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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 If you've edited effects since, the shipped module is out of date.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 Properties folder).
  • Pass the instance that contains the effect, or the effect instance itself.
  • Use WaitForChild so you're not referencing an effect before it replicates.

The Asset Library won't load ​

The Asset Library downloads its asset list from GitHub (with a jsDelivr mirror as a fallback). If it hangs on "Loading library..." or shows a network error:

  • Open Plugins → Manage Plugins, find SineVFX and make sure its HTTP access to raw.githubusercontent.com and cdn.jsdelivr.net is allowed. Studio asks for this permission the first time; if the prompt was dismissed, the request just waits.
  • An SslConnectFail / ConnectFail error means your network is blocking the connection (school or work networks, some VPNs). Try another network.

Once it has loaded once, the library keeps a local copy and opens instantly afterwards, even while offline.

Screen Effects - what happens at runtime? ​

A Screen Effect acts on the local player's CurrentCamera. Drive it from the client like any other effect. Its ColorGrade adds onto your game's own ColorCorrectionEffect and puts it back afterwards, and with Distance on it only hits players whose camera is close to it.

My EditableMesh lightning shows as normal parts in-game ​

EditableMesh bolts need the game owner to be ID-verified with Enable Mesh / Image APIs turned on in the Creator Dashboard. Without that, bolts fall back to segment parts automatically.

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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