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Emit & preview ​

The Emit window is your live preview. It fires effects right in edit mode so you can see exactly what ships, no Play button, no round-trips.

Open it from the Emit entry on the SineVFX menu (default keybind R to emit, T to enable, see Keybinds).

The controls ​

ControlWhat it does
EmitFire a one-shot play over the effect's duration.
EnableTurn the effect on and hold it until you disable it.
RepeatKeep firing on a timer until you stop (see below).
DisableTurn it off (with a short fade-out where it applies).

Emit / Enable / Disable are the same verbs you'll call at runtime, so what you preview is what your game does.

Repeat ​

Repeat loops the effect automatically instead of you clicking Emit over and over. It keeps firing a play on an interval and runs until you stop it (it can also finish the current cycle before stopping, so a burst never gets cut off mid-play).

  • The interval is the Repeat Timer, set in Settings → Emission (0 to 10s).
  • EmitDelay and EmitDuration on the effect control the timing within a cycle: the delay before a play, and how long it stays enabled over the cycle.
  • Beams, Trails, Lights, Sounds, and 3D particles are all wired into the same repeat loop, so a mixed selection repeats together.

Working with selections ​

The Emit window acts on your current selection. Select several effects and they emit / enable / repeat together, handy for composing a multi-part effect (a flash + debris + a beam) and previewing it as one. It drives both transformed effects and plain emittable objects.

What fires ​

Firing reaches everything inside your selection: select a Model or Folder and every effect in it plays. Inside a 3D particle, everything fires except the RenderPart template (the runtime fires that per particle), so a Screen Effect or Sound placed next to the RenderPart plays when you emit the emitter.

The Count / Delay / Duration fields only edit effects you selected directly, the same rule as Properties.

The loop checkbox ​

The loop (Enable) checkbox mirrors the selection's real Enabled state live. Turn an effect on from Properties, a script or another window and the box follows. A mixed selection shows a mixed box.

Floating slider panel ​

The window includes a floating slider panel for quickly dialing timing values without diving into the full Properties tree, good for fast iteration while you watch the effect.

Screen Effects, Lights, Highlights, Decals ​

Transformed Screen Effects appear here too: Emit and Enable drive their shake, FOV, blur, colour grade, bloom and impact frames exactly like a particle effect. See the Screen Effect page for its play model (hold vs. pulse). Transformed Lights, Highlights and Decals fire their copies the same way.

Tips ​

  • Keep this window open while editing in Properties or the graph editor so every change plays back instantly.
  • Use Enable (not Repeat) when tuning a continuous effect like a persistent aura or beam.

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