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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.

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.

Cameras

Transformed camera effects appear here too, Emit and Enable drive their shake / FOV / blur exactly like a particle effect. See the Camera page for its play model (hold vs. pulse).

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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