Reflectors
General information about reflectors
Note: All images herein are original and freely licensed. In-game screenshots are provided for illustrative purposes.
Road reflectors are safety devices that reflect by vehicle headlights.
| Real-world example: North Illinois Route 171 during night in Lockport, Illinois (March 2026) |
| Image by Illinois_Roadbuff, under CC BY-SA 4.0 |
In games, it may usually be displayed using glowing materials.
| In-game representation of road reflectors based in Illinois Route 171 |
| Image by Illinois_Roadbuff, under CC BY-SA 4.0 |
Hybrid Reflectors
Hybrid reflectors are an implementation within the Light Reflector system that incorporates logic in the Sign system.
Since standard reflectors may transition unsmoothly when enlarged, the base reflector is cloned and uses .Transparency to transition smoothly.
They are best for reflective traffic light shields, reflective flags, and non-decal signs; however, they should not be used on too many parts clustered in one area.
| In-game representation of reflective traffic light shields in the 143rd Street and IL Route 171 intersection. Highlighted in red includes hybrid reflectors. |
| Image by Illinois_Roadbuff, under CC BY-SA 4.0 |
| Real-world example: New traffic lights in the IL Route 53 and IL Route 7 intersection at Lockport, Illinois (November 2025). Image source |
| Image by Illinois_Roadbuff, under CC BY 4.0 at Wikimedia Commons |
Note that non-decal signs used as hybrid reflectors MUST have dark text (such as a standard U.S. MUTCD warning sign) to maintain readability. Manipulating the brightness of SurfaceGuis, TextLabels, AND the sign part(s) concurrently will put a massive strain on performance.
Adding Hybrids
To add a hybrid, add a boolean attribute to a BasePart called LRHybrid and set the value to true.
You must also add a string attribute called LRFace and set the value to the main/primary face of the reflector.
To determine what face best works for you, add a Decal to the BasePart and keep adjusting the Face property until you reach your desired face. Then, add the name of the Face property into the attribute.
The face attribute must be a valid Enum.NormalId value: Front, Back, Right, Left, Top, Bottom.
Systems
Base Reflector System
The base reflector system uses .Color and .Material on BaseParts to mimic reflectance. Before changing a part to neon, the original BasePart Color3's are normalized into a lighter/darker color so dark-colored reflectors will not look too dark when the material is set to Neon, and vice versa for light-colored reflectors.
Hybrid Subsystem
The hybrid subsytem extends the base system by incorporating .Color, .Transparency, and .Material on reflector clones to mimic reflectance.