---
title: Connect the beam
prev: /education/build-it-play-it-mansion-of-wonder/creating-engaging-experiences
next: /education/build-it-play-it-mansion-of-wonder/using-particles-for-actions
description: Learn how to connect a beam effect in Roblox Studio, and to configure it's properties to customize it to your game's needs. Part of the Build It Play It Mansion of Wonders series.
---
Now that you've made the attachments, it's time to connect them to the beam so that a texture can be shown.
1. Under **TestPlayer**, select the **TutorialBeam**. In the **Properties** window, find **Attachment0**. Click the empty box to the right of the property. Then, in the **Explorer** window, find **TestPlayer** and click on **PlayerAttachment**.
2. In the **TutorialBeam** properties, set **Attachment1** to the attachment you created in **GoalPart1**, the **GoalAttachment**.
## Adjust the beam
By default, a beam doesn't always face the camera. This may lead to situations where players are unable to see a beam from different angles. This can be fixed by turning on a property called **FaceCamera**.
FaceCamera OffFaceCamera On
1. Make the beam visible at any position by going into the beam's properties and enabling **FaceCamera**.
Once finished, you should see a white beam between the player and goal, regardless of camera angle.
## Make the tutorial arrows
The image displayed along the beam can be customized by changing its 2D texture. In addition, beams have a variety of visual options, such as texture, color, motion that can be modified.
1. To stream arrows along the beam like in the example, copy `5886559421` and paste it into the beam's **Texture** property.
Custom textures can be any image that you have. Learn how to upload them in the [Asset Manager](../../projects/assets/manager.md) article.
2. Right now, the arrow's texture is stretched. Set **TextureMode** to **Static** to make the arrow repeat at its original size.
If the arrow doesn't point the correct direction, attachments may be swapped. Make sure that Attachment0 connects to PlayerAttachment and Attachment1 to GoalAttachment. Alternatively, if you're using a custom texture, you may need to mirror the image in a photo-editing program.
3. Modify beam properties like **Color**, **LightEmission**, and **TextureSpeed** to design something that feels eye-catching and appealing. Below is just one example.
### Tips for color choices
**Color** is one opportunity for improving a first time user experience. For example, contrasting or saturated colors get more attention, making it easier to inform players where to look on their screen.
Additionally, as you design, consider [accessibility](../../production/publishing/accessibility.md) for your players. Some players may struggle to see certain color combinations, making it important that colors appeal to the broadest audience.