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Your first effect

We'll build a burst of glowing particles from a single part, shape how they fade and shrink over their life, preview it live, and wire it into your game. About ten minutes.

What you'll end up with

A one-shot burst you can fire from a script with VFX.emit(...) - small glowing shards that fade and shrink as they fly out.

1. Build the particle

  1. Insert a Part into the Workspace.
  2. Make it small (say 0.4, 0.4, 0.4).
  3. Give it the look you want each particle to have: set its Color, and its Material (Neon reads well for glowing effects).

Whatever this part looks like is what every particle will look like, so this step is your particle art.

2. Transform it

Select the part and click Transform. It becomes a 3D particle emitter: the part goes invisible and will now spawn copies of itself. (Details in Transformable objects.)

3. Set the emission

Open the Properties window and find the Emission group. Start with something like:

  • Rate low (or 0 if you only want one-shot bursts).
  • A short Lifetime so particles don't linger.
  • A Speed high enough that they visibly fly outward.

Open the Emit window and hit Emit to see a burst. Adjust until the shape feels right.

4. Graph the fade

In Properties, find Transparency and open its graph editor.

  • Set the start (time 0) fully visible.
  • Set the end (time 1) fully transparent.
  • Pull the bezier handles so it holds bright for a moment, then fades fast near the end.

Emit again - the particles now fade out instead of vanishing.

5. Graph the size

Do the same for Size: large at birth, shrinking toward 0 at death. Add a small envelope so not every particle is identical, which reads as more natural.

6. Colour it (optional)

Open Tools → Color to fine-tune the colour, or give it a colour sequence so it shifts over its life (bright core to a cooler tail, for example).

7. Preview the whole thing

With the Emit window open, Emit repeatedly (hold to repeat) and tweak until you like it. Everything you see here is exactly what ships.

8. Ship it

  1. Open Module and plant the runtime (it writes to ReplicatedStorage.SineVFX).
  2. From a LocalScript, fire it where you want the burst:
lua
local VFX = require(game.ReplicatedStorage.SineVFX)

local burst = workspace:WaitForChild("MyBurst")   -- your transformed part
VFX.emit(burst)

Done. See The runtime module and the Runtime API for enabling/disabling held effects and playing for all players.

Where to go next

  • Batch-edit a whole scene of effects with the Tools.
  • Watch video walkthroughs in the #tutorials channel on the Discord.

Built by RoPotat0 for the Roblox VFX community.