Property Reference
A flat reference of every property the plugin exposes. The Particiliary chapters group properties by panel section and explain them in narrative form; this page is the dictionary — open it when you remember a property name but forget what it does, where to find it, or which emitter types support it.
For each property the table gives:
- Panel label — the name shown in the Properties panel (sometimes shorter than the data attribute)
- Data attribute — the stable identifier used in source-side code, attribute getters, and the
PartIclePropertiesConfiguration child - Type —
NumberSequence(a graph),NumberRange(min/max),number,boolean,string,enum,Vector2/3,UDim2,ColorSequence - Default — what Transform sets if the user hasn’t picked a value
- Available on — which emitter types expose this property
Many properties are polymorphic (same name, different shape on different emitter types — see the Properties chapter for a friendlier introduction). Brightness is a graph on Part / Beam / PointLight, a single number on Trail; Speed is a graph on Part / Attachment / Model, a range on Roblox’s ParticleEmitter. Always trust the panel input you see, not the property name alone.
Spawning + emission
Section titled “Spawning + emission”The properties that decide when and how often particles spawn.
Switches between Emit mode (per-emission clones, animated to the source’s graphs) and Animate mode (the source instance plays the graphs in place, no duplicates). Item-level attribute, not part of PartIcleProperties.
| Field | Value |
|---|---|
| Panel label | Mode |
| Data attribute | EmissionMode |
| Type | enum ("Emit" / "Animate") |
| Default | Emit (Atmosphere defaults to Animate — only one renders at a time) |
| Available on | All except Trail (Trail uses a different storage path — Transform skips the EmissionMode stamp; emission is always a timed Enabled pulse). |
Full coverage: Two Modes — Emit and Animate.
When Mode is Animate, controls whether the cycle repeats indefinitely or runs once. Item-level attribute.
| Field | Value |
|---|---|
| Panel label | Loop |
| Data attribute | AnimateLoop |
| Type | boolean |
| Default | false |
| Available on | All except Trail (no Animate mode on Trail). |
Enabled
Section titled “Enabled”Master on/off. While false, no emission occurs even if Rate / Lifetime / EmitDuration are set.
| Field | Value |
|---|---|
| Panel label | Enabled |
| Data attribute | Enabled |
| Type | boolean |
| Default | false (true for Trail) |
| Available on | All 11 types |
Particles per second. Continuous emission is Rate × elapsed-time particles spawned. Multiplicative with EmitDuration.
| Field | Value |
|---|---|
| Panel label | Rate |
| Data attribute | Rate |
| Type | number |
| Default | 10 |
| Available on | All except Trail |
Lifetime
Section titled “Lifetime”How long each particle lives, in seconds. Range — each emission picks uniformly between min and max. (Trail is the exception: a single number, not a range.)
| Field | Value |
|---|---|
| Panel label | Lifetime |
| Data attribute | Lifetime (Beam stores as BeamLifetime to avoid the native conflict) |
| Type | NumberRange (Trail: number) |
| Default | 1 (Trail: 2) |
| Available on | All 11 types |
Emit Count
Section titled “Emit Count”Number of initial bursts fired by :EnableEmit / :AbsoluteEmit / Studio’s Emit button. :Emit(item) itself ignores this attribute — it always emits one particle. Stored as a Studio Attribute on the source instance, not a row in the property panel.
| Field | Value |
|---|---|
| Panel label | (Studio Attributes only) |
| Data attribute | EmitCount |
| Type | number |
| Default | 0 (1 for Beam) |
| Available on | All transformed types except Trail (Trail uses its EmitDuration string for timing instead). Native ParticleEmitters also honor it via :AbsoluteEmit. |
Emit Delay
Section titled “Emit Delay”Seconds to wait after Emit() is called before the first particle spawns. Not in the panel — set as a Studio attribute on the source instance.
| Field | Value |
|---|---|
| Data attribute | EmitDelay |
| Type | number |
| Default | 0 |
| Available on | All 11 types (read by the runtime on every type, including raw ParticleEmitter and Trail via Particles.EnableEmitSingle). |
Emit Duration
Section titled “Emit Duration”Seconds of continuous loop after the initial bursts. 0 skips the loop. Trail’s value is a string — either a single number ("2") or a comma-separated min/max range ("5,2"); the plugin sorts the pair and picks a random duration uniformly within [min, max] per emit.
| Field | Value |
|---|---|
| Panel label | (script-only on most types; “Duration” on Trail) |
| Data attribute | EmitDuration |
| Type | number (Trail: string) |
| Default | 0 (Trail: "2") |
| Available on | All 11 types |
Spatial spawn
Section titled “Spatial spawn”How particles are arranged at the moment they spawn — position offset, direction, spread.
Direction
Section titled “Direction”Which face of the emitter particles fly out of, expressed as a NormalId (Top / Bottom / Front / Back / Left / Right).
| Field | Value |
|---|---|
| Panel label | Direction |
| Data attribute | EmissionDirection |
| Type | enum (Enum.NormalId) |
| Default | Top |
| Available on | Part, Attachment, Model |
Position (X / Y / Z)
Section titled “Position (X / Y / Z)”Per-axis spawn offset ranges, in studs (or whatever the emitter’s coordinate frame is). Each axis is a separate NumberRange; the engine picks uniformly between min and max per particle.
| Field | Value |
|---|---|
| Panel label | Position (axis-grouped) |
| Data attributes | PosX, PosY, PosZ |
| Type | three NumberRange |
| Default | 0 per axis |
| Available on | Part, Attachment, Model |
Pos. Mode
Section titled “Pos. Mode”Coordinate space the per-particle Position offsets resolve in. Local = parent-relative; Global = world axes; RigidLocal = parent-relative but ignoring rotation.
| Field | Value |
|---|---|
| Panel label | Pos. Mode |
| Data attribute | PosMode |
| Type | string (Local / Global / RigidLocal) |
| Default | Local |
| Available on | Part, Attachment, Model |
Orientation
Section titled “Orientation”Aligns each particle’s facing relative to motion / camera / world up. Same set of values as Roblox’s ParticleEmitter.Orientation.
| Field | Value |
|---|---|
| Panel label | Orientation |
| Data attribute | Orientation |
| Type | string (None / FacingCamera / FacingCameraWorldUp / VelocityParallel / VelocityPerpendicular) |
| Default | None |
| Available on | Part, Attachment, Model |
Spread Angle (Part / Attachment / Model)
Section titled “Spread Angle (Part / Attachment / Model)”Cone-shaped angular spread around the central emission direction. Vector2(x, y) in degrees — first value is horizontal cone half-angle, second is vertical.
| Field | Value |
|---|---|
| Panel label | SpreadAngle |
| Data attribute | SpreadAngle |
| Type | Vector2 |
| Default | (0, 0) |
| Available on | Part, Attachment, Model |
Spread Angle (ImageLabel)
Section titled “Spread Angle (ImageLabel)”ImageLabel uses polar motion, not cartesian. Spread is a single number in degrees giving random variation around the central EmissionAngle. See ImageLabel for the polar model.
| Field | Value |
|---|---|
| Panel label | SpreadAngle |
| Data attribute | ImgSpreadAngle |
| Type | number |
| Default | 0 |
| Available on | ImageLabel |
Z-Offset
Section titled “Z-Offset”Render-depth bias — pushes the particle’s draw order forward or back without changing its world position. Useful for layering effects above/below other transparent geometry.
| Field | Value |
|---|---|
| Panel label | Z-Offset |
| Data attribute | ZOffset |
| Type | number |
| Default | 0 |
| Available on | Part, Beam, Attachment, Model |
Rotation
Section titled “Rotation”How particles rotate at spawn and during life.
Rotation (X / Y / Z)
Section titled “Rotation (X / Y / Z)”Random initial rotation per axis at spawn, in degrees. Three independent NumberRanges — particles get a random orientation within those bounds.
| Field | Value |
|---|---|
| Panel label | Rotation (axis-grouped) |
| Data attributes | RotX, RotY, RotZ |
| Type | three NumberRange |
| Default | 0 per axis |
| Available on | Part, Attachment, Model |
Rotation Range (ImageLabel)
Section titled “Rotation Range (ImageLabel)”ImageLabel rotates around a single 2D axis (the screen normal), so the initial rotation is one NumberRange, not three.
| Field | Value |
|---|---|
| Panel label | Rotation |
| Data attribute | ImgRotRange |
| Type | NumberRange |
| Default | 0 |
| Available on | ImageLabel |
Rotation Speed (X / Y / Z)
Section titled “Rotation Speed (X / Y / Z)”Rotation graph per axis. Interpreted as either absolute angle at age t (in OverLife mode) or rotation rate in degrees-per-second (in Speed mode) — see Rotation Mode for the semantics.
| Field | Value |
|---|---|
| Panel label | Rot Speed (axis-grouped) |
| Data attributes | RotSpeedX, RotSpeedY, RotSpeedZ |
| Type | three NumberSequence |
| Default | 0 per axis |
| Available on | Part, Attachment, Model |
Rotation Speed (ImageLabel)
Section titled “Rotation Speed (ImageLabel)”Single-axis 2D version. Same OverLife/Speed semantics as the workspace types but on the screen normal only.
| Field | Value |
|---|---|
| Panel label | Rot Speed |
| Data attribute | ImgRotSpeed |
| Type | NumberSequence |
| Default | 0 |
| Available on | ImageLabel |
Rotation Mode
Section titled “Rotation Mode”Switches how RotSpeed values are interpreted. OverLife — graph value at age t is the absolute rotation angle (a graph ramping 0 → 360 spins the particle once across its life; a constant graph holds a fixed rotation). Speed — graph value at age t is the rotation rate in degrees-per-second; the engine accumulates value × dt each frame.
| Field | Value |
|---|---|
| Panel label | Rot Mode |
| Data attribute | RotMode (ImageLabel: ImgRotMode) |
| Type | string (OverLife / Speed) |
| Default | OverLife |
| Available on | Part, Attachment, Model, ImageLabel |
Motion
Section titled “Motion”How particles move once they exist.
Velocity magnitude graph, applied along the unit-vector launch direction. Pixels-per-second on ImageLabel; studs-per-second on workspace types.
| Field | Value |
|---|---|
| Panel label | Speed |
| Data attribute | Speed (ImageLabel: ImgSpeed) |
| Type | NumberSequence |
| Default | 0 |
| Available on | Part, Attachment, Model, ImageLabel |
Acceleration
Section titled “Acceleration”Constant 3D (or 2D for ImageLabel) acceleration vector, in studs/sec² (or pixels/sec²). Applied to every particle’s velocity each frame regardless of launch direction. Common pattern: (0, -196, 0) for “Roblox gravity” on workspace types.
| Field | Value |
|---|---|
| Panel label | Acceleration |
| Data attribute | Acceleration (ImageLabel: ImgAcceleration) |
| Type | Vector3 (ImageLabel: Vector2) |
| Default | (0, 0, 0) / (0, 0) |
| Available on | Part, Attachment, Model, ImageLabel |
Exponential velocity decay applied each frame. A Drag of 1 cuts velocity to ~37% per second. Higher = particles settle quicker.
| Field | Value |
|---|---|
| Panel label | Drag |
| Data attribute | Drag (ImageLabel: ImgDrag) |
| Type | number |
| Default | 0 |
| Available on | Part, Attachment, Model, ImageLabel |
Dir. Mode
Section titled “Dir. Mode”Coordinate space the launch direction resolves in. RigidLocal = parent-rotation-relative (most common). Local = full parent CFrame. Global = world axes (ignores parent rotation).
| Field | Value |
|---|---|
| Panel label | Dir. Mode |
| Data attribute | DirMode |
| Type | string (RigidLocal / Local / Global) |
| Default | RigidLocal |
| Available on | Part, Attachment, Model |
Reverse Motion
Section titled “Reverse Motion”Plays the trajectory backwards — particles spawn at where they would have died and “un-fly” to their spawn point.
| Field | Value |
|---|---|
| Panel label | Reverse Motion |
| Data attribute | InvertMotion (ImageLabel: ImgInvertMotion) |
| Type | boolean |
| Default | false |
| Available on | Part, Attachment, Model, ImageLabel |
Velocity Vectored
Section titled “Velocity Vectored”Internal flag affecting how velocity composes with the parent’s CFrame motion. Most authors leave this alone.
| Field | Value |
|---|---|
| Data attribute | VelocityVectored |
| Type | boolean |
| Default | false |
| Available on | Part, Attachment, Model |
Emission Angle (ImageLabel)
Section titled “Emission Angle (ImageLabel)”ImageLabel uses polar 2D motion — a single launch angle in degrees instead of a 3D direction vector. 0° = right, 90° = up, 180° = left, 270° = down.
| Field | Value |
|---|---|
| Panel label | EmissionAngle |
| Data attribute | EmissionAngle |
| Type | number |
| Default | 90 (up) |
| Available on | ImageLabel |
Visual properties
Section titled “Visual properties”Color, transparency, brightness, size — what each particle looks like at any moment of its life.
Color graph over each particle’s life. Multiplies against the rendered geometry / texture.
| Field | Value |
|---|---|
| Panel label | Color |
| Data attribute | Color (PointLight: PLColor) |
| Type | ColorSequence |
| Default | white |
| Available on | Part, PointLight, Trail |
Transparency
Section titled “Transparency”Opacity graph over each particle’s life. 0 = fully visible, 1 = fully transparent.
| Field | Value |
|---|---|
| Panel label | Transparency |
| Data attribute | Transparency |
| Type | NumberSequence |
| Default | 0 (Trail: 0.5) |
| Available on | Part, Trail |
Brightness
Section titled “Brightness”How much the particle self-illuminates. Polymorphic: a NumberSequence (graph) on Part / Beam / PointLight where it animates over life; a single number on Trail.
| Field | Value |
|---|---|
| Panel label | Brightness |
| Data attribute | Brightness (Beam: BeamBrightness, PointLight: PLBrightness) |
| Type | NumberSequence (Trail: number) |
| Default | 1 |
| Available on | Part, Beam, PointLight, Trail (also a graph on ColorCorrection — see Color Correction below) |
Size (Part)
Section titled “Size (Part)”Three independent graphs — one per axis — multiplying the particle’s base size each frame. The plugin’s “axis-graph-select” widget shows X/Y/Z separately.
| Field | Value |
|---|---|
| Panel label | Size (axis-grouped) |
| Data attributes | SizeX, SizeY, SizeZ |
| Type | three NumberSequence |
| Default | 1 per axis |
| Available on | Part |
Size (ImageLabel)
Section titled “Size (ImageLabel)”UDim2 base size for each particle (0, 100, 0, 100 = 100×100 px by default), multiplied by per-axis SizeScale graphs.
| Field | Value |
|---|---|
| Panel label | Size |
| Data attribute | ImgSize |
| Type | UDim2 |
| Default | (0, 100, 0, 100) |
| Available on | ImageLabel |
Material (Part)
Section titled “Material (Part)”Surface material applied to each emitted Part duplicate. Hardcoded panel list of 20 materials — Plastic, Neon, Glass, Metal, Wood, etc. Stored on the duplicate’s Material property.
| Field | Value |
|---|---|
| Panel label | Material |
| Data attribute | Material |
| Type | enum (Enum.Material) |
| Default | Plastic |
| Available on | Part |
Beam-specific
Section titled “Beam-specific”Texture
Section titled “Texture”Image painted along the beam. Roblox asset id (rbxassetid://...) or asset URL. Single value, not a graph — animate via TextureSpeed / TextureLength / Flipbook instead.
| Field | Value |
|---|---|
| Panel label | Texture |
| Data attribute | Texture |
| Type | string (asset id) |
| Default | inherits from source Beam |
| Available on | Beam |
Width0 / Width1
Section titled “Width0 / Width1”Two separate NumberSequence graphs — beam thickness at each endpoint over life. Allow tapered beams (e.g. wide at origin, thin at tip).
| Field | Value |
|---|---|
| Panel label | Width0 / Width1 |
| Data attributes | Width0, Width1 |
| Type | two NumberSequence |
| Default | 1 each |
| Available on | Beam |
CurveSize0 / CurveSize1
Section titled “CurveSize0 / CurveSize1”Bezier handle lengths controlling the beam’s curve between endpoints. 0, 0 = straight line.
| Field | Value |
|---|---|
| Panel label | CurveSize0 / CurveSize1 |
| Data attributes | CurveSize0, CurveSize1 |
| Type | two NumberSequence |
| Default | 0 each |
| Available on | Beam |
Segments
Section titled “Segments”Tessellation count — more segments give smoother curves at higher GPU cost.
| Field | Value |
|---|---|
| Panel label | Segments |
| Data attribute | Segments |
| Type | NumberSequence |
| Default | 10 |
| Available on | Beam |
Texture Length
Section titled “Texture Length”How far one tile of the texture covers along the beam. Lower = tile repeats more often.
| Field | Value |
|---|---|
| Panel label | Tex. Length |
| Data attribute | TextureLength |
| Type | NumberSequence (Trail: number) |
| Default | 1 |
| Available on | Beam, Trail |
Texture Speed
Section titled “Texture Speed”Scroll rate for the texture along the beam — value × seconds elapsed = scroll offset.
| Field | Value |
|---|---|
| Panel label | Tex. Speed |
| Data attribute | TextureSpeed |
| Type | NumberSequence |
| Default | 1 |
| Available on | Beam |
Texture Mode
Section titled “Texture Mode”How the texture fits between the two endpoints.
| Field | Value |
|---|---|
| Panel label | Tex. Mode |
| Data attribute | BeamTextureMode (Trail: TextureMode) |
| Type | enum (Stretch / Wrap / Static) |
| Default | Stretch |
| Available on | Beam, Trail |
Light Emission
Section titled “Light Emission”Self-illumination factor for the beam’s texture — controls how much it ignores scene lighting and adds its own brightness.
| Field | Value |
|---|---|
| Panel label | Light Emission |
| Data attribute | LightEmission |
| Type | NumberSequence (Trail: number) |
| Default | 0 |
| Available on | Beam, Trail |
Light Influence
Section titled “Light Influence”Inverse — how much scene lighting affects the beam. 1 = fully lit by scene; 0 = ignores scene light entirely.
| Field | Value |
|---|---|
| Panel label | Light Influence |
| Data attribute | BeamLightInfluence (Trail: LightInfluence) |
| Type | NumberSequence (Trail: number) |
| Default | 1 |
| Available on | Beam, Trail |
Face Camera
Section titled “Face Camera”When on, the beam re-orients each frame to face the camera, like a billboard sprite. Useful for ribbon-style effects that should always be visible from any view angle.
| Field | Value |
|---|---|
| Panel label | FaceCamera |
| Data attribute | FaceCamera |
| Type | boolean |
| Default | false |
| Available on | Beam, Trail |
Blender (per-state graphs)
Section titled “Blender (per-state graphs)”Beam-only multi-state graph system. Each state holds its own Color + Transparency graphs and a Time on the 0–1 axis; the engine interpolates between states as the beam ages. See GraphBlender Math for the full mechanism.
| Field | Value |
|---|---|
| Panel label | Blender (panel section, not a single property) |
| Storage | GraphBlender Folder of Configuration children with Time/Transparency/Color attributes |
| Available on | Beam |
Light-specific
Section titled “Light-specific”Falloff distance graph — how far the light reaches at each moment of its life.
| Field | Value |
|---|---|
| Panel label | Range |
| Data attribute | PLRange |
| Type | NumberSequence |
| Default | 8 |
| Available on | PointLight |
Shadows
Section titled “Shadows”Whether the emitted light casts shadows. Costly per light at runtime; defaults off.
| Field | Value |
|---|---|
| Panel label | Shadows |
| Data attribute | Shadows |
| Type | boolean |
| Default | false |
| Available on | PointLight |
Trail-specific
Section titled “Trail-specific”Width Scale
Section titled “Width Scale”Width multiplier graph along the trail’s age. The Trail’s native WidthScale NumberSequence. Replaces the Beam-style Width0/Width1 model — Trails have a single width axis.
| Field | Value |
|---|---|
| Panel label | WidthScale |
| Data attribute | WidthScale |
| Type | NumberSequence |
| Default | 1 |
| Available on | Trail |
Min Length / Max Length
Section titled “Min Length / Max Length”Filters: trails shorter than MinLength aren’t drawn; trails longer than MaxLength are clipped.
| Field | Value |
|---|---|
| Panel label | MinLength / MaxLength |
| Data attributes | MinLength, MaxLength |
| Type | number each |
| Default | 0.1 / 0 (no max) |
| Available on | Trail |
Screen-space (Blur / Bloom / ColorCorrection / Atmosphere)
Section titled “Screen-space (Blur / Bloom / ColorCorrection / Atmosphere)”These types animate post-processing effects rather than spawn discrete particles. They follow the same Mode/Lifetime/Rate machinery as the other types but their visual properties are the post-process effect’s own properties.
Blur Size
Section titled “Blur Size”| Field | Value |
|---|---|
| Panel label | Size |
| Data attribute | BlurSize |
| Type | NumberSequence |
| Default | 10 |
| Available on | Blur |
Bloom Intensity / Size / Threshold
Section titled “Bloom Intensity / Size / Threshold”| Field | Value |
|---|---|
| Panel labels | Intensity / Size / Threshold |
| Data attributes | BloomIntensity / BloomSize / BloomThreshold |
| Type | NumberSequence each |
| Defaults | 0.4 / 24 / 0.95 |
| Available on | Bloom |
Color Correction graphs
Section titled “Color Correction graphs”Brightness / Contrast / Saturation are signed NumberSequences in the −1 to 1 range. TintColor is a ColorSequence.
| Field | Value |
|---|---|
| Panel labels | Brightness / Contrast / Saturation / TintColor |
| Data attributes | CCBrightness / CCContrast / CCSaturation / CCTintColor |
| Type | three NumberSequence + one ColorSequence |
| Defaults | 0 / 0 / 0 / white |
| Available on | ColorCorrection |
Atmosphere graphs
Section titled “Atmosphere graphs”Six animatable properties on the global Atmosphere. Density / Offset / Glare / Haze are NumberSequence; Color / Decay are ColorSequence. Atmosphere defaults to Animate mode at Transform (the dropdown is editable, but Animate is the only mode Roblox can render predictably) — see the Atmosphere chapter for why.
| Field | Value |
|---|---|
| Panel labels | Density / Offset / Glare / Haze / Color / Decay |
| Data attributes | AtmDensity / AtmOffset / AtmGlare / AtmHaze / AtmColor / AtmDecay |
| Type | four NumberSequence + two ColorSequence |
| Defaults | 0.3 / 0.25 / 0 / 0 / light gray / bluish-gray |
| Available on | Atmosphere |
ImageLabel-specific
Section titled “ImageLabel-specific”The Roblox asset id used as the visible texture. Empty string by default, so a fresh ImageLabel emitter renders nothing until you set an Image.
| Field | Value |
|---|---|
| Panel label | Image |
| Data attribute | Image |
| Type | string |
| Default | "" |
| Available on | ImageLabel |
ImageColor3
Section titled “ImageColor3”ColorSequence graph multiplying the texture’s RGB over each particle’s life.
| Field | Value |
|---|---|
| Panel label | ImageColor |
| Data attribute | ImageColor3 |
| Type | ColorSequence |
| Default | white |
| Available on | ImageLabel |
ImageTransparency / BackgroundTransparency
Section titled “ImageTransparency / BackgroundTransparency”Per-particle opacity graphs for the image and the background fill respectively. Default backgrounds are fully transparent (1).
| Field | Value |
|---|---|
| Panel labels | Transparency / BG Transparency |
| Data attributes | ImageTransparency / BackgroundTransparency |
| Type | two NumberSequence |
| Defaults | 0 / 1 |
| Available on | ImageLabel |
BackgroundColor3
Section titled “BackgroundColor3”ColorSequence for the background fill (visible only when BackgroundTransparency < 1).
| Field | Value |
|---|---|
| Panel label | BG Color |
| Data attribute | BackgroundColor3 |
| Type | ColorSequence |
| Default | white |
| Available on | ImageLabel |
Position
Section titled “Position”UDim2 spawn position. Default (0.5, 0, 0.5, 0) = centre of parent. Particles offset their Offset component as motion accumulates; Scale stays constant.
| Field | Value |
|---|---|
| Panel label | Position |
| Data attribute | Position |
| Type | UDim2 |
| Default | centre of parent |
| Available on | ImageLabel |
SizeScale (X / Y)
Section titled “SizeScale (X / Y)”Two independent NumberSequence graphs that multiply the base Size each frame. Per-axis squash/stretch.
| Field | Value |
|---|---|
| Panel label | SizeScale (axis-grouped) |
| Data attributes | SizeScaleX, SizeScaleY |
| Type | two NumberSequence |
| Default | 1 each |
| Available on | ImageLabel |
Anchor Point
Section titled “Anchor Point”Where on the particle the Position anchors. (0.5, 0.5) = centre.
| Field | Value |
|---|---|
| Panel label | AnchorPoint |
| Data attribute | AnchorPoint |
| Type | Vector2 |
| Default | (0.5, 0.5) |
| Available on | ImageLabel |
Z-Index (ImageLabel)
Section titled “Z-Index (ImageLabel)”Draw order within the parent ScreenGui. Higher values render in front.
| Field | Value |
|---|---|
| Panel label | ZIndex |
| Data attribute | ZIndex |
| Type | number |
| Default | 1 |
| Available on | ImageLabel |
Scale Type
Section titled “Scale Type”How the Image fits inside the particle’s Size. Stretch / Slice / Tile / Fit / Crop — same as Roblox’s Enum.ScaleType.
| Field | Value |
|---|---|
| Panel label | ScaleType |
| Data attribute | ScaleType |
| Type | enum (Enum.ScaleType) |
| Default | Stretch |
| Available on | ImageLabel |
Resample Mode
Section titled “Resample Mode”Texture filtering — Default smooths between pixels, Pixelated uses nearest-neighbour for crisp pixel art.
| Field | Value |
|---|---|
| Panel label | ResampleMode |
| Data attribute | ResampleMode |
| Type | enum (Enum.ResamplerMode) |
| Default | Default |
| Available on | ImageLabel |
Model-specific
Section titled “Model-specific”Uniform scale multiplier graph applied to the cloned Model and all descendants each frame.
| Field | Value |
|---|---|
| Panel label | Scale |
| Data attribute | Scale |
| Type | NumberSequence |
| Default | 1 |
| Available on | Model |
Flipbook
Section titled “Flipbook”Frame-by-frame animation system. Workspace types (Part / Beam) and ImageLabel both have flipbooks but with slightly different vocabularies.
Flipbook Mode
Section titled “Flipbook Mode”How frames advance. Workspace types (Part / Beam) expose OneShot / Loop in the dropdown, default OneShot. ImageLabel exposes Loop / OneShot / PingPong / Random with Loop as the default. Random picks a fresh random frame at each 1 / FlipbookFramerate interval, per particle — every particle’s stored frame advances independently.
| Field | Value |
|---|---|
| Panel label | Mode |
| Data attribute | FlipbookMode (Beam: BeamFlipbookMode, ImageLabel: ImgFlipbookMode) |
| Type | enum (Enum.ParticleFlipbookMode) |
| Default | OneShot (ImageLabel: Loop) |
| Available on | Part, Beam, ImageLabel |
Flipbook Source (ImageLabel)
Section titled “Flipbook Source (ImageLabel)”ImageLabel-only enum: Decals (numbered child Decals folder) or Spritesheet (single Image divided into a grid).
| Field | Value |
|---|---|
| Panel label | Source |
| Data attribute | ImgFlipbookSource |
| Type | string (Decals / Spritesheet) |
| Default | Decals |
| Available on | ImageLabel |
Flipbook Framerate
Section titled “Flipbook Framerate”Frames per second. Range on workspace types (random pick per particle); single number on ImageLabel.
| Field | Value |
|---|---|
| Panel label | Framerate |
| Data attribute | FlipbookFramerate (Beam: BeamFlipbookFramerate, ImageLabel: ImgFlipbookFramerate) |
| Type | NumberRange |
| Default | 30 (ImageLabel: 10) |
| Available on | Part, Beam, ImageLabel |
Flipbook Start Random
Section titled “Flipbook Start Random”When on, each particle starts at a random frame of the cycle instead of frame 0.
| Field | Value |
|---|---|
| Panel label | StartRandom |
| Data attribute | FlipbookStartRandom (Beam / ImageLabel: prefixed) |
| Type | boolean |
| Default | false |
| Available on | Part, Beam, ImageLabel |
Flipbook Reverse
Section titled “Flipbook Reverse”Plays the cycle backwards. Composes with PingPong on ImageLabel.
| Field | Value |
|---|---|
| Panel label | Reverse |
| Data attribute | FlipbookReverse (Beam / ImageLabel: prefixed) |
| Type | boolean |
| Default | false |
| Available on | Part, Beam, ImageLabel |
Grid (ImageLabel spritesheet only)
Section titled “Grid (ImageLabel spritesheet only)”Spritesheet column / row counts. Only meaningful when Source = Spritesheet. Total frames = GridCols × GridRows.
| Field | Value |
|---|---|
| Panel label | Grid |
| Data attributes | GridCols, GridRows |
| Type | two number |
| Default | (8, 8) — 64-frame 8×8 sheet |
| Available on | ImageLabel |
Shape (Part-specific)
Section titled “Shape (Part-specific)”The Part type’s emission-volume controls. Only active when the Use shape toggle is on.
Volume primitive particles spawn inside.
| Field | Value |
|---|---|
| Panel label | Shape |
| Data attribute | Shape |
| Type | enum (Enum.ParticleEmitterShape) |
| Default | Box |
| Available on | Part |
Shape In/Out
Section titled “Shape In/Out”Whether particles spawn moving inward (toward the volume centre) or outward.
| Field | Value |
|---|---|
| Panel label | (linked into Shape settings) |
| Data attribute | ShapeInOut |
| Type | enum (Enum.ParticleEmitterShapeInOut) |
| Default | Outward |
| Available on | Part |
Spawn On
Section titled “Spawn On”Whether particles spawn from the volume’s surface or distributed through its interior.
| Field | Value |
|---|---|
| Panel label | Spawn on |
| Data attribute | ShapeStyle |
| Type | enum (Enum.ParticleEmitterShapeStyle) |
| Default | Volume |
| Available on | Part |
Hollow
Section titled “Hollow”How “hollow” the emission shell is. 0 = fully solid (volume), 1 = perfect shell (surface). Continuous between.
| Field | Value |
|---|---|
| Panel label | Hollow |
| Data attribute | ShapePartial |
| Type | number |
| Default | 0 |
| Available on | Part |
Advanced
Section titled “Advanced”Properties that affect how the engine schedules and runs the emission, rather than what particles look like.
Anim. Steps
Section titled “Anim. Steps”Pre-sample resolution for the graphs. Higher = smoother animation at slightly more memory cost. Most authors leave it at the default.
| Field | Value |
|---|---|
| Panel label | Anim. Steps |
| Data attribute | TotalKeyFrames |
| Type | number |
| Default | 100 |
| Available on | All except Trail |
Linger
Section titled “Linger”Seconds the emitted clone lingers after its Lifetime ends, before being destroyed. Useful for “fading out” geometry that takes a moment to dissolve.
| Field | Value |
|---|---|
| Panel label | Linger |
| Data attribute | PartLife |
| Type | number |
| Default | 0 |
| Available on | Part, Attachment, Model, PointLight, ImageLabel, Blur, Bloom, ColorCorrection, Atmosphere (not Beam or Trail) |
Emit Into
Section titled “Emit Into”Override where emitted clones parent. Default is the source’s parent (or Lighting for Atmosphere, a managed ScreenGui for ImageLabel). Pointing this at your own container lets you control z-ordering, lifetime ownership, etc.
| Field | Value |
|---|---|
| Panel label | Emit Into |
| Data attribute | EmitParent (ObjectValue) |
| Type | Instance |
| Default | nil |
| Available on | All except Trail |
Preload Texture
Section titled “Preload Texture”Force-loads the asset before emission begins so the first particles don’t render texture-less while the asset streams in. See Texture Pinning for the full story.
| Field | Value |
|---|---|
| Panel label | Preload Texture |
| Data attribute | PreloadTexture |
| Type | boolean |
| Default | false |
| Available on | Part, Beam, Trail, ImageLabel (any type with a Texture / Image asset reference) |
Link Dir.
Section titled “Link Dir.”Instance pointer — the target whose CFrame the emitter will follow.
| Field | Value |
|---|---|
| Panel label | Link Dir. |
| Data attribute | Link (ObjectValue) |
| Type | Instance |
| Default | nil |
| Available on | All except Trail |
What kind of thing the linker tracks. None = no linking; Camera = always tracks workspace.CurrentCamera; Object = tracks whatever Link Dir. points at.
| Field | Value |
|---|---|
| Panel label | Link |
| Data attribute | LinkSource |
| Type | enum (None / Camera / Object) |
| Default | None |
| Available on | All except Trail |
Link Mode
Section titled “Link Mode”How the linked transform composes into emission. Four modes: Weld (full link CFrame inherited each frame), Follow (position only — no rotation at any point), Pivot (rotation baked at spawn, then position-only thereafter), WeldWithoutRotation (position offset rotates around the link but the mesh’s own rotation stays independent).
| Field | Value |
|---|---|
| Panel label | Link Mode |
| Data attribute | LinkMode |
| Type | enum (Weld / Follow / Pivot / WeldWithoutRotation) |
| Default | Weld |
| Available on | All except Trail |
Full coverage: Linking.
What’s not in this reference
Section titled “What’s not in this reference”Internal flags and one-off bookkeeping attributes (Transformed, Qwinkle, IsEmitter) are stamped at Transform time but aren’t user-facing. Skipping them.
The Beam GraphBlender isn’t a single property — it’s a panel section that holds an arbitrary number of state Configurations. See GraphBlender Math for how it works internally.
For each property’s full prose treatment, follow the cross-links into the Particiliary chapters — those go deeper on edge cases, common patterns, and gotchas.