I sucks at writing. so I’ll get straight to the point.
You can call a function, pass an GUI Object into it. And the module will try to replicate how the ParticleEmitter placed in it would behave in workspace.
Obviously, this module requires play test to actually see the particles in the UIs. or you can use an UI editing that support scripting plugins.
Example usage code:
local UIParticle = require(linkToDaModule)
UIParticle.AddUI(ScreenGui.Something)
UIParticle.Emit(ScreenGui.Something.Particle,15)
[Note]
Flipbooks are not yet supported. Until roblox add a way to figure out the texture dimensions. Using EditImage API isnt viable as it requires the texture to be 100% owned by your game.
Just image label and frames. I forgot to mention that it doesnt support flipbooks yet. as theres no way to determine the texture dimensions with script alone.
Oh okay. If you use editable images it could be 1000x more optimised btw. There’s a method called “DrawImageTransformed” which might allow you to do that. You can scale/stretch it. Rotate it, etc.