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
| Object | How it fires |
|---|---|
| 3D particle (transformed Part) | Spawns part-particles. See 3D particle. |
| Transformed Trail / Beam | Bursts the transformed ribbon. |
| ParticleEmitter | Calls :Emit(count) for a one-shot, or holds Enabled. |
| Beam | Toggles Enabled (enable/hold). |
| Trail | Toggles Enabled (enable/hold). |
| Light (Point / Spot / Surface) | Toggles Enabled (enable/hold). |
| Sound | Plays 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, aSound: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(), andEnabled = trueon a Beam / Trail / Light. - EnableOnSpawn - sets nested
ParticleEmitter/Beam/Trail/Light.Enabledto 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.
