# fsVfxPlayInstance The **fsVfxPlayInstance** function is used to play a specified (already spawned) VFX.   ##### Syntax ``` wasm bool fsVfxPlayInstance( FsVFXId id ); ```   ##### Members {{< table-wrapper >}} | Parameters | Description | |------------|--------------------------------------------------------------------------------------------------| | `id` | The ID of the VFX to play, as returned by either `fsVfxSpawnInWorld` or `fsVfxSpawnOnSimObject`. | {{< /table-wrapper >}}   ##### Return Values The function will return TRUE if the VFX is currently playing, otherwise it weill return FALSE. It may also return FALSE if the vfx was destroyed.   ##### Example ``` wasm if (!fsVfxIsInstancePlaying(vfxId)) { fsVfxPlayInstance(vfxId); } ```   ##### Remarks It should be noted that calling this function will restart the internal VFX timer, so if you have set a minimum emission time for the instance, `fsVfxIsMinTimePassed` will be FALSE until that time is reached again. Note too that a VFX that has finished emitting, has no particles alive, and that has no static meshes, will be *automatically* destroyed after 100 frames, meaning that it cannot be played again without it being respawned first.