# This file is automatically generated. Please don't edit it manually. # To submit a bug report on the content, see # https://devforum.roblox.com/c/bug-reports/documentation-issues/72 name: Fire type: class memory_category: Instances summary: | A preconfigured particle emitter with the visual aesthetic of fire. description: | `Class.Fire` is one of several preconfigured particle-emitting classes, alongside `Class.Smoke`, `Class.Sparkles`, and others. Like the others, it emits particles when parented to a `Class.BasePart` or an `Class.Attachment` while `Class.Fire.Enabled|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 `Class.ParticleEmitter` instead. Particles emit from the center of the parent in an upward (**+Y**) direction, but a negative `Class.Fire.Heat|Heat` value may be used to emit particles downward (**-Y**). Using an `Class.Attachment` as the parent instead of a `Class.BasePart` allows for the emission position/direction to be modified by changing the `Class.Attachment.CFrame` or related properties. `Class.Fire` objects consist of two emitters, each affected in various ways by the `Class.Fire.Size|Size`, `Class.Fire.Heat|Heat`, `Class.Fire.Color|Color`, and `Class.Fire.SecondaryColor|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 `Class.Fire.Enabled|Enabled` is off, existing particles continue to render until they expire. However, if the `Class.Fire` object's `Class.Instance.Parent|Parent` is set to `nil`, all existing particles immediately disappear, similar to the behavior of `Class.ParticleEmitter:Clear()`. `Class.Fire` objects emit no light on their own. To help create a cohesive environment around a burning object, try adding a `Class.PointLight` with an orange `Class.Light.Color|Color`. code_samples: - Lighting-Torches inherits: - Instance descendants: [] tags: [] deprecation_message: '' properties: - name: Fire.Color summary: | Determines the color of the primary (outer) flame particles. description: | This property determines the color of the larger particles emitted by a `Class.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. code_samples: [] type: Color3 tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Data serialization: can_load: true can_save: true capabilities: - Basic - name: Fire.Enabled summary: | Determines whether flame particles are emit. description: | This property, much like `Class.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 `Class.Fire` object's `Class.Instance.Parent|Parent` is set to `nil`, this property is useful in allowing existing particles the opportunity to expire before destroying the `Class.Fire` object altogether (see the code example below). ``` local Debris = game:GetService("Debris") local function douseFlames(fire) fire.Enabled = false -- No more new particles Debris:AddItem(fire, 2) -- Remove the object after existing particles have expired end douseFlames(part.Fire) ``` code_samples: [] type: boolean tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Data serialization: can_load: true can_save: true capabilities: - Basic - name: Fire.Heat summary: | Determines the velocity at which particles are emit. description: | This property determines how fast particles are emitted from the `Class.Fire` object. It is limited to the range of `-25` to `25` inclusive. Positive values are in the top (**+Y**) direction of the parent `Class.BasePart` or `Class.Attachment`, while negative values are in the downward (**-Y**) direction. It also affects the `Class.ParticleEmitter.Acceleration` of the inner particles. code_samples: [] type: float tags: - NotReplicated deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Data serialization: can_load: true can_save: false capabilities: - Basic - name: Fire.LocalTransparencyModifier summary: | A multiplier for the `Class.Fire` object's transparency that is only visible to the local client. description: | This property is a multiplier for the `Class.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. code_samples: [] type: float tags: - Hidden - NotReplicated deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Data serialization: can_load: false can_save: false capabilities: - Basic - name: Fire.SecondaryColor summary: | Determines the color of the of the secondary (inner) flame particles. description: | This property determines the color of the smaller particles emitted by a `Class.Fire` object. It is essentially the color of the inner portion of the flame. Note that the inner particles use a `Class.ParticleEmitter.LightEmission` of `1`, so darker colors will instead cause the particles to appear transparent, and black will stop rendering inner particles altogether. code_samples: [] type: Color3 tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Data serialization: can_load: true can_save: true capabilities: - Basic - name: Fire.Size summary: | Determines the size of the flame particles. description: | This property determines the size of the flame particles. It must be in the range of `2` to `30`. Unlike `Class.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 `Class.PointLight` as a sibling to the `Class.Fire` object to generate light, try setting the light's `Class.PointLight.Brightness|Brightness` and `Class.PointLight.Range|Range` proportional to this property so that larger flames produce more light. code_samples: [] type: float tags: - NotReplicated deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Data serialization: can_load: true can_save: false capabilities: - Basic - name: Fire.size summary: '' description: '' code_samples: [] type: float tags: - NotReplicated - Deprecated deprecation_message: | This property is a deprecated variant of `Class.Fire.Size` which should be used instead. security: read: None write: None thread_safety: ReadSafe category: Data serialization: can_load: true can_save: false capabilities: - Basic - name: Fire.TimeScale summary: | Controls the speed of the particle effect. description: | 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. code_samples: [] type: float tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Data serialization: can_load: true can_save: true capabilities: - Basic methods: [] events: [] callbacks: []