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Class

Fire

Inherits
Instance › Object
Memory category
Instances

A preconfigured particle emitter with the visual aesthetic of fire.

Fire is one of several preconfigured particle-emitting classes, alongside Smoke, Sparkles, and others. Like the others, it emits particles when parented to a BasePart or an Attachment while Enabled. This object is useful to create a quick visual effect for fire, but for more detailed work it's recommended that you use a ParticleEmitter instead.

Particles emit from the center of the parent in an upward (+Y) direction, but a negative Heat value may be used to emit particles downward (-Y). Using an Attachment as the parent instead of a BasePart allows for the emission position/direction to be modified by changing the Attachment.CFrame or related properties.

Fire objects consist of two emitters, each affected in various ways by the Size, Heat, Color, and SecondaryColor properties. Particles which emit from the smaller, secondary emitter have a significantly longer lifetime (and rise farther) than those emitted by the primary emitter.

When Enabled is off, existing particles continue to render until they expire. However, if the Fire object's Parent is set to nil, all existing particles immediately disappear, similar to the behavior of ParticleEmitter:Clear().

Fire objects emit no light on their own. To help create a cohesive environment around a burning object, try adding a PointLight with an orange Color.

Properties 8#

ColorColor3Determines the color of the primary (outer) flame particles.ReadSafe
EnabledbooleanDetermines whether flame particles are emit.ReadSafe
HeatfloatDetermines the velocity at which particles are emit.ReadSafeNotReplicated
LocalTransparencyModifierfloatA multiplier for the Fire object's transparency that is only visible to the local client.ReadSafeHiddenNotReplicated
SecondaryColorColor3Determines the color of the of the secondary (inner) flame particles.ReadSafe
SizefloatDetermines the size of the flame particles.ReadSafeNotReplicated
sizefloatReadSafeDeprecatedNotReplicated
TimeScalefloatControls the speed of the particle effect.ReadSafe

Color: Color3#

ReadSafe

This property determines the color of the larger particles emitted by a Fire object. It is essentially the color of the outer portion of the flame.

In general, the cooler flames are on the outside of a fire. Therefore, fire looks more realistic if the outer portions are red or orange-yellow. A fire that is bright all throughout doesn't look very realistic, so avoid setting this property to yellow or white.

Enabled: boolean#

ReadSafe

This property, much like ParticleEmitter.Enabled, determines whether flame particles are emitted. Any particles already emitted will continue to render until their lifetime expires.

Since all fire particles are destroyed when the Fire object's Parent is set to nil, this property is useful in allowing existing particles the opportunity to expire before destroying the Fire object altogether (see the code example below).

Heat: float#

NotReplicatedReadSafe

This property determines how fast particles are emitted from the Fire object. It is limited to the range of -25 to 25 inclusive. Positive values are in the top (+Y) direction of the parent BasePart or Attachment, while negative values are in the downward (-Y) direction. It also affects the ParticleEmitter.Acceleration of the inner particles.

LocalTransparencyModifier: float#

HiddenNotReplicatedReadSafe

This property is a multiplier for the Fire object's transparency that is only visible to the local client. It does not replicate from client to server and is useful for when the object should appear differently for a specific client.

SecondaryColor: Color3#

ReadSafe

This property determines the color of the smaller particles emitted by a Fire object. It is essentially the color of the inner portion of the flame.

Note that the inner particles use a ParticleEmitter.LightEmission of 1, so darker colors will instead cause the particles to appear transparent, and black will stop rendering inner particles altogether.

Size: float#

NotReplicatedReadSafe

This property determines the size of the flame particles. It must be in the range of 2 to 30. Unlike ParticleEmitter.Size, the actual size of the flames will not match 1:1 with the equivalent size in studs; it is somewhat smaller.

If you add a PointLight as a sibling to the Fire object to generate light, try setting the light's Brightness and Range proportional to this property so that larger flames produce more light.

size: float#

NotReplicatedDeprecatedReadSafeDeprecated

Deprecated. This property is a deprecated variant of Fire.Size which should be used instead.

TimeScale: float#

ReadSafe

A value between 0 and 1 than controls the speed of the particle effect. 1 runs at normal speed, 0.5 runs at half speed, and 0 freezes time.

Inherited members#

Inherited from Instance 58
Inherited from Object 6
Properties (2)

ClassName, className

Events (1)

Changed