-
-
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.