Intro:
I searched everywhere for something like this and figured it would already exist, but it didn’t so I made it myself. This module spawns tiny parts on a model or humanoid to mimic a particle-style effect inside viewports.
- Since ParticleEmitters don’t work in ViewportFrames, I just used parts to fake the effect. It looks the same and gives you full control over how the “particles” behave.
https://create.roblox.com/store/asset/131725219024344/3D-Particles-ViewPort-Frame-styleeffect
local FakeParticles = require(Shared.FakeParticleSystem)
FakeParticles:Emit(PartModel, 6, Enum.PartType.Ball, "cone", Enum.EasingStyle.Linear)
Also, don’t worry about it causing lag. As soon as the tween finishes, the effect gets cleaned up and the part is destory()'d.
Modes:
-
“forward”
Particles shoot straight out in front of the model (based on its LookVector). -
“up”
Particles fly straight upward. -
“down”
Particles drop downward, like debris falling. -
“left”
Particles shoot to the model’s left side. -
“right”
Particles shoot to the model’s right side. -
“cone”
Particles shoot forward but with a bit of randomness, giving a “spread” effect.
Good for sparks, cutting effects, and energy bursts. -
“random”
Particles fire in completely random directions.
This is like a small explosion.
You can swap out the default instance in the module for your own
MeshPartorModel. Just clone it instead of usingInstance.new(), and the system will work exactly the same.
- Make sure to Set
PrimaryPartto your Model or Part.