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    • 📚API Reference
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On this page
  • Properties
  • Color
  • Enabled
  • ColorTexture
  • ColorTextureLength
  • ColorTextureSpeed
  • AlphaTexture
  • AlphaTextureLength
  • AlphaTextureSpeed
  • Transparency
  • Attachment0
  • Attachment1
  • StartCurve
  • EndCurve
  • Segments
  • Width0
  • Width1
  • FacingVector
  • Methods
  • Events
  1. DEVELOPMENT
  2. API Reference
  3. Classes

Beam

Beam : Instance

Properties

Color

ColorSequence

The color of the beam is determined by a ColorSequence that defines a gradient of colors along the length of the beam.

Code Samples

local Beam = script.Parent

Beam.Color = ColorSequence.new(Color3.fromRGB(255, 0, 0))

Enabled

bool

Determines whether the beam is visible (true) or not (false).

Code Samples

local Beam = script.Parent

Beam.Enabled = false

ColorTexture

string

The texture to apply to the beam's color channel. This should be a valid asset ID or URL.

Code Samples

local Beam = script.Parent

Beam.ColorTexture = "ovdrassetid://1234"

ColorTextureLength

number

Defines the length of the applied color texture. A smaller value repeats the texture more frequently.

Code Samples

local Beam = script.Parent

Beam.ColorTextureLength = 10

ColorTextureSpeed

number

Specifies the speed at which the color texture scrolls along the beam.

Code Samples

local Beam = script.Parent

Beam.ColorTextureSpeed = 5

AlphaTexture

string

The texture applied to define the beam's transparency. This should also be a valid asset ID or URL.

Code Samples

local Beam = script.Parent

Beam.AlphaTexture = "ovdrassetid://1234"

AlphaTextureLength

number

Defines the length of the applied alpha texture. Adjusts the scaling for transparency effects.

Code Samples

local Beam = script.Parent

Beam.AlphaTextureLength = 10

AlphaTextureSpeed

number

Controls the speed at which the alpha texture scrolls along the beam.

Code Samples

Transparency

NumberSequence

Defines the transparency of the beam at different points along its length using a NumberSequence.

Code Samples

local Beam = script.Parent

Beam.Transparency = NumberSequence.new(0.5)

Attachment0

Attachment

The starting attachment of the beam. This determines one end of the beam's position.

Code Samples

local Beam = script.Parent
local Workspace = game:GetService("Workspace")
local Part = Workspace:WaitForChild("Part")
local Attachment0 = Part:WaitForChild("Attachment0")

Beam.Attachment0 = Attachment0

Attachment1

Attachment

The ending attachment of the beam. This determines the other end of the beam's position.

Code Samples

local Beam = script.Parent
local Workspace = game:GetService("Workspace")
local Part = Workspace:WaitForChild("Part")
local Attachment1 = Part:WaitForChild("Attachment1")

Beam.Attachment1 = Attachment1

StartCurve

Vector3

Defines the curve at the start of the beam to create a bend or arc from the first attachment.

Code Samples

local Beam = script.Parent

Beam.StartCurve = Vector3.new(0, 0, 2)

EndCurve

Vector3

Defines the curve at the end of the beam to create a bend or arc near the second attachment.

Code Samples

local Beam = script.Parent

Beam.EndCurve = Vector3.new(0, 0, -2)

Segments

number

The number of segments used to render the beam. More segments create a smoother appearance, but require more performance.

Code Samples

Width0

number

Width of the beam at the start, relative to the first attachment.

Code Samples

local Beam = script.Parent

Beam.Width0 = 10

Width1

number

Width of the beam at the end, relative to the second attachment.

Code Samples

local Beam = script.Parent

Beam.Width1 = 10

FacingVector

Vector3

Defines the vector that represents the direction the beam faces.

Code Samples

local Beam = script.Parent

Beam.FacingVector = Vector3.new(1, 1, 0)

Methods

Events

PreviousBaseScriptNextBindableEvent

Last updated 4 days ago

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