
|---|---|---|---|---|
| Enabled | Switch | Off | Makes lights at the Rate until switched off. | |
| Rate | Number | 10 | Lights per second | How many lights are made each second while Enabled is on, or during a Duration. |
| Lifetime | Two numbers | 1 | Seconds | How long each light lasts. Each picks a value between the two. |
| Linger | Number | 0 | Seconds | After its life ends, the light stays lit at its last values for this long. |
| Timescale | Graph | 1 | The 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.
| Row | Kind | Starts at | Unit | What it does |
|---|---|---|---|---|
| Range | Graph | The light’s own range | Studs | How far the light reaches, over its life. |
| Brightness | Graph | The light’s own brightness | How strong the light is, over its life. | |
| Color | Colour | The light’s own colour | The colour of the light. Drawn as a gradient, it changes over the light’s life. | |
| Angle | Graph | The light’s own angle | Degrees | The width of the cone, over its life. SpotLight and SurfaceLight only. |
| Face | List | The light’s own face | The face of the part the cone points out of: Front, Back, Top, Bottom, Left or Right. SpotLight and SurfaceLight only. | |
| Shadows | Switch | The light’s own setting | Whether 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.
Advanced
Section titled “Advanced”| Row | Kind | Starts at | What it does |
|---|---|---|---|
| Anim. Steps | Number | 100 | How many times the graphs are read over one Lifetime. Fewer steps cost less and look choppier. |
| Emit Into | Instance, picked with * | None | Where emitted lights are placed. See Where the light appears. |
| Pool | Switch | Off | Reuses finished lights in place of making new ones. For emitters with a high Rate. |
With the tools
Section titled “With the tools”| Tool | Effect on a light emitter |
|---|---|
| Size | Multiplies the Range graph. |
| Time | Multiplies Rate and divides Lifetime. |
Limits
Section titled “Limits”- 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.