Skip to Content
EffectsBezier

Bezier

An effect that emits a part which follows a user-defined Bezier curve.

The Bezier curve is defined by control points named in a numerical order and the tangent points inside them.

  • T0 is the left tangent.
  • T1 is the right tangent.

The first point can only have a right tangent, and the last point can only have a left tangent.

Summary

Attributes

EmitDelay : number

The amount of seconds waited before the effect is emitted.

EmitCount : number

The amount of times a particle or an effect is emitted.

EmitDuration : number

The amount of seconds the effect is delayed by.

DestroyDelay : number

The amount of seconds to wait before destroying the emitted object after the animation is finished.

EffectDuration : NumberRange

The minimum and maximum duration of the effect.

SpreadAngle : Vector2

The amount of random spread applied to the initial direction of the bezier path.

Enabled : boolean

When true, emits a set amount of times per second.

Rate : number

Determines how many times per second an effect is emitted when Enabled.

SyncPosition : boolean

Decides whether the effect follows its origin after being emitted.

EmissionDirection : Enum

Determines the initial direction of the bezier path.

Shape : Enum

The shape from which the parts are emitted.

ShapePartial : number

Controls the percentage of the shape to use for emission, from 0 to 1.

ShapeStyle : Enum

Decides whether to emit from the entire volume or just the surface of the shape.

ShapeFace : Enum

Controls whether the bezier path faces outwards or inwards from the shape.

MirrorPaths : boolean

When true, the path will be mirrored if it’s on the other side of the ‘End’ attachment.

MirrorRotation : Vector3

The rotation in degrees applied to a path when it’s mirrored.

ProjectileEnabled : boolean

When true, the object will enter a projectile phase after the bezier path is completed.

ProjectileSpeed : number

The speed of the object during the projectile phase.

ProjectileLifetime : NumberRange

The minimum and maximum duration of the projectile phase.

MatchEndDirection : boolean

When true, the projectile will fly in the same direction as the ‘End’ attachment.

HitboxEnabled : boolean

When true, the effect will be stopped as soon as it collides with something or reaches the end of its duration/lifetime.

HitboxFilterTag : Enum

The tag used to create a part filter for hitbox detection.

HitboxFilterType : Enum

Defines the nature of the part filter used for hitbox detection.

HitboxCollisionGroup : string

The collision group to use for hitbox detection.

HitboxIgnoreCanCollide : boolean

When true, hitboxes will ignore the ‘CanCollide’ property of parts.

FacePath : boolean

When true, parts will continuously align with the direction of the bezier path.

ArcSpace : boolean

When true, parts will move at a uniform speed along the path.

Curves

Easing

Controls the easing of the animation along the bezier path.

Attributes

EmitDelay

number

The amount of seconds waited before the effect is emitted.

EmitCount

number

The amount of times a particle or an effect is emitted.

EmitDuration

number

The amount of seconds the effect is delayed by.

DestroyDelay

number

The amount of seconds to wait before destroying the emitted object after the animation is finished.

EffectDuration

NumberRange

The minimum and maximum duration of the effect.

SpreadAngle

Vector2

The amount of random spread applied to the initial direction of the bezier path.

Enabled

boolean

When true, emits the effect a set amount of times per second. A special tag is required for this attribute to work. You can add it in the ‘Behavior’ section.

Rate

number

Determines how many times per second an effect is emitted when Enabled.

SyncPosition

boolean

Decides whether the effect follows its origin after being emitted.

  • Meshes follow their ancestor attachment, or the CFrame of the Start part. If it’s the former, the rotation of the Start part is still synced (required for making spinning meshes).

  • Beziers act similar to ParticleEmitters. They simply follow the CFrame of their part or attachment parent.

  • Spin Models find their first attachment or part ancestor and follow its CFrame.

  • Shockwave Lines follow the CFrame of their origin attachment. SyncPosition Lines are useful for creating non-straight paths.

EmissionDirection

Enum

Determines the initial direction of the bezier path. Values: Top, Bottom, Left, Right, Front, Back

Shape

Enum

The shape from which the parts are emitted. Values: Box, Cylinder, Sphere, Disc

ShapePartial

number

Controls the percentage of the shape to use for emission. A value of 0.5 will only emit from half of the shape. Only applicable for Cylinder, Sphere, and Disc.

ShapeStyle

Enum

Decides whether to emit from the entire volume or just the surface of the shape. Values: Volume, Surface

ShapeFace

Enum

Controls the direction the emitted object faces. Values: InAndOut, Inward, Outward

MirrorPaths

boolean

When true, the path will be mirrored if it’s on the other side of the ‘End’ attachment.

MirrorRotation

Vector3

The rotation in degrees applied to a path when it’s mirrored.

ProjectileEnabled

boolean

When true, the object will enter a projectile phase after the bezier path is completed.

ProjectileSpeed

number

The speed of the object during the projectile phase.

ProjectileLifetime

NumberRange

The minimum and maximum duration of the projectile phase.

MatchEndDirection

boolean

When true, the projectile will fly in the same direction as the ‘End’ attachment. If false, it will fly in the same direction as its velocity at the time the projectile phase begins.

HitboxEnabled

boolean

When true, the effect will be stopped as soon as it collides with something or reaches the end of its duration/lifetime.

Note

Hitbox detection uses GetPartsInPart, so the part’s size matters for collisions.

HitboxFilterTag

Enum

The tag used to create a part filter for hitbox detection. The nature of the filter changes based on the ‘HitboxFilterType’ attribute.

HitboxFilterType

Enum

Defines the nature of the part filter used for hitbox detection.

  • Exclude - all parts inside the filter are ignored when performing a hitbox check.
  • Include - only parts inside the filter are eligible to be detected by the hitbox.      

HitboxCollisionGroup

string

The collision group to use for hitbox detection. Parts with collision groups that cannot collide with the hitbox collision group are ignored.

HitboxIgnoreCanCollide

boolean

When true, hitboxes will ignore the ‘CanCollide’ property of parts.

FacePath

boolean

When true, parts will continuously align with the direction of the bezier path.

ArcSpace

boolean

When true, parts will move at a uniform speed along the path.

Curves

Easing

Controls the easing of the animation along the bezier path. It can also be used as a way to control the speed.

Last updated on