BindableFunction Scripting Allow functions defined in one script to be called by another script 40 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 Scripting Allow events defined in one script to be subscribed to by another script 50 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 30 37 ForceField Avatar Prevents joint breakage from explosions, and stops Humanoids from taking damage 30 37 Model PluginManager PluginManagerInterface TeleportService Allows players to seamlessly leave a game and join another CustomizedTeleportUI true Deprecated Plugin 30 86 PluginMouse Glue true BasePart CollectionService A service which provides collections of instances based on tags assigned to them. ItemAdded true Deprecated. Use GetInstanceAddedSignal instead. ItemRemoved true Deprecated. Use GetInstancedRemovedSignal instead. GetCollection true Deprecated. Use GetTagged instead. GetTagged Returns an array of all of the instances in the data model which have the given tag. AddTag Adds a tag to an instance. RemoveTag Removes a tag to an instance. GetTags Returns a list of all the collections that an instance belongs to. HasTag Returns whether the given instance has the given tag. GetInstanceAddedSignal Returns a signal that fires when the given tag either has a new instance with that tag added to the data model or that tag is assigned to an instance within the data model. GetInstanceRemovedSignal Returns a signal that fires when the given tag either has an instance with that tag removed from the data model or that tag is removed from an instance within the data model. JointsService true RunService 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 HttpEnabled true Enabling http requests from scripts GetAsync Server PostAsync Server AnalyticsService ApiKey true Set ApiKey InsertService A service used to insert objects stored on the website into the game. AllowClientInsertModels true Can be set in non-filtering-enabled places to allow LoadAsset to be used in LocalScripts. AllowInsertFreeModels false true -1 Allows free models to be inserted into place. 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 Avatar 30 45 true Accessory Avatar 30 32 Model LocalBackpack LocalBackpackItem MotorFeature true Attachment Constraints 30 81 PVInstance Rotation WorldRotation true Deprecated. Use WorldOrientation instead Orientation Euler angles applied in YXZ order WorldOrientation Euler angles applied in YXZ order Axis Primary axis. Corresponds to the LookVector, or the first column in the part-local Attachment CFrame rotation matrix SecondaryAxis Secondary axis. Corresponds to the UpVector, or the second column in the part-local Attachment CFrame rotation matrix WorldAxis Primary axis in world space. Corresponds to the LookVector, or the first column in the world space Attachment CFrame rotation matrix. SecondaryWorldAxis Secondary axis in world space. Corresponds to the UpVector, or the second column in the world space Attachment CFrame rotation matrix. Bone Animations 30 114 PVInstance PVInstance Bone Constraint Physics 30 86 BasePart Enabled Toggles whether or not this constraint is enabled. Disabled constraints will not render in game. Color The color of the in-game visual. Visible Toggles the in-game visual associated with this constraint. Active Read-only boolean, true if the Constraint is active in world. BallSocketConstraint Constraints 30 86 BasePart LimitsEnabled Enables the angular limit between the axis of Attachment0 and the axis of Attachment1. UpperAngle Maximum angle between the two main axes. Value in [0, 180]. Restitution Restitution of the limit, or how elastic it is. Value in [0, 1]. TwistLimitsEnabled Enables the angular limits around the main axis of Attachment1. TwistUpperAngle Upper angular limit around the axis of Attachment1. Value in [-180, 180]. TwistLowerAngle Lower angular limit around the axis of Attachment1. Value in [-180, 180]. Radius Radius of the in-game visual. Value in [0, inf). RopeConstraint Constraints 30 89 BasePart Length The length of the rope or the maximum distance between the two attachments. Value in [0, inf). Restitution Restitution of the rope, or how elastic it is. Value in [0, 1]. CurrentDistance Current distance between the two attachments. Value in [0, inf). Thickness The thickness of the in-game visual (diameter). Value in [0, inf). RodConstraint Constraints 30 90 BasePart Length The length of the rod or the distance to be maintained between the two attachments. Value in [0, inf). CurrentDistance Current distance between the two attachments. Value in [0, inf). Thickness The thickness of the in-game visual (diameter). Value in [0, inf). SpringConstraint Constraints 30 91 BasePart LimitsEnabled Enables limits on the length of the spring. Stiffness The stiffness parameter of the spring. Force is scaled based on distance from the free length. The units of this property are force / distance. Value in [0, inf). Damping The damping parameter of the spring. The force is scaled with respect to relative velocity. The units of this property are force / velocity. Value in [0, inf). FreeLength The distance (in studs) between the two attachments at which the spring exerts no stiffness force. Value in [0, inf). MaxForce The maximum force that the spring can apply. Useful to prevent instabilities. The units are mass * studs / seconds^2. Value in [0, inf). MaxLength Maximum spring length, or the maxium distance between the two attachments. Value in [0, inf). MinLength Minimum spring length, or the minimum distance between the two attachments. Value in [0, inf). Radius The radius of the in-game spring coil visual. Value in [0, inf). Thickness The thickness of the spring wire (diameter) in the in-game visual. Value in [0, inf). Coils The number of coils in the in-game visual. Value in [0, 8]. CurrentLength Current distance between the two attachments. Value in [0, inf). WeldConstraint Constraints 30 94 PVInstance Active Read-only boolean, true if the joint is active in world. Rigid joints may be inactive if they are redundant or form cycles. NoCollisionConstraint Constraints 30 105 PVInstance Enabled If true Part0 and Part1 will not collide, if false the parts will collide. HingeConstraint Constraints 30 87 BasePart ActuatorType Type of the rotational actuator: None, Motor, or Servo. LimitsEnabled Enables the angular limits on rotations around the main axis of Attachment0. UpperAngle Upper limit for the angle from the SecondaryAxis of Attachment0 to the SecondaryAxis of Attachment1 around the rotation axis. Value in [-180, 180]. LowerAngle Lower limit for the angle from the SecondaryAxis of Attachment0 to the SecondaryAxis of Attachment1 around the rotation axis. Value in [-180, 180]. AngularRestitution Restitution of the two limits, or how elastic they are. Value in [0,1]. AngularVelocity The target angular velocity of the motor in radians per second around the rotation axis. Value in [0, inf). MotorMaxTorque The maximum torque the motor can apply to achieve the target angular velocity. Value in [0, inf). MotorMaxAcceleration The maximum angular acceleration of the motor in radians per second square. Value in [0, inf). AngularSpeed Target angular speed. This value is unsigned as the servo will always move toward its target. Value in [0, inf). ServoMaxTorque Maximum torque the servo motor can apply. Value in [0, inf). TargetAngle Target angle for the SecondaryAxis of Attachment1 from the SecondaryAxis of Attachment0 around the rotation axis. Value in [-180, 180]. CurrentAngle Signed angle between the SecondaryAxis of Attchement0 and the SecondaryAxis of Attachment1 around the rotation axis. Value in [-180, 180]. Radius Radius of the in-game visual. Value in [0, inf). SlidingBallConstraint Constraints 30 88 BasePart ActuatorType Type of linear actuator (along the axis of the slider): None, Motor, or Servo. LimitsEnabled Enables the limits on the linear motion along the axis of the slider. LowerLimit Lower limit for the position of Attachment1 with respect to Attachment0 along the slider axis. Value in (-inf, inf). UpperLimit Upper limit for the position of Attachment1 with respect to Attachment0 along the slider axis. Value in (-inf, inf). Restitution Restitution of the two limits, or how elastic they are. Value in [0, 1]. Velocity The target linear velocity of the motor in studs per second along the slider axis. Value in (-inf, inf). MotorMaxForce The maximum force the motor can apply to achieve the target velocity. Units are mass * studs / seconds^2. Value in [0, inf). MotorMaxAcceleration The maximum acceleration of the motor in studs per second squared. Value in [0, inf). Speed Target speed in studs per second. This value is unsigned as the servo will always move toward its target. Value in [0, inf). ServoMaxForce Maximum force the servo motor can apply. Units are mass * studs / seconds^2. Value in [0, inf). TargetPosition Target position of Attachment1 with respect to Attachment0 along the slider axis. Value in (-inf, inf). CurrentPosition Current position of Attachment1 with respect to Attachment0 along the slider axis. Value in (-inf, inf). Size Size of the in-game visual associated with this constraint. Value in [0, inf). PrismaticConstraint Constraints 30 88 BasePart CylindricalConstraint Constraints 30 95 BasePart InclinationAngle Direction of the rotation axis as an angle from the x-axis in the xy-plane of Attachment0. Value in [-180, 180]. AngularActuatorType Type of angular actuator: None, Motor, or Servo. AngularLimitsEnabled Enables the angular limits around the rotation axis. UpperAngle Upper limit for the angle (in degrees) between the reference axis and the SecondaryAxis of Attachment1 around the rotation axis. Value in [-180, 180]. LowerAngle Lower limit for the angle (in degrees) between the reference axis and the SecondaryAxis of Attachment1 around the rotation axis. Value in [-180, 180]. AngularRestitution Restitution of the two limits, or how elastic they are. Value in [0, 1]. AngularVelocity The target angular velocity of the motor in radians per second around the rotation axis. Value in [0, inf). MotorMaxTorque The maximum torque the motor can apply to achieve the target angular velocity. The units are mass * studs^2 / second^2. Value in [0, inf). MotorMaxAngularAcceleration The maximum angular acceleration of the motor in radians per second squared. Value in [0, inf). AngularSpeed Target angular speed. This value is unsigned as the servo will always move toward its target. In radians per second. Value in [0, inf). ServoMaxTorque Maximum torque the servo motor can apply. The units are mass * studs^2 / second^2. Value in [0, inf). TargetAngle Target angle (in degrees) between the reference axis and the secondary axis of Attachment1 around the rotation axis. Value in [-180, 180]. CurrentAngle Signed angle (in degrees) between the reference axis and the secondary axis of Attachment1 around the rotation axis. Value in [-180, 180]. WorldRotationAxis The unit vector direction of the rotation axis in world coordinates. RotationAxisVisible Enable the visibility of the rotation axis. AlignOrientation Constraints 30 100 BasePart AlignPosition Constraints 30 99 BasePart VectorForce Constraints 30 102 Model LineForce Constraints 30 101 BasePart Torque Constraints 30 103 BasePart AngularVelocity Constraints 30 103 BasePart 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 top 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 BasePart RotateV BasePart ScriptContext Selection VelocityMotor BasePart Weld 200 34 BasePart TaskScheduler false SetThreadShare true Deprecated StatsItem Snap 200 34 BasePart FileMesh BasePart ClickDetector 3D Interfaces Raises mouse events for parent object 30 41 BasePart 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 20 Smoke Effects Makes the parent part or model object emit smoke 30 59 BasePart Trail Effects Makes two attachments emit trail when moving 30 93 Model LightEmission 0 1 LightInfluence 0 1 ZOffset -1 1 Lifetime 0 20 TextureLength 0 5 40 MinLength 0 1 Beam Effects Makes beam between two attachments 30 96 BasePart LightEmission 0 1 LightInfluence 0 1 TextureSpeed -1 1 TextureLength 0 5 40 CurveSize0 -10 10 CurveSize1 -10 10 ZOffset -1 1 SurfaceAppearance 3D Interfaces Overrides the visual appearance of its parent MeshPart 40 10 AlphaMode Determines how the ColorMap's alpha channel behaves. Not scriptable at runtime. ColorMap Image ID used to color the surface. If left empty, surface uses Part Color. Not scriptable at runtime. MetalnessMap Grayscale Image ID that determines the metalness of the surface. Not scriptable at runtime. NormalMap Image ID of the normal map used to control surface bumps and curvature. Not scriptable at runtime. RoughnessMap Grayscale Image ID that determines the roughness of the surface. Not scriptable at runtime. TexturePack Internal asset link ParticleEmitter Effects A generic particle system. 30 80 BasePart LightEmission 0 1 LightInfluence Specifies the amount of influence lighting has on the particle emmitter. A value of 0 is unlit, 1 is fully lit. Fractional values blend from unlit to lit. 0 1 Drag 0 5 VelocityInheritance 0 1 Rate 0 100 100 Rotation -180 180 72 RotSpeed -360 360 72 Speed 0 100 100 Lifetime 0 5 Sparkles Effects Makes the parent part or model object fantastic 30 42 BasePart Explosion Effects 30 36 Creates an Explosion! This can be used as a purely graphical effect, or can be made to damage objects. BasePart 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 Effects Makes the parent part or model object emit fire 30 61 BasePart 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 Interaction 30 35 Platform Equivalent to a seat, except that the character stands up rather than sits down. 30 35 SkateboardPlatform true 30 35 VehicleSeat Interaction Automatically finds and powers hinge joints in an assembly. Ignores motors. 30 35 Model Tool Interaction 30 17 StarterPack Flag true 30 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 30 39 BackpackItem 20 Decal 3D Interfaces 40 7 Describes a texture that is placed on one of the sides of the Part it is parented to. BasePart 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 200 34 Active Read-only boolean, true if the joint is active in world. Rigid joints may be inactive if they are redundant or form cycles. Message 110 33 true StarterGui Hint true 110 33 IntValue Values 30 4 Stores a int value in it's Value member. Useful to share int information across multiple scripts. RayValue Values 30 4 Stores a Ray value in it's Value member. Useful to share Ray information across multiple scripts. IntConstrainedValue true Values 30 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 true Values 30 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 Values 30 4 Stores a boolean value in it's Value member. Useful to share boolean information across multiple scripts. CustomEvent 30 true 4 CustomEventReceiver 30 true 4 FloorWire true 30 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 Values 30 4 StringValue Values 30 4 Vector3Value Values 30 4 CFrameValue Values 30 4 Stores a CFrame value in it's Value member. Useful to share CFrame information across multiple scripts. Color3Value Values 30 4 Stores a Color3 value in it's Value member. Useful to share Color3 information across multiple scripts. BrickColorValue Values 30 4 Stores a BrickColor value in it's Value member. Useful to share BrickColor information across multiple scripts. ValueBase Values 30 4 The base class to all Value Objects. ObjectValue Values 30 4 SpecialMesh Meshes 30 8 BasePart BlockMesh Meshes 30 8 BasePart CylinderMesh Meshes 30 8 BasePart true BevelMesh Meshes false true DataModelMesh false Texture 3D Interfaces 40 10 BasePart Sound Sounds 10 11 play true Deprecated. Use Play() instead PlayOnRemove The sound will play when it is removed from the Workspace. Looped sounds don't play EchoSoundEffect An echo audio effect that can be applied to a Sound or SoundGroup. Sounds 20 84 Sound Delay 0.1 5 100 Feedback 0 1 100 DryLevel -80 10 100 WetLevel -80 100 100 FlangeSoundEffect A Flanging audio effect that can be applied to a Sound or SoundGroup. Sounds 20 84 Sound Mix 0 1 100 Depth 0.01 1 100 Rate 0 20 100 DistortionSoundEffect A Distortion audio effect that can be applied to a Sound or SoundGroup. Sounds 20 84 Sound Level 0 1 100 PitchShiftSoundEffect A Pitch Shifting audio effect that can be applied to a Sound or SoundGroup. Sounds 20 84 Sound Octave 0.5 2 100 ChorusSoundEffect A Chorus audio effect that can be applied to a Sound or SoundGroup. Sounds 20 84 Sound Mix 0 1 100 Rate 0 20 100 Depth 0 1 100 TremoloSoundEffect A Tremolo audio effect that can be applied to a Sound or SoundGroup. Sounds 20 84 Sound Frequency 0.1 20 100 Depth 0 1 100 Duty 0 1 100 ReverbSoundEffect A Reverb audio effect that can be applied to a Sound or SoundGroup. Sounds 20 84 Sound DecayTime 0.1 20 100 Diffusion 0 1 100 Density 0 1 100 DryLevel -80 20 100 WetLevel -80 20 100 EqualizerSoundEffect An Three-band Equalizer audio effect that can be applied to a Sound or SoundGroup. Sounds 20 84 Sound LowGain -80 10 100 MidGain -80 10 100 HighGain -80 10 100 CompressorSoundEffect A Compressor audio effect that can be applied to a Sound or SoundGroup. Sounds 20 84 Sound Threshold -80 0 100 Attack 0.001 1 100 Release 0.001 5 100 Ratio 1 50 100 GainMakeup 0 30 100 SoundGroup Sounds 20 85 SoundService StockSound false -1 SoundService 500 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 30 20 false StarterPack 30 20 StarterPlayer 30 79 StarterGear 30 20 false CoreGui 30 46 CorePackages 30 20 RobloxPluginGuiService 30 46 PluginGuiService 30 46 PluginDebugService 30 46 Studio Show Plugin GUI Service in Explorer UIGridStyleLayout GUI false GuiBase2d SetCustomSortFunction When SortOrder is set to Custom, this lua function is used to determine the ordering of elements. Function should take two arguments (each will be an Instance child to compare), and return true if a comes before b, otherwise return false. In other words, use this function the same way you would use a table.sort function. The sorting should be deterministic, otherwise sort will fail and fall back to name order. true ApplyLayout Forces a relayout of all elements. Useful when sort is set to Custom. SortOrder Determines how we decide which element to place next. Can be Name or Custom. If using Custom, make sure SetCustomSortFunction was called with an appropriate sort function. FillDirection Determines which direction to fill the grid. Can be Horizontal or Vertical. HorizontalAlignment Determines how grid is placed within it's parent's container in the x direction. Can be Left, Center, or Right. VerticalAlignment Determines how grid is placed within it's parent's container in the y direction. Can be Top, Center, or Bottom. UIListLayout 30 26 GUI Sets the position of UI elements in a list. You can use a UIListLayout by parenting it to a GuiObject. The UIListLayout will then apply itself to all of its GuiObject siblings. GuiBase2d Padding Determines the amount of free space between each element. Can be set either using scale (Percentage of parent's size in the current direction) or offset (a static spacing value, similar to pixel size). UIGridLayout 30 26 GUI Sets the position of UI elements in a 2D grid (this can be modified to 1D grid for list layout). This will also set the elements to a particular size, although this can be overridden with particular constraints on elements. You can use a UIGridLayout by parenting it to a GuiObject. The UIGridLayout will then apply itself to all of its GuiObject siblings. GuiBase2d CellSize Denotes what size each element should be. Can be overridden by elements using constraints on individual elements. CellPadding How much space between elements there should be. FillDirectionMaxCells Determines how many cells over in the FillDirection we go before starting a new row or column. Set to 0 for max cell count. Will be clamped if this is set higher than the parent container allows room for. AbsoluteSize Returns the current size of the grid. If more elements are added, this can increase. If elements are removed this can decrease. StartCorner Which corner we start laying the elements out from. Can be TopLeft, TopRight, BottomLeft, BottomRight. UIPageLayout 30 26 GUI Creates a paged viewing window, like the home screen of a mobile device. You can use a UIPageLayout by parenting it to a GuiObject. The UIPageLayout will then apply itself to all of its GuiObject siblings. GuiBase2d CurrentPage The page that is either currently being displayed or is the target of the current animation. Circular Whether or not the page layout wraps around at the ends. Padding Determines the amount that pages are separated from each other by. Can be set either using scale (Percentage of parent's size in the current direction) or offset (a static spacing value, similar to pixel size). Animated Whether or not to animate transitions between pages. EasingStyle The easing style to use when performing an animation. EasingDirection The easing direction to use when performing an animation. TweenTime The length of the animation. Next Sets CurrentPage to the page after the current page and animates to it, or does nothing if there isn't a next page. Previous Sets CurrentPage to the page after the current page and animates to it, or does nothing if there isn't a next page. JumpTo If the instance is in the layout, then it sets CurrentPage to it and animtes to it. If circular layout is set, it will take the shortest path. JumpToIndex If the index is >= 0 and less than the size of the layout, acts like JumpTo. If it's out of bounds and circular is set, it will animate the full distance between the in-bounds index of CurrentPage and the new index. PageEnter Fires when a page comes into view, and is going to be rendered. PageLeave Fires when a page leaves view, and will not be rendered. Stopped Fires when an animation to CurrentPage is completed without being cancelled, and the view stops scrolling. UITableLayout 30 26 GUI Provides a layout of rows and columns that are sized based on the cells in them. GuiBase2d Padding The amount of padding to insert in between the cells of the table. FillEmptySpaceRows Whether the table should expand to fill the available space of its container, row-wise. FillEmptySpaceColumns Whether the table should expand to fill the available space of its container, column-wise. MajorAxis Whether the direct siblings are considered the rows or the columns. The children of the direct siblings are the columns or rows, respectively. UISizeConstraint 30 26 GUI Ensures a GuiObject does not become smaller or larger than the min and max size. If an element with a constraint is under the control of a layout, the constraint takes precedence in determining the element’s size, but not position. You can use a Constraint by parenting it to the element you wish to constrain. GuiBase2d MinSize The smallest size the GuiObject is allowed to be. MaxSize The biggest size the GuiObject is allowed to be. UITextSizeConstraint 30 26 GUI Ensures a GuiObject with text does not allow the font size to become larger or smaller than min and max text sizes. If an element with a constraint is under the control of a layout, the constraint takes precedence in determining the element’s size, but not position. You can use a Constraint by parenting it to the element you wish to constrain. GuiBase2d MinTextSize The smallest size the font is allowed to be. MaxTextSize The biggest size the font is allowed to be. UIAspectRatioConstraint 30 26 GUI Ensures a GuiObject will always have a particular aspect ratio. If an element with a constraint is under the control of a layout, the constraint takes precedence in determining the element’s size, but not position. You can use a Constraint by parenting it to the element you wish to constrain. AspectRatio The aspect ratio to maintain. This is the width/height. Only positive numbers allowed. AspectType Describes how the aspect ratio will determine its size. Options are FitWithinMaxSize, ScaleWithParentSize. FitWithinMaxSize will make the element the maximum size it can be within the current possible AbsoluteSize of the element while maintaining the AspectRatio. ScaleWithParentSize will make the element the closest to the parent element’s maximum size while maintaining aspect ratio. DominantAxis Describes which axis to use when determining the new size of the element, while keeping respect to the aspect ratio. UIScale 30 26 GUI Uniformly scales a GUI object and all its children. GuiBase2d Scale The scale factor to apply. UIPadding 30 26 GUI Insets the children of the GuiObject this is parented to, by the specified padding. GuiBase2d PaddingLeft The padding to apply on the left side relative to the parent's normal size. PaddingRight The padding to apply on the right side relative to the parent's normal size. PaddingTop The padding to apply on the top side relative to the parent's normal size. PaddingBottom The padding to apply on the bottom side relative to the parent's normal size. UIGradient 30 26 GUI Apply a gradient to the parent GuiObject. GuiBase2d Color The (sequence of) color3 of the gradient. Transparency The (sequence of) transparency of the gradient. Rotation Clockwise rotation in degrees. Offset Offset of gradient center in scale. UICorner 30 26 GUI Modify corner properties of parent GuiObject. GuiBase2d CornerRadius Round corner with specified radius. TweenBase false PlaybackState The current state of how the tween is animating. Possible values are Begin, Playing, Paused, Completed and Cancelled. This property is modified by using functions such as Tween:Play(), Tween:Pause(), and Tween:Cancel(). Read-only. Play Starts or resumes (if Tween.PlaybackState is Paused) the tween animation. If current PlaybackState is Cancelled, this property will reset the tween to the beginning properties and play the animations from the beginning. Pause Temporarily stops the tween animation. Animation can be resumed by calling Play(). Cancel Stops the tween animation. Animation can be restarted by calling Play(). Animation will start from the beginning values. Completed Fires when the tween either reaches PlaybackState Completed or Cancelled. PlaybackState of one of these types is passed as the first arg to the function listening to this event. Tween An object linked to an instance that animates properties on the instance over a specified period of time. Useful for easily moving UI objects around, rotating objects, etc. without having to write a lot of code. To create a new tween, please use TweenService:Create. Instance The object this tween is operating on. Read-only. TweenInfo Specifies how the tween animates. Read-only. TweenService Service responsible for creating tweens on instances. Create Creates a Tween object bound to a particular Instance. The first arg is the Instance to tween. The second arg is a TweenInfo struct, which specifies how a tween should behave. The third arg is a table, which should specify the properties to tween as keys, with the end value specified as values to the keys. GetValue Transforms a linear alpha to a given EasingStyle and EasingDirection. StarterGui 30 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. GuiService The GuiService is a special service, which currently allows developers to control what GuiObject is currently being selected by the Gamepad Gui navigator, and allows clients to check if Roblox's main menu is currently open. This service has a lot of hidden members, which are mainly used internally by Roblox's CoreScripts. GetGuiInset Returns a Tuple containing two Vector2 values representing the offset of user GUIs in pixels from the top right corner of the screen and the bottom right corner of the screen respectively. 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. If 'functionToBind' yields or returns nil or Enum.ContextActionResult.Sink, the input will be sunk. If it returns Enum.ContextActionResult.Pass, the next bound action in the stack will be invoked. 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. true 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 510 33 ChatService 510 33 LocalizationTable 30 97 Localization A database of strings used in the game and their translations. LocalizationService 530 92 PreferredLanguage Gets the system's preferred language (A Language enum). GetLocaleId Gets the system's LocaleId (Ex: "en-US"). 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. <p>If this function does not return Enum.ProductPurchaseDecision.PurchaseGranted, then you will not be granted the money for the purchase!</p> <p>The callback will be invoked with a table, containing the following informational fields:</p> <ul> <li>PlayerId: int64 - the id of the player making the purchase.</li> <li>PlaceIdWherePurchased: int64: - the specific place where the purchase was made.</li> <li>PurchaseId: string - a unique identifier for the purchase, should be used to prevent granting an item multiple times for one purchase.</li> <li>ProductId: int64 - the id of the purchased product.</li> <li>CurrencyType: CurrencyType - the type of currency used (Tix, Robux).</li> <li>CurrencySpent: int - the amount of currency spent on the product for this purchase.</li> </ul> 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. Atmosphere Environment 5 28 Lighting Density 0 1 1000 A value that controls the air particulates density. The proportion of airborne particles per unit of view depth between the camera and the sky. Offset 0 1 1000 A value that offsets the quantity of light scattering events among particles in the atmosphere between the camera and the sky. Height 0 3 1000 A value that controls the height of fog in the atmosphere above the horizon (not volumetric...yet...). Color A Color3 value that changes the hue of the atmosphere, mixed with the sky color. Decay A Color3 value for the the hue the atmosphere takes on away from the sun towards the horizon, mixed with the sky color (aka extinction). Haze 0 10 1000 A value that controls the haziness of the atmosphere between the camera and the sky (aka turbidity). Glare 0 10 1000 A value that increases the glow of the atmosphere around light the sun. Sky Environment 5 28 Lighting ColorCorrectionEffect Post Processing Effects 20 83 Brightness -1 1 Contrast -1 1 Saturation -1 1 BloomEffect Post Processing Effects 20 83 Intensity 0 1 Threshold 0.8 4 1000 Size 0 56 56 BlurEffect Post Processing Effects 20 83 Size 0 56 56 DepthOfFieldEffect Post Processing Effects 20 83 Depth based blur (Depth of Field) effect. FocusDistance 0 200.0 10000 Controls the distance in stud units away from the camera where are in focus. InFocusRadius 0 50.0 10000 Controls the distance in stud units away from the FocusDistance where both in front and behind objects can begin to blur. NearIntensity 0 1 10000 Maximum intensity of the near blur -the higher the Intensity, the stronger the blur is allowed to reach. FarIntensity 0 1 10000 Maximum intensity of the far blur -the higher the Intensity, the stronger the blur is allowed to reach. SunRaysEffect Post Processing Effects 20 83 Intensity 0 1 1000 Spread 0 1 1000 Motor 20 false BasePart Humanoid Avatar 30 9 Model 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'. ReplaceBodyPartR15 Replaces the desired bodypart on the Humanoid's Character using a specified Enum.BodyPartR15 and BasePart. Returns a success boolean. GetBodyPartR15 Returns a Enum.BodyPartR15 given a body part in the Humanoid's Character. 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. Torso Humanoid.RootPart will be the preferred way of getting a character's humanoid root part. true LeftLeg In R6 this property get the player's left leg. In R15 this gets nothing. true RightLeg In R6 this property get the player's right leg. In R15 this gets nothing. true CollisionType An emum that selects the collision type for R15 and Rthro characters. InnerBox is classic style collisions for all characters, OuterBox is dynamically sized collisions based on Mesh size. BodyColors Avatar 20 Model Shirt Avatar 20 43 Model Pants Avatar 20 44 Model ShirtGraphic Avatar 20 40 Model Skin true 20 DebugSettings false 20 FaceInstance false GameSettings false 20 GlobalSettings false 20 Item false 20 NetworkPeer false NetworkSettings false 20 PVInstance false CoordinateFrame true Deprecated. Use CFrame instead PackageLink 1 98 false Status Current status of the Package true RenderSettings false 20 RootInstance false ServiceProvider false service true Use GetService() instead GetService Instance:isService:0 FindService Instance:isService:0 ProfilingItem false NetworkMarker false Hopper true Use StarterPack instead 20 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 SavePlaceAsync. 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> Instance:Any:0 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. FindFirstChildOfClass Returns the first child of this Instance that with a ClassName equal to 'className'. The function will return nil if no Instance is found. Instance:isScriptCreatable:0 FindFirstChildWhichIsA Returns the first child of this Instance that :IsA(className). 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 'className' argument. The function will return nil if no Instance is found. Instance:Any:0 FindFirstAncestor Returns the first ancestor of this Instance that matches the first argument 'name'. The function will return nil if no Instance is found. FindFirstAncestorOfClass Returns the first ancestor of this Instance with a ClassName equal to 'className'. The function will return nil if no Instance is found. Instance:isScriptCreatable:0 FindFirstAncestorWhichIsA Returns the first ancestor of this Instance that :IsA(className). The function will return nil if no Instance is found. Instance:Any:0 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 an array containing all of the descendants of the instance. Returns in preorder traversal, or in other words, where the parents come before their children, depth first. 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 Legacy Body Movers Attempts to maintain a fixed orientation of its parent Part 140 14 BasePart 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 Legacy Body Movers 140 14 BasePart 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 Legacy Body Movers 140 14 A propulsion system that mimics a rocket BasePart BodyVelocity Legacy Body Movers 140 14 BasePart 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 Legacy Body Movers 140 14 BasePart 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 Legacy Body Movers 140 14 When parented to a physical part, BodyForce will continually exert a force upon its parent object. BasePart Force The continual force exerted on an object, defined in each axis. force true Use Force instead BodyThrust Legacy Body Movers 140 14 BasePart 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 20 Feature 20 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> 140 23 Teams GetPlayers Returns a read-only table of players which are on this team. Team Interaction 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> 10 24 Teams SpawnLocation Interaction 30 25 NetworkClient false 30 16 NetworkServer false 30 15 LuaSourceContainer false CurrentEditor The name of the player who is currently editing the script in Team Create. true Script Scripting 30 6 LinkedScript This property is under development. Do not use LocalScript Scripting 40 18 A script that runs on clients, NOT servers. LocalScripts can only run when parented under one of the following: 1) A player's Backpack. 2) A player's Character model. 3) A player's PlayerGui. 4) A player's PlayerScripts. 5) The ReplicatedFirst service. RenderingTest false Scripting 40 dummy summary 5 NetworkReplicator 30 29 Model 100 2 A construct used to group Parts and other objects together, also allows manipulation of multiple objects. PVInstance 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. LevelOfDetail Automatically generate impostor meshes to be rendered outside of streaming radius. Status true 100 2 move true Use MoveTo() instead DataModel The root of ROBLOX's parent-child hierarchy (commonly known as game after the global variable used to access it) OnClose true Deprecated. Use DataModel.BindToClose PrivateServerId true PrivateServerOwnerId true VIPServerId true VIPServerOwnerId true 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. SetPlaceID true Use SetPlaceId() instead SetCreatorID true Use SetCreatorId() instead DataStoreService Responsible for storing data across multiple user created places GetDataStore Returns a data store with the given name and scope GetGlobalDataStore Returns the default data store GetOrderedDataStore Returns an ordered data store with the given name and scope GlobalDataStore Exposes functions for saving and loading data for the DataStoreService -1 OnUpdate Sets callback as a function to be executed any time the value associated with key is changed. It is important to disconnect the connection when the subscription to the key is no longer needed. GetAsync Returns the value of the entry in the DataStore with the given key IncrementAsync Increments the value of a particular key amd returns the incremented value SetAsync Sets the value of the key. This overwrites any existing data stored in the key UpdateAsync Retrieves the value of the key from the website, and updates it with a new value. The callback until the value fetched matches the value on the web. Returning nil means it will not save. OrderedDataStore A type of DataStore where values must be positive integers. This makes OrderedDataStore suitable for leaderboard related scripting where you are required to order large amounts of data efficiently. -1 GetSortedAsync Returns a DataStorePages object. The length of each page is determined by pageSize, and the order is determined by isAscending. minValue and maxValue are optional parameters which will filter the result. HopperBin true 240 22 Camera 5 5 Model 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. FieldOfViewMode Determines how the field of view responds to changes of screen size and aspect ratio. FieldOfView Describes the view angle along the vertical viewport axis. DiagonalFieldOfView Describes the view angle along the diagonal viewport axis. MaxAxisFieldOfView Describes the view angle along the maximum-length viewport axis. 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). NearPlaneZ The negative z-offset of the view frustum's near clipping plane. 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 20 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 30 70 A container whose contents are replicated to all clients and the server. RobloxReplicatedStorage false ReplicatedFirst 30 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 30 69 A container whose contents are only on the server. ServerScriptService 30 71 A container whose contents should be scripts. Scripts that are added to the container are run on the server. ReplicatedScriptService 30 70 A container whose contents should be scripts. Scripts that are added to the container are run on the server and the client. StudioService A service for interfacing with the current studio state from Lua. Lighting 30 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 sun. 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 2 (0 being little light), but can be increased all the way to 10 (colors start to be appear very different at this value). 0 10 1000 EnvironmentDiffuseScale Sets scale [0-1] of Diffuse Environment Lighting to add to Ambient. 0 1 1000 EnvironmentSpecularScale Sets scale [0-1] of Specular Environment Lighting to add to Ambient. 0 1 1000 ExposureCompensation Exposure compensation amount. Applies a bias to the exposure level prior to the tonemap step. +1 indicates twice as much exposure and -1 means half as much exposure. -3 3 600 ShadowSoftness This property controls how blurry the shadows are. 0 1 100 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. 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> 0 360 360 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. ClockTime 0 24 240 FogColor A Color3 value that changes the hue of the atmosphere, mixed with the sky color. 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. LightingChanged Fired whenever a property of Lighting is changed, or a skybox or atmosphere is added or removed. Skyboxes are of type 'Sky' these and 'Atmosphere' should be parented directly to lighting. TestService 1000 68 DebuggerManager ScriptDebugger DebuggerBreakpoint DebuggerWatch Debris 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 20 32 false Player false 10 12 CharacterAppearance false Model 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 true 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>. DataComplexity true 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). LoadData true SaveData true SaveBoolean true SaveInstance true SaveString true LoadBoolean true LoadNumber true LoadString true LoadInstance true SaveNumber true playerFromCharacter true Use GetPlayerFromCharacter() instead SetUnder13 true WaitForDataReady true 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>. 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 5 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 Deprecated. Use WorldRoot:Raycast() instead true FindPartOnRayWithIgnoreList Deprecated. Use WorldRoot:Raycast() instead true PGSPhysicsSolverEnabled Boolean used to enable the new 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 3 false Color Color3 of the part. 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. Massless If true the part will be massless when welded to another part that is not massless. The part will still have mass like a normal part if it is an assembly root part according to GetRootPart(). RootPriority An integer from -127 to 127. Compares before other all other part properties besides massless for deciding which part is the assembly root part according to GetRootPart(). 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. CastShadow Determines whether this Part casts a shadow. 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. PositionLocal Position relative to parent part, or global space if there is no parent. OrientationLocal Orientation relative to parent part, or global space if there is no parent. Orientation Rotation around X, Y, and Z axis. Rotations applied in YXZ order. Rotation CenterOfMass 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 Parts A plastic building block - the fundamental component of ROBLOX 110 1 Workspace TrussPart Parts An extendable building truss 120 1 Model WedgePart Parts A Wedge Part 120 1 Model PrismPart A Prism Part false true 120 1 PyramidPart A Pyramid Part false true 120 1 ParallelRampPart A ParallelRamp Part false true 120 1 RightAngleRampPart A RightAngleRamp Part false true 120 1 CornerWedgePart Parts A CornerWedge Part 120 1 Workspace 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 130 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 execute only when a Player is the parent. 130 78 StandalonePluginScripts A container instance that contains Scripts. Useful only for Plugins. When Studio starts, we load plugins into the 'UserPlugin' data model and execute Scripts contained in StandalonePluginScripts container. If a plugin doesn't have such a container then the plugin isn't loaded into UserPlugin data model. When a data model for a place is created (e.g. the Edit data model), we load plugins into said data model and execute only those Scripts which are not contained in StandalonePluginScripts container. 130 78 true StarterPlayerScripts A container instance that contains LocalScripts. LocalScript objects that are placed in this container will be copied to new Players on startup. 130 78 false StarterCharacterScripts A container instance that contains LocalScripts. LocalScript objects that are placed in this container will be copied to new characters on startup. 130 78 false GuiMain Deprecated, please use ScreenGui true 140 47 LayerCollector The base class of ScreenGui, BillboardGui, and SurfaceGui. false Enabled Whether or not this should be displayed. ZIndexBehavior Controls the behavior of the ZIndex property for descendants of this object. It can be set to Global (Default) or Sibling. ScreenGui GUI The core GUI object on which tools are built. Add Frames/Labels/Buttons to this object to have them rendered as a 2D overlay 140 47 BasePlayerGui FunctionalTest Deprecated. Use TestService instead true 10 BillboardGui GUI 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 140 64 GuiBase2d 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. LightInfluence Specifies the amount of influence lighting has on the billboard gui. A value of 0 is unlit, 1 is fully lit. Fractional values blend from unlit to lit. 0 1 SurfaceGui GUI Renders its contained GuiObjects flat against the face of a part. 140 64 GuiBase2d Adornee The Object the surface 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, surface gui will render, otherwise rendering will be skipped. LightInfluence Specifies the amount of influence lighting has on the surface gui. A value of 0 is unlit, 1 is fully lit. Fractional values blend from unlit to lit. 0 1 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 true 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 true 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 true 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 GUI A container object used to layout other GUI objects 150 48 GuiBase2d 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 GUI Studio.App.RobloxRibbonMainWindow.ScrollingFrameTooltip 150 48 GuiBase2d 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 GUI A GUI object containing an Image 180 49 GuiBase2d 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. TileSize If ScaleType is set to Tile, this sets the size of the tile. TextLabel GUI A GUI object containing text 190 50 GuiBase2d TextColor true Deprecated. Use TextColor3 instead TextButton GUI A GUI button containing text 170 51 GuiBase2d TextColor true Deprecated. Use TextColor3 instead TextBox GUI A text entry box 170 51 GuiBase2d TextColor true Deprecated. Use TextColor3 instead GuiButton GUI A GUI button containing an Image false 160 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 :( ViewportFrame GUI A GUI that can show 3D objects 30 52 GuiBase2d CurrentCamera Current Camera of children objects ImageTransparency A number value that specifies how transparent the rendered image of the ViewportFrame is 0 1 ImageColor3 The rendered image of the ViewportFrame will be multiplied by this color Ambient Changing this changes the color tint of all objects in the ViewportFrame. LightColor Directional light color for objects in the ViewportFrame. LightDirection Light direction. Value will be normalized. All values valid except (0,0,0). ImageButton GUI A GUI button containing an Image 160 52 GuiBase2d 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. TileSize If ScaleType is set to Tile, this sets the size of the tile. Handles Adornments A 3D GUI object to represent draggable handles 190 53 ArcHandles Adornments A 3D GUI object to represent draggable arc handles 200 56 SelectionBox Adornments A 3D GUI object to represent the visible selection around an object 210 54 SelectionSphere Adornments A 3D GUI object to represent the visible selection around an object 210 54 SurfaceSelection Adornments A 3D GUI object to represent the visible selection around a face of an object 210 55 Configuration An object that can be placed under parts to hold Value objects that represent that part's configuration 220 58 HumanoidDescription An object that specifies the appearance of Humanoid characters 22 104 Folder An object that can be created to hold and organize objects 10 77 WorldModel true World An object that contains a World. Supports rigid joints. Unlike Workspace, WorldModels do not support dynamics simulation. 22 19 Motor6D Animations The Motor6D object is used to make movable joints between two Parts. 200 106 BoxHandleAdornment Adornments The BoxHandleAdornment is a rectangular prism that can be adorned to a BasePart. 205 111 ConeHandleAdornment Adornments A ConeHandleAdornment is a cone that can be adorned to a BasePart. 205 110 CylinderHandleAdornment Adornments The CylinderHandleAdornment is a cylinder that can be adorned to a BasePart. 205 109 SphereHandleAdornment Adornments The SphereHandleAdornment is a sphere that can be adorned to a BasePart. 205 112 LineHandleAdornment Adornments The LineHandleAdornment is a line that can be adorned to a BasePart. 205 107 ImageHandleAdornment Adornments The ImageHandleAdornment is an image that can be adorned to a BasePart. 205 108 SelectionPartLasso true A visual line drawn representation between two part objects 220 57 SelectionPointLasso true A visual line drawn representation between two positions 220 57 PartPairLasso A visual line drawn representation between two parts. 220 57 Pose The pose of a joint relative to it's parent part in a keyframe 220 60 false KeyframeMarker Represents when an event should be fired in an animation 220 60 false Keyframe One keyframe of an animation 220 60 false Animation Animations Represents a linked animation object, containing keyframes and poses. 220 60 AnimationTrack Returned by a call to LoadAnimation. Controls the playback of an animation on a Humanoid. 220 60 AnimationController Animations Allows animations to be played on joints of the parent object. 220 60 CharacterMesh Meshes Modifies the appearance of a body part. 220 60 Model Dialog 3D Interfaces An object used to make dialog trees to converse with players 220 62 ConversationDistance The maximum distance that the player's character can be from the dialog's parent in order to use the dialog. GoodbyeChoiceActive Indicates whether or not an extra choice is available for the player to exit the dialog tree at this node. GoodbyeDialog The prompt text for an extra choice that allows the player to exit the dialog tree at this node. InUse Indicates whether or not the dialog is currently being used by one or more players. InitialPrompt The chat message that is displayed to the player when they first activate the dialog. Purpose Describes the purpose of the dialog, which is used to display a relevant icon on the dialog's activation button. Tone Describes the tone of the dialog, which is used to display a relevant color in the dialog interface. BehaviorType Indicates how the dialog may be used by players. Use Enum.DialogBehaviorType.SinglePlayer if only one player should interact with the dialog at a time, otherwise use Enum.DialogBehaviorType.MultiplePlayers. GetCurrentPlayers Returns an array of the players currently conversing with this dialog. DialogChoice 3D Interfaces An object used to make dialog trees to converse with players 220 63 UnionOperation A UnionOperation is a union of multiple parts true false 105 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 104 72 UsePartColor Override the colors of the mesh with the part color. MeshPart Parts A MeshPart is a physically simulatable mesh true true 105 73 Model Terrain Object representing a high performance bounded grid of static 4x4 parts true false 5 65 WaterTransparency 0 1 WaterWaveSize 0 1 WaterWaveSpeed 0 100 WaterReflectance 0 1 Decoration Enables terrain materials decoration GetCell Returns CellMaterial, CellBlock, CellOrientation GetWaterCell Returns hasAnyWater, WaterForce, WaterDirection SetWaterCell Light Lights Parent of all light objects 30 13 PVInstance Brightness 0 40 2000 PointLight Lights Makes the parent part emit light in a spherical shape 30 13 PVInstance Range 0 60 SpotLight Lights Makes the parent part emit light in a conical shape 30 13 PVInstance Range 0 60 Angle 0 180 SurfaceLight Lights Makes the parent part emit light in a frustum shape from rectangle defined by part 30 13 PVInstance Range 0 60 Angle 0 180 RemoteFunction Scripting Allow functions defined in one script to be called by another script across client/server boundary 40 74 InvokeClient Server InvokeServer Client OnClientInvoke Client OnServerInvoke Server RemoteEvent Scripting Allow events defined in one script to be subscribed to by another script across client/server boundary 50 75 FireAllClients Server FireClient Server FireServer Client OnClientEvent Client OnServerEvent Server TerrainRegion Object representing a snapshot of the region of terrain true 20 65 false ModuleScript Scripting A script fragment. Only runs when another script uses require() on it. 50 76 ContextActionResult Sink If 'functionToBind' from ContextActionService:BindAction() returns Enum.ContextActionResult.Sink, the input event will stop at that function and no other bound actions under it will be invoked. This is the default behavior if 'functionToBind' does not return anything or yields in any way. Pass If 'functionToBind' from ContextActionService:BindAction() returns Enum.ContextActionResult.Pass, the input event is considered to have not been handled by 'functionToBind' and will continue being passed to actions bound to the same input type. Material Air false Water false Rock false Glacier false Snow false Sandstone false Mud false Basalt false Ground false CrackedLava false Asphalt false LeafyGrass false Salt false Limestone false Pavement false Status true Poison true Confusion true SaveFilter true PrivilegeType true Genre true GearGenreSetting true GearType true SortOrder The ordering to use for sorting an array of GuiObjects. Name Sort by alphabetical ordering of the Name property. LayoutOrder Sort using the less than operator on the LayoutOrder property of GuiObject. Custom true ZIndexBehavior Controls the behavior of the ZIndex property. Global The ZIndex property will override the default value computed from the depth in the hierarchy. Sibling The ZIndex property will control the order that the GuiObject will be rendered relative to its siblings. ScaleType Controls how an image is displayed. Stretch Force the image to fill the available space. Slice Use the SliceCenter property to stretch the middle of the image but maintain crisp borders. Tile Tile the image using the TileSize property. Fit Size the image to the largest size that will fit in the available space while maintaining aspect ratio. Crop Fill the available space, maintaining aspect ratio by cropping the edges if necessary.