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Fire

A preconfigured particle emitter with the visual aesthetic of fire.

Member index 11

HistoryMember
553Color: Color3
553Enabled: bool
553Heat: float
553SecondaryColor: Color3
553Size: float
553TimeScale: float
553size: float
573FastForward(numFrames: int): null
inherited from Instance
553Archivable: bool
670Capabilities: SecurityCapabilities
553Name: string
553Parent: Instance
670Sandboxed: bool
680UniqueId: UniqueId
576AddTag(tag: string): null
573ClearAllChildren(): null
462Clone(): Instance
573Destroy(): null
486FindFirstAncestor(name: string): Instance
486FindFirstAncestorOfClass(className: string): Instance
486FindFirstAncestorWhichIsA(className: string): Instance
486FindFirstChild(name: string, recursive: bool = false): Instance
486FindFirstChildOfClass(className: string): Instance
486FindFirstChildWhichIsA(className: string, recursive: bool = false): Instance
486FindFirstDescendant(name: string): Instance
563GetActor(): Actor
486GetAttribute(attribute: string): Variant
462GetAttributeChangedSignal(attribute: string): RBXScriptSignal
631GetAttributes(): Dictionary
648GetChildren(): Instances
462GetDebugId(scopeLength: int = 4): string
486GetDescendants(): Array
486GetFullName(): string
691GetPredictionMode(): PredictionMode
641GetStyled(name: string): Variant
657GetStyledPropertyChangedSignal(property: string): RBXScriptSignal
576GetTags(): Array
576HasTag(tag: string): bool
486IsAncestorOf(descendant: Instance): bool
486IsDescendantOf(ancestor: Instance): bool
690IsPredicted(): bool
664IsPropertyModified(property: string): bool
698QueryDescendants(selector: string): Instances
573Remove(): null
576RemoveTag(tag: string): null
664ResetPropertyToDefault(property: string): null
573SetAttribute(attribute: string, value: Variant): null
690SetPredictionMode(mode: PredictionMode): null
462WaitForChild(childName: string, timeOut: double): Instance
648children(): Instances
553clone(): Instance
573destroy(): null
553findFirstChild(name: string, recursive: bool = false): Instance
648getChildren(): Instances
553isDescendantOf(ancestor: Instance): bool
573remove(): null
462AncestryChanged(child: Instance, parent: Instance)
462AttributeChanged(attribute: string)
462ChildAdded(child: Instance)
462ChildRemoved(child: Instance)
462DescendantAdded(descendant: Instance)
462DescendantRemoving(descendant: Instance)
500Destroying()
657StyledPropertiesChanged()
553childAdded(child: Instance)
inherited from Object
647ClassName: string
647className: string
647GetPropertyChangedSignal(property: string): RBXScriptSignal
647IsA(className: string): bool
650isA(className: string): bool
647Changed(property: string)

Description

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.

History 33

Members 11

Color

TypeDefault
Color30.92549, 0.545098, 0.27451

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.

History 4

  • 553 Change Default of Color from to Color3(0.92549, 0.545098, 0.27451)
  • 486 Change ThreadSafety of Color from ReadOnly to ReadSafe
  • 462 Change ThreadSafety of Color from to ReadOnly
  • 47 Add Color

Enabled

TypeDefault
booltrue

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).

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)

History 4

FastForward

Parameters (1)
numFramesint
Returns (1)
null

History 2

Heat

TypeDefault
float9

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.

This property is not replicated. Its interface does not cross the network boundary.

History 4

  • 553 Change Default of Heat from to 9
  • 486 Change ThreadSafety of Heat from ReadOnly to ReadSafe
  • 462 Change ThreadSafety of Heat from to ReadOnly
  • 47 Add Heat
Tags: [NotReplicated]

SecondaryColor

TypeDefault
Color30.545098, 0.313726, 0.215686

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.

History 4

Size

TypeDefault
float5

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.

This property is not replicated. Its interface does not cross the network boundary.

History 4

  • 553 Change Default of Size from to 5
  • 486 Change ThreadSafety of Size from ReadOnly to ReadSafe
  • 462 Change ThreadSafety of Size from to ReadOnly
  • 47 Add Size
Tags: [NotReplicated]

TimeScale

TypeDefault
float1

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.

History 2

size

TypeDefault
float5
This property is deprecated. It exists only for backward compatibility, and should not be used for new work. Size should be used instead.
This property is not replicated. Its interface does not cross the network boundary.

History 5

  • 553 Change Default of size from to 5
  • 553 Change PreferredDescriptor of size from to Size
  • 486 Change ThreadSafety of size from ReadOnly to ReadSafe
  • 462 Change ThreadSafety of size from to ReadOnly
  • 61 Add size
Tags: [NotReplicated, Deprecated]

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