-
-
BindableFunction
Allow functions defined in one script to be called by another script
4
66
-
-
Invoke
Causes the function assigned to OnInvoke to be called. Arguments passed to this function get passed to OnInvoke function.
-
-
OnInvoke
Should be defined as a function. This function is called when Invoke() is called. Number of arguments is variable.
-
BindableEvent
Allow events defined in one script to be subscribed to by another script
5
67
-
-
Fire
Used to make the custom event fire (see Event for more info). Arguments can be variable length.
-
-
Event
This event fires when the Fire() method is used. Receives the variable length arguments from Fire().
-
TouchTransmitter
Used by networking and replication code to transmit touch events - no other purpose
false
3
37
-
ForceField
Prevents joint breakage from explosions, and stops Humanoids from taking damage
3
37
-
PluginManager
-
TeleportService
Allows players to seamlessly leave a game and join another
-
CustomizedTeleportUI
true
Deprecated
-
StudioTool
-
Plugin
-
PluginMouse
-
Glue
-
CollectionService
-
JointsService
-
BadgeService
-
LogService
-
AssetService
A service used to set and get information about assets stored on the Roblox website.
-
-
RevertAsset
Reverts a given place id to the version number provided. Returns true if successful on reverting, false otherwise.
-
SetPlacePermissions
Sets the permissions for a placeID to the place accessType. An optional table (inviteList) can be included that will set the accessType for only the player names provided. The table should be set up as an array of usernames (strings).
-
GetPlacePermissions
Given a placeID, this function will return a table with the permissions of the place. Useful for determining what kind of permissions a particular user may have for a place.
-
GetAssetVersions
Given a placeID, this function will return a table with the version info of the place. An optional arg of page number can be used to page through all revisions (a single page may hold about 50 revisions).
-
GetCreatorAssetID
Given a creationID, this function will return the asset that created the creationID. If no other asset created the given creationID, 0 is returned.
-
HttpService
101
-
-
HttpEnabled
true
Enabling http requests from scripts
-
InsertService
A service used to insert objects stored on the website into the game.
-
-
GetCollection
Returns a table for the assets stored in the category. A category is an setId from www.roblox.com that links to a set. <a href="http://wiki.roblox.com/index.php?title=API:Class/InsertService/GetCollection" target="_blank">More info on table format</a>. <a href="http://wiki.roblox.com/index.php/Sets" target="_blank">More info on sets</a>
-
Insert
Inserts the Instance into the workspace. It is recommended to use Instance.Parent = game.Workspace instead, as this can cause issues currently.
-
ApproveAssetId
true
Deprecated
-
ApproveAssetVersionId
true
Deprecated
-
-
GetBaseSets
Returns a table containing a list of the various setIds that are ROBLOX approved. <a href="http://wiki.roblox.com/index.php/Sets" target="_blank">More info on sets</a>
-
GetUserSets
Returns a table containing a list of the various setIds that correspond to argument 'userId'. <a href="http://wiki.roblox.com/index.php/Sets" target="_blank">More info on sets</a>
-
GetBaseCategories
true
Deprecated. Use GetBaseSets() instead.
-
GetUserCategories
true
Deprecated. Use GetUserSets() instead.
-
LoadAsset
Returns a Model containing the Instance that resides at AssetId on the web. This call will also yield the script until the model is returned. Script execution can still continue, however, if you use a <a href="http://wiki.roblox.com/index.php?title=Coroutine" target="_blank">coroutine</a>.
-
LoadAssetVersion
Similar to LoadAsset, but instead an AssetVersionId is passed in, which refers to a particular version of the asset which is not neccessarily the latest version.
-
Hat
3
45
true
-
Accessory
3
32
-
LocalBackpack
-
LocalBackpackItem
-
MotorFeature
true
-
Mouse
Used to receive input from the user. Actually tracks mouse events and keyboard events.
-
-
Hit
The CoordinateFrame of where the Mouse ray is currently hitting a 3D object in the Workspace. If the mouse is not over any 3D objects in the Workspace, this property is nil.
-
Icon
The current Texture of the Mouse Icon. Stored as a string, for more information on how to format the string <a href="http://wiki.roblox.com/index.php/Content" target="_blank">go here</a>
-
Origin
The CoordinateFrame of where the Mouse is when the mouse is not clicking.
-
Origin
The CoordinateFrame of where the Mouse is when the mouse is not clicking. This CoordinateFrame will be very close to the Camera.CoordinateFrame.
-
Target
The Part the mouse is currently over. If the mouse is not currently over any object (on the skybox, for example) this property is nil.
-
TargetFilter
A Part or Model that the Mouse will ignore when trying to find the Target, TargetSurface and Hit.
-
TargetSurface
The NormalId (Top, Left, Down, etc.) of the face of the part the Mouse is currently over.
-
UnitRay
The Unit Ray from where the mouse is (Origin) to the current Mouse.Target.
-
ViewSizeX
The viewport's (game window) width in pixels.
-
ViewSizeY
The viewport's (game window) height in pixels.
-
X
The absolute pixel position of the Mouse along the x-axis of the viewport (game window). Values start at 0 on the left hand side of the screen and increase to the right.
-
Y
The absolute pixel position of the Mouse along the y-axis of the viewport (game window). Values start at 0 on the stop of the screen and increase to the bottom.
-
-
Button1Down
Fired when the first button (usually the left, but could be another) on the mouse is depressed.
-
Button1Up
Fired when the first button (usually the left, but could be another) on the mouse is release.
-
Button2Down
This event is currently non-operational.
-
Button2Up
This event is currently non-operational.
-
Idle
Fired constantly when the mouse is not firing any other event (i.e. the mouse isn't moving, nor any buttons being pressed or depressed).
-
KeyDown
Fired when a user presses a key on the keyboard. Argument is a string representation of the key. If the key has no string representation (such as space), the string passed in is the keycode for that character. Keycodes are currently in ASCII.
-
KeyUp
Fired when a user releases a key on the keyboard. Argument is a string representation of the key. If the key has no string representation (such as space), the string passed in is the keycode for that character. Keycodes are currently in ASCII.
-
Move
Fired when the mouse X or Y member changes.
-
WheelBackward
This event is currently non-operational.
-
WheelForward
This event is currently non-operational.
-
ProfilingItem
-
ChangeHistoryService
-
RotateP
-
RotateV
-
ScriptContext
-
Selection
-
VelocityMotor
-
Weld
20
34
-
TaskScheduler
-
-
SetThreadShare
true
Deprecated
-
StatsItem
-
Snap
-
FileMesh
-
ClickDetector
Raises mouse events for parent object
3
41
-
-
MaxActivationDistance
The maximum distance a Player's character can be from the ClickDetector's parent Part that will allow the Player's mouse to fire events on this object.
-
-
MouseClick
Fired when a player clicks on the parent Part of ClickDetector. The argument provided is always of type Player.
-
MouseHoverEnter
Fired when a player's mouse enters on the parent Part of ClickDetector. The argument provided is always of type Player.
-
MouseHoverLeave
Fired when a player's mouse leaves the parent Part of ClickDetector. The argument provided is always of type Player.
-
Clothing
0
-
Smoke
Makes the parent part or model object emit smoke
3
59
-
ParticleEmitter
A generic particle system.
3
80
-
-
LightEmission
0
1
-
Sparkles
Makes the parent part or model object fantastic
3
42
-
Explosion
3
36
Creates an Explosion! This can be used as a purely graphical effect, or can be made to damage objects.
-
-
BlastPressure
How much force this Explosion exerts on objects within it's BlastRadius. Setting this to 0 creates a purely graphical effect. A larger number will cause Parts to fly away at higher velocities.
-
BlastRadius
How big the Explosion is. This is a circle starting from the center of the Explosion's Position, the larger this property the larger the circle of destruction.
-
Position
Where the Explosion occurs in absolute world coordinates.
-
ExplosionType
Defines the behavior of the Explosion. <a href="http://wiki.roblox.com/index.php/ExplosionType" target="_blank">More info</a>
-
Fire
Makes the parent part or model object emit fire
3
61
-
-
Color
The color of the base of the fire. See SecondaryColor for more.
-
Heat
How hot the fire appears to be. The flame moves quicker the higher this value is set.
-
SecondaryColor
The color the fire interpolates to from Color. The longer a particle exists in the fire, the close to this color it becomes.
-
Size
How large the fire appears to be.
-
Seat
3
35
-
Platform
Equivalent to a seat, except that the character stands up rather than sits down.
3
35
-
SkateboardPlatform
true
3
35
-
VehicleSeat
Automatically finds and powers hinge joints in an assembly. Ignores motors.
3
35
-
Tool
3
17
-
Flag
true
3
38
-
-
CanBeDropped
If someone is carrying this flag, this bool determines whether or not they can drop it and run.
-
TeamColor
The Team this flag is for. Corresponds with the TeamColors in the Teams service.
-
FlagStand
true
3
39
-
BackpackItem
0
-
Decal
4
7
Descibes a texture that is placed on one of the sides of the Part it is parented to.
-
-
Face
Describes the face of the Part the decal will be applied to. <a href="http://wiki.roblox.com/index.php/NormalId" target="_blank">More info</a>
-
Shiny
How much light will appear to reflect off of the decal.
-
Specular
How light will react to the surface of the decal.
-
Transparency
How visible the decal is. 1 is completely invisible, while 0 is completely opaque
0
1
-
JointInstance
20
34
-
Message
11
33
true
StarterGui
-
Hint
true
11
33
-
IntValue
3
4
Stores a int value in it's Value member. Useful to share int information across multiple scripts.
-
RayValue
3
4
Stores a Ray value in it's Value member. Useful to share Ray information across multiple scripts.
-
IntConstrainedValue
3
4
Stores an int value in it's Value member. Value is clamped to be in range of Min and MaxValue. Useful to share int information across multiple scripts.
-
MaxValue
The maximum we allow this Value to be set. If Value is set higher than this, it automatically gets adjusted to MaxValue
-
MinValue
The minimum we allow this Value to be set. If Value is set lower than this, it automatically gets adjusted to MinValue
-
DoubleConstrainedValue
3
4
Stores a double value in it's Value member. Value is clamped to be in range of Min and MaxValue. Useful to share double information across multiple scripts.
-
-
MaxValue
The maximum we allow this Value to be set. If Value is set higher than this, it automatically gets adjusted to MaxValue
-
MinValue
The minimum we allow this Value to be set. If Value is set lower than this, it automatically gets adjusted to MinValue
-
BoolValue
3
4
Stores a boolean value in it's Value member. Useful to share boolean information across multiple scripts.
-
CustomEvent
3
true
4
-
CustomEventReceiver
3
true
4
-
TextureTrail
true
3
4
-
FloorWire
true
3
4
Renders a thin cylinder than can be adorned with textures that 'flow' from one object to the next. Has basic pathing abilities and attempts to to not intersect anything. <a href="http://wiki.roblox.com/index.php/FloorWire_Guide" target="_blank">More info</a>
-
-
CycleOffset
Controls how the decals are positioned along the wire. <a href="http://wiki.roblox.com/index.php/CycleOffset" target="_blank">More info</a>
-
From
The object the FloorWire 'emits' from
-
StudsBetweenTextures
The space between two textures on the wire. Note: studs are relative depending on how far the camera is from the FloorWire.
-
Texture
The image we use to render the textures that flow from beginning to end of the FloorWire.
-
TextureSize
The size in studs of the Texture we use to flow from one object to the next.
-
To
The object the FloorWire 'emits' to
-
Velocity
The rate of travel that the textures flow along the wire.
-
WireRadius
How thick the wire is.
-
NumberValue
3
4
-
StringValue
3
4
-
Vector3Value
3
4
-
CFrameValue
3
4
Stores a CFrame value in it's Value member. Useful to share CFrame information across multiple scripts.
-
Color3Value
3
4
Stores a Color3 value in it's Value member. Useful to share Color3 information across multiple scripts.
-
BrickColorValue
3
4
Stores a BrickColor value in it's Value member. Useful to share BrickColor information across multiple scripts.
-
ObjectValue
3
4
-
SpecialMesh
3
8
-
BlockMesh
3
8
-
CylinderMesh
3
8
-
BevelMesh
false
true
-
DataModelMesh
false
-
Texture
4
10
-
Sound
1
11
-
-
play
true
Deprecated. Use Play() instead
-
-
PlayOnRemove
The sound will play when it is removed from the Workspace. Looped sounds don't play
-
StockSound
false
-1
-
SoundService
50
31
-
-
AmbientReverb
The ambient sound environment. May not work when using hardware sound
-
DopplerScale
The doppler scale is a general scaling factor for how much the pitch varies due to doppler shifting in 3D sound. Doppler is the pitch bending effect when a sound comes towards the listener or moves away from it, much like the effect you hear when a train goes past you with its horn sounding. With dopplerscale you can exaggerate or diminish the effect.
-
DistanceFactor
the relative distance factor, compared to 1.0 meters.
-
RolloffScale
Setting this value makes the sound drop off faster or slower. The higher the value, the faster volume will attenuate, and conversely the lower the value, the slower it will attenuate. For example a rolloff factor of 1 will simulate the real world, where as a value of 2 will make sounds attenuate 2 times quicker.
-
Backpack
3
20
-
StarterPack
3
20
-
StarterPlayer
3
79
-
StarterGear
3
20
-
StarterGui
3
46
-
-
SetCoreGuiEnabled
Will stop/begin certain core gui elements being rendered. See CoreGuiType for core guis that can be modified.
-
GetCoreGuiEnabled
Returns a boolean describing whether a CoreGuiType is currently being rendered.
-
CoreGui
false
46
-
ContextActionService
A service used to bind input to various lua functions.
-
-
BindAction
Binds 'functionToBind' to fire when any 'inputTypes' happen. InputTypes can be variable in number and type. Types can be Enum.KeyCode, single character strings corresponding to keys, or Enum.UserInputType. 'actionName' is a key used by many other ContextActionService functions to query state. 'createTouchButton' if true will create a button on screen on touch devices. This button will fire 'functionToBind' with three arguments: first argument is the actionName, second argument is the UserInputState of the input, and the third is the InputObject that fired this function.
-
SetTitle
If 'actionName' key contains a bound action, then 'title' is set as the title of the touch button. Does nothing if a touch button was not created. No guarantees are made whether title will be set when button is manipulated.
-
SetDescription
If 'actionName' key contains a bound action, then 'description' is set as the description of the bound action. This description will appear for users in a listing of current actions availables.
-
SetImage
If 'actionName' key contains a bound action, then 'image' is set as the image of the touch button. Does nothing if a touch button was not created. No guarantees are made whether image will be set when button is manipulated.
-
SetPosition
If 'actionName' key contains a bound action, then 'position' is set as the position of the touch button. Does nothing if a touch button was not created. No guarantees are made whether position will be set when button is manipulated.
-
UnbindAction
If 'actionName' key contains a bound action, removes function from being called by all input that it was bound by (if function was also bound by a different action name as well, those bound input are still active). Will also remove any touch button created (if button was manipulated manually there is no guarantee it will be cleaned up).
-
UnbindAllActions
Removes all functions bound. No actionNames will remain. All touch buttons will be removed. If button was manipulated manually there is no guarantee it will be cleaned up.
-
GetBoundActionInfo
Returns a table with info regarding the function bound with 'actionName'. Table has the keys 'title' (current title that was set with SetTitle) 'image' (image set with SetImage) 'description' (description set with SetDescription) 'inputTypes' (tuple containing all input bound for this 'actionName') 'createTouchButton' (whether or not we created a touch button for this 'actionName').
-
GetAllBoundActionInfo
Returns a table with all bound action info. Each entry is a key with 'actionName' and value being the same table you would get from ContextActionService:GetBoundActionInfo('actionName').
-
-
GetButton
If 'actionName' key contains a bound action, then this will return the touch button (if was created). Returns nil if a touch button was not created. No guarantees are made whether button will be retrievable when button is manipulated.
-
PointsService
A service used to query and award points for Roblox users using the universal point system.
-
-
PointsAwarded
Fired when points are successfully awarded 'userId'. Also returns the updated balance of points for usedId in universe via 'userBalanceInUniverse', total points via 'userTotalBalance', and the amount points that were awarded via 'pointsAwarded'. This event fires on the server and also all clients in the game that awarded the points.
-
-
AwardPoints
Will attempt to award the 'amount' points to 'userId', returns 'userId' awarded to, the number of points awarded, the new point total the user has in the game, and the total number of points the user now has. Will also fire PointsService.PointsAwarded. Works with server scripts ONLY.
-
GetPointBalance
Returns the overall balance of points that player with userId has (the sum of all points across all games). Works with server scripts ONLY.
-
GetGamePointBalance
Returns the balance of points that player with userId has in the current game (all placeID points combined within the game). Works with server scripts ONLY.
-
GetAwardablePoints
Returns the number of points the current universe can award to players. Works with server scripts ONLY.
-
Chat
-
-
FilterStringForPlayerAsync
Will return an appropriately filtered string for the player passed in.
-
MarketplaceService
46
-
-
PromptPurchase
Will prompt 'player' to purchase the item associated with 'assetId'. 'equipIfPurchased' is an optional argument that will give the item to the player immediately if they buy it (only applies to gear). 'currencyType' is also optional and will attempt to prompt the user with a specified currency if the product can be purchased with this currency, otherwise we use the default currency of the product.
-
-
GetProductInfo
Takes one argument "assetId" which should be a number of an asset on www.roblox.com. Returns a table containing the product information (if this process fails, returns an empty table).
-
PlayerOwnsAsset
Checks to see if 'Player' owns the product associated with 'assetId'. Returns true if the player owns it, false otherwise. This call will produce a warning if called on a guest player.
-
-
ProcessReceipt
Callback that is executed for pending Developer Product receipts.
If this function does not return Enum.ProductPurchaseDecision.PurchaseGranted, then you will not be granted the money for the purchase!
The callback will be invoked with a table, containing the following informational fields:
PlayerId - the id of the player making the purchase.
PlaceIdWherePurchased - the specific place where the purchase was made.
PurchaseId - a unique identifier for the purchase, should be used to prevent granting an item multiple times for one purchase.
ProductId - the id of the purchased product.
CurrencyType - the type of currency used (Tix, Robux).
CurrencySpent - the amount of currency spent on the product for this purchase.
-
-
PromptPurchaseFinished
Fired when a 'player' dismisses a purchase dialog for 'assetId'. If the player purchased the item 'isPurchased' will be true, otherwise it will be false. This call will produce a warning if called on a guest player.
-
UserInputService
-
-
TouchEnabled
Returns true if the local device accepts touch input, false otherwise.
-
KeyboardEnabled
Returns true if the local device accepts keyboard input, false otherwise.
-
MouseEnabled
Returns true if the local device accepts mouse input, false otherwise.
-
AccelerometerEnabled
Returns true if the local device has an accelerometer, false otherwise.
-
GyroscopeEnabled
Returns true if the local device has an gyroscope, false otherwise.
-
-
TouchTap
Fired when a user taps their finger on a TouchEnabled device. 'touchPositions' is a Lua array of Vector2, each indicating the position of all the fingers involved in the tap gesture. This event only fires locally. This event will always fire regardless of game state.
-
TouchPinch
Fired when a user pinches their fingers on a TouchEnabled device. 'touchPositions' is a Lua array of Vector2, each indicating the position of all the fingers involved in the pinch gesture. 'scale' is a float that indicates the difference from the beginning of the pinch gesture. 'velocity' is a float indicating how quickly the pinch gesture is happening. 'state' indicates the Enum.UserInputState of the gesture. This event only fires locally. This event will always fire regardless of game state.
-
TouchSwipe
Fired when a user swipes their fingers on a TouchEnabled device. 'swipeDirection' is an Enum.SwipeDirection, indicating the direction the user swiped. 'numberOfTouches' is an int that indicates how many touches were involved with the gesture. This event only fires locally. This event will always fire regardless of game state.
-
TouchLongPress
Fired when a user holds at least one finger for a short amount of time on the same screen position on a TouchEnabled device. 'touchPositions' is a Lua array of Vector2, each indicating the position of all the fingers involved in the gesture. 'state' indicates the Enum.UserInputState of the gesture. This event only fires locally. This event will always fire regardless of game state.
-
TouchRotate
Fired when a user rotates two fingers on a TouchEnabled device. 'touchPositions' is a Lua array of Vector2, each indicating the position of all the fingers involved in the gesture. 'rotation' is a float indicating how much the rotation has gone from the start of the gesture. 'velocity' is a float that indicates how quickly the gesture is being performed. 'state' indicates the Enum.UserInputState of the gesture. This event only fires locally. This event will always fire regardless of game state.
-
TouchPan
Fired when a user drags at least one finger on a TouchEnabled device. 'touchPositions' is a Lua array of Vector2, each indicating the position of all the fingers involved in the gesture. 'totalTranslation' is a Vector2, indicating how far the pan gesture has gone from its starting point. 'velocity' is a Vector2 that indicates how quickly the gesture is being performed in each dimension. 'state' indicates the Enum.UserInputState of the gesture. This event only fires locally. This event will always fire regardless of game state.
-
TouchStarted
Fired when a user places their finger on a TouchEnabled device. 'touch' is an InputObject, which contains useful data for querying user input. This event only fires locally. This event will always fire regardless of game state.
-
TouchMoved
Fired when a user moves their finger on a TouchEnabled device. 'touch' is an InputObject, which contains useful data for querying user input. This event only fires locally. This event will always fire regardless of game state.
-
TouchEnded
Fired when a user moves their finger on a TouchEnabled device. 'touch' is an InputObject, which contains useful data for querying user input. This event only fires locally. This event will always fire regardless of game state.
-
InputBegan
Fired when a user begins interacting via a Human-Computer Interface device (Mouse button down, touch begin, keyboard button down, etc.). 'inputObject' is an InputObject, which contains useful data for querying user input. This event only fires locally. This event will always fire regardless of game state.
-
InputChanged
Fired when a user changes interacting via a Human-Computer Interface device (Mouse move, touch move, mouse wheel, etc.). 'inputObject' is an InputObject, which contains useful data for querying user input. This event only fires locally. This event will always fire regardless of game state.
-
InputEnded
Fired when a user stops interacting via a Human-Computer Interface device (Mouse button up, touch end, keyboard button up, etc.). 'inputObject' is an InputObject, which contains useful data for querying user input. This event only fires locally. This event will always fire regardless of game state.
-
TextBoxFocused
Fired when a user clicks/taps on a textbox to begin text entry. Argument is the textbox that was put in focus. This also fires if a textbox forces focus on the user. This event only fires locally.
-
TextBoxFocusReleased
Fired when a user stops text entry into a textbox (usually by pressing return or clicking/tapping somewhere else on the screen). Argument is the textbox that was taken out of focus. This event only fires locally.
-
DeviceAccelerationChanged
Fired when a user moves a device that has an accelerometer. This is fired with an InputObject, which has type Enum.InputType.Accelerometer, and position that shows the g force in each local device axis. This event only fires locally.
-
DeviceGravityChanged
Fired when the force of gravity changes on a device that has an accelerometer. This is fired with an InputObject, which has type Enum.InputType.Accelerometer, and position that shows the g force in each local device axis. This event only fires locally.
-
DeviceRotationChanged
Fired when a user rotates a device that has an gyroscope. This is fired with an InputObject, which has type Enum.InputType.Gyroscope, and position that shows total rotation in each local device axis. The delta property describes the amount of rotation that last happened. A second argument of Vector4 is the device's current quaternion rotation in reference to it's default reference frame. This event only fires locally.
-
-
GetDeviceAcceleration
Returns an InputObject that describes the device's current acceleration. This is fired with an InputObject, which has type Enum.InputType.Accelerometer, and position that shows the g force in each local device axis. The delta property describes the amount of rotation that last happened. This event only fires locally.
-
GetDeviceGravity
Returns an InputObject that describes the device's current gravity vector. This is fired with an InputObject, which has type Enum.InputType.Accelerometer, and position that shows the g force in each local device axis. The delta property describes the amount of rotation that last happened. This event only fires locally.
-
GetDeviceRotation
Returns an InputObject and a Vector4 that describes the device's current rotation vector. This is fired with an InputObject, which has type Enum.InputType.Gyroscope, and position that shows total rotation in each local device axis. The delta property describes the amount of rotation that last happened. The Vector4 is the device's current quaternion rotation in reference to it's default reference frame. This event only fires locally.
-
Sky
0
28
-
Motor
0
-
Humanoid
3
9
-
-
MoveTo
Attempts to move the Humanoid and it's associated character to 'part'. 'location' is used as an offset from part's origin.
-
Jump
-
Sit
-
TakeDamage
Decreases health by the amount. Use this instead of changing health directly to make sure weapons are filtered for things such as ForceField(s).
-
UnequipTools
Takes any active gear/tools that the Humanoid is using and puts them into the backpack. This function only works on Humanoids with a corresponding Player.
-
EquipTool
Takes a specified tool and equips it to the Humanoid's Character. Tool argument should be of type 'Tool'.
-
-
NameOcclusion
Sets how to display other humanoid names to this humanoid's player. <a href="http://wiki.roblox.com/index.php/NameOcclusion" target="_blank">More info</a>
Health
How many hit points the Humanoid has. When this number reaches 0 or goes below 0, the Humanoid's character falls apart and will respawn.
MaxHealth
The maximum number of hit points a Humanoid's health can reach. If the Humanoid's health is set over this amount, the health gets set to this value.
TargetPoint
The location that the Humanoid is trying to walk to.
-
BodyColors
0
-
Shirt
0
43
-
Pants
0
44
-
ShirtGraphic
0
40
-
Skin
true
0
-
DebugSettings
false
0
-
FaceInstance
false
-
GameSettings
false
0
-
GlobalSettings
false
0
-
Item
false
0
-
NetworkPeer
false
-
NetworkSettings
false
0
-
PVInstance
false
-
-
CoordinateFrame
true
Deprecated. Use CFrame instead
-
RenderSettings
false
0
-
RootInstance
false
-
ServiceProvider
false
-
-
service
true
Use GetService() instead
-
ProfilingItem
false
-
NetworkMarker
false
-
Hopper
true
Use StarterPack instead
0
-
Instance
false
-
-
Archivable
Determines whether or not an Instance can be saved when the game closes/attempts to save the game. Note: this only applies to games that use Data Persistence, or Personal Build Servers.
-
ClassName
The string name of this Instance's most derived class.
-
Parent
The Instance that is directly above this Instance in the tree.
-
-
GetDebugId
false
This function is for internal testing. Don't use in production code
-
Clone
Returns a copy of this Object and all its children. The copy's Parent is nil
-
clone
true
Use Clone() instead
-
isA
true
Use IsA() instead
-
IsA
Returns a boolean if this Instance is of type 'className' or a is a subclass of type 'className'. If 'className' is not a valid class type in ROBLOX, this function will always return false. <a href="http://wiki.roblox.com/index.php/IsA" target="_blank">More info</a>
-
FindFirstChild
Returns the first child of this Instance that matches the first argument 'name'. The second argument 'recursive' is an optional boolean (defaults to false) that will force the call to traverse down thru all of this Instance's descendants until it finds an object with a name that matches the 'name' argument. The function will return nil if no Instance is found.
-
GetFullName
Returns a string that shows the path from the root node (DataModel) to this Instance. This string does not include the root node (DataModel).
-
children
true
Use GetChildren() instead
-
getChildren
true
Use GetChildren() instead
-
GetChildren
Returns a read-only table of this Object's children
-
GetDescendants
Returns a ready-only table of this Object's descendants
-
Remove
Deprecated. Use ClearAllChildren() to get rid of all child objects, or Destroy() to invalidate this object and its descendants
true
-
remove
true
Use Remove() instead
-
ClearAllChildren
Removes all children (but not this object) from the workspace.
-
Destroy
Removes object and all of its children from the workspace. Disconnects object and all children from open connections. Object and children may not be usable after calling Destroy.
-
findFirstChild
true
Use FindFirstChild() instead
-
-
AncestryChanged
Fired when any of this object's ancestors change. First argument 'child' is the object whose parent changed. Second argument 'parent' is the first argument's new parent.
-
DescendantAdded
Fired after an Instance is parented to this object, or any of this object's descendants. The 'descendant' argument is the Instance that is being added.
-
DescendantRemoving
Fired after an Instance is unparented from this object, or any of this object's descendants. The 'descendant' argument is the Instance that is being added.
-
Changed
Fired after a property changes value. The property argument is the name of the property
-
BodyGyro
Attempts to maintain a fixed orientation of its parent Part
14
14
-
-
MaxTorque
The maximum torque that will be exerted on the Part
-
maxTorque
true
Use MaxTorque instead
-
D
The dampening factor applied to this force
-
P
The power continually applied to this force
-
CFrame
The cframe that this force is trying to orient its parent Part to. Note: this force only uses the rotation of the cframe, not the position.
-
cframe
true
Use CFrame instead
-
BodyPosition
14
14
-
-
MaxForce
The maximum force that will be exerted on the Part
-
maxForce
true
Use MaxForce instead
-
D
The dampening factor applied to this force
-
P
The power factor continually applied to this force
-
Position
The Vector3 that this force is trying to position its parent Part to.
-
position
true
Use position instead
-
RocketPropulsion
14
14
A propulsion system that mimics a rocket
-
BodyVelocity
14
14
-
-
MaxForce
The maximum force that will be exerted on the Part in each axis
-
maxForce
true
Use MaxForce instead
-
P
The amount of power we add to the system. The higher the power, the quicker the force will achieve its goal.
-
Velocity
The velocity this system tries to achieve. How quickly the system reaches this velocity (if ever) is defined by P.
-
velocity
true
Use Velocity instead
-
BodyAngularVelocity
14
14
-
-
MaxTorque
The maximum torque that will be exerted on the Part in each axis
-
maxTorque
true
Use MaxTorque instead
-
P
The amount of power we add to the system. The higher the power, the quicker the force will achieve its goal.
-
AngularVelocity
The rotational velocity this system tries to achieve. How quickly the system reaches this velocity is defined by P.
-
angularVelocity
true
Use AngularVelocity instead
-
BodyForce
14
14
When parented to a physical part, BodyForce will continually exert a force upon its parent object.
-
-
Force
The continual force exerted on an object, defined in each axis.
-
force
true
Use Force instead
-
BodyThrust
14
14
-
-
Force
The power continually applied to this force
-
force
true
Use Force instead
-
Location
The Vector3 location of where to apply the force to.
-
location
true
Use Location instead
-
Hole
true
0
-
Feature
0
-
Teams
This Service-level object is the container for all Team objects in a level. A map that supports team games must have a Teams service. <a href="http://wiki.roblox.com/index.php/Team" target="_blank">More info</a>
14
23
-
Team
The Team class is used to represent a faction in a team game. The only valid location for a Team object is under the Teams service. <a href="http://wiki.roblox.com/index.php/Team" target="_blank">More info</a>
1
24
-
SpawnLocation
3
25
-
NetworkClient
3
16
-
NetworkServer
3
15
-
Script
3
6
-
-
LinkedScript
This property is under development. Do not use
-
LocalScript
4
18
A script that runs on clients, NOT servers. LocalScripts can only run when parented under the PlayerGui currently.
-
NetworkReplicator
3
29
-
Model
10
2
A construct used to group Parts and other objects together, also allows manipulation of multiple objects.
-
-
BreakJoints
Breaks all surface joints contained within
-
GetModelCFrame
Returns a CFrame that has position of the centroid of all Parts in the Model. The rotation matrix is either the rotation matrix of the user-defined PrimaryPart, or if not specified then a part in the Model chosen by the engine.
-
GetModelSize
Returns a Vector3 that is union of the extents of all Parts in the model.
-
MakeJoints
Creates the appropriate SurfaceJoints between all touching Parts contrained within the model. Technically, this function calls MakeJoints() on all Parts inside the model.
-
MoveTo
Moves the centroid of the Model to the specified location, respecting all relative distances between parts in the model.
-
ResetOrientationToIdentity
Rotates all parts in the model to the orientation that was set using SetIdentityOrientation(). If this function has never been called, rotation is reset to GetModelCFrame()'s rotation.
-
SetIdentityOrientation
Takes the current rotation matrix of the model and stores it as the model's identity matrix. The rotation is applied when ResetOrientationToIdentity() is called.
-
TranslateBy
Similar to MoveTo(), except instead of moving to an explicit location, we use the model's current CFrame location and offset it.
-
GetPrimaryPartCFrame
Returns the cframe of the Model.PrimaryPart. If PrimaryPart is nil, then this function will throw an error.
-
SetPrimaryPartCFrame
Sets the cframe of the Model.PrimaryPart. If PrimaryPart is nil, then this function will throw an error. This also sets the cframe of all descendant Parts relative to the cframe change to PrimaryPart.
-
makeJoints
Use MakeJoints() instead
true
-
move
true
Use MoveTo() instead
-
-
PrimaryPart
A Part that serves as a reference for the Model's CFrame. Used in conjunction with GetModelPrimaryPartCFrame and SetModelPrimaryPartCFrame. Use this to rotate/translate all Parts relative to the PrimaryPart.
-
Status
true
10
2
-
-
move
true
Use MoveTo() instead
-
DataModel
-
-
Workspace
-
workspace
true
Deprecated. Use Workspace
-
ShowMouse
true
Deprecated. Use Workspace.IsMouseCursorVisible
-
IsLoaded
Returns true if the game has finished loading, false otherwise. Check this before listening to the Loaded signal to ensure a script knows when a game finishes loading.
-
-
Loaded
Fires when the game finishes loading. Use this to know when to remove your custom loading gui. It is best to check IsLoaded() before connecting to this event, as the game may load before the event is connected to.
-
-
get
true
Use GetObjects() instead
-
SetPlaceID
true
Use SetPlaceId() instead
-
SetCreatorID
true
Use SetCreatorId() instead
-
HopperBin
true
24
22
-
Camera
5
5
-
-
CameraSubject
Where the Camera's focus is. Any rotation of the camera will be about this subject.
-
CameraType
Defines how the camera will behave. <a href="http://wiki.roblox.com/index.php/CameraType" target="_blank">More info</a>
-
CoordinateFrame
true
The current position and rotation of the Camera. For most CameraTypes, the rotation is set such that the CoordinateFrame lookVector is pointing at the Focus.
-
CFrame
The current position and rotation of the Camera. For most CameraTypes, the rotation is set such that the CoordinateFrame lookVector is pointing at the Focus.
-
FieldOfView
The current angle, or width, of what the camera can see. Current acceptable values are from 20 degrees to 80.
-
Focus
The current CoordinateFrame that the camera is looking at. Note: it is not always guaranteed that the camera is always looking here.
-
ViewportSize
Holds the x,y screen resolution of the viewport the camera is presenting (note: this can differ from the AbsoluteSize property of a full screen gui).
-
-
GetRoll
Returns the camera's current roll. Roll is defined in radians, and is stored as the delta from the camera's y axis default normal vector.
-
WorldToScreenPoint
Takes a 3D position in the world and projects it onto x,y coordinates of screen space. Returns two values, first is a Vector3 that has x,y position and z position which is distance from camera (negative if behind camera, positive if in front). Second return value is a boolean indicating if the first argument is an on-screen coordinate.
-
ScreenPointToRay
Takes a 2D screen position and produces a Ray object to be used for 3D raycasting. Input is x,y screen coordinates, and a (optional, defaults to 0) z position which sets how far in the camera look vector to start the ray origin.
-
ViewportPointToRay
Same as ScreenPointToRay, except no GUI offsets are taken into account. Useful for things like casting a ray from the middle of the Camera.ViewportSize
-
WorldToViewportPoint
Same as WorldToScreenPoint, except no GUI offsets are taken into account.
-
SetRoll
Sets the camera's current roll. Roll is defined in radians, and is stored as the delta from the camera's y axis default normal vector.
-
Players
2
21
-
-
CharacterAutoLoads
true
Set to true, when a player joins a game, they get a character automatically, as well as when they die. When set to false, characters do not auto load and will only load in using Player:LoadCharacter().
-
-
players
true
Use GetPlayers() instead
-
ReplicatedStorage
3
70
A container whose contents are replicated to all clients and the server.
-
RobloxReplicatedStorage
false
-
ReplicatedFirst
3
70
A container whose contents are replicated to all clients (but not back to the server) first before anything else. Useful for creating loading guis, tutorials, etc.
-
-
RemoveRobloxLoadingScreen
Removes the default Roblox loading screen from view. Call this when you are ready to either show your own loading gui, or when the game is ready to play.
-
ServerStorage
3
69
A container whose contents are only on the server.
-
ServerScriptService
3
71
A container whose contents should be scripts. Scripts that are added to the container are run on the server.
-
Lighting
3
13
Responsible for all lighting aspects of the world (affects how things are rendered).
-
-
GetMinutesAfterMidnight
The number of minutes that the current time is past midnight. If currently at midnight, returns 0. Will return decimal values if not at an exact minute.
-
GetMoonDirection
Returns the lookVector (Vector3) of the moon. If this lookVector was used in a CFrame, the Part would face the moon.
-
GetMoonPhase
Currently always returns 0.75. MoonPhase cannot be edited.
-
GetSunDirection
Returns the lookVector (Vector3) of the sun. If this lookVector was used in a CFrame, the Part would face the moon.
-
SetMinutesAfterMidnight
Sets the time to be a certain number of minutes after midnight. This works with integer and decimal values.
-
-
Ambient
The hue of the global lighting. Changing this changes the color tint of all objects in the Workspace.
-
Brightness
How much global light each Part in the Workspace receives. Standard range is 0 to 1 (0 being little light), but can be increased all the way to 5 (colors start to be appear very different at this value).
-
ColorShift_Bottom
The hue of global lighting on the bottom surfaces of an object.
-
ColorShift_Top
The hue of global lighting on the top surfaces of an object.
-
FogColor
A Color3 value that changes the hue of distance fog.
-
FogEnd
The distance at which fog completely blocks your vision. This distance is relative to the camera position. Units are in studs
-
FogStart
The distance at which the fog gradient begins. This distance is relative to the camera position. Units are in studs.
-
GeographicLatitude
The latitude position the level is placed at. This affects sun position. <a href="http://wiki.roblox.com/index.php/GeographicLatitude" target="_blank">More info</a>
-
GlobalShadows
Flag enabling shadows from sun and moon in the place
-
OutdoorAmbient
Effective ambient value for outdoors, effectively shadow color outdoors (requires GlobalShadows enabled)
-
Outlines
Flag enabling or disabling outlines on parts and terrain
-
ShadowColor
Color the shadows appear as. Shadows are drawn mostly for characters, but depending on the lighting will also show for Parts in the Workspace. Rendering settings can also affect if shadows are drawn.
-
TimeOfDay
A string that represent the current time of day. Time is in 24-hour clock format "XX::YY:ZZ", where X is hour, Y is minute, and Z is seconds.
-
-
LightingChanged
Fired whenever a property of Lighting is changed, or a skybox is added or removed. Skyboxes are of type 'Sky' and should be parented directly to lighting.
-
TestService
100
68
-
DebuggerManager
-
ScriptDebugger
-
DebuggerBreakpoint
-
DebuggerWatch
-
Debris
-1
30
A service that provides utility in cleaning up objects
-
-
addItem
true
Use AddItem() instead
-
AddItem
Adds an Instance into the debris service that will later be destroyed. Second argument 'lifetime' is optional and specifies how long (in seconds) to wait before destroying the item. If no time is specified then the item added will automatically be destroyed in 10 seconds.
-
-
MaxItems
true
Deprecated. No replacement
-
Accoutrement
0
32
-
Player
1
12
-
-
CharacterAppearance
false
-
CameraMode
An enum that describes how a Player's camera is allowed to behave. <a href="http://wiki.roblox.com/index.php/CameraMode" target="_blank">More info</a>.
-
DataReady
Read-only. If true, this Player's persistent data can be loaded, false otherwise. <a href="http://wiki.roblox.com/index.php/ROBLOX_Scripting_How_To:_Data_Persistence" target="_blank">Info on Data Persistence</a>.
-
-
LoadCharacter
true
Loads in a new character for this player. This will replace the player's current character, if they have one. This should be used in conjunction with Players.CharacterAutoLoads to control spawning of characters. This function only works from a server-side script (NOT a LocalScript).
-
playerFromCharacter
true
Use GetPlayerFromCharacter() instead
-
SetUnder13
true
-
-
WaitForDataReady
true
Yields until the persistent data for this Player is ready to be loaded. <a href="http://wiki.roblox.com/index.php/ROBLOX_Scripting_How_To:_Data_Persistence" target="_blank">Info on Data Persistence</a>.
-
GetWebPersonalServerRank
true
-
-
Idled
Fired periodically after the user has been AFK for a while. Currently this event is only fired for the *local* Player. "time" is the time in seconds that the user has been idle.
-
Workspace
1
19
-
-
FindPartsInRegion3
Returns parts in the area defined by the Region3, up to specified maxCount or 100, whichever is less
-
FindPartsInRegion3WithIgnoreList
Returns parts in the area defined by the Region3, up to specified maxCount or 100, whichever is less
-
FindPartOnRay
Return type is (BasePart, Vector3) if the ray hits. If it misses it will return (nil, PointAtEndOfRay)
-
FindPartOnRayWithIgnoreList
Return type is (BasePart, Vector3) if the ray hits. If it misses it will return (nil, PointAtEndOfRay)
-
-
PGSPhysicsSolverEnabled
Boolean used to enable the experimental physics solver
-
FallenPartsDestroyHeight
Sets the height at which falling characters and parts are destroyed. This property is not scriptable and can only be set in Studio
-
BasePart
A structural class, not creatable
-1
false
-
-
Color
true
Deprecated. Use BrickColor instead
-
CFrame
Contains information regarding the Part's position and a matrix that defines the Part's rotation. Can read/write. <a href="http://wiki.roblox.com/index.php/Cframe" target="_blank">More info</a>
-
CanCollide
Determines whether physical interactions with other Parts are respected. If true, will collide and react with physics to other Parts. If false, other parts will pass thru instead of colliding
-
Anchored
Determines whether or not physics acts upon the Part. If true, part stays 'Anchored' in space, not moving regardless of any collision/forces acting upon it. If false, physics works normally on the part.
-
Elasticity
A float value ranging from 0.0f to 1.0f. Sets how much the Part will rebound against another. a value of 1 is like a superball, and 0 is like a lead block.
0
1
-
Friction
A float value ranging from 0.0f to 1.0f. Sets how much the Part will be able to slide. a value of 1 is no sliding, and 0 is no friction, so infinite sliding.
0
2
-
Locked
Determines whether building tools (in-game and studio) can manipulate this Part. If true, no editing allowed. If false, editing is allowed.
-
Material
Specifies the look and feel the Part should have. Note: this does not define the color the Part is, see BrickColor for that. <a href="http://wiki.roblox.com/index.php/Material" target="_blank">More info</a>
-
Reflectance
Specifies how shiny the Part is. A value of 1 is completely reflective (chrome), while a value of 0 is no reflectance (concrete wall)
0
1
-
ResizeIncrement
Sets the value for the smallest change in size allowable by the Resize(NormalId, int) function.
-
ResizeableFaces
Sets the value for the faces allowed to be resized by the Resize(NormalId, int) function.
-
Transparency
Sets how visible an object is. A value of 1 makes the object invisible, while a value of 0 makes the object opaque.
0
1
-
Velocity
How fast the Part is traveling in studs/second. This property is NOT recommended to be modified directly, unless there is good reason. Otherwise, try using a BodyForce to move a Part.
-
-
makeJoints
Use MakeJoints() instead
true
-
MakeJoints
Creates the appropriate SurfaceJoints with all parts that are touching this Instance (including internal joints in the Instance, as in a Model). This uses the SurfaceTypes defined on the surfaces of parts to create the appropriate welds. <a href="http://wiki.roblox.com/index.php/MakeJoints" target="_blank">More info</a>
-
BreakJoints
Destroys SurfaceJoints with all parts that are touching this Instance (including internal joints in the Instance, as in a Model).
-
GetMass
Returns a number that is the mass of this Instance. Mass of a Part is immutable, and is changed only by the size of the Part.
-
Resize
Resizes a Part in the direction of the face defined by 'NormalId', by the amount specified by 'deltaAmount'. If the operation will expand the part to intersect another Instance, the part will not resize at all. Return true if the call is successful, false otherwise.
-
getMass
Use GetMass() instead
true
-
-
OutfitChanged
true
-
LocalSimulationTouched
true
Deprecated. Use Touched instead
-
StoppedTouching
Deprecated. Use TouchEnded instead
-
TouchEnded
Fired when the part stops touching another part
-
Part
A plastic building block - the fundamental component of ROBLOX
11
1
-
TrussPart
An extendable building truss
12
1
-
WedgePart
A Wedge Part
12
1
-
PrismPart
A Prism Part
false
true
12
1
-
PyramidPart
A Pyramid Part
false
true
12
1
-
ParallelRampPart
A ParallelRamp Part
false
true
12
1
-
RightAngleRampPart
A RightAngleRamp Part
false
true
12
1
-
CornerWedgePart
A CornerWedge Part
12
1
-
PlayerGui
A container instance that syncs data between a single player and the server. ScreenGui objects that are placed in this container will be shown to the Player parent only
13
46
-
-
SelectionImageObject
Overrides the default selection adornment (used for gamepads). For best results, this should point to a GuiObject.
-
PlayerScripts
A container instance that contains LocalScripts. LocalScript objects that are placed in this container will be exectue only when a Player is the parent.
13
78
-
StarterPlayerScripts
A container instance that contains LocalScripts. LocalScript objects that are placed in this container will be copied to new Players on startup.
13
78
-
StarterCharacterScripts
A container instance that contains LocalScripts. LocalScript objects that are placed in this container will be copied to new characters on startup.
13
78
-
GuiMain
Deprecated, please use ScreenGui
true
14
47
-
ScreenGui
The core GUI object on which tools are built. Add Frames/Labels/Buttons to this object to have them rendered as a 2D overlay
14
47
StarterGui
-
FunctionalTest
Deprecated. Use TestService instead
true
1
-
BillboardGui
A GUI that adorns an object in the 3D world. Add Frames/Labels/Buttons to this object to have them rendered while attached to a 3D object
14
64
StarterGui
-
-
Adornee
The Object the billboard gui uses as its base to render from. Currently, the only way to set this property is thru a script, and must exist in the workspace. This will only render if the object assigned derives from BasePart.
-
AbsolutePosition
A read-only Vector2 value that is the GuiObject's current position (x,y) in pixel space, from the top left corner of the GuiObject.
-
AbsoluteSize
A read-only Vector2 value that is the GuiObject's current size (width, height) in pixel space.
-
Active
If true, this GuiObject can fire mouse events and will pass them to any GuiObjects layered underneath, while false will do neither.
-
AlwaysOnTop
If true, billboard gui does not get occluded by 3D objects, but always renders on the screen.
-
Enabled
If true, billboard gui will render, otherwise rendering will be skipped.
-
ExtentsOffset
A Vector3 (x,y,z) defined in studs that will offset the gui from the extents of the 3d object it is rendering from.
-
PlayerToHideFrom
Specifies a Player that the BillboardGui will not render to.
-
StudsOffset
A Vector3 (x,y,z) defined in studs that will offset the gui from the centroid of the 3d object it is rendering from
-
SizeOffset
A Vector2 (x,y) defined in studs that will offset the gui size from it's current size.
-
Size
A UDim2 value describing the size of the BillboardGui. More information on UDim2 is available <a href="http://wiki.roblox.com/index.php/UDim2" target="_blank">here</a>. Relative values are defined as one-to-one with studs.
-
SurfaceGui
tbd
14
64
StarterGui
-
-
Adornee
The Object the billboard gui uses as its base to render from. Currently, the only way to set this property is thru a script, and must exist in the workspace. This will only render if the object assigned derives from BasePart.
-
Active
If true, this GuiObject can fire mouse events and will pass them to any GuiObjects layered underneath, while false will do neither.
-
Enabled
If true, billboard gui will render, otherwise rendering will be skipped.
-
GuiBase2d
false
-
-
AbsolutePosition
A read-only Vector2 value that is the GuiObject's current position (x,y) in pixel space, from the top left corner of the GuiObject.
-
AbsoluteSize
A read-only Vector2 value that is the GuiObject's current size (width, height) in pixel space.
-
InputObject
An object that describes a particular user input, such as mouse movement, touches, keyboard, and more.
-
-
UserInputType
An enum that describes what kind of input this object is describing (mousebutton, touch, etc.). See Enum.UserInputType for more info.
-
UserInputState
An enum that describes what state of a particular input (touch began, touch moved, touch ended, etc.). See Enum.UserInputState for more info.
-
Position
A Vector3 value that describes a positional value of this input. For mouse and touch input, this is the screen position of the mouse/touch, described in the x and y components. For mouse wheel input, the z component describes whether the wheel was moved forward or backward.
-
KeyCode
An enum that describes what kind of input is being pressed. For types of input like Keyboard, this describes what key was pressed. For input like mousebutton, this provides no additional information.
-
GuiObject
false
-
-
TweenPosition
Smoothly moves a GuiObject from its current position to 'endPosition'. The only required argument is 'endPosition'. <a href="http://wiki.roblox.com/index.php/TweenPosition" target="_blank">More info</a>
-
TweenSize
Smoothly translates a GuiObject's current size to 'endSize'. The only required argument is 'endSize'. <a href="http://wiki.roblox.com/index.php/TweenSize" target="_blank">More info</a>
-
TweenSizeAndPosition
Smoothly translates a GuiObject's current size to 'endSize', and also smoothly translates the GuiObject's current position to 'endPosition'. The only required arguments are 'endSize' and 'endPosition'. <a href="http://wiki.roblox.com/index.php/TweenSizeAndPosition" target="_blank">More info</a>
-
-
Active
If true, this GuiObject can fire mouse events and will pass them to any GuiObjects layered underneath, while false will do neither.
-
BackgroundColor3
A Color3 value that specifies the background color for the GuiObject. This value is ignored if the Style property (not found on all GuiObjects) is set to something besides custom.
-
BackgroundTransparency
A number value that specifies how transparent the background of the GuiObject is. This value is ignored if the Style property (not found on all GuiObjects) is set to something besides custom.
0
1
-
BorderColor3
A Color3 value that specifies the color of the outline of the GuiObject. This value is ignored if the Style property (not found on all GuiObjects) is set to something besides custom.
-
BorderSizePixel
A number value that specifies the thickness (in pixels) of the outline of the GuiObject. Currently this value can only be set to either 0 or 1, any other number has no effect. This value is ignored if the Style property (not found on all GuiObjects) is set to something besides custom.
-
ClipsDescendants
If set to true, any descendants of this GuiObject will only render if contained within it's borders. If set to false, all descendants will render regardless of position.
-
Draggable
If true, allows a GuiObject to be dragged by the user's mouse. The events 'DragBegin' and 'DragStopped' are fired when the appropriate action happens, and only will fire on Draggable=true GuiObjects.
-
Size
A UDim2 value describing the size of the GuiObject on screen in both absolute and relative coordinates. More information on UDim2 is available <a href="http://wiki.roblox.com/index.php/UDim2" target="_blank">here</a>.
-
Position
A UDim2 value describing the position of the top-left corner of the GuiObject on screen. More information on UDim2 is available <a href="http://wiki.roblox.com/index.php/UDim2" target="_blank">here</a>.
-
SizeConstraint
The direction(s) that an object can be resized in. <a href="http://wiki.roblox.com/index.php/SizeConstraint" target="_blank">More info</a>.
-
ZIndex
Describes the ordering in which overlapping GuiObjects will be drawn. A value of 1 is drawn first, while higher values are drawn in ascending order (each value draws over the last).
-
BackgroundColor
true
Deprecated. Use BackgroundColor3 instead
-
BorderColor
true
Deprecated. Use BorderColor3 instead
-
SelectionImageObject
Overrides the default selection adornment (used for gamepads). For best results, this should point to a GuiObject.
-
-
DragBegin
Fired when a GuiObject with Draggable set to true starts to be dragged. 'InitialPosition' is a UDim2 value of the position of the GuiObject before any drag operation began.
-
DragStopped
Always fired after a DragBegin event, DragStopped is fired when the user releases the mouse button causing a drag operation on the GuiObject. Arguments 'x', and 'y' specify the top-left absolute position of the GuiObject when the event is fired.
-
MouseEnter
Fired when the mouse enters a GuiObject, as long as the GuiObject is active (see active property for more detail). Arguments 'x', and 'y' specify the absolute pixel position of the mouse.
-
MouseLeave
Fired when the mouse leaves a GuiObject, as long as the GuiObject is active (see active property for more detail). Arguments 'x', and 'y' specify the absolute pixel position of the mouse.
-
MouseMoved
Fired when the mouse is inside a GuiObject and moves, as long as the GuiObject is active (see active property for more detail). Arguments 'x', and 'y' specify the absolute pixel position of the mouse.
-
TouchTap
Fired when a user taps their finger on a TouchEnabled device. 'touchPositions' is a Lua array of Vector2, each indicating the position of all the fingers involved in the tap gesture. This event only fires locally. This event will always fire regardless of game state.
-
TouchPinch
Fired when a user pinches their fingers on a TouchEnabled device. 'touchPositions' is a Lua array of Vector2, each indicating the position of all the fingers involved in the pinch gesture. 'scale' is a float that indicates the difference from the beginning of the pinch gesture. 'velocity' is a float indicating how quickly the pinch gesture is happening. 'state' indicates the Enum.UserInputState of the gesture. This event only fires locally.
-
TouchSwipe
Fired when a user swipes their fingers on a TouchEnabled device. 'swipeDirection' is an Enum.SwipeDirection, indicating the direction the user swiped. 'numberOfTouches' is an int that indicates how many touches were involved with the gesture. This event only fires locally.
-
TouchLongPress
Fired when a user holds at least one finger for a short amount of time on the same screen position on a TouchEnabled device. 'touchPositions' is a Lua array of Vector2, each indicating the position of all the fingers involved in the gesture. 'state' indicates the Enum.UserInputState of the gesture. This event only fires locally.
-
TouchRotate
Fired when a user rotates two fingers on a TouchEnabled device. 'touchPositions' is a Lua array of Vector2, each indicating the position of all the fingers involved in the gesture. 'rotation' is a float indicating how much the rotation has gone from the start of the gesture. 'velocity' is a float that indicates how quickly the gesture is being performed. 'state' indicates the Enum.UserInputState of the gesture. This event only fires locally.
-
TouchPan
Fired when a user drags at least one finger on a TouchEnabled device. 'touchPositions' is a Lua array of Vector2, each indicating the position of all the fingers involved in the gesture. 'totalTranslation' is a Vector2, indicating how far the pan gesture has gone from its starting point. 'velocity' is a Vector2 that indicates how quickly the gesture is being performed in each dimension. 'state' indicates the Enum.UserInputState of the gesture.
-
InputBegan
Fired when a user begins interacting via a Human-Computer Interface device (Mouse button down, touch begin, keyboard button down, etc.). 'inputObject' is an InputObject, which contains useful data for querying user input. This event only fires locally.
-
InputChanged
Fired when a user changes interacting via a Human-Computer Interface device (Mouse move, touch move, mouse wheel, etc.). 'inputObject' is an InputObject, which contains useful data for querying user input. This event only fires locally.
-
InputEnded
Fired when a user stops interacting via a Human-Computer Interface device (Mouse button up, touch end, keyboard button up, etc.). 'inputObject' is an InputObject, which contains useful data for querying user input. This event only fires locally.
-
Frame
A container object used to layout other GUI objects
15
48
StarterGui
-
-
Style
Determines how a frame will look. Uses Enum.FrameStyle. <a href="http://wiki.roblox.com/index.php?title=API:Enum/FrameStyle" target="_blank">More info</a>
-
ScrollingFrame
A container object used to layout other GUI objects, and allows for scrolling.
15
48
StarterGui
-
-
ScrollingEnabled
Determines whether or not scrolling is allowed on this frame. If turned off, no scroll bars will be rendered.
-
CanvasSize
Determines the size of the area that is scrollable. The UDim2 is calculated using the parent gui's size, similar to the regular Size property on gui objects.
-
CanvasPosition
The absolute position the scroll frame is in respect to the canvas size. The minimum this can be set to is (0,0), while the max is the absolute canvas size - AbsoluteWindowSize.
-
AbsoluteWindowSize
The size in pixels of the frame, without the scrollbars.
-
ScrollBarThickness
How thick the scroll bar appears. This applies to both the horizontal and vertical scroll bars. Can be set to 0 for no bars render.
-
TopImage
The "Up" image on the vertical scrollbar. Size of this is always ScrollBarThickness by ScrollBarThickness. This is also used as the "left" image on the horizontal scroll bar.
-
MidImage
The "Middle" image on the vertical scrollbar. Size of this can vary in the y direction, but is always set at ScrollBarThickness in x direction. This is also used as the "mid" image on the horizontal scroll bar.
-
BottomImage
The "Down" image on the vertical scrollbar. Size of this is always ScrollBarThickness by ScrollBarThickness. This is also used as the "right" image on the horizontal scroll bar.
-
ImageLabel
A GUI object containing an Image
18
49
StarterGui
-
-
Image
Specifies the id of the texture to display. <a href="http://wiki.roblox.com/index.php?title=API:Class/ImageLabel/Image" target="_blank">More info</a>
-
ScaleType
Specifies how an image should be displayed. See ScaleType for more info.
-
SliceCenter
If ScaleType is set to Slice, this Rect is used to specify the central part of the image. Everything outside of this is considered to be the border.
-
TextLabel
A GUI object containing text
19
50
StarterGui
-
-
TextColor
true
Deprecated. Use TextColor3 instead
-
TextButton
A GUI button containing text
17
51
StarterGui
-
-
TextColor
true
Deprecated. Use TextColor3 instead
-
TextBox
A text entry box
17
51
StarterGui
-
-
TextColor
true
Deprecated. Use TextColor3 instead
-
GuiButton
A GUI button containing an Image
false
16
52
-
-
AutoButtonColor
Determines whether a button changes color automatically when reacting to mouse events.
-
Modal
Allows the mouse to be free in first person mode. If a button with this property set to true is visible, the mouse is 'free' in first person mode.
-
Style
Determines how a button will look, including mouse event states. Uses Enum.ButtonStyle. <a href="http://wiki.roblox.com/index.php?title=API:Class/GuiButton/Style" target="_blank">More info</a>
-
-
MouseButton1Click
Fired when the mouse is over the button, and the mouse down and up events fire without the mouse leaving the button.
-
MouseButton1Down
Fired when the mouse button is pushed down on a button.
-
MouseButton1Up
Fired when the mouse button is released on a button.
-
MouseButton2Click
This function currently does not work :(
-
MouseButton2Down
This function currently does not work :(
-
MouseButton2Up
This function currently does not work :(
-
ImageButton
A GUI button containing an Image
16
52
StarterGui
-
-
Image
Specifies the asset id of the texture to display. <a href="http://wiki.roblox.com/index.php?title=API:Class/ImageButton/Image" target="_blank">More info</a>
-
ScaleType
Specifies how an image should be displayed. See ScaleType for more info.
-
SliceCenter
If ScaleType is set to Slice, this Rect is used to specify the central part of the image. Everything outside of this is considered to be the border.
-
Handles
A 3D GUI object to represent draggable handles
19
53
-
ArcHandles
A 3D GUI object to represent draggable arc handles
20
56
-
SelectionBox
A 3D GUI object to represent the visible selection around an object
21
54
-
SelectionSphere
A 3D GUI object to represent the visible selection around an object
21
54
-
SurfaceSelection
A 3D GUI object to represent the visible selection around a face of an object
21
55
-
Configuration
An object that can be placed under parts to hold Value objects that represent that part's configuration
22
58
-
Folder
An object that can be created to hold and organize objects
22
77
-
SelectionPartLasso
true
A visual line drawn representation between two part objects
22
57
-
SelectionPointLasso
true
A visual line drawn representation between two positions
22
57
-
PartPairLasso
A visual line drawn representation between two parts.
22
57
-
Pose
The pose of a joint relative to it's parent part in a keyframe
22
60
-
Keyframe
One keyframe of an animation
22
60
-
Animation
Represents a linked animation object, containing keyframes and poses.
22
60
-
AnimationTrack
Returned by a call to LoadAnimation. Controls the playback of an animation on a Humanoid.
22
60
-
-
Stopped
true
This event is never raised
-
AnimationController
Allows animations to be played on joints of the parent object.
22
60
-
CharacterMesh
Modifies the appearance of a body part.
22
60
-
Dialog
An object used to make dialog trees to converse with players
22
62
-
DialogChoice
An object used to make dialog trees to converse with players
22
63
-
MeshPart
Parts
true
true
105
73
Model
-
UnionOperation
A UnionOperation is a union of multiple parts
true
false
0
73
-
-
UsePartColor
Override the colors of the mesh with the part color.
-
NegateOperation
A NegateOperation can be used to create holes in other parts
true
false
0
72
-
-
UsePartColor
Override the colors of the mesh with the part color.
-
Terrain
Object representing a high performance bounded grid of static 4x4 parts
true
0
65
-
-
GetCell
Returns CellMaterial, CellBlock, CellOrientation
-
GetWaterCell
Returns hasAnyWater, WaterForce, WaterDirection
-
SetWaterCell
-
PointLight
Makes the parent part emit light in a spherical shape
3
13
-
SpotLight
Makes the parent part emit light in a conical shape
3
13
-
SurfaceLight
Makes the parent part emit light in a frustum shape from rectangle defined by part
3
13
-
RemoteFunction
Allow functions defined in one script to be called by another script across client/server boundary
4
74
-
RemoteEvent
Allow events defined in one script to be subscribed to by another script across client/server boundary
5
75
-
TerrainRegion
Object representing a snapshot of the region of terrain
true
0
65
-
ModuleScript
A script fragment. Only runs when another script uses require() on it.
5
76
-
-
Material
-
Air
false
-
Water
false
-
Rock
false
-
Glacier
false
-
Snow
false
-
Sandstone
false
-
Mud
false
-
Basalt
false
-
Ground
false
-
CrackedLava
false
-
Status
true
-
Poison
true
-
Confusion
true