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Copy file name to clipboardexpand all lines: content/en-us/assistant/guide.md
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---
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title: Documentation Assistant
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title: Assistant for Documentation
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description: How to use the Documentation Assistant to help you build, grow, and monetize your creations.
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---
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The Documentation Assistant is an AI assistant to help you build, grow, and monetize your creations by utilizing Roblox documentation. The Assistant is trained on the official Roblox documentation and designed to answer three categories of questions:
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<Alertseverity="warning">
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The Assistant for Documentation is in beta. You may not have access yet. Additional Assistant capabilities are in development.
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</Alert>
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The Assistant for Documentation is an AI assistant to help you build, grow, and monetize your creations by utilizing Roblox documentation. The Assistant is trained on the official Roblox documentation and designed to answer three categories of questions:
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-**Build**: Answers questions about creating an experience in Roblox Studio. To learn more about building an experience on Roblox, see [Creation Overview](/creation).
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-**Grow**: Answers questions about improving an existing experience by leveraging its analytics. To learn more about leveraging your experience's analytics, see [Analytics](../production/analytics/).
Copy file name to clipboardexpand all lines: content/en-us/tutorials/core/building/create-basic-visual-effects.md
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## Create a Flare
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The first type of particle emitter the sample [Island Jump - Final](https://www.roblox.com/games/14238807008/Island-Jump-Completed-Sample) uses to add dynamic movement to the
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experinece is a giant flare at the top of the tallest sea stack platform. As the rest of the environment
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experience is a giant flare at the top of the tallest sea stack platform. As the rest of the environment
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is static, this effect becomes a focal point in the 3D space, which incentizes players to progress through the environment
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so that they can reach the final platform of the experience.
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<table>
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<thead>
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<tr>
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<th>Name</th>
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<th>Size</th>
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<th>CFrame.Position</th>
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<th>CFrame.Orientation</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>VFX_Flare</td>
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<td>`20, 20, 20`</td>
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<td>`400, 331, 79`</td>
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<td>`0, 0, 0`</td>
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</tr>
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</tbody>
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</table>
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1. Select this block part, then in the **Properties** window,
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1. Set **Name** to **Emitter_Flare**.
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1. Set **Name** to **VFX_Flare**.
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1. Set **Transparency** to **1** so the part is invisible.
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1. Enable **Anchored** so the physics system doesn't move the part when the experience starts.
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1. Add an attachment to this part.
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1. In the **Explorer** window, hover over the block part and click the **⊕** button. A contextual menu displays.
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1. From the contextual menu, insert an **Attachment**. An attachment displays in the center of the part in the direction of the positive Y axis.
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1. Add a particle emitter to this attachment. The particle emitter immediately emits particles in the direction of the attachment.
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1. Add a particle emitter to this attachment, and rename the particle emitter to **Emitter_Flare**. The particle emitter immediately emits particles in the direction of the attachment.
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A `Class.PointLight` is best for this to emit light spherically from the part at the position of the particle effect. To create a light source in the part:
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1. Add a **PointLight** to **VFX_Flare**.
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1. Add a **PointLight** to **Emitter_Flare**.
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1. Select the **PointLight** object, then in the **Properties** window,
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1. Set **Brightness** to **2** to make the light brighter.
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1. Set **Range** to **36** to increase the light's range.
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<table>
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<thead>
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<tr>
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<th>Name</th>
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<th>Size</th>
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<th>CFrame.Position</th>
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<th>CFrame.Orientation</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>VFX_DustMotes</td>
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<td>`645, 355, 275`</td>
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<td>`198, 168, 26`</td>
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<td>`0, 0, 0`</td>
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</table>
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1. Select this block part, then in the **Properties** window,
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1. Set **Name** to **Emitter_DustMotes**.
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1. Set **Name** to **VFX_DustMotes**.
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1. Set **Transparency** to **1** so the part is invisible.
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1. Disable **CanCollide** so players don't collide with the part as they move through the playable area.
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1. Enable **Anchored** so the physics system doesn't move the part when the experience starts.
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1. Add a particle emitter to this part. The particle emitter immediately emits particles within the part's area.
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1. Add a particle emitter to this part, then rename the particle emitter to **Emitter_DustMotes**. The particle emitter immediately emits particles within the part's area.
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