rojo/.cursor/rules/roblox/reference/engine/classes/Fire.yaml
2026-02-02 12:08:47 -06:00

258 lines
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YAML

# 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: []