FAQ & troubleshooting
Effects won't preview / emit does nothing
SineVFX elects one plugin copy as the edit-mode preview driver. Occasionally - usually after an update or reloading the plugin - a stale copy can hold onto that role and the live copy stays passive, so Emit and Enable silently do nothing.
Fix: fully disable and re-enable the plugin (or restart Studio). That clears the old driver and the active copy takes over.
The UI looks broken / doubled after an update
Studio caches plugin modules. After an update you can end up with stale UI (a duplicated toolbar button, dead windows).
Fix: disable and re-enable the plugin, or restart Studio, to clear the module cache.
In-game effects don't match what I see in Studio
The runtime module is a snapshot taken when you plant it. If you've edited effects since, the shipped module is out of date.
Fix: open Module and re-plant it. Then test again.
emit / enable does nothing in-game (and warns)
Effects render per-client. Calling the runtime API from a server script warns and won't render.
Fix: call it from a LocalScript (or a client module). To show an effect to all players, have the server fire a RemoteEvent and call VFX.emit on each client.
My effect isn't found by the runtime
VFX.emit(target) looks for tagged SineVFX effects under the target you pass.
- Make sure the effect was actually transformed (it needs the tag and
Propertiesfolder). - Pass the instance that contains the effect, or the effect instance itself.
- Use
WaitForChildso you're not referencing an effect before it replicates.
Transforming the Camera - what happens at runtime?
The Camera Effect is a global view effect. In a shipped game it acts on whatever camera it's pointed at - typically the local player's CurrentCamera. Drive it from the client like any other effect.
Where's my data stored?
- Graphs / bezier curves live as attributes on the instance, so they travel with the effect and survive reopening.
- Plugin settings (layout, theme, window state) use Studio's per-plugin settings store.
Still stuck?
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