Luduvo Contents
Theme
On this page

API Reference

Generated from the engine binding tables. Symbols marked server only are not available in client scripts.

Showing 68 of 68 items

Members are documented on their owning symbol pages; you can find them by searching or by choosing the Members category.

Guides

Instance

SymbolDescription
Instancean entity in the place tree; the components it holds add the members listed under each section

Game Services

SymbolDescription
Physicsqueries the physics world with rays, overlaps, and sweeps, and sets the collision groups and gravity the solver uses
Worlditerates the entities of the running place and registers the systems that run over them every tick
Tagsmarks entities with named tags and finds every entity with that tag
Prefabsspawns saved prefabs by name and translates between prefab names and their numeric ids
Profilerreports where the last tick spent its time and how long each script took
Lightingsets the sun, sky, ambient light, and exposure that the renderer meters the scene with
Animationreads the markers an animation clip crossed since the last drain, and names the body parts a blend layer may move
Soundplays a cooked sound at a point in the world on every client, and sets the volume of surface contact sounds
Localereads and switches the active locale, and translates a key into the text of that locale
Sessiontracks the players on this server, the character each one drives, and the signals that fire as they join, leave, and die
Inputreads the keyboard and mouse state of the local client, and the camera ray under the cursor
Itemsloads the bytes of a place, a model, or an accessory in a scratch world and reports the facts it finds
Storeopens a key-value store kept with the place, so its rows survive a restart
CloudStoreopens a key-value store that every server of the experience shares
Materialslists, defines, and replaces the materials that parts render with

Functions

SymbolDescription
printwrite to the output
warnwrite a warning to the output
tickseconds from a monotonic clock
EventTableDumpprint every event table to the output

Globals

SymbolDescription
Vector33D positions, directions, and velocities, with the axis and zero vectors alongside
UDim2UI positions and sizes that hold their layout when the viewport resizes
Rect2D bounds such as UI margins and screen extents
Color3colors as red, green, and blue channels from 0 to 1
Vector22D points such as screen pixels and UI anchors
Eventnetworked event tables
selfthe entity this script runs on
handlesnamed entities of this place

Types

SymbolDescription
RaycastResultwhat a ray hit: the entity, the point, the surface normal, and the distance
ShapecastHitwhat a swept shape hit, and how far along the sweep it struck
TouchEventtwo entities starting or stopping contact this frame
FrameStatswhere the last tick spent its time, and what Lua holds in memory
ScriptCosthow often one script ran and how long each call took
Identitywho a player is, and whether the account is an admin
MoveIntentwhere a character wants to move, and which way it should face
SwingTwistJointDescthe axes and angle limits to build a swing-twist joint from
SwingTwistJointInfothe axes and angle limits a live swing-twist joint reports
AnimPreviewInfowhich clip the preview plays, and where playback sits
AnimLayerRowone blend layer: the clip it plays and how it mixes in
Signalan event you connect functions to
Componentthe fields of one component, read and written by name
AnimLayersthe blend layers of a character, indexed by layer
EventFieldTypethe value type of one event table field
EventDirectionwhether an event table travels to the server or to the clients
EventColumnone field of an event table, holding a value per event
EventTablea batch of events the server and its clients send each other
QueryColumnone column a query matched, holding a value per entity
Querya reusable filter that matches entities by the components they hold
UDim2a length on both axes, as a fraction of the parent plus a pixel offset
Rectan axis-aligned rectangle, from its minimum corner to its maximum corner
Storea store kept with the place, so its rows survive a restart
CloudStorea store every server of the experience shares, read and written asynchronously
MaterialSpecthe textures, pipeline class, and physical terms one material renders with