Decal
Select a Decal (or Texture) that sits on a part and run Transform to turn it into a SineVFX decal emitter. Instead of one static image, it spawns short-lived decal copies on the part, each animated over its life. Think decals that behave like particles: scorch marks that fade, flashing runes, animated flipbook sprites, scrolling energy surfaces.
What happens on transform
- The decal is tagged in place and gains a
Propertiesfolder. It must sit on a BasePart, since a decal has to live on a part's face. - The original turns into a hidden source marker (it goes invisible). On emit, SineVFX clones it onto the same part, ages each copy
0 -> 1over its Lifetime along the Appearance graphs, then destroys it. - Copies are temporary and never saved with your place. Fire several at once and they stack.
Property reference
| Group | Property | Meaning |
|---|---|---|
| Emission | Enabled | Keep emitting decals while on (same as the Emit window's Enable). |
| Rate | Decals spawned per second while enabled. | |
| Lifetime | How long each decal lives, in seconds. Set Min < Max for a random length per decal. | |
| TimeScale | Playback speed. 1 normal, 2 twice as fast, 0.5 slow motion, 0 frozen. | |
| Appearance | Color | Tint over the decal's life (colour graph). White = the image's own colours. |
| Transparency | Opacity over life (graph). Defaults to a fade out. | |
| Face | Which side of the part each decal lands on: Top, Bottom, Front, Back, Left, Right, or Random (a random side per decal). | |
| Flipbook | Mode | How the frames play: OneShot (every frame once over Lifetime), Loop, PingPong, or Random (a new random frame each tick). |
| Framerate | Frames per second for Loop / PingPong / Random. Try 12-30. | |
| StartRandom | Each decal starts on a random frame. | |
| Scroll | ScrollU | Texture only. Slides the image sideways, in studs per second (graph). |
| ScrollV | Texture only. Slides the image up/down, in studs per second (graph). |
Flipbook frames
Frames are the numbered Decals inside Properties/Flipbook/Frames. The easy way to fill them: select the transformed decal, pick a flipbook in the Asset Library and apply it. You can also drop numbered Decals into that folder yourself.
Play model
- Emit spawns a burst of copies, once.
- Enable keeps spawning copies at Rate until you disable.
- Disable stops spawning; live copies finish their life.
Tools
Retimer, Shifter, Copier and the Color tool all understand transformed decals, and the Particle Counter counts their live copies.
Preview and ship
Preview in the Emit window, then plant the runtime module and drive it with VFX.emit(decal) / VFX.enable(decal) / VFX.disable(decal). See the Runtime API. Re-plant the module after editing so the generated code includes the decal driver.
Related
- Light and Highlight - the other copy-style emitters.
- Asset Library - fill the flipbook frames in one click.
