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Emittable objects

Beyond the transformed effects, SineVFX can drive plain Roblox effect instances directly. Select them and the Emit window can emit, enable, and repeat them, and they all ship through the runtime the same way.

What SineVFX can emit

ObjectHow it fires
3D particle (transformed Part)Spawns part-particles. See 3D particle.
Transformed Trail / BeamBursts the transformed ribbon.
ParticleEmitterCalls :Emit(count) for a one-shot, or holds Enabled.
BeamToggles Enabled (enable/hold).
TrailToggles Enabled (enable/hold).
Light (Point / Spot / Surface)Toggles Enabled (enable/hold).
SoundPlays the sound.
Camera (transformed)Drives the camera effect.

So a selection can mix transformed effects and plain instances, and SineVFX handles each by its kind.

Emit, Enable, Repeat

Every emittable object responds to the same controls in the Emit window:

  • Emit - fire once (a ParticleEmitter:Emit(), a ribbon burst, a Sound:Play()).
  • Enable - turn on and hold (toggle Enabled), until you disable.
  • Repeat - keep firing on a timer (see Emit & preview).

Firing nested effects on spawn

Inside a 3D particle's template you can nest plain effect instances and have them fire automatically as each particle spawns:

  • EmitOnSpawn - fires anything nested like the Emit button does: ParticleEmitter:Emit(), Sound:Play(), and Enabled = true on a Beam / Trail / Light.
  • EnableOnSpawn - sets nested ParticleEmitter / Beam / Trail / Light .Enabled to true (and plays a nested Sound) when a particle spawns.

That's how a single part-particle can carry its own sparks, glow, and sound with it.

Shipping

All of these are driven by the runtime module through the same VFX.emit / enable / disable calls. See the Runtime API.

Built by RoPotat0 for the Roblox VFX community.