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Instance

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

Members

52 members

Instance

Activated: Signal [read only]

fires when the pointer clicks this element, client side only

AnimLayers: AnimLayers [server] [read only]

animation layer rows of a character, indexed by layer

attr: { [string]: any } [read only]

attribute table of the entity, read and write as e.attr.Name

Changed: Signal [read only]

fires after a property of the entity changes

CollisionGroup: string

collision group name, Default when none is set

DragMoved: Signal [read only]

fires while the pointer drags this element, client side only

Hovered: Signal [read only]

fires when the pointer enters this element, client side only

InputMove: boolean

whether local movement input drives this camera

InputSteer: boolean

whether local pointer input steers this camera

LocalOrientation: vector

YXZ Euler degrees relative to the parent

LocalPosition: vector

offset in studs relative to the parent

Material: string [server]

surface material name, empty when none is set

Name: string

entity name, empty when unset

Orientation: vector

world rotation as YXZ Euler degrees

Parent: Instance?

parent entity, nil for a root

Position: vector | UDim2

world position in studs, a UDim2 on GUI elements

Size: vector | UDim2

part size in studs, a UDim2 on GUI elements

ViewSource: Instance?

camera entity this screen renders from, nil when none

ActiveAnimation() -> string? [server]

name of the playing animation clip, nil when none plays

AddComponent(name: string) -> Component | Instance

attach a component by name and return it

Parameters
NameTypeDescription
namestringName of the component to attach.
returnsComponent | Instance—
AdvancePreview() -> boolean [server]

step the animation preview, false when no preview runs

AnimationPreview() -> AnimPreviewInfo? [server]

state of the animation preview, nil when no preview runs

AnimationWeight(clip: string) -> number? [server]

blend weight of a clip, nil when the entity has no animator

Parameters
NameTypeDescription
clipstringName of the animation clip.
returnsnumber?—
ApplyForce(force: vector, at: vector?) -> () [server]

push the physics body with a force, optionally at a point

Parameters
NameTypeDescription
forcevectorForce in newtons.
atvector?World point in studs; the center of mass by default.
returns()—
ApplyImpulse(impulse: vector, at: vector?) -> () [server]

kick the physics body with an impulse, optionally at a point

Parameters
NameTypeDescription
impulsevectorImpulse in newton-seconds.
atvector?World point in studs; the center of mass by default.
returns()—
ApplyTorque(torque: vector) -> () [server]

spin the physics body with a torque

Parameters
NameTypeDescription
torquevectorTorque in newton-meters.
returns()—
Clone() -> Instance

copy the entity with its descendants, the copy becomes a root

Destroy() -> () [server]

remove the entity and its descendants, no-op when already dead

Emit(name: string, ...any) -> ()

fire the named signal on the entity with the given arguments

Parameters
NameTypeDescription
namestringName of the signal to fire.
...anyanyArguments forwarded to connected callbacks.
returns()—
FindFirstChild(name: string) -> Instance?

the direct child with the given name, nil when none

Parameters
NameTypeDescription
namestringName of the direct child to locate.
returnsInstance?—
GetAngularVelocity() -> vector [server]

angular velocity of the physics body

GetChildren() -> {Instance}

array of the direct children

GetIdentity() -> Identity?

user id, display name, and admin flag, nil for non-players

GetLinearVelocity() -> vector [server]

linear velocity of the physics body

GetMass() -> number?

mass of the physics body, nil when the entity has none

GetMoveIntent() -> MoveIntent? [server]

movement intent of a character, nil when the entity has none

GetSignal(name: string) -> Signal

the named signal of the entity, created on first use

Parameters
NameTypeDescription
namestringName of the signal to retrieve.
returnsSignal—
GetSwingTwistJoint() -> SwingTwistJointInfo?

swing-twist joint parameters, nil when the entity has no joint

HasComponent(name: string) -> boolean

whether the entity holds the named component

Parameters
NameTypeDescription
namestringName of the component to check.
returnsboolean—
IsAlive() -> boolean

whether the entity still exists in the world

IsDescendantOf(ancestor: Instance) -> boolean

whether the entity sits below the given ancestor

Parameters
NameTypeDescription
ancestorInstanceCandidate ancestor entity in the hierarchy.
returnsboolean—
PlayAnimation(clip: string, fade: number?, speed: number?) -> () [server]

play a clip with an optional fade time and speed

Parameters
NameTypeDescription
clipstringName of the animation clip.
fadenumber?Blend time in seconds.
speednumber?Playback rate, 1 being the authored speed.
returns()—
PreviewAnimation(clip: string, playing: boolean?, time: number?, speed: number?) -> boolean [server]

start an animation preview, false when the clip is refused

Parameters
NameTypeDescription
clipstringName of the animation clip.
playingboolean?Whether the preview advances on its own.
timenumber?Playhead position in seconds.
speednumber?Playback rate, 1 being the authored speed.
returnsboolean—
RemoveComponent(name: string) -> ()

detach the named component from the entity

Parameters
NameTypeDescription
namestringName of the component to detach.
returns()—
Rotate(axis: vector, angle: number) -> ()

rotate the entity around an axis by an angle in radians

Parameters
NameTypeDescription
axisvectorUnit vector to rotate around.
anglenumberRotation angle in radians.
returns()—
SetAngularVelocity(velocity: vector) -> () [server]

set the angular velocity of the physics body

Parameters
NameTypeDescription
velocityvectorRadians per second.
returns()—
SetBodyMotion(kind: string) -> () [server]

switch the physics body between dynamic and kinematic

Parameters
NameTypeDescription
kindstringMotion mode: "dynamic" or "kinematic".
returns()—
SetLinearVelocity(velocity: vector) -> () [server]

set the linear velocity of the physics body

Parameters
NameTypeDescription
velocityvectorStuds per second.
returns()—
SetSwingTwistJoint(joint: SwingTwistJointDesc) -> () [server]

configure the swing-twist joint of the entity

Parameters
NameTypeDescription
jointSwingTwistJointDescAnchor points, axes, and limits of the joint.
returns()—
StopAnimation() -> () [server]

stop all playing clips and close any preview

StopPreview() -> boolean [server]

stop the animation preview, false when no preview ran

TakeDamage(amount: number, attacker: Instance?) -> () [server]

deal damage to the entity and record the attacker

Parameters
NameTypeDescription
amountnumberHealth points to subtract.
attackerInstance?Entity responsible for the damage, or nil.
returns()—

Appearance

9 members Access: read write

Color: vector

Surface color of the part or mesh

ShadowOff: boolean

No shadow from this entity; the shadow passes skip it

SurfaceAppearance

Per-mesh PBR texture overrides; a zero slot means no override

Albedo: string

Base color texture override; 0 keeps the material texture

Emissive: string

Emissive color texture added to the lighting; 0 adds none

MetallicRoughness: string

Roughness in green and metallic in blue; 0 keeps the material

Normal: string

Tangent-space normal map override; 0 keeps the material map

Occlusion: string

Ambient occlusion texture, red channel; 0 keeps the material

Underlay: string

Second albedo, alpha-composited under Albedo over the part colour; read only where a BrickColor makes the mesh a decal

Transparency: number

Surface transparency, 0 opaque to 1 invisible

Character

13 members

AutoRotate: boolean

The character turns to the move direction

CharacterAppearance

Face: string

Texture asset of the face decal

Pants: string

Texture asset of the pants

Shirt: string

Texture asset of the shirt

Health

Health: number

Current hit points; reaching 0 kills the character

MaxHealth: number

Hit point cap that healing cannot exceed

HumanoidState

State: string [read only]

Current state of the character state machine

Invulnerable: boolean

TakeDamage does nothing while this tag exists

LastHit

The server adds this row when damage lands

Attacker: Instance? [read only]

The entity that dealt the last damage

Locomotion

HipHeight: number

Clearance between the floor and the torso in studs

JumpPower: number

Upward velocity given on jump in studs/s

MaxSlopeAngle: number

Floor angle in degrees a character walks on

WalkSpeed: number

Ground movement speed of the character in studs/s

Editor

1 member Access: read write

Locked: boolean

Cannot be selected or moved in the editor viewport

Gameplay

18 members

Attachment

IsRoot: boolean

This entity is the root of an accessory prefab

Slot: string

Rig socket the accessory binds to

AutoLocomotion: boolean

Automatic walk/idle/jump clip selection from velocity and state

Backpack

Holds equipped and stored tool prefab ids

Active: number

Prefab id of the currently held item

Slots: {number}

Prefab ids of items in backpack slots

BodyPart

Which body part this child entity is

Part: string

Which body part of the rig this entity is

Character: boolean

Marks the root entity of a humanoid character

CharacterAnimation: boolean

Attaches an Animator once the six body parts exist

CharacterPhysics: boolean

Opt-in dynamic torso body; Health and Locomotion alone are inert data

CharacterRig: boolean

Kinematic limb bodies for the BodyPart children, ridden on the torso and pose

DisplayName

Account display name shown on nametags and the leaderboard

DisplayNameId: number [read only]

Interned id of the account display name, set by the server session layer on join

Identity

Session fact on the character root; distinct from Name

UserId: string [read only]

Account id of the player who controls this character

Lifetime

Countdown to destruction; the server subtracts the tick time and deletes the entity at zero

Remaining: number

Seconds left before the server destroys the entity and its children

LimbAttachment

Joint frames; rewritten from the rig asset at attach

Joint: vector

Offset in the torso frame

Pivot: vector

Offset in the limb frame, negated

NoContactFriction: boolean

Zero contact friction while present; the FSM holds it during GettingUp

SpawnPoint: boolean

Players spawn at this part

Team

Groups entities that fight together

Id: number

Team number of this entity. Team 0 means no team

Identity

2 members

Data

NameId: number [read only]

Hash id of the entity name. Use the outliner to rename.

PrefabInstance

Names the prefab this entity instantiates; saving a prefab stores the reference instead of the expanded subtree

PrefabId: number

Id of the prefab this instance was spawned from

Light

6 members Access: read write

Light

Local point light. A SpotCone on the entity makes it a spot light

Intensity: number

Brightness of the emitted light; 0 turns it off

LightColor: vector

Color of the emitted light

Range: number

Distance the light reaches in studs

LightShadowOff: boolean

The light casts no shadow. Absence means it casts

SpotCone

Cone half-angles in radians. Presence makes the Light a spot light

InnerAngle: number

Half-angle in radians with full intensity inside the cone

OuterAngle: number

Half-angle in radians where the light fades to zero

Physics

18 members Access: read write

Anchored: boolean

Fixes the body in place; gravity and contacts cannot move it

Collider

Collision shape, decoupled from the visual; None opts out

Collider: string

Auto derives from Shape (cone as cylinder, wedge as box)

Physics

AngularDamping: number

Decay rate of angular velocity per second; 0 means no drag

LinearDamping: number

Decay rate of linear velocity per second; 0 means no drag

Surface Override

Density: number

Mass per unit of volume used to derive the body mass

Friction: number

Friction coefficient of contacts on this surface, 0 to 2

Restitution: number

Bounciness of contacts on this surface; 0 does not bounce

SwingTwistJoint

Authored swing-twist joint limit between this entity's body and its ECS parent's; materialized by the consuming system (e.g. character knockdown)

Anchor: vector

Constraint pivot in the ECS parent's body frame

FrictionTorque: number

Anti-jitter friction torque in Nm once the joint settles

NormalCone: number

Swing half-angle perpendicular to Plane Axis; already degrees

PlaneAxis: vector

Rest-pose swing ellipse axis, parent body frame

PlaneCone: number

Swing half-angle toward Plane Axis; already degrees

TwistAxis: vector

Rest-pose twist axis, parent body frame

TwistMax: number

Twist limit about Twist Axis; already degrees

TwistMin: number

Twist limit about Twist Axis; already degrees

Velocity

Linear velocity in studs/s

Velocity: vector

Linear velocity in studs/s; live while the world simulates

Weld

Rigid weld to another entity; the weld system creates the joint and removes this row when the joint breaks

Other: Instance?

The second welded entity; the weld holds the relative pose the two bodies had when the joint appeared

WeldBreak

Reaction force in Newtons that breaks the weld on this entity; the weld system removes the Weld row past it

BreakForce: number

Joint reaction force in Newtons that breaks the weld; zero holds forever

UI

69 members Access: read write

CoreMenuAction

engine action this core Menu button fires; the Name does nothing

Action: string

Engine action this core menu button triggers

CoreMenuPage

page of the core Menu this subtree belongs to

Page: number

Core menu page this subtree belongs to

CoreSettingBind

device setting this core Menu widget shows or steps

Op: string

Widget operation: Show the value, or Previous and Next to cycle it

Setting: string

Device setting this widget shows or adjusts

UIClickable: boolean

Opts into hit-testing and click/press events

UIClips

Scissors the descendants to this entity's rect

ClipsDescendants: boolean

Scissors the descendants to this entity's rect

UICorner

Rounds the corners of the plate and the stroke

CornerRadius: number

Pixels

UIDisabled

Draws the control dim and refuses the pointer and the key; absent means usable

Disabled: boolean

Draws the control dim and refuses the pointer and the key; absent means usable

UIFrame

Filled rectangle background; the plate behind every Gui

BackgroundColor3: vector

Background color of the frame

BackgroundTransparency: number

Transparency of the frame background, 0 opaque to 1 invisible

UIGridLayout

Steps the children through uniform cells and owns their position and size

CellPadding: number

Pixels between cells

CellSize: vector

Size of one grid cell in pixels

Columns: number

Cells across one grid line

Margins: Rect

Inner margins in pixels: left, top, right, bottom

UIHidden

Hides the entity and its subtree; the renderer skips it

Visible: boolean

Draws the entity and its subtree; false hides them

UIImage

Draws a texture inside the rect of this element

Image: string

The texture asset this element draws. 0 draws nothing.

ImageColor3: vector

Multiplies the texture; white keeps the source colors

ImageTransparency: number

Transparency of the texture, 0 opaque to 1 invisible

UIListLayout

Stacks the children and owns their position, anchor, and the scroll canvas height; child size stays authored

Align: string

Cross-axis alignment of the children: Start, Center, or End

Axis: string

Direction the children stack: Vertical or Horizontal

MarginBottom: number

Pixels inside the bottom edge

MarginLeft: number

Pixels inside the left edge

MarginRight: number

Pixels inside the right edge

MarginTop: number

Pixels inside the top edge

Spacing: number

Pixels between children

UIOrder

Draw and list order among siblings

LayoutOrder: number

Place order under a parent that has a UIListLayout

ZIndex: number

Draw order among siblings; the higher one draws last

UIRect

Screen-space rectangle; scale is a parent fraction, offset pixels

AnchorPoint: vector

Pivot inside the rect, 0,0 top left to 1,1 bottom right

MaxSize: UDim2

Size cap, a fraction of the parent plus pixels; 0 means no cap

SizeModeX: number

Fit sizes X to content. Grow splits the list remainder

SizeModeY: number

Fit sizes Y to content. Grow splits the list remainder

UIRoot: boolean

ScreenGui: top-level entity whose descendants form one overlay

UIScrollingFrame

Clips the children and moves them with the wheel; a zero canvas takes the extent of a vertical list layout

CanvasSize: UDim2

Scrollable canvas size, a fraction of the frame plus pixels

UISlider

A stepped track the player drags; the value is a place in a list, never a free number

FillColor3: vector

Color of the track between its start and the thumb

FillTransparency: number

Transparency of the track fill, 0 opaque to 1 invisible

ThumbColor3: vector

Color of the draggable thumb

ThumbSize: number

Pixels

ThumbTransparency: number

Transparency of the thumb, 0 opaque to 1 invisible

TrackColor3: vector

Color of the track behind the fill

TrackThickness: number

Pixels

TrackTransparency: number

Transparency of the track, 0 opaque to 1 invisible

UISliderState

The place a slider holds; a drag writes these two bytes and never the style

Steps: number

How many places the track holds

Value: number

The place the thumb shows

UIStroke

Border line around the plate of this Gui

BorderColor3: vector

Color of the border stroke

BorderSizePixel: number

Pixels

BorderTransparency: number

Transparency of the border stroke, 0 opaque to 1 invisible

UITextInput

Editable text input; cursor and focus state stay client-side

CursorColor3: vector

Color of the text input cursor

CursorTransparency: number

Transparency of the text cursor, 0 opaque to 1 invisible

Password: boolean

Mask typed characters

PlaceholderText: string

Interned id of the placeholder text. Set PlaceholderText through the property panel or a script.

UITextSource

The authored text as an interned name id

Text: string

Interned id of the authored text. Set Text through the property panel or a script.

UITextStyle

Text style, including horizontal and vertical alignment

Bold: boolean

Draws the text with the bold font weight

NoTranslate: boolean

Show this text as typed, with no translation

TextColor3: vector

Color of the text

TextSize: number

Pixels

TextStrokeColor3: vector

Color of the text outline

TextStrokeTransparency: number

Transparency of the text outline, 0 opaque to 1 invisible

TextStrokeWidth: number

Zero disables the MSDF outline

TextTransparency: number

Transparency of the text, 0 opaque to 1 invisible

TextXAlignment: number

Horizontal text alignment: Left, Center, or Right

TextYAlignment: number

Vertical text alignment: Top, Center, or Bottom

UIToggle

A two-state switch with a pill track and a round knob

KnobColor3: vector

Color of the sliding knob

KnobInset: number

Pixels between the knob and the track

KnobTransparency: number

Transparency of the knob, 0 opaque to 1 invisible

OffColor3: vector

Track color while the switch is off

OffTransparency: number

Track transparency while off, 0 opaque to 1 invisible

OnColor3: vector

Track color while the switch is on

OnTransparency: number

Track transparency while on, 0 opaque to 1 invisible

UIToggleOn

The switch is in the on position

On: boolean

The switch is in the on position

Visual

3 members Access: read write

Mesh: string

The mesh asset this entity draws; 0 draws nothing

RenderDisabled: boolean

No render slot; physics, replication, and raycasts untouched

Shape

Part shape identity as a value

Type: string

CK_PARTS shape byte; one identity for render, raycast, physics

Spawning and Managing Instances

Lifecycle: Server

Spawned prefabs behave like any other instance: parent them into the world, reach their children by name, and destroy them when finished.

Luau
local door = game.Prefabs.Spawn("Door")if door then	door.Parent = game.World	local hinge = door:FindFirstChild("Hinge")	if hinge then		hinge:ApplyImpulse(Vector3.new(0, 10, 0))	end	door:Destroy()	print("Door destroyed")end
Output: Door destroyed