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The Trail object is used to create a trail like an effect between two points. As the points move through space a texture is drawn on the plane the points define. This is commonly used to create effects to help visualize movements like tracer trails behind projectiles, footprints, tire tracks, and many other similar effects.

A diagram explaining the Trail object.
An example usage of the Trail object.

When a Trail is active it will record the position of it’s Trail/Attachment0 every frame. It then connects these positions to where the attachments were in the previous frame, creating a polygon. That polygon is then filled in with the Trail’s Trail/Color and Trail/Texture (if that Texture exists). Each segment drawn in this way will eventually fade based on the TrailEffect’s Trail/Lifetime.

Creating Trails

In order for a Trail to work properly, it must be a descendant of the `Workspace` and its attachment properties (`Trail/Attachment0` and `Trail/Attachment1`) must be set to two unique Attachments. Once this has been done the effect will create a trail as soon as either of its attachments moves.

Basic Trail

It is common practice to either store the Trail in the BasePart containing the effect’s attachments, or as a child of a Folder in the Workspace with other effects objects.

Properties

Name Type Description
Attachment

Determines where the Trail will start drawing its segments.

Attachment

Determines where the Trail will start drawing its segments.

ColorSequence

The color of the trail segments throughout the lifetime of the trail.

bool

Toggles whether a trail will be drawn or not.

bool

If set to true, the trail textures will always face the camera.

float

Duration of the trail in seconds.

float

Sets how much the colors of the trail are blended with the colors behind them.

float

Sets how much the Trail is influenced by the lighting around it. The property can be set to a value from 0 to 1, with 0 being the least influenced by light and 1 being the most influenced by light.

Unlike the Trail/LightEmission property, this does not cause the trail to emit light. Instead, in determines how the trail is influenced by the light surrounding it.

For instance, let’s consider what happens to the trail if we change lighting’s Lighting/Brightness from 1 to 0. If the trail’s light influence is 1, the trail would appear much dimmer when the brightness changes. However, if the trail’s light influence is 0, the trail’s appearance will not change at all, being the trail is not affected by lighting.

Note

  • Changing this property immediately affects all existing and future trail segments.

  • This property is not related to the dynamic lighting engine of Roblox. As suggested in the documentation for Trail/LightEmission, it is recommended to create parts with PointLights that follow the path of the trail if you need your trail to emit light.

float

Sets the maximum length of the trail.

float

Minimum length of a trail’s segment in studs.

Content

The texture to display on the trail.

float

Sets length of texture if Trail/TextureMode is Wrap or Static. If mode is Stretch sets number of times texture will repeat.

TextureMode

Sets how the Texture will be drawn.

NumberSequence

Sets the transparency of the Trail’s segments over the trail’s Trail/Lifetime.

NumberSequence

A DataType/NumberSequence that scales the width of the Trail over the course of its lifetime.

Inherited from Instance

Archivable ClassName DataCost Name Parent RobloxLocked