Class
Fire
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#
ColorColor3 | Determines the color of the primary (outer) flame particles.ReadSafe |
Enabledboolean | Determines whether flame particles are emit.ReadSafe |
Heatfloat | Determines the velocity at which particles are emit.ReadSafeNotReplicated |
LocalTransparencyModifierfloat | A multiplier for the Fire object's transparency that is only
visible to the local client.ReadSafeHiddenNotReplicated |
SecondaryColorColor3 | Determines the color of the of the secondary (inner) flame particles.ReadSafe |
Sizefloat | Determines the size of the flame particles.ReadSafeNotReplicated |
sizefloat | ReadSafeDeprecatedNotReplicated |
TimeScalefloat | Controls 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
Properties (10)
Archivable, archivable, Capabilities, IsInSandbox, Name, Parent, PredictionMode, RobloxLocked, Sandboxed, UniqueId
Methods (39)
AddTag, children, ClearAllChildren, Clone, clone, Destroy, destroy, FindFirstAncestor, FindFirstAncestorOfClass, FindFirstAncestorWhichIsA, FindFirstChild, findFirstChild, FindFirstChildOfClass, FindFirstChildWhichIsA, FindFirstDescendant, GetActor, GetAttribute, GetAttributeChangedSignal, GetAttributes, GetChildren, getChildren, GetDebugId, GetDescendants, GetFullName, GetStyled, GetStyledPropertyChangedSignal, GetTags, HasTag, IsAncestorOf, IsDescendantOf, isDescendantOf, IsPropertyModified, QueryDescendants, Remove, remove, RemoveTag, ResetPropertyToDefault, SetAttribute, WaitForChild