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