Light
Select a Light (PointLight, SpotLight, or SurfaceLight) and run Transform to turn it into a SineVFX light emitter. Instead of a static light, it spawns short-lived light copies on emit, each one animated over its life, so you get flashes, pulses, and glows that fire on cue like any other effect.
What happens on transform
- The light is tagged in place and gains a
Propertiesfolder, seeded from its current Brightness, Range, and Color. The light stays on its parent (unlike the Screen Effect, lights persist). - The original turns into the hidden source template. On emit, SineVFX clones it into the source's parent, ages each copy
0 -> 1over its Lifetime along the Appearance graphs, then destroys it. - Because lights don't move, this is a copy model, not a moving-particle one. Fire several at once and their brightness stacks on the part.
Property reference
| Group | Property | Meaning |
|---|---|---|
| Emission | Enabled | Master toggle. Drives the runtime the same as the Emit window's Enable. |
| Rate | Copies spawned per second while enabled (0 = one held play). | |
| Lifetime | How long each light copy lives before it fades out and is destroyed. | |
| EmitCount | How many copies a single Emit burst spawns. | |
| Appearance | Brightness | Light intensity over the copy's life (graph). Shape it for a flash-and-fade. |
| Range | Light reach in studs over life (graph). | |
| Color | Light colour over life (colour graph). |
Author the graphs so t = 1 lands back at rest, so a copy fades out cleanly instead of popping.
Play model
Same emit / enable / disable verbs as everything else:
- Emit spawns
EmitCountcopies, once. - Enable with Rate > 0 spawns a copy every
1 / Rateseconds until you disable. - Enable with Rate 0 holds one play until disable.
Nesting
A transformed Light placed inside an emitter's RenderPart template bursts on spawn, so each particle can carry its own light (a glowing shard, a spark that actually lights the scene).
Preview and ship
Preview in the Emit window, then plant the runtime module and drive it with VFX.emit(light) / VFX.enable(light) / VFX.disable(light). See the Runtime API. Re-plant the module after editing so the generated code includes your light driver.
Related
- Highlight - the other transformable adornment effect.
- Emittable objects - plain lights can also fire without transforming.
