roblox-vfx
Skill25 starsChanged 56 days agoMITView on GitHub
Build or optimize Roblox particles, beams, trails, and highlights. Use for emitter shapes, flipbooks, one-shot bursts, animation-marker effects, distance culling, and overdraw.
2 other projects use a version of this.
Adopted by
Most recently taken up by
- zriptic/roclicks-skillstheir own version, first seen Oct 17, 2026
- SyphoDev-yt/roblox-ai-skillstheir own version, first seen Oct 9, 2026
Other versions2 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 2
- SyphoDev-yt/roblox-ai-skills★ 128same name
- zriptic/roclicks-skills★ 2same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository16 other files it gives its agents.
- CLAUDE.mdCLAUDE.md
- roblox-animationSkill
- roblox-audioSkill
- roblox-coreSkill
- roblox-datastoresSkill
- roblox-gamepassesSkill
- roblox-mcpSkill
- roblox-networkingSkill
- roblox-npcsSkill
- roblox-open-cloudSkill
- roblox-physicsSkill
- roblox-rojoSkill
- robloxSkill
- roblox-teleportSkill
- roblox-testingSkill
- roblox-user-interfacesSkill
The file
We split this skill into the rules it gives an agent
8 rules. About 0 are common, 4 are distinctive, and 4 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈4
Distinctive · estimate
This author's own choices. Worth a look.
4
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 64
Always test at both lowest and highest Studio Editor Quality Level.
- Distinctive: line 66
Use .Enabled = false to pause (existing particles continue until they die or you call :Clear()).
- Very specific: line 74
Use RemoteEvent:FireClient or a local signal so clients own transient visuals.
- Distinctive: line 78
Stop or reduce expensive emitters when the camera is far away.
- Very specific: line 79
Use workspace.CurrentCamera distance checks or zone systems.
- Very specific: line 84
Call ContentProvider:PreloadAsync({texture}) for flipbook atlases and prominent effect textures before they are needed (e.g., during …
- Very specific: line 105
Always destroy cloned one-shot emitters after their maximum lifetime (Debris:AddItem or task.delay).
- Distinctive: line 107
When pooling emitters, reset Rate, Lifetime, Size, and Transparency to known defaults before reuse so stale state does not leak into the …
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
roblox-vfx
Main source: https://create.roblox.com/docs/en-us/effects/particle-emitters + the Effects section of the docs and the ParticleEmitter class reference.
Tune particle lifetime, size, transparency, and rate together. Profile overlapping transparent effects on the lowest target device.
For marker-triggered bursts, read roblox-animation. For UI particles, read roblox-user-interfaces; ParticleEmitters do not render inside ViewportFrame.
Core creation and parenting
- Parent ParticleEmitter to a BasePart (emission fills bounds or chosen EmissionDirection face) or (strongly preferred for control) to an Attachment.
- Rotate the parent or the attachment to steer emission. EmissionDirection is ignored when parented to an Attachment; rotate the Attachment itself to aim particles.
- EmissionDirection only matters when parented to a part.
Tune particle appearance
- Texture (prefer .png with alpha; grayscale + LightEmission=1 to hide dark areas).
- Color (ColorSequence; even a single Color3 in Studio is stored as a one-keypoint ColorSequence; use it for gradients over lifetime).
- Size (NumberSequence, often with envelope for natural variation). Warning: Large sizes = high GPU fill-rate cost.
- Transparency (NumberSequence). Fade particles in or out to avoid popping.
- Lifetime (or NumberRange for per-particle random).
- Rate (particles per second; hard caps ~400 desktop / 100 mobile per emitter; keep low and achieve density with other properties).
Then motion (Speed at birth, SpreadAngle, Acceleration for gravity/wind, Drag + WindAffectsDrag when global wind is enabled, VelocityInheritance, LockedToPart, TimeScale).
Emitter shapes
Shape = Box / Sphere / Cylinder / Disc.
- ShapeStyle = Volume (everywhere inside) or Surface (only the skin).
- ShapeInOut = Inward / Outward / InAndOut.
- ShapePartial further modulates the shape. Cylinder: radius on the emission side. Disc: inner-radius proportion (
0= fully closed disc,1= emission only on the outer rim). Sphere: hemispherical angle (1= full sphere,0.5= half-dome,0= point).
Sphere/Cylinder shapes do not display correctly when the emitter is parented to an Attachment. Only use them with a BasePart parent (the part can be tiny and invisible).
Flipbooks (animated textures over particle life)
Prepare a grid sheet (2x2, 4x4, 8x8, Custom) with transparent spacing between frames (to prevent mip filtering from sampling adjacent frames).
- FlipbookLayout, FlipbookSizeX/Y.
- FlipbookFramerate (or random range, max 30).
- FlipbookMode: Loop, OneShot (explosions; ignores
FlipbookFramerateand plays exactly once over the particle Lifetime), PingPong, Random (with crossfade; great for organic variation). - FlipbookBlendFrames: crossfade between adjacent frames in Loop/OneShot/PingPong for smoother animation.
- FlipbookStartRandom: each particle starts at a random frame (useful when framerate is 0 for static but varied look).
Memory warning: Flipbooks are heavier. Reuse textures, keep resolution reasonable, limit unique animated emitters on low-memory clients (older phones will auto-disable flipbooks).
Lighting and rendering controls
- LightEmission: 0 normal, 1 additive/glow (works even in dark scenes).
- LightInfluence: 0 = ignore world light, 1 = fully affected.
- Brightness: scales the light the emitter contributes when
LightInfluenceis 0. No effect whenLightInfluenceis 1. - Orientation: FacingCamera (classic billboard), FacingCameraWorldUp, VelocityParallel, VelocityPerpendicular.
- ZOffset: render layer offset in studs (layer multiple emitters without moving them in 3D).
Performance across devices
- Fill rate (pixels covered by overlapping transparent layers) and overdraw are the main GPU costs.
- Rate × Size × average opacity × how many overlap on screen = cost.
- Always test at both lowest and highest Studio Editor Quality Level.
- Mobile rate is capped lower.
- Use .Enabled = false to pause (existing particles continue until they die or you call :Clear()).
- Many simultaneous high-rate/large/transparent emitters will cause the engine to throttle or drop effects on low-end clients.
- Measure overdraw in Studio with View → Stats → GPU → Fill Rate and Render → Overdraw. Reduce total opaque pixel area before lowering Rate.
Replication and client-authoritative emission
- ParticleEmitter state replicates, but individual particles do not. A server-owned emitter will spawn the same particles on every client automatically.
- For one-shot bursts, prefer client-authoritative emission: the server signals an event, each affected client spawns the burst locally. This avoids network replication of per-burst timing and respects each client's quality settings.
- Use
RemoteEvent:FireClientor a local signal so clients own transient visuals; keep gameplay logic authoritative on the server.
LOD and distance culling
- Stop or reduce expensive emitters when the camera is far away. Common thresholds: disable at 100–300 studs, reduce Rate by half at half-distance.
- Use
workspace.CurrentCameradistance checks or zone systems. Avoid per-frameMagnitudechecks for many emitters; instead use a tagged culling heartbeat or spatial partition. - For ambient weather/large crowds, spawn emitters only in the near-camera region rather than globally.
Preloading textures
- Call
ContentProvider:PreloadAsync({texture})for flipbook atlases and prominent effect textures before they are needed (e.g., during loading screens or before a combat sequence). This prevents mid-burst pop-in on lower-end devices.
Patterns
- Continuous ambient (fire, smoke, rain): Rate + Lifetime + Size tuned so density looks right at normal camera distances.
- One-shot bursts (explosion, impact, muzzle flash): Set Rate low or 0, then call emitter:Emit(num) from an animation marker or event.
- Attached effects (foot dust, weapon trail, aura): Parent emitter or its attachment to the moving part/bone. Use LockedToPart or VelocityInheritance as appropriate.
- Wind-reactive: Enable global wind in the environment, set Drag > 0 and WindAffectsDrag = true on the emitter.
- Combined with animation: Marker "FootStep" → find foot Attachment → Emit or play a short one-shot emitter.
See the references/ folder (particle-emitter-properties.md, shapes-flipbooks-and-advanced.md) for the exhaustive property reference, visual examples, optimization checklists, and concrete code for common effects (integration covered in SKILL and cross-skill notes).
Related effects (often used alongside particles)
- Beam: textured ribbon between two Attachments (lasers, energy, ropes). Key properties:
Texture,TextureMode/TextureLength/TextureSpeed,Color,Transparency(NumberSequence along the beam),Width0/Width1,CurveSize0/CurveSize1,FaceCamera,LightEmission,LightInfluence,ZOffset. - Trail: ribbon left behind two Attachments as their parent part moves (sword trails, projectile paths, after-images). Key properties:
Color,Transparency,Texture,TextureMode,TextureLength,MinLength,MaxLength,WidthScale,LightEmission,LightInfluence,FaceCamera,Lifetime. - Highlight: cheap, effective outlines (selection, targeting, "powered up"). Has both an outline and a solid interior fill (
FillColor/FillTransparency,OutlineColor/OutlineTransparency).DepthModecontrols whether the highlight is visible through walls (AlwaysOnTop) or only when not occluded (Occluded). There is a client-side cap of 255 simultaneousHighlightinstances (disabled instances still count toward the cap). - PointLight / SpotLight / SurfaceLight + Atmosphere + PostProcessing for overall mood that makes particles read correctly.
Cleanup for transient emitters
- Always destroy cloned one-shot emitters after their maximum lifetime (
Debris:AddItemortask.delay). Do not leave disabled emitter instances accumulating in the workspace. - For attached continuous emitters, set
Enabled = falseand:Clear()before reparenting or destroying to avoid orphaned particles. - When pooling emitters, reset Rate, Lifetime, Size, and Transparency to known defaults before reuse so stale state does not leak into the next burst.
Scripts
scripts/EffectBurst.lua: clone-and-destroy helper for one-shot particle bursts. Clones every ParticleEmitter under a template Attachment/BasePart, emits a burst locally, and schedules cleanup after the maximum lifetime. Safe for continuous emitters because the original emitters are never mutated.
<!-- catalog:references:start -->Reference index
- particle-emitter-properties.md: Tune particle appearance, motion, emission, or rendering cost.
- shapes-flipbooks-and-advanced.md: Configure emitter shapes, animated textures, bursts, or distance culling.
<!-- catalog:references:end -->Does it work?
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