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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 Properties folder. 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 -> 1 over 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 ​

GroupPropertyMeaning
EmissionEnabledKeep emitting decals while on (same as the Emit window's Enable).
RateDecals spawned per second while enabled.
LifetimeHow long each decal lives, in seconds. Set Min < Max for a random length per decal.
TimeScalePlayback speed. 1 normal, 2 twice as fast, 0.5 slow motion, 0 frozen.
AppearanceColorTint over the decal's life (colour graph). White = the image's own colours.
TransparencyOpacity over life (graph). Defaults to a fade out.
FaceWhich side of the part each decal lands on: Top, Bottom, Front, Back, Left, Right, or Random (a random side per decal).
FlipbookModeHow the frames play: OneShot (every frame once over Lifetime), Loop, PingPong, or Random (a new random frame each tick).
FramerateFrames per second for Loop / PingPong / Random. Try 12-30.
StartRandomEach decal starts on a random frame.
ScrollScrollUTexture only. Slides the image sideways, in studs per second (graph).
ScrollVTexture 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.

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