Source: Roblox Creator Hub · CC BY 4.0 · View source · Code samples: MIT Imported 2026-10-03. Formatting adapted for this site.
ParticleFlipbookMode
Determines the type of the flipbook animation.
Items
| Name | Value | Description |
|---|---|---|
| Loop | 0 | Continuously play through all frames, starting back at the first frame after playing the last. |
| OneShot | 1 | Play through the animation only once across the particle's lifetime. With this setting, the ParticleEmitter.FlipbookFramerate property doesn't apply; instead, the framerate is determined by the particle's ParticleEmitter.Lifetime divided evenly by the number of frames in the animation. OneShot animations are useful for clear non-repeating animations, such as an explosion that creates a puff of smoke and then fades out. |
| PingPong | 2 | Play from the first to the last frame, then in reverse from the last to the first, repeating throughout the ParticleEmitter.Lifetime of the particle. |
| Random | 3 | Play the frames in a random order, blending/crossfading from one frame to the next. This can be useful for organic particle textures at low framerates, such as stars slowly twinkling between subtly different shapes. |
Loop
Continuously play through all frames, starting back at the first frame after playing the last.
| Field | Value |
|---|---|
| value | 0 |
OneShot
Play through the animation only once across the particle's lifetime. With this setting, the ParticleEmitter.FlipbookFramerate property doesn't apply; instead, the framerate is determined by the particle's ParticleEmitter.Lifetime divided evenly by the number of frames in the animation. OneShot animations are useful for clear non-repeating animations, such as an explosion that creates a puff of smoke and then fades out.
| Field | Value |
|---|---|
| value | 1 |
PingPong
Play from the first to the last frame, then in reverse from the last to the first, repeating throughout the ParticleEmitter.Lifetime of the particle.
| Field | Value |
|---|---|
| value | 2 |
Random
Play the frames in a random order, blending/crossfading from one frame to the next. This can be useful for organic particle textures at low framerates, such as stars slowly twinkling between subtly different shapes.
| Field | Value |
|---|---|
| value | 3 |