The beam part allows you to create a visual connection between two points. Can be used to create a variety of beam-like effects.

This part can be found under:

  • :effect: Effects > Beam

You can easily find it by clicking on the sign and typing beam.

  1. Add the Beam part to your outfit, set the position/angle, this is where the beam starts.
  2. Add a Model part and move it to where you want the beam to end.
  3. Click next to end point name and pick the model.

Most beam materials use the Unlit shader which means they don't receive shadows and appear very bright in dark areas. You can work around that by using a light_amount proxy on the StartColor and EndColor variables.

pac_enable_beam 1/0 (1) Enables/Disables the beam part.

Custom name of the beam that will be displayed in the editor. Helps with organization. You should probably keep it unique to avoid conflicts.


Hides (disables) the beam. All children are hidden as well.

parent name

Parent of the beam. Click on 1) to select.


Material used for the beam. Custom materials are possible. Shaders other than unlit cause shadow issues on the beam.

end point name

Name of the part that the beam end connects to.


Controls how bent the beam is.


Controls the frequency of the beam. Higher frequency means more bends.


Number of beam segments. The more segments the smoother the beam is. Max is 256.


Controls the width of the beam.

width bend

Controls the width of the bends.

width bend size

Controls the length of the bends. Use integers, when using decimals half of the beam segments disappear.

texture stretch

Stretches the beam texture/material.

texture scroll

Offsets the texture/material position. Combine this with a proxy for a 'flow' effect.

use endpoint offsets

Uses the offset position of the endpoint.

is explicit

Marks the beam as explicit. Players using pac_hide_disturbing 1 won't be able to see it.

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These only affect the starting point of the beam.

aim part name

Aims the beam at another part. Set angles to 0 0 0 for this to work properly.

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The bone that the beam is attached to. Click on 2) to select.

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Changes the position of the beam on each axis (X Y Z).

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Changes the angle of the beam on each axis (X Y Z).

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eye angles

Aims the beam at whatever you're looking at. Set angles to 0 0 0 for this to work properly.

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position offset

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angle offset

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start color

Color of the beam's starting point.

end color

Color of the beam's end point.



ignore z

Ignores the depth buffer. Forces the beam to render in front of other objects.

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no texture filtering

Disables texture filtering, makes textures on the beam pixelated.

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blend mode


draw order


1) , 2)
Right Click on to list all available options.
  • Last modified: 23 months ago
  • by yagira