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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 PartIcleProperties Configuration child
  • TypeNumberSequence (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.


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.

FieldValue
Panel labelMode
Data attributeEmissionMode
Typeenum ("Emit" / "Animate")
DefaultEmit (Atmosphere defaults to Animate — only one renders at a time)
Available onAll 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.

FieldValue
Panel labelLoop
Data attributeAnimateLoop
Typeboolean
Defaultfalse
Available onAll except Trail (no Animate mode on Trail).

Master on/off. While false, no emission occurs even if Rate / Lifetime / EmitDuration are set.

FieldValue
Panel labelEnabled
Data attributeEnabled
Typeboolean
Defaultfalse (true for Trail)
Available onAll 11 types

Particles per second. Continuous emission is Rate × elapsed-time particles spawned. Multiplicative with EmitDuration.

FieldValue
Panel labelRate
Data attributeRate
Typenumber
Default10
Available onAll except Trail

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.)

FieldValue
Panel labelLifetime
Data attributeLifetime (Beam stores as BeamLifetime to avoid the native conflict)
TypeNumberRange (Trail: number)
Default1 (Trail: 2)
Available onAll 11 types

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.

FieldValue
Panel label(Studio Attributes only)
Data attributeEmitCount
Typenumber
Default0 (1 for Beam)
Available onAll transformed types except Trail (Trail uses its EmitDuration string for timing instead). Native ParticleEmitters also honor it via :AbsoluteEmit.

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.

FieldValue
Data attributeEmitDelay
Typenumber
Default0
Available onAll 11 types (read by the runtime on every type, including raw ParticleEmitter and Trail via Particles.EnableEmitSingle).

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.

FieldValue
Panel label(attribute-only — not surfaced on any panel row)
Data attributeEmitDuration
Typenumber (Trail: string)
Default0 (Trail: "2")
Available onAll 11 types

How particles are arranged at the moment they spawn — position offset, direction, spread.

Which face of the emitter particles fly out of, expressed as a NormalId (Top / Bottom / Front / Back / Left / Right).

FieldValue
Panel labelDirection
Data attributeEmissionDirection
Typeenum (Enum.NormalId)
DefaultTop
Available onPart, Attachment, Model

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.

FieldValue
Panel labelPosition (axis-grouped)
Data attributesPosX, PosY, PosZ
Typethree NumberRange
Default0 per axis
Available onPart, Attachment, Model

Coordinate space the per-particle Position offsets resolve in. Local = parent-relative; Global = world axes; RigidLocal = parent-relative but ignoring rotation.

FieldValue
Panel labelPos. Mode
Data attributePosMode
Typestring (Local / Global / RigidLocal)
DefaultLocal
Available onPart, Attachment, Model

Aligns each particle’s facing relative to motion / camera / world up. Same set of values as Roblox’s ParticleEmitter.Orientation.

FieldValue
Panel labelOrientation
Data attributeOrientation
Typestring (None / FacingCamera / FacingCameraWorldUp / VelocityParallel / VelocityPerpendicular)
DefaultNone
Available onPart, 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.

FieldValue
Panel labelSpreadAngle
Data attributeSpreadAngle
TypeVector2
Default(0, 0)
Available onPart, Attachment, Model

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.

FieldValue
Panel labelSpreadAngle
Data attributeImgSpreadAngle
Typenumber
Default0
Available onImageLabel

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.

FieldValue
Panel labelZ-Offset
Data attributeZOffset
Typenumber
Default0
Available onPart, Beam, Attachment, Model

How particles rotate at spawn and during life.

Random initial rotation per axis at spawn, in degrees. Three independent NumberRanges — particles get a random orientation within those bounds.

FieldValue
Panel labelRotation (axis-grouped)
Data attributesRotX, RotY, RotZ
Typethree NumberRange
Default0 per axis
Available onPart, Attachment, Model

ImageLabel rotates around a single 2D axis (the screen normal), so the initial rotation is one NumberRange, not three.

FieldValue
Panel labelRotation
Data attributeImgRotRange
TypeNumberRange
Default0
Available onImageLabel

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.

FieldValue
Panel labelRot Speed (axis-grouped)
Data attributesRotSpeedX, RotSpeedY, RotSpeedZ
Typethree NumberSequence
Default0 per axis
Available onPart, Attachment, Model

Single-axis 2D version. Same OverLife/Speed semantics as the workspace types but on the screen normal only.

FieldValue
Panel labelRot Speed
Data attributeImgRotSpeed
TypeNumberSequence
Default0
Available onImageLabel

Switches how RotSpeed values are interpreted. OverLife — graph value at age t is the absolute rotation angle (a graph ramping 0360 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.

FieldValue
Panel labelRot Mode
Data attributeRotMode (ImageLabel: ImgRotMode)
Typestring (OverLife / Speed)
DefaultOverLife
Available onPart, Attachment, Model, ImageLabel

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.

FieldValue
Panel labelSpeed
Data attributeSpeed (ImageLabel: ImgSpeed)
TypeNumberSequence
Default0
Available onPart, Attachment, Model, ImageLabel

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.

FieldValue
Panel labelAcceleration
Data attributeAcceleration (ImageLabel: ImgAcceleration)
TypeVector3 (ImageLabel: Vector2)
Default(0, 0, 0) / (0, 0)
Available onPart, Attachment, Model, ImageLabel

Master toggle for the per-frame target-pull acceleration channel. When on, the engine recomputes a unit vector from each particle to the picked target every frame and scales it by the Accel toward Strength graph.

FieldValue
Panel labelAccel toward
Data attributeAccelerationTowardsInstance
Typeboolean
Defaultfalse
Available onPart

Picked instance the target-pull acceleration aims at. Resolved each frame, so a moving target produces a moving pull. If the target is destroyed mid-flight, the channel goes silent for the rest of that particle’s life.

FieldValue
Panel labelTarget
Data attribute(instance reference, picker-driven)
TypeBasePart / Attachment / Camera
Defaultnone
Available onPart

Magnitude of the target-pull, in studs/sec², over the particle’s normalized lifetime. Sampled per frame per particle.

FieldValue
Panel labelStrength
Data attributeAccelStrength
TypeNumberSequence
Default0
Available onPart

Exponential velocity decay applied each frame. A Drag of 1 cuts velocity to ~37% per second. Higher = particles settle quicker.

FieldValue
Panel labelDrag
Data attributeDrag (ImageLabel: ImgDrag)
Typenumber
Default0
Available onPart, Attachment, Model, ImageLabel

Coordinate space the launch direction resolves in. RigidLocal = parent-rotation-relative (most common). Local = full parent CFrame. Global = world axes (ignores parent rotation).

FieldValue
Panel labelDir. Mode
Data attributeDirMode
Typestring (RigidLocal / Local / Global)
DefaultRigidLocal
Available onPart, Attachment, Model

Plays the trajectory backwards — particles spawn at where they would have died and “un-fly” to their spawn point.

FieldValue
Panel labelReverse Motion
Data attributeInvertMotion (ImageLabel: ImgInvertMotion)
Typeboolean
Defaultfalse
Available onPart, Attachment, Model, ImageLabel

Internal flag affecting how velocity composes with the parent’s CFrame motion. Most authors leave this alone.

FieldValue
Data attributeVelocityVectored
Typeboolean
Defaultfalse
Available onPart, Attachment, Model

ImageLabel uses polar 2D motion — a single launch angle in degrees instead of a 3D direction vector. = right, 90° = up, 180° = left, 270° = down.

FieldValue
Panel labelEmissionAngle
Data attributeEmissionAngle
Typenumber
Default90 (up)
Available onImageLabel

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.

FieldValue
Panel labelColor
Data attributeColor (PointLight: PLColor)
TypeColorSequence
Defaultwhite
Available onPart, PointLight, Trail

Opacity graph over each particle’s life. 0 = fully visible, 1 = fully transparent.

FieldValue
Panel labelTransparency
Data attributeTransparency
TypeNumberSequence
Default0 (Trail: 0.5)
Available onPart, Trail

How much the particle self-illuminates. Polymorphic: a NumberSequence (graph) on Part / Beam / PointLight where it animates over life; a single number on Trail.

FieldValue
Panel labelBrightness
Data attributeBrightness (Beam: BeamBrightness, PointLight: PLBrightness)
TypeNumberSequence (Trail: number)
Default1
Available onPart, Beam, PointLight, Trail (also a graph on ColorCorrection — see Color Correction below)

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.

FieldValue
Panel labelSize (axis-grouped)
Data attributesSizeX, SizeY, SizeZ
Typethree NumberSequence
Default1 per axis
Available onPart

UDim2 base size for each particle (0, 100, 0, 100 = 100×100 px by default), multiplied by per-axis SizeScale graphs.

FieldValue
Panel labelSize
Data attributeImgSize
TypeUDim2
Default(0, 100, 0, 100)
Available onImageLabel

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.

FieldValue
Panel labelMaterial
Data attributeMaterial
Typeenum (Enum.Material)
DefaultPlastic
Available onPart

Image painted along the beam. Roblox asset id (rbxassetid://...) or asset URL. Single value, not a graph — animate via TextureSpeed / TextureLength / Flipbook instead.

FieldValue
Panel labelTexture
Data attributeTexture
Typestring (asset id)
Defaultinherits from source Beam
Available onBeam

Two separate NumberSequence graphs — beam thickness at each endpoint over life. Allow tapered beams (e.g. wide at origin, thin at tip).

FieldValue
Panel labelWidth0 / Width1
Data attributesWidth0, Width1
Typetwo NumberSequence
Default1 each
Available onBeam

Bezier handle lengths controlling the beam’s curve between endpoints. 0, 0 = straight line.

FieldValue
Panel labelCurveSize0 / CurveSize1
Data attributesCurveSize0, CurveSize1
Typetwo NumberSequence
Default0 each
Available onBeam

Tessellation count — more segments give smoother curves at higher GPU cost.

FieldValue
Panel labelSegments
Data attributeSegments
TypeNumberSequence
Default10
Available onBeam

How far one tile of the texture covers along the beam. Lower = tile repeats more often.

FieldValue
Panel labelTex. Length
Data attributeTextureLength
TypeNumberSequence (Trail: number)
Default1
Available onBeam, Trail

Scroll rate for the texture along the beam — value × seconds elapsed = scroll offset.

FieldValue
Panel labelTex. Speed
Data attributeTextureSpeed
TypeNumberSequence
Default1
Available onBeam

How the texture fits between the two endpoints.

FieldValue
Panel labelTex. Mode
Data attributeBeamTextureMode (Trail: TextureMode)
Typeenum (Stretch / Wrap / Static)
DefaultStretch
Available onBeam, Trail

Self-illumination factor for the beam’s texture — controls how much it ignores scene lighting and adds its own brightness.

FieldValue
Panel labelLight Emission
Data attributeLightEmission
TypeNumberSequence (Trail: number)
Default0
Available onBeam, Trail

Inverse — how much scene lighting affects the beam. 1 = fully lit by scene; 0 = ignores scene light entirely.

FieldValue
Panel labelLight Influence
Data attributeBeamLightInfluence (Trail: LightInfluence)
TypeNumberSequence (Trail: number)
Default1
Available onBeam, Trail

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.

FieldValue
Panel labelFaceCamera
Data attributeFaceCamera
Typeboolean
Defaultfalse
Available onBeam, Trail

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.

FieldValue
Panel labelBlender (panel section, not a single property)
StorageGraphBlender Folder of Configuration children with Time/Transparency/Color attributes
Available onBeam

Falloff distance graph — how far the light reaches at each moment of its life.

FieldValue
Panel labelRange
Data attributePLRange
TypeNumberSequence
Default8
Available onPointLight

Whether the emitted light casts shadows. Costly per light at runtime; defaults off.

FieldValue
Panel labelShadows
Data attributeShadows
Typeboolean
Defaultfalse
Available onPointLight

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.

FieldValue
Panel labelWidthScale
Data attributeWidthScale
TypeNumberSequence
Default1
Available onTrail

Filters: trails shorter than MinLength aren’t drawn; trails longer than MaxLength are clipped.

FieldValue
Panel labelMinLength / MaxLength
Data attributesMinLength, MaxLength
Typenumber each
Default0.1 / 0 (no max)
Available onTrail

TrailEmitter is the clone-per-emission variant of Trail (added in v38). It shares the regular Trail attribute names but most are NumberSequence graphs over each particle’s life instead of single static values. See the TrailEmitter chapter for the full surface.

How long each emitted Trail’s segments live before fading out. Distinct from Lifetime (which governs the emitting particle’s own existence).

FieldValue
Panel labelTrailLife
Data attributeTrailLife
TypeNumberRange
Default2
Available onTrailEmitter

Animated brightness multiplier over each emitted Trail’s life. Same Brightness attribute key as plain Trail, but on TrailEmitter it’s a NumberSequence graph instead of a single number.

FieldValue
Panel labelBrightness
Data attributeBrightness
TypeNumberSequence
Default1
Available onTrailEmitter

LightEmission / LightInfluence / MinLength / MaxLength / TextureLength (TrailEmitter)

Section titled “LightEmission / LightInfluence / MinLength / MaxLength / TextureLength (TrailEmitter)”

The Trail-native single-number versions of these properties are upgraded to NumberSequence graphs on TrailEmitter — animated per frame across each emitted particle’s life.

FieldValue
Data attributesLightEmission, LightInfluence, MinLength, MaxLength, TextureLength
TypeNumberSequence (each)
Defaults0, 1, 0.1, 0, 1
Available onTrailEmitter

Width / Color / Transparency (GraphBlender)

Section titled “Width / Color / Transparency (GraphBlender)”

Width, Color, and Transparency aren’t single graphs on TrailEmitter — they live in a GraphBlender folder of multi-state Configuration children, the same model as Beam. See Beam → GraphBlender and GraphBlender Math.

TrailEmitter has its own flipbook attribute namespace, parallel to FlipbookMode / BeamFlipbookMode / ImgFlipbookMode.

FieldValue
Data attributesTrailFlipbookMode, TrailFlipbookFramerate, TrailFlipbookStartRandom, TrailFlipbookReverse
Typeenum / NumberRange / boolean / boolean
DefaultsOneShot / 30 / false / false
Available onTrailEmitter

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.

FieldValue
Panel labelSize
Data attributeBlurSize
TypeNumberSequence
Default10
Available onBlur
FieldValue
Panel labelsIntensity / Size / Threshold
Data attributesBloomIntensity / BloomSize / BloomThreshold
TypeNumberSequence each
Defaults0.4 / 24 / 0.95
Available onBloom

Brightness / Contrast / Saturation are signed NumberSequences in the −1 to 1 range. TintColor is a ColorSequence.

FieldValue
Panel labelsBrightness / Contrast / Saturation / TintColor
Data attributesCCBrightness / CCContrast / CCSaturation / CCTintColor
Typethree NumberSequence + one ColorSequence
Defaults0 / 0 / 0 / white
Available onColorCorrection

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.

FieldValue
Panel labelsDensity / Offset / Glare / Haze / Color / Decay
Data attributesAtmDensity / AtmOffset / AtmGlare / AtmHaze / AtmColor / AtmDecay
Typefour NumberSequence + two ColorSequence
Defaults0.3 / 0.25 / 0 / 0 / light gray / bluish-gray
Available onAtmosphere

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.

FieldValue
Panel labelImage
Data attributeImage
Typestring
Default""
Available onImageLabel

ColorSequence graph multiplying the texture’s RGB over each particle’s life.

FieldValue
Panel labelImageColor
Data attributeImageColor3
TypeColorSequence
Defaultwhite
Available onImageLabel

ImageTransparency / BackgroundTransparency

Section titled “ImageTransparency / BackgroundTransparency”

Per-particle opacity graphs for the image and the background fill respectively. Default backgrounds are fully transparent (1).

FieldValue
Panel labelsTransparency / BG Transparency
Data attributesImageTransparency / BackgroundTransparency
Typetwo NumberSequence
Defaults0 / 1
Available onImageLabel

ColorSequence for the background fill (visible only when BackgroundTransparency < 1).

FieldValue
Panel labelBG Color
Data attributeBackgroundColor3
TypeColorSequence
Defaultwhite
Available onImageLabel

UDim2 spawn position. Default (0.5, 0, 0.5, 0) = centre of parent. Particles offset their Offset component as motion accumulates; Scale stays constant.

FieldValue
Panel labelPosition
Data attributePosition
TypeUDim2
Defaultcentre of parent
Available onImageLabel

Two independent NumberSequence graphs that multiply the base Size each frame. Per-axis squash/stretch.

FieldValue
Panel labelSizeScale (axis-grouped)
Data attributesSizeScaleX, SizeScaleY
Typetwo NumberSequence
Default1 each
Available onImageLabel

Where on the particle the Position anchors. (0.5, 0.5) = centre.

FieldValue
Panel labelAnchorPoint
Data attributeAnchorPoint
TypeVector2
Default(0.5, 0.5)
Available onImageLabel

Draw order within the parent ScreenGui. Higher values render in front.

FieldValue
Panel labelZIndex
Data attributeZIndex
Typenumber
Default1
Available onImageLabel

How the Image fits inside the particle’s Size. Stretch / Slice / Tile / Fit / Crop — same as Roblox’s Enum.ScaleType.

FieldValue
Panel labelScaleType
Data attributeScaleType
Typeenum (Enum.ScaleType)
DefaultStretch
Available onImageLabel

Texture filtering — Default smooths between pixels, Pixelated uses nearest-neighbour for crisp pixel art.

FieldValue
Panel labelResampleMode
Data attributeResampleMode
Typeenum (Enum.ResamplerMode)
DefaultDefault
Available onImageLabel

Uniform scale multiplier graph applied to the cloned Model and all descendants each frame.

FieldValue
Panel labelScale
Data attributeScale
TypeNumberSequence
Default1
Available onModel

The Highlight emitter renders a Roblox Highlight outline + fill effect on a target instance. Five properties drive the appearance; the rest of the emitter surface is timing/spawning.

Tint of the fill overlay, animated over each particle’s life. Sampled per frame and written to the emitted Highlight.FillColor.

FieldValue
Panel labelFill Color
Data attributeHLFillColor
TypeColorSequence
Defaultwhite
Available onHighlight

Opacity of the fill, animated over each particle’s life. 0 is fully opaque, 1 is invisible.

FieldValue
Panel labelFill Transparency
Data attributeHLFillTransparency
TypeNumberSequence
Default0
Available onHighlight

Tint of the outline stroke. Independent of Fill Color — outline and fill animate separately.

FieldValue
Panel labelOutline Color
Data attributeHLOutlineColor
TypeColorSequence
Defaultwhite
Available onHighlight

Opacity of the outline stroke. Independent of Fill Transparency.

FieldValue
Panel labelOutline Transparency
Data attributeHLOutlineTransparency
TypeNumberSequence
Default0
Available onHighlight

How the highlight composes with the scene’s depth buffer. AlwaysOnTop draws through walls (UI-style highlights, quest markers); Occluded respects depth (environmental auras that should hide behind walls).

FieldValue
Panel labelDepth Mode
Data attributeHLDepthMode
Typeenum (AlwaysOnTop / Occluded)
DefaultAlwaysOnTop
Available onHighlight

The BasePart or Model the Highlight wraps. If unset, the plugin falls back to the source Highlight’s .Parent at emit time.

FieldValue
Panel labelAdornee
Data attributeAdornee (ObjectValue)
TypeInstance
Default(falls back to source’s parent)
Available onHighlight

Frame-by-frame animation system. Workspace types (Part / Beam) and ImageLabel both have flipbooks but with slightly different vocabularies.

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.

FieldValue
Panel labelMode
Data attributeFlipbookMode (Beam: BeamFlipbookMode, ImageLabel: ImgFlipbookMode)
Typeenum (Enum.ParticleFlipbookMode)
DefaultOneShot (ImageLabel: Loop)
Available onPart, Beam, ImageLabel

ImageLabel-only enum: Decals (numbered child Decals folder) or Spritesheet (single Image divided into a grid).

FieldValue
Panel labelSource
Data attributeImgFlipbookSource
Typestring (Decals / Spritesheet)
DefaultDecals
Available onImageLabel

Frames per second. Range on workspace types (random pick per particle); single number on ImageLabel.

FieldValue
Panel labelFramerate
Data attributeFlipbookFramerate (Beam: BeamFlipbookFramerate, ImageLabel: ImgFlipbookFramerate)
TypeNumberRange
Default30 (ImageLabel: 10)
Available onPart, Beam, ImageLabel

When on, each particle starts at a random frame of the cycle instead of frame 0.

FieldValue
Panel labelStartRandom
Data attributeFlipbookStartRandom (Beam / ImageLabel: prefixed)
Typeboolean
Defaultfalse
Available onPart, Beam, ImageLabel

Plays the cycle backwards. Composes with PingPong on ImageLabel.

FieldValue
Panel labelReverse
Data attributeFlipbookReverse (Beam / ImageLabel: prefixed)
Typeboolean
Defaultfalse
Available onPart, Beam, ImageLabel

Spritesheet column / row counts. Only meaningful when Source = Spritesheet. Total frames = GridCols × GridRows.

FieldValue
Panel labelGrid
Data attributesGridCols, GridRows
Typetwo number
Default(8, 8) — 64-frame 8×8 sheet
Available onImageLabel

The Part type’s emission-volume controls. Only active when the Use shape toggle is on.

Master toggle for the entire Shape system. Off = particles spawn at the Part’s origin; the rest of the Shape section is inert. On = the shape primitive, direction, hollow factor, and look-at-initially controls all activate.

FieldValue
Panel labelUse shape
Data attributeUseShape
Typeboolean
Defaultfalse
Available onPart

Primitive particles spawn from.

FieldValue
Panel labelShape
Data attributeShape
Typeenum (Enum.ParticleEmitterShape)
DefaultBox
Available onPart

Whether each particle launches outward from the shape’s centre, inward toward it, or randomly one of the two.

FieldValue
Panel labelDirection
Data attributeShapeInOut
Typeenum (Enum.ParticleEmitterShapeInOut)
DefaultOutward
Available onPart

How “hollow” the emission region is. 0 = fully solid (particles can spawn anywhere inside the shape), 1 = pure shell (particles only on the boundary). Continuous between — 0.7 produces a hollow region with depth, 0.3 produces a near-solid centre with a thin outer shell.

FieldValue
Panel labelHollow
Data attributeShapePartial
Typenumber (0–1)
Default0
Available onPart

When on, each spawned particle’s initial rotation faces the shape’s outward direction at its spawn point. Useful for explosion-style effects where every chunk should radiate from the centre rather than face a uniform direction.

FieldValue
Panel labelLook at initially
Data attributeLookAtInitially
Typeboolean
Defaultfalse
Available onPart

Properties that affect how the engine schedules and runs the emission, rather than what particles look like.

Pre-sample resolution for the graphs. Higher = smoother animation at slightly more memory cost. Most authors leave it at the default.

FieldValue
Panel labelAnim. Steps
Data attributeTotalKeyFrames
Typenumber
Default100
Available onAll except Trail

Seconds the emitted clone lingers after its Lifetime ends, before being destroyed. Useful for “fading out” geometry that takes a moment to dissolve.

FieldValue
Panel labelLinger
Data attributePartLife
Typenumber
Default0
Available onPart, Attachment, Model, PointLight, ImageLabel, Blur, Bloom, ColorCorrection, Atmosphere (not Beam or Trail)

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. The Properties panel exposes this as an instance picker — click the Emit Into row, pick a target instance from your scene, done. The picker repopulates after Transform so freshly transformed items inherit any ambient default you’ve set.

FieldValue
Panel labelEmit Into
Data attributeEmitParent (ObjectValue)
TypeInstance
Defaultnil
Available onAll except Trail

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.

FieldValue
Panel labelPreload Texture
Data attributePreloadTexture
Typeboolean
Defaultfalse
Available onPart, Beam, Trail, ImageLabel (any type with a Texture / Image asset reference)

Instance pointer — the target whose CFrame the emitter will follow.

FieldValue
Panel labelLink Dir.
Data attributeLink (ObjectValue)
TypeInstance
Defaultnil
Available onAll except Trail

What kind of thing the linker tracks. None = no linking; Camera = always tracks workspace.CurrentCamera; Object = tracks whatever Link Dir. points at.

FieldValue
Panel labelLink
Data attributeLinkSource
Typeenum (None / Camera / Object)
DefaultNone
Available onAll except Trail

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).

FieldValue
Panel labelLink Mode
Data attributeLinkMode
Typeenum (Weld / Follow / Pivot / WeldWithoutRotation)
DefaultWeld
Available onAll except Trail

Full coverage: Linking.


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.