The main Confetti class which you get access to by requiring the library.

Spawn a registered custom particle

overload 1:
Confetti.newParticle(name: string, pos: Vector3, vel: Vector3): Confetto
typings.-891985903typings.2002444080typings.2002444080typings.-515601234
Method PropertyFluent DescriptionRepresentation
name accepts
pos accepts
vel accepts
Return Value
overload 2:
Confetti.newParticle(name: string, pos: Vector3, vel: Vector3, options: ConfettoOptions): Confetto
typings.-891985903typings.2002444080typings.2002444080typings.-1030647280typings.-515601234
Method PropertyFluent DescriptionRepresentation
name accepts
pos accepts
vel accepts
options accepts
Return Value

Spawn a registered custom particle without checking arguments. This uses less instructions, but doesn't allow different argument types. In the options, scaleOverTime, rotationOverTime and acceleration must be Vector3 if used.

overload 1:
Confetti.newParticleUnchecked(): nil
typings.109073
Method PropertyFluent DescriptionRepresentation
Return Value

Register a new mesh particle.

overload 1:
Confetti.registerMesh(name: string, mesh: ModelPart): nil
typings.-891985903typings.-6801764typings.109073
Method PropertyFluent DescriptionRepresentation
name accepts
mesh accepts
Return Value
overload 2:
Confetti.registerMesh(name: string, mesh: ModelPart, lifetime: number): nil
typings.-891985903typings.-6801764typings.-1034364087typings.109073
Method PropertyFluent DescriptionRepresentation
name accepts
mesh accepts
lifetime accepts
Return Value

Register a new sprite particle.

overload 1:
Confetti.registerSprite(name: string, sprite: Texture, bounds: Vector4, lifetime: number|nil, pivot: Vector2|nil): nil
typings.-891985903typings.246836475typings.2002444081typings.-390981922typings.-2086422588typings.109073
Method PropertyFluent DescriptionRepresentation
name accepts
sprite accepts
bounds accepts
lifetime accepts
pivot accepts
Return Value