null
nil
-
Instance
-
true
false
false
Material
0
0
-
false
false
false
Air
0
0
-
false
false
false
Water
0
0
-
false
false
false
Rock
0
0
-
false
false
false
Glacier
0
0
-
false
false
false
Snow
0
0
-
false
false
false
Sandstone
0
0
-
false
false
false
Mud
0
0
-
false
false
false
Basalt
0
0
-
false
false
false
Ground
0
0
-
false
false
false
CrackedLava
0
0
-
false
false
false
Asphalt
0
0
-
false
false
false
LeafyGrass
0
0
-
false
false
false
Salt
0
0
-
false
false
false
Limestone
0
0
-
false
false
false
Pavement
0
0
-
true
true
false
Status
0
0
-
true
true
false
Poison
0
0
-
true
true
false
Confusion
0
0
-
Instance
-
true
false
66
4
true
false
BindableFunction
0
0
Allow functions defined in one script to be called by another script
-
Instance
-
true
false
false
Invoke
0
0
Causes the function assigned to OnInvoke to be called. Arguments passed to this function get passed to OnInvoke function.
-
Instance
-
true
false
false
OnInvoke
0
0
Should be defined as a function. This function is called when Invoke() is called. Number of arguments is variable.
-
true
false
67
5
true
false
BindableEvent
0
0
Allow events defined in one script to be subscribed to by another script
-
Instance
-
true
false
false
Fire
0
0
Used to make the custom event fire (see Event for more info). Arguments can be variable length.
-
Instance
-
true
false
false
Event
0
0
This event fires when the Fire() method is used. Receives the variable length arguments from Fire().
-
false
false
37
3
true
false
TouchTransmitter
0
0
Used by networking and replication code to transmit touch events - no other purpose
-
true
false
37
3
true
false
ForceField
0
0
Prevents joint breakage from explosions, and stops Humanoids from taking damage
-
true
false
0
-1
true
false
PluginManager
0
0
-
true
false
66
99
true
false
TeleportService
0
0
Allows players to seamlessly leave a game and join another
-
true
true
false
CustomizedTeleportUI
0
0
Deprecated
-
true
false
17
99
true
false
StudioTool
0
0
-
true
false
0
-1
true
false
Plugin
0
0
-
true
false
0
-1
true
false
PluginMouse
0
0
-
true
false
34
99
true
false
Glue
0
0
-
true
false
30
99
true
false
CollectionService
0
0
-
true
false
34
99
true
false
JointsService
0
0
-
true
false
19
99
true
false
BadgeService
0
0
-
true
false
3
99
true
false
LogService
0
0
-
true
false
70
99
true
false
AssetService
0
0
A service used to set and get information about assets stored on the connected instance.
-
Instance
-
true
false
false
RevertAsset
0
0
Reverts a given place id to the version number provided. Returns true if successful on reverting, false otherwise.
-
true
false
false
SetPlacePermissions
0
0
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).
-
true
false
false
GetPlacePermissions
0
0
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.
-
true
false
false
GetAssetVersions
0
0
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).
-
true
false
false
GetCreatorAssetID
0
0
Given a creationID, this function will return the asset that created the creationID. If no other asset created the given creationID, 0 is returned.
-
true
false
26
4
true
false
HttpService
0
0
-
Instance
-
true
false
false
HttpEnabled
0
0
Enabling http requests from scripts
-
true
false
0
-1
true
false
InsertService
0
0
A service used to insert objects stored on the website into the game.
-
Instance
-
true
false
false
GetCollection
0
0
Returns a table for the assets stored in the category. A category is an setId from the connected instance that links to a set.
-
true
false
false
Insert
0
0
Inserts the Instance into the workspace. It is recommended to use Instance.Parent = game.Workspace instead, as this can cause issues currently.
-
true
true
false
ApproveAssetId
0
0
Deprecated
-
true
true
false
ApproveAssetVersionId
0
0
Deprecated
-
Instance
-
true
false
false
GetBaseSets
0
0
Returns a table containing a list of the various setIds that are designated as fundamental sets by the connected instance./a>
-
true
false
false
GetUserSets
0
0
Returns a table containing a list of the various setIds that correspond to argument 'userId'./a>
-
true
true
false
GetBaseCategories
0
0
Deprecated. Use GetBaseSets() instead.
-
true
true
false
GetUserCategories
0
0
Deprecated. Use GetUserSets() instead.
-
true
false
false
LoadAsset
0
0
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 coroutine.
-
true
false
false
LoadAssetVersion
0
0
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.
-
true
true
45
3
true
false
Hat
0
0
-
true
false
32
3
true
false
Accessory
0
0
-
true
false
0
-1
true
false
LocalBackpack
0
0
-
true
false
0
-1
true
false
LocalBackpackItem
0
0
-
true
true
0
-1
true
false
MotorFeature
0
0
-
true
false
81
3
true
false
Attachment
0
0
-
true
false
82
3
true
false
BallSocketConstraint
0
0
-
true
false
82
3
true
false
RopeConstraint
0
0
-
true
false
82
3
true
false
RodConstraint
0
0
-
true
false
82
3
true
false
SpringConstraint
0
0
-
true
false
82
3
true
false
HingeConstraint
0
0
-
true
false
82
3
true
false
PrismaticConstraint
0
0
-
true
false
0
-1
true
false
Mouse
0
0
Used to receive input from the user. Actually tracks mouse events and keyboard events.
-
Instance
-
true
false
false
Hit
0
0
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.
-
true
false
false
Icon
0
0
The current Texture of the Mouse Icon. Stored as a string.
-
true
false
false
Origin
0
0
The CoordinateFrame of where the Mouse is when the mouse is not clicking.
-
true
false
false
Origin
0
0
The CoordinateFrame of where the Mouse is when the mouse is not clicking. This CoordinateFrame will be very close to the Camera.CoordinateFrame.
-
true
false
false
Target
0
0
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.
-
true
false
false
TargetFilter
0
0
A Part or Model that the Mouse will ignore when trying to find the Target, TargetSurface and Hit.
-
true
false
false
TargetSurface
0
0
The NormalId (Top, Left, Down, etc.) of the face of the part the Mouse is currently over.
-
true
false
false
UnitRay
0
0
The Unit Ray from where the mouse is (Origin) to the current Mouse.Target.
-
true
false
false
ViewSizeX
0
0
The viewport's (game window) width in pixels.
-
true
false
false
ViewSizeY
0
0
The viewport's (game window) height in pixels.
-
true
false
false
X
0
0
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.
-
true
false
false
Y
0
0
The absolute pixel position of the Mouse along the y-axis of the viewport (game window). Values start at 0 on the stop of the screen and increase to the bottom.
-
Instance
-
true
false
false
Button1Down
0
0
Fired when the first button (usually the left, but could be another) on the mouse is depressed.
-
true
false
false
Button1Up
0
0
Fired when the first button (usually the left, but could be another) on the mouse is release.
-
true
false
false
Button2Down
0
0
This event is currently non-operational.
-
true
false
false
Button2Up
0
0
This event is currently non-operational.
-
true
false
false
Idle
0
0
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).
-
true
false
false
KeyDown
0
0
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.
-
true
false
false
KeyUp
0
0
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.
-
true
false
false
Move
0
0
Fired when the mouse X or Y member changes.
-
true
false
false
WheelBackward
0
0
This event is currently non-operational.
-
true
false
false
WheelForward
0
0
This event is currently non-operational.
-
true
false
0
-1
true
false
ProfilingItem
0
0
-
true
false
69
99
true
false
ChangeHistoryService
0
0
-
true
false
0
-1
true
false
RotateP
0
0
-
true
false
0
-1
true
false
RotateV
0
0
-
true
false
78
99
true
false
ScriptContext
0
0
-
true
false
55
99
true
false
Selection
0
0
-
true
false
82
99
true
false
VelocityMotor
0
0
-
true
false
34
20
true
false
Weld
0
0
-
true
false
0
-1
true
false
TaskScheduler
0
0
-
Instance
-
true
true
false
SetThreadShare
0
0
Deprecated
-
true
false
0
-1
true
false
StatsItem
0
0
-
true
false
34
99
true
false
Snap
0
0
-
true
false
8
99
true
false
FileMesh
0
0
-
true
false
41
3
true
false
ClickDetector
0
0
Raises mouse events for parent object
-
Instance
-
true
false
false
MaxActivationDistance
0
0
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.
-
Instance
-
true
false
false
MouseClick
0
0
Fired when a player clicks on the parent Part of ClickDetector. The argument provided is always of type Player.
-
true
false
false
MouseHoverEnter
0
0
Fired when a player's mouse enters on the parent Part of ClickDetector. The argument provided is always of type Player.
-
true
false
false
MouseHoverLeave
0
0
Fired when a player's mouse leaves the parent Part of ClickDetector. The argument provided is always of type Player.
-
true
false
0
0
true
false
Clothing
0
0
-
true
false
59
3
true
false
Smoke
0
0
Makes the parent part or model object emit smoke
-
true
false
80
3
true
false
ParticleEmitter
0
0
A generic particle system.
-
Instance
-
true
false
false
LightEmission
1
0
-
true
false
42
3
true
false
Sparkles
0
0
Makes the parent part or model object fantastic
-
true
false
36
3
true
false
Explosion
0
0
Creates an Explosion! This can be used as a purely graphical effect, or can be made to damage objects.
-
Instance
-
true
false
false
BlastPressure
0
0
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.
-
true
false
false
BlastRadius
0
0
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.
-
true
false
false
Position
0
0
Where the Explosion occurs in absolute world coordinates.
-
true
false
false
ExplosionType
0
0
Defines the behavior of the Explosion.
-
true
false
61
3
true
false
Fire
0
0
Makes the parent part or model object emit fire
-
Instance
-
true
false
false
Color
0
0
The color of the base of the fire. See SecondaryColor for more.
-
true
false
false
Heat
0
0
How hot the fire appears to be. The flame moves quicker the higher this value is set.
-
true
false
false
SecondaryColor
0
0
The color the fire interpolates to from Color. The longer a particle exists in the fire, the close to this color it becomes.
-
true
false
false
Size
0
0
How large the fire appears to be.
-
true
false
35
3
true
false
Seat
0
0
-
true
false
35
3
true
false
Platform
0
0
Equivalent to a seat, except that the character stands up rather than sits down.
-
true
true
35
3
true
false
SkateboardPlatform
0
0
-
true
false
35
3
true
false
VehicleSeat
0
0
Automatically finds and powers hinge joints in an assembly. Ignores motors.
-
true
false
17
3
true
false
Tool
0
0
-
true
true
38
3
true
false
Flag
0
0
-
Instance
-
true
false
false
CanBeDropped
0
0
If someone is carrying this flag, this bool determines whether or not they can drop it and run.
-
true
false
false
TeamColor
0
0
The Team this flag is for. Corresponds with the TeamColors in the Teams service.
-
true
true
39
3
true
false
FlagStand
0
0
-
true
false
0
0
true
false
BackpackItem
0
0
-
true
false
7
4
true
false
Decal
0
0
Descibes a texture that is placed on one of the sides of the Part it is parented to.
-
Instance
-
true
false
false
Face
0
0
Describes the face of the Part the decal will be applied to.
-
true
false
false
Shiny
0
0
How much light will appear to reflect off of the decal.
-
true
false
false
Specular
0
0
How light will react to the surface of the decal.
-
true
false
false
Transparency
1
0
How visible the decal is. 1 is completely invisible, while 0 is completely opaque
-
true
false
34
20
true
false
JointInstance
0
0
-
true
true
33
11
true
false
Message
StarterGui
0
0
-
true
true
33
11
true
false
Hint
0
0
-
true
false
4
3
true
false
IntValue
0
0
Stores a int value in it's Value member. Useful to share int information across multiple scripts.
-
true
false
4
3
true
false
RayValue
0
0
Stores a Ray value in it's Value member. Useful to share Ray information across multiple scripts.
-
true
false
4
3
true
false
IntConstrainedValue
0
0
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.
-
true
false
false
MaxValue
0
0
The maximum we allow this Value to be set. If Value is set higher than this, it automatically gets adjusted to MaxValue
-
true
false
false
MinValue
0
0
The minimum we allow this Value to be set. If Value is set lower than this, it automatically gets adjusted to MinValue
-
true
false
4
3
true
false
DoubleConstrainedValue
0
0
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.
-
Instance
-
true
false
false
MaxValue
0
0
The maximum we allow this Value to be set. If Value is set higher than this, it automatically gets adjusted to MaxValue
-
true
false
false
MinValue
0
0
The minimum we allow this Value to be set. If Value is set lower than this, it automatically gets adjusted to MinValue
-
true
false
4
3
true
false
BoolValue
0
0
Stores a boolean value in it's Value member. Useful to share boolean information across multiple scripts.
-
true
true
4
3
true
false
CustomEvent
0
0
-
true
true
4
3
true
false
CustomEventReceiver
0
0
-
true
true
4
3
true
false
TextureTrail
0
0
-
true
true
4
3
true
false
FloorWire
0
0
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.
-
Instance
-
true
false
false
CycleOffset
0
0
Controls how the decals are positioned along the wire.
-
true
false
false
From
0
0
The object the FloorWire 'emits' from
-
true
false
false
StudsBetweenTextures
0
0
The space between two textures on the wire. Note: studs are relative depending on how far the camera is from the FloorWire.
-
true
false
false
Texture
0
0
The image we use to render the textures that flow from beginning to end of the FloorWire.
-
true
false
false
TextureSize
0
0
The size in studs of the Texture we use to flow from one object to the next.
-
true
false
false
To
0
0
The object the FloorWire 'emits' to
-
true
false
false
Velocity
0
0
The rate of travel that the textures flow along the wire.
-
true
false
false
WireRadius
0
0
How thick the wire is.
-
true
false
4
3
true
false
NumberValue
0
0
-
true
false
4
3
true
false
StringValue
0
0
-
true
false
4
3
true
false
Vector3Value
0
0
-
true
false
4
3
true
false
CFrameValue
0
0
Stores a CFrame value in it's Value member. Useful to share CFrame information across multiple scripts.
-
true
false
4
3
true
false
Color3Value
0
0
Stores a Color3 value in it's Value member. Useful to share Color3 information across multiple scripts.
-
true
false
4
3
true
false
BrickColorValue
0
0
Stores a BrickColor value in it's Value member. Useful to share BrickColor information across multiple scripts.
-
true
false
4
3
true
false
ObjectValue
0
0
-
true
false
8
3
true
false
SpecialMesh
0
0
-
true
false
8
3
true
false
BlockMesh
0
0
-
true
false
8
3
true
false
CylinderMesh
0
0
-
false
true
0
-1
true
false
BevelMesh
0
0
-
false
false
0
-1
true
false
DataModelMesh
0
0
-
true
false
10
4
true
false
Texture
0
0
-
true
false
11
1
true
false
Sound
0
0
-
Instance
-
true
true
false
play
0
0
Deprecated. Use Play() instead
-
Instance
-
true
false
false
PlayOnRemove
0
0
The sound will play when it is removed from the Workspace. Looped sounds don't play
-
false
false
0
-1
true
false
StockSound
0
0
-
true
false
31
50
true
false
SoundService
0
0
-
Instance
-
true
false
false
AmbientReverb
0
0
The ambient sound environment. May not work when using hardware sound
-
true
false
false
DopplerScale
0
0
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.
-
true
false
false
DistanceFactor
0
0
the relative distance factor, compared to 1.0 meters.
-
true
false
false
RolloffScale
0
0
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.
-
true
false
20
3
true
false
Backpack
0
0
-
true
false
20
3
true
false
StarterPack
0
0
-
true
false
79
3
true
false
StarterPlayer
0
0
-
true
false
20
3
true
false
StarterGear
0
0
-
true
false
46
3
true
false
StarterGui
0
0
-
Instance
-
true
false
false
SetCoreGuiEnabled
0
0
Will stop/begin certain core gui elements being rendered. See CoreGuiType for core guis that can be modified.
-
true
false
false
GetCoreGuiEnabled
0
0
Returns a boolean describing whether a CoreGuiType is currently being rendered.
-
false
false
46
99
true
false
CoreGui
0
0
-
true
false
41
99
true
false
ContextActionService
0
0
A service used to bind input to various lua functions.
-
Instance
-
true
false
false
BindAction
0
0
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.
-
true
false
false
SetTitle
0
0
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.
-
true
false
false
SetDescription
0
0
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.
-
true
false
false
SetImage
0
0
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.
-
true
false
false
SetPosition
0
0
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.
-
true
false
false
UnbindAction
0
0
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).
-
true
false
false
UnbindAllActions
0
0
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.
-
true
false
false
GetBoundActionInfo
0
0
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').
-
true
false
false
GetAllBoundActionInfo
0
0
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').
-
Instance
-
true
false
false
GetButton
0
0
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.
-
true
false
0
-1
true
false
PointsService
0
0
A service used to query and award points for users using the universal point system. Requires a connection to an instance.
-
Instance
-
true
false
false
PointsAwarded
0
0
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.
-
Instance
-
true
false
false
AwardPoints
0
0
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.
-
true
false
false
GetPointBalance
0
0
Returns the overall balance of points that player with userId has (the sum of all points across all games). Works with server scripts ONLY.
-
true
false
false
GetGamePointBalance
0
0
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.
-
true
false
false
GetAwardablePoints
0
0
Returns the number of points the current universe can award to players. Works with server scripts ONLY.
-
true
false
33
99
true
false
Chat
0
0
-
Instance
-
true
false
false
FilterStringForPlayerAsync
0
0
Will return an appropriately filtered string for the player passed in.
-
true
false
46
99
true
false
MarketplaceService
0
0
-
Instance
-
true
false
false
PromptPurchase
0
0
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.
-
Instance
-
true
false
false
GetProductInfo
0
0
Takes one argument "assetId" which should be a number of an asset on the connected instance. Returns a table containing the product information (if this process fails, returns an empty table).
-
true
false
false
PlayerOwnsAsset
0
0
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.
-
Instance
-
true
false
false
ProcessReceipt
0
0
-
Instance
-
true
false
false
PromptPurchaseFinished
0
0
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.
-
true
false
41
4
true
false
UserInputService
0
0
-
Instance
-
true
false
false
TouchEnabled
0
0
Returns true if the local device accepts touch input, false otherwise.
-
true
false
false
KeyboardEnabled
0
0
Returns true if the local device accepts keyboard input, false otherwise.
-
true
false
false
MouseEnabled
0
0
Returns true if the local device accepts mouse input, false otherwise.
-
true
false
false
AccelerometerEnabled
0
0
Returns true if the local device has an accelerometer, false otherwise.
-
true
false
false
GyroscopeEnabled
0
0
Returns true if the local device has an gyroscope, false otherwise.
-
Instance
-
true
false
false
TouchTap
0
0
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.
-
true
false
false
TouchPinch
0
0
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.
-
true
false
false
TouchSwipe
0
0
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.
-
true
false
false
TouchLongPress
0
0
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.
-
true
false
false
TouchRotate
0
0
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.
-
true
false
false
TouchPan
0
0
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.
-
true
false
false
TouchStarted
0
0
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.
-
true
false
false
TouchMoved
0
0
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.
-
true
false
false
TouchEnded
0
0
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.
-
true
false
false
InputBegan
0
0
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.
-
true
false
false
InputChanged
0
0
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.
-
true
false
false
InputEnded
0
0
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.
-
true
false
false
TextBoxFocused
0
0
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.
-
true
false
false
TextBoxFocusReleased
0
0
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.
-
true
false
false
DeviceAccelerationChanged
0
0
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.
-
true
false
false
DeviceGravityChanged
0
0
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.
-
true
false
false
DeviceRotationChanged
0
0
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.
-
Instance
-
true
false
false
GetDeviceAcceleration
0
0
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.
-
true
false
false
GetDeviceGravity
0
0
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.
-
true
false
false
GetDeviceRotation
0
0
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.
-
true
false
28
0
true
false
Sky
0
0
-
true
false
83
0
true
false
ColorCorrectionEffect
0
0
-
Instance
-
true
false
false
Brightness
1
-1
-
true
false
false
Contrast
1
-1
-
true
false
false
Saturation
1
-1
-
true
false
83
0
true
false
BloomEffect
0
0
-
Instance
-
true
false
false
Intensity
1
0
-
true
false
false
Threshold
1
0.80000000000000004
-
true
false
false
Size
24
0
-
true
false
83
0
true
false
BlurEffect
0
0
-
Instance
-
true
false
false
Size
9
0
-
true
false
83
0
true
false
SunRaysEffect
0
0
-
Instance
-
true
false
false
Intensity
1
0
-
true
false
false
Spread
1
0
-
true
false
82
0
true
false
Motor
0
0
-
true
false
9
3
true
false
Humanoid
0
0
-
Instance
-
true
false
false
MoveTo
0
0
Attempts to move the Humanoid and it's associated character to 'part'. 'location' is used as an offset from part's origin.
-
true
false
false
Jump
0
0
-
true
false
false
Sit
0
0
-
true
false
false
TakeDamage
0
0
Decreases health by the amount. Use this instead of changing health directly to make sure weapons are filtered for things such as ForceField(s).
-
true
false
false
UnequipTools
0
0
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.
-
true
false
false
EquipTool
0
0
Takes a specified tool and equips it to the Humanoid's Character. Tool argument should be of type 'Tool'.
-
Instance
-
true
false
false
NameOcclusion
0
0
Sets how to display other humanoid names to this humanoid's player.
-
true
false
0
0
true
false
BodyColors
0
0
-
true
false
43
0
true
false
Shirt
0
0
-
true
false
44
0
true
false
Pants
0
0
-
true
false
40
0
true
false
ShirtGraphic
0
0
-
true
true
0
0
true
false
Skin
0
0
-
false
false
58
0
true
false
DebugSettings
0
0
-
false
false
0
-1
true
false
FaceInstance
0
0
-
false
false
58
0
true
false
GameSettings
0
0
-
false
false
58
0
true
false
GlobalSettings
0
0
-
false
false
0
0
true
false
Item
0
0
-
false
false
29
99
true
false
NetworkPeer
0
0
-
false
false
58
0
true
false
NetworkSettings
0
0
-
false
false
0
-1
true
false
PVInstance
0
0
-
Instance
-
true
true
false
CoordinateFrame
0
0
Deprecated. Use CFrame instead
-
false
false
58
0
true
false
RenderSettings
0
0
-
false
false
0
-1
true
false
RootInstance
0
0
-
false
false
0
-1
true
false
ServiceProvider
0
0
-
Instance
-
true
true
false
service
0
0
Use GetService() instead
-
false
false
0
-1
true
false
ProfilingItem
0
0
-
false
false
29
99
true
false
NetworkMarker
0
0
-
true
true
0
0
true
false
Hopper
0
0
Use StarterPack instead
-
false
false
0
-1
true
false
Instance
0
0
-
Instance
-
true
false
false
Archivable
0
0
Determines whether or not an Instance can be saved when the game closes/attempts to save the game. Note: this only applies to games that use Data Persistence, or Personal Build Servers.
-
true
false
false
ClassName
0
0
The string name of this Instance's most derived class.
-
true
false
false
Parent
0
0
The Instance that is directly above this Instance in the tree.
-
true
false
false
RobloxLocked
0
0
-
true
false
false
DataCost
0
0
-
Instance
-
false
false
false
GetDebugId
0
0
This function is for internal testing. Don't use in production code
-
true
false
false
Clone
0
0
Returns a copy of this Object and all its children. The copy's Parent is nil
-
true
true
false
clone
0
0
Use Clone() instead
-
true
true
false
isA
0
0
Use IsA() instead
-
true
false
false
IsA
0
0
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 game, this function will always return false.
-
true
false
false
FindFirstChild
0
0
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.
-
true
false
false
GetFullName
0
0
Returns a string that shows the path from the root node (DataModel) to this Instance. This string does not include the root node (DataModel).
-
true
true
false
children
0
0
Use GetChildren() instead
-
true
true
false
getChildren
0
0
Use GetChildren() instead
-
true
false
false
GetChildren
0
0
Returns a read-only table of this Object's children
-
true
true
false
Remove
0
0
Deprecated. Use ClearAllChildren() to get rid of all child objects, or Destroy() to invalidate this object and its descendants
-
true
true
false
remove
0
0
Use Remove() instead
-
true
false
false
ClearAllChildren
0
0
Removes all children (but not this object) from the workspace.
-
true
false
false
Destroy
0
0
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.
-
true
true
false
findFirstChild
0
0
Use FindFirstChild() instead
-
Instance
-
true
false
false
AncestryChanged
0
0
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.
-
true
false
false
DescendantAdded
0
0
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.
-
true
false
false
DescendantRemoving
0
0
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.
-
true
false
false
Changed
0
0
Fired after a property changes value. The property argument is the name of the property
-
true
false
14
14
true
false
BodyGyro
0
0
Attempts to maintain a fixed orientation of its parent Part
-
Instance
-
true
false
false
MaxTorque
0
0
The maximum torque that will be exerted on the Part
-
true
true
false
maxTorque
0
0
Use MaxTorque instead
-
true
false
false
D
0
0
The dampening factor applied to this force
-
true
false
false
P
0
0
The power continually applied to this force
-
true
false
false
CFrame
0
0
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.
-
true
true
false
cframe
0
0
Use CFrame instead
-
true
false
14
14
true
false
BodyPosition
0
0
-
Instance
-
true
false
false
MaxForce
0
0
The maximum force that will be exerted on the Part
-
true
true
false
maxForce
0
0
Use MaxForce instead
-
true
false
false
D
0
0
The dampening factor applied to this force
-
true
false
false
P
0
0
The power factor continually applied to this force
-
true
false
false
Position
0
0
The Vector3 that this force is trying to position its parent Part to.
-
true
true
false
position
0
0
Use position instead
-
true
false
14
14
true
false
RocketPropulsion
0
0
A propulsion system that mimics a rocket
-
true
false
14
14
true
false
BodyVelocity
0
0
-
Instance
-
true
false
false
MaxForce
0
0
The maximum force that will be exerted on the Part in each axis
-
true
true
false
maxForce
0
0
Use MaxForce instead
-
true
false
false
P
0
0
The amount of power we add to the system. The higher the power, the quicker the force will achieve its goal.
-
true
false
false
Velocity
0
0
The velocity this system tries to achieve. How quickly the system reaches this velocity (if ever) is defined by P.
-
true
true
false
velocity
0
0
Use Velocity instead
-
true
false
14
14
true
false
BodyAngularVelocity
0
0
-
Instance
-
true
false
false
Instance
0
0
-
true
false
false
Instance
0
0
-
true
false
false
Instance
0
0
-
true
false
false
Instance
0
0
-
true
false
false
Instance
0
0
-
true
false
14
14
true
false
BodyForce
0
0
When parented to a physical part, BodyForce will continually exert a force upon its parent object.
-
Instance
-
true
false
false
Instance
0
0
-
true
false
false
Instance
0
0
-
true
false
14
14
true
false
BodyThrust
0
0
-
Instance
-
true
false
false
Force
0
0
The power continually applied to this force
-
true
true
false
force
0
0
Use Force instead
-
true
false
false
Location
0
0
The Vector3 location of where to apply the force to.
-
true
true
false
location
0
0
Use Location instead
-
true
true
0
0
true
false
Hole
0
0
-
true
false
0
0
true
false
Feature
0
0
-
true
false
23
14
true
false
Teams
0
0
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.
-
true
false
24
1
true
false
Team
0
0
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.
-
true
false
25
3
true
false
SpawnLocation
0
0
-
true
false
16
3
true
false
NetworkClient
0
0
-
true
false
15
3
true
false
NetworkServer
0
0
-
true
false
6
3
true
false
Script
0
0
-
Instance
-
true
false
false
LinkedScript
0
0
This property is under development. Do not use
-
true
false
18
4
true
false
LocalScript
0
0
A script that runs on clients, NOT servers. LocalScripts can only run when parented under the PlayerGui currently.
-
true
false
29
3
true
false
NetworkReplicator
0
0
-
true
false
2
10
true
false
Model
0
0
A construct used to group Parts and other objects together, also allows manipulation of multiple objects.
-
Instance
-
true
false
false
BreakJoints
0
0
Breaks all surface joints contained within
-
true
false
false
GetModelCFrame
0
0
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.
-
true
false
false
GetModelSize
0
0
Returns a Vector3 that is union of the extents of all Parts in the model.
-
true
false
false
MakeJoints
0
0
Creates the appropriate SurfaceJoints between all touching Parts contrained within the model. Technically, this function calls MakeJoints() on all Parts inside the model.
-
true
false
false
MoveTo
0
0
Moves the centroid of the Model to the specified location, respecting all relative distances between parts in the model.
-
true
false
false
ResetOrientationToIdentity
0
0
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.
-
true
false
false
SetIdentityOrientation
0
0
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.
-
true
false
false
TranslateBy
0
0
Similar to MoveTo(), except instead of moving to an explicit location, we use the model's current CFrame location and offset it.
-
true
false
false
GetPrimaryPartCFrame
0
0
Returns the cframe of the Model.PrimaryPart. If PrimaryPart is nil, then this function will throw an error.
-
true
false
false
SetPrimaryPartCFrame
0
0
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.
-
true
true
false
makeJoints
0
0
Use MakeJoints() instead
-
true
true
false
move
0
0
Use MoveTo() instead
-
Instance
-
true
false
false
PrimaryPart
0
0
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.
-
true
true
79
10
true
false
Status
0
0
-
Instance
-
true
true
false
move
0
0
Use MoveTo() instead
-
true
false
0
-1
true
false
DataModel
0
0
-
Instance
-
true
false
false
Workspace
0
0
-
true
true
false
workspace
0
0
Deprecated. Use Workspace
-
true
true
false
ShowMouse
0
0
Deprecated. Use Workspace.IsMouseCursorVisible
-
true
false
false
IsLoaded
0
0
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.
-
Instance
-
true
false
false
Loaded
0
0
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.
-
Instance
-
true
true
false
get
0
0
Use GetObjects() instead
-
true
true
false
SetPlaceID
0
0
Use SetPlaceId() instead
-
true
true
false
SetCreatorID
0
0
Use SetCreatorId() instead
-
true
true
22
24
true
false
HopperBin
0
0
-
true
false
5
5
true
false
Camera
0
0
-
Instance
-
true
false
false
CameraSubject
0
0
Where the Camera's focus is. Any rotation of the camera will be about this subject.
-
true
false
false
CameraType
0
0
Defines how the camera will behave.
-
true
true
false
CoordinateFrame
0
0
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.
-
true
false
false
CFrame
0
0
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.
-
true
false
false
FieldOfView
0
0
The current angle, or width, of what the camera can see. Current acceptable values are from 20 degrees to 80.
-
true
false
false
Focus
0
0
The current CoordinateFrame that the camera is looking at. Note: it is not always guaranteed that the camera is always looking here.
-
true
false
false
ViewportSize
0
0
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).
-
Instance
-
true
false
false
GetRoll
0
0
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.
-
true
false
false
WorldToScreenPoint
0
0
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.
-
true
false
false
ScreenPointToRay
0
0
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.
-
true
false
false
ViewportPointToRay
0
0
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
-
true
false
false
WorldToViewportPoint
0
0
Same as WorldToScreenPoint, except no GUI offsets are taken into account.
-
true
false
false
SetRoll
0
0
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.
-
true
false
21
2
true
false
Players
0
0
-
Instance
-
true
false
false
CharacterAutoLoads
0
0
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().
-
Instance
-
true
true
false
players
0
0
Use GetPlayers() instead
-
true
false
70
3
true
false
ReplicatedStorage
0
0
A container whose contents are replicated to all clients and the server.
-
false
false
70
99
true
false
RobloxReplicatedStorage
0
0
-
true
false
70
3
true
false
ReplicatedFirst
0
0
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.
-
Instance
-
true
false
false
RemoveRobloxLoadingScreen
0
0
Removes the default 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.
-
true
false
69
3
true
false
ServerStorage
0
0
A container whose contents are only on the server.
-
true
false
71
3
true
false
ServerScriptService
0
0
A container whose contents should be scripts. Scripts that are added to the container are run on the server.
-
true
false
13
3
true
false
Lighting
0
0
Responsible for all lighting aspects of the world (affects how things are rendered).
-
Instance
-
true
false
false
GetMinutesAfterMidnight
0
0
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.
-
true
false
false
GetMoonDirection
0
0
Returns the lookVector (Vector3) of the moon. If this lookVector was used in a CFrame, the Part would face the moon.
-
true
false
false
GetMoonPhase
0
0
Currently always returns 0.75. MoonPhase cannot be edited.
-
true
false
false
GetSunDirection
0
0
Returns the lookVector (Vector3) of the sun. If this lookVector was used in a CFrame, the Part would face the moon.
-
true
false
false
SetMinutesAfterMidnight
0
0
Sets the time to be a certain number of minutes after midnight. This works with integer and decimal values.
-
Instance
-
true
false
false
Ambient
0
0
The hue of the global lighting. Changing this changes the color tint of all objects in the Workspace.
-
true
false
false
Brightness
0
0
How much global light each Part in the Workspace receives. Standard range is 0 to 1 (0 being little light), but can be increased all the way to 5 (colors start to be appear very different at this value).
-
true
false
false
ColorShift_Bottom
0
0
The hue of global lighting on the bottom surfaces of an object.
-
true
false
false
ColorShift_Top
0
0
The hue of global lighting on the top surfaces of an object.
-
true
false
false
FogColor
0
0
A Color3 value that changes the hue of distance fog.
-
true
false
false
FogEnd
0
0
The distance at which fog completely blocks your vision. This distance is relative to the camera position. Units are in studs
-
true
false
false
FogStart
0
0
The distance at which the fog gradient begins. This distance is relative to the camera position. Units are in studs.
-
true
false
false
GeographicLatitude
0
0
The latitude position the level is placed at. This affects sun position.
-
true
false
false
GlobalShadows
0
0
Flag enabling shadows from sun and moon in the place
-
true
false
false
OutdoorAmbient
0
0
Effective ambient value for outdoors, effectively shadow color outdoors (requires GlobalShadows enabled)
-
true
false
false
Outlines
0
0
Flag enabling or disabling outlines on parts and terrain
-
true
false
false
ShadowColor
0
0
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.
-
true
false
false
TimeOfDay
0
0
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.
-
Instance
-
true
false
false
LightingChanged
0
0
Fired whenever a property of Lighting is changed, or a skybox is added or removed. Skyboxes are of type 'Sky' and should be parented directly to lighting.
-
true
false
68
100
true
false
TestService
0
0
-
true
false
0
-1
true
false
DebuggerManager
0
0
-
true
false
0
101
true
false
ScriptDebugger
0
0
-
true
false
0
101
true
false
DebuggerBreakpoint
0
0
-
true
false
0
101
true
false
DebuggerWatch
0
0
-
true
false
30
-1
true
false
Debris
0
0
A service that provides utility in cleaning up objects
-
Instance
-
true
true
false
addItem
0
0
Use AddItem() instead
-
true
false
false
AddItem
0
0
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.
-
Instance
-
true
true
false
MaxItems
0
0
Deprecated. No replacement
-
true
false
32
0
true
false
Accoutrement
0
0
-
true
false
12
1
true
false
Player
0
0
-
Instance
-
false
false
false
CharacterAppearance
0
0
-
true
false
false
CameraMode
0
0
An enum that describes how a Player's camera is allowed to behave.
-
true
false
false
DataReady
0
0
Read-only. If true, this Player's persistent data can be loaded, false otherwise.
-
Instance
-
true
false
false
LoadCharacter
0
0
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).
-
true
true
false
playerFromCharacter
0
0
Use GetPlayerFromCharacter() instead
-
true
true
false
SetUnder13
0
0
-
Instance
-
true
false
false
WaitForDataReady
0
0
Yields until the persistent data for this Player is ready to be loaded.
-
true
false
true
GetWebPersonalServerRank
0
0
-
Instance
-
true
false
false
Idled
0
0
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.
-
true
false
19
1
true
false
Workspace
0
0
-
Instance
-
true
false
false
FindPartsInRegion3
0
0
Returns parts in the area defined by the Region3, up to specified maxCount or 100, whichever is less
-
true
false
false
FindPartsInRegion3WithIgnoreList
0
0
Returns parts in the area defined by the Region3, up to specified maxCount or 100, whichever is less
-
true
false
false
FindPartOnRay
0
0
Return type is (BasePart, Vector3) if the ray hits. If it misses it will return (nil, PointAtEndOfRay)
-
true
false
false
FindPartOnRayWithIgnoreList
0
0
Return type is (BasePart, Vector3) if the ray hits. If it misses it will return (nil, PointAtEndOfRay)
-
Instance
-
true
false
false
PGSPhysicsSolverEnabled
0
0
Boolean used to enable the experimental physics solver
-
true
false
false
FallenPartsDestroyHeight
0
0
Sets the height at which falling characters and parts are destroyed. This property is not scriptable and can only be set in Studio
-
false
false
0
-1
true
false
BasePart
0
0
A structural class, not creatable
-
Instance
-
true
true
false
Color
0
0
Deprecated. Use BrickColor instead
-
true
true
false
DraggingV1
0
0
-
true
true
false
NetworkOwnershipRuleBool
0
0
-
true
true
false
NetworkIsSleeping
0
0
-
true
false
false
CFrame
0
0
Contains information regarding the Part's position and a matrix that defines the Part's rotation. Can read/write.
-
true
false
false
CanCollide
0
0
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
-
true
false
false
Anchored
0
0
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.
-
true
false
false
Elasticity
1
0
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.
-
true
false
false
Friction
2
0
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.
-
true
false
false
Locked
0
0
Determines whether building tools (in-game and studio) can manipulate this Part. If true, no editing allowed. If false, editing is allowed.
-
true
false
false
Material
0
0
Specifies the look and feel the Part should have. Note: this does not define the color the Part is, see BrickColor for that.
-
true
false
false
Reflectance
1
0
Specifies how shiny the Part is. A value of 1 is completely reflective (chrome), while a value of 0 is no reflectance (concrete wall)
-
true
false
false
ResizeIncrement
0
0
Sets the value for the smallest change in size allowable by the Resize(NormalId, int) function.
-
true
false
false
ResizeableFaces
0
0
Sets the value for the faces allowed to be resized by the Resize(NormalId, int) function.
-
true
false
false
Transparency
1
0
Sets how visible an object is. A value of 1 makes the object invisible, while a value of 0 makes the object opaque.
-
true
false
false
Velocity
0
0
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.
-
Instance
-
true
true
false
makeJoints
0
0
Use MakeJoints() instead
-
true
false
false
MakeJoints
0
0
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.
-
true
false
false
BreakJoints
0
0
Destroys SurfaceJoints with all parts that are touching this Instance (including internal joints in the Instance, as in a Model).
-
true
false
false
GetMass
0
0
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.
-
true
false
false
Resize
0
0
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.
-
true
true
false
getMass
0
0
Use GetMass() instead
-
Instance
-
true
true
false
OutfitChanged
0
0
-
true
true
false
LocalSimulationTouched
0
0
Deprecated. Use Touched instead
-
true
false
false
StoppedTouching
0
0
Deprecated. Use TouchEnded instead
-
true
false
false
TouchEnded
0
0
Fired when the part stops touching another part
-
true
false
1
11
true
false
Part
0
0
A plastic building block
-
true
false
1
12
true
false
TrussPart
0
0
An extendable building truss
-
true
false
1
12
true
false
WedgePart
0
0
A Wedge Part
-
false
true
1
12
true
false
PrismPart
0
0
A Prism Part
-
false
true
1
12
true
false
PyramidPart
0
0
A Pyramid Part
-
false
true
1
12
true
false
ParallelRampPart
0
0
A ParallelRamp Part
-
false
true
1
12
true
false
RightAngleRampPart
0
0
A RightAngleRamp Part
-
true
false
1
12
true
false
CornerWedgePart
0
0
A CornerWedge Part
-
true
false
46
13
true
false
PlayerGui
0
0
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
-
Instance
-
true
false
false
SelectionImageObject
0
0
Overrides the default selection adornment (used for gamepads). For best results, this should point to a GuiObject.
-
true
false
78
13
true
false
PlayerScripts
0
0
A container instance that contains LocalScripts. LocalScript objects that are placed in this container will be exectue only when a Player is the parent.
-
true
false
78
13
true
false
StarterPlayerScripts
0
0
A container instance that contains LocalScripts. LocalScript objects that are placed in this container will be copied to new Players on startup.
-
true
false
78
13
true
false
StarterCharacterScripts
0
0
A container instance that contains LocalScripts. LocalScript objects that are placed in this container will be copied to new characters on startup.
-
true
true
47
14
true
false
GuiMain
0
0
Deprecated, please use ScreenGui
-
true
false
47
14
true
false
ScreenGui
StarterGui
0
0
The core GUI object on which tools are built. Add Frames/Labels/Buttons to this object to have them rendered as a 2D overlay
-
true
true
0
1
true
false
FunctionalTest
0
0
Deprecated. Use TestService instead
-
true
false
64
14
true
false
BillboardGui
StarterGui
0
0
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
-
Instance
-
true
false
false
Adornee
0
0
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.
-
true
false
false
AbsolutePosition
0
0
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.
-
true
false
false
AbsoluteSize
0
0
A read-only Vector2 value that is the GuiObject's current size (width, height) in pixel space.
-
true
false
false
Active
0
0
If true, this GuiObject can fire mouse events and will pass them to any GuiObjects layered underneath, while false will do neither.
-
true
false
false
AlwaysOnTop
0
0
If true, billboard gui does not get occluded by 3D objects, but always renders on the screen.
-
true
false
false
Enabled
0
0
If true, billboard gui will render, otherwise rendering will be skipped.
-
true
false
false
ExtentsOffset
0
0
A Vector3 (x,y,z) defined in studs that will offset the gui from the extents of the 3d object it is rendering from.
-
true
false
false
PlayerToHideFrom
0
0
Specifies a Player that the BillboardGui will not render to.
-
true
false
false
StudsOffset
0
0
A Vector3 (x,y,z) defined in studs that will offset the gui from the centroid of the 3d object it is rendering from
-
true
false
false
SizeOffset
0
0
A Vector2 (x,y) defined in studs that will offset the gui size from it's current size.
-
true
false
false
Size
0
0
A UDim2 value describing the size of the BillboardGui. Relative values are defined as one-to-one with studs.
-
true
false
64
14
true
false
SurfaceGui
StarterGui
0
0
tbd
-
Instance
-
true
false
false
Adornee
0
0
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.
-
true
false
false
Active
0
0
If true, this GuiObject can fire mouse events and will pass them to any GuiObjects layered underneath, while false will do neither.
-
true
false
false
Enabled
0
0
If true, billboard gui will render, otherwise rendering will be skipped.
-
false
false
0
-1
true
false
GuiBase2d
0
0
-
Instance
-
true
false
false
AbsolutePosition
0
0
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.
-
true
false
false
AbsoluteSize
0
0
A read-only Vector2 value that is the GuiObject's current size (width, height) in pixel space.
-
true
false
0
-1
true
false
InputObject
0
0
An object that describes a particular user input, such as mouse movement, touches, keyboard, and more.
-
Instance
-
true
false
false
UserInputType
0
0
An enum that describes what kind of input this object is describing (mousebutton, touch, etc.). See Enum.UserInputType for more info.
-
true
false
false
UserInputState
0
0
An enum that describes what state of a particular input (touch began, touch moved, touch ended, etc.). See Enum.UserInputState for more info.
-
true
false
false
Position
0
0
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.
-
true
false
false
KeyCode
0
0
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.
-
false
false
0
-1
true
false
GuiObject
0
0
-
Instance
-
true
false
false
TweenPosition
0
0
Smoothly moves a GuiObject from its current position to 'endPosition'. The only required argument is 'endPosition'.
-
true
false
false
TweenSize
0
0
Smoothly translates a GuiObject's current size to 'endSize'. The only required argument is 'endSize'.
-
true
false
false
TweenSizeAndPosition
0
0
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'.
-
Instance
-
true
false
false
Active
0
0
If true, this GuiObject can fire mouse events and will pass them to any GuiObjects layered underneath, while false will do neither.
-
true
false
false
BackgroundColor3
0
0
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.
-
true
false
false
BackgroundTransparency
1
0
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.
-
true
false
false
BorderColor3
0
0
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.
-
true
false
false
BorderSizePixel
0
0
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.
-
true
false
false
ClipsDescendants
0
0
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.
-
true
false
false
Draggable
0
0
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.
-
true
false
false
Size
0
0
A UDim2 value describing the size of the GuiObject on screen in both absolute and relative coordinates.
-
true
false
false
Position
0
0
A UDim2 value describing the position of the top-left corner of the GuiObject on screen.
-
true
false
false
SizeConstraint
0
0
The direction(s) that an object can be resized in.
-
true
false
false
ZIndex
0
0
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).
-
true
true
false
BackgroundColor
0
0
Deprecated. Use BackgroundColor3 instead
-
true
true
false
BorderColor
0
0
Deprecated. Use BorderColor3 instead
-
true
false
false
SelectionImageObject
0
0
Overrides the default selection adornment (used for gamepads). For best results, this should point to a GuiObject.
-
Instance
-
true
false
false
DragBegin
0
0
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.
-
true
false
false
DragStopped
0
0
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.
-
true
false
false
MouseEnter
0
0
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.
-
true
false
false
MouseLeave
0
0
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.
-
true
false
false
MouseMoved
0
0
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.
-
true
false
false
TouchTap
0
0
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.
-
true
false
false
TouchPinch
0
0
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.
-
true
false
false
TouchSwipe
0
0
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.
-
true
false
false
TouchLongPress
0
0
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.
-
true
false
false
TouchRotate
0
0
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.
-
true
false
false
TouchPan
0
0
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.
-
true
false
false
InputBegan
0
0
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.
-
true
false
false
InputChanged
0
0
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.
-
true
false
false
InputEnded
0
0
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.
-
true
false
48
15
true
false
Frame
StarterGui
0
0
A container object used to layout other GUI objects
-
Instance
-
true
false
false
Style
0
0
Determines how a frame will look. Uses Enum.FrameStyle.
-
true
false
48
15
true
false
ScrollingFrame
StarterGui
0
0
A container object used to layout other GUI objects, and allows for scrolling.
-
Instance
-
true
false
false
ScrollingEnabled
0
0
Determines whether or not scrolling is allowed on this frame. If turned off, no scroll bars will be rendered.
-
true
false
false
CanvasSize
0
0
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.
-
true
false
false
CanvasPosition
0
0
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.
-
true
false
false
AbsoluteWindowSize
0
0
The size in pixels of the frame, without the scrollbars.
-
true
false
false
ScrollBarThickness
0
0
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.
-
true
false
false
TopImage
0
0
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.
-
true
false
false
MidImage
0
0
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.
-
true
false
false
BottomImage
0
0
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.
-
true
false
49
18
true
false
ImageLabel
StarterGui
0
0
A GUI object containing an Image
-
Instance
-
true
false
false
Image
0
0
Specifies the id of the texture to display.
-
true
false
false
ScaleType
0
0
Specifies how an image should be displayed. See ScaleType for more info.
-
true
false
false
SliceCenter
0
0
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.
-
true
false
50
19
true
false
TextLabel
StarterGui
0
0
A GUI object containing text
-
Instance
-
true
true
false
TextColor
0
0
Deprecated. Use TextColor3 instead
-
true
false
51
17
true
false
TextButton
StarterGui
0
0
A GUI button containing text
-
Instance
-
true
true
false
TextColor
0
0
Deprecated. Use TextColor3 instead
-
true
false
51
17
true
false
TextBox
StarterGui
0
0
A text entry box
-
Instance
-
true
true
false
TextColor
0
0
Deprecated. Use TextColor3 instead
-
false
false
52
16
true
false
GuiButton
0
0
A GUI button containing an Image
-
Instance
-
true
false
false
AutoButtonColor
0
0
Determines whether a button changes color automatically when reacting to mouse events.
-
true
false
false
Modal
0
0
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.
-
true
false
false
Style
0
0
Determines how a button will look, including mouse event states. Uses Enum.ButtonStyle.
-
Instance
-
true
false
false
MouseButton1Click
0
0
Fired when the mouse is over the button, and the mouse down and up events fire without the mouse leaving the button.
-
true
false
false
MouseButton1Down
0
0
Fired when the mouse button is pushed down on a button.
-
true
false
false
MouseButton1Up
0
0
Fired when the mouse button is released on a button.
-
true
false
false
MouseButton2Click
0
0
This function currently does not work :(
-
true
false
false
MouseButton2Down
0
0
This function currently does not work :(
-
true
false
false
MouseButton2Up
0
0
This function currently does not work :(
-
true
false
52
16
true
false
ImageButton
StarterGui
0
0
A GUI button containing an Image
-
Instance
-
true
false
false
Image
0
0
Specifies the asset id of the texture to display.
-
true
false
false
ScaleType
0
0
Specifies how an image should be displayed. See ScaleType for more info.
-
true
false
false
SliceCenter
0
0
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.
-
true
false
53
19
true
false
Handles
0
0
A 3D GUI object to represent draggable handles
-
true
false
56
20
true
false
ArcHandles
0
0
A 3D GUI object to represent draggable arc handles
-
true
false
54
21
true
false
SelectionBox
0
0
A 3D GUI object to represent the visible selection around an object
-
true
false
54
21
true
false
SelectionSphere
0
0
A 3D GUI object to represent the visible selection around an object
-
true
false
55
21
true
false
SurfaceSelection
0
0
A 3D GUI object to represent the visible selection around a face of an object
-
true
false
58
22
true
false
Configuration
0
0
An object that can be placed under parts to hold Value objects that represent that part's configuration
-
true
false
77
22
true
false
Folder
0
0
An object that can be created to hold and organize objects
-
true
true
57
22
true
false
SelectionPartLasso
0
0
A visual line drawn representation between two part objects
-
true
true
57
22
true
false
SelectionPointLasso
0
0
A visual line drawn representation between two positions
-
true
false
57
22
true
false
PartPairLasso
0
0
A visual line drawn representation between two parts.
-
true
false
60
22
true
false
Pose
0
0
The pose of a joint relative to it's parent part in a keyframe
-
true
false
60
22
true
false
Keyframe
0
0
One keyframe of an animation
-
true
false
60
22
true
false
Animation
0
0
Represents a linked animation object, containing keyframes and poses.
-
true
false
60
22
true
false
AnimationTrack
0
0
Returned by a call to LoadAnimation. Controls the playback of an animation on a Humanoid.
-
Instance
-
true
true
false
Stopped
0
0
This event is never raised
-
true
false
60
22
true
false
AnimationController
0
0
Allows animations to be played on joints of the parent object.
-
true
false
60
22
true
false
CharacterMesh
0
0
Modifies the appearance of a body part.
-
true
false
62
22
true
false
Dialog
0
0
An object used to make dialog trees to converse with players
-
true
false
63
22
true
false
DialogChoice
0
0
An object used to make dialog trees to converse with players
-
true
false
73
0
false
false
UnionOperation
0
0
A UnionOperation is a union of multiple parts
-
Instance
-
true
false
false
UsePartColor
0
0
Override the colors of the mesh with the part color.
-
true
false
false
InitialSize
0
0
-
true
false
false
AssetId
0
0
-
true
false
72
0
false
false
NegateOperation
0
0
A NegateOperation can be used to create holes in other parts
-
Instance
-
true
false
false
UsePartColor
0
0
Override the colors of the mesh with the part color.
-
true
false
73
2
true
false
MeshPart
0
0
A MeshPart is a physically simulatable mesh
-
true
false
65
0
true
false
Terrain
0
0
Object representing a high performance bounded grid of static 4x4 parts
-
Instance
-
true
false
false
GetCell
0
0
Returns CellMaterial, CellBlock, CellOrientation
-
true
false
false
GetWaterCell
0
0
Returns hasAnyWater, WaterForce, WaterDirection
-
true
false
false
SetWaterCell
0
0
-
true
false
13
3
true
false
PointLight
0
0
Makes the parent part emit light in a spherical shape
-
true
false
13
3
true
false
SpotLight
0
0
Makes the parent part emit light in a conical shape
-
true
false
13
3
true
false
SurfaceLight
0
0
Makes the parent part emit light in a frustum shape from rectangle defined by part
-
true
false
74
4
true
false
RemoteFunction
0
0
Allow functions defined in one script to be called by another script across client/server boundary
-
true
false
75
5
true
false
RemoteEvent
0
0
Allow events defined in one script to be subscribed to by another script across client/server boundary
-
true
false
65
0
true
false
TerrainRegion
0
0
Object representing a snapshot of the region of terrain
-
true
false
76
5
true
false
ModuleScript
0
0
A script fragment. Only runs when another script uses require() on it.
-
true
false
82
0
true
false
Motor6D
0
0
-
true
false
60
22
true
false
Animator
0
0
Represents a linked animation object, containing keyframes and poses.
-
true
false
60
22
true
false
KeyframeSequence
0
0
-
true
false
60
99
true
false
KeyframeSequenceProvider
0
0
-
true
false
37
3
true
false
PathfindingService
0
0
-
true
false
69
3
true
false
DataStoreService
0
0
-
true
true
33
11
true
false
Chat
0
0
-
true
false
28
99
true
false
ContentProvider
0
0
-
true
false
27
99
true
false
GuiService
0
0
-
true
false
30
4
true
false
RunService
0
0
-
true
false
28
4
true
false
InsertService
0
0
-
true
false
18
4
true
false
CoreScript
0
0
A script that runs on clients, NOT servers. LocalScripts can only run when parented under the PlayerGui currently.
-
true
false
4
3
true
false
BinaryStringValue
0
0
-
true
false
146
18
true
false
ChromiumFrame
StarterGui
0
0
A GUI object containing a Chromium view