File size: 92,425 Bytes
ef94a7c
 
 
1bc170b
ef94a7c
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
Path
====



Not Creatable

Not Replicated

Path objects store the result of paths created by [PathfindingService:CreatePath()](/docs/reference/engine/classes/PathfindingService#CreatePath).

Once a path object is created, you can call [Path:ComputeAsync()](/docs/reference/engine/classes/Path#ComputeAsync) with a starting point and ending point. This will attempt to compute a valid path for a character to move along, based on default or custom parameters passed to [CreatePath()](/docs/reference/engine/classes/PathfindingService#CreatePath). If [ComputeAsync()](/docs/reference/engine/classes/Path#ComputeAsync) successfully finds a path, the [Path](/docs/reference/engine/classes/Path) object will have a [Path.Status](/docs/reference/engine/classes/Path#Status) value of [PathStatus.Success](/docs/reference/engine/enums/PathStatus#Success). Otherwise the status will be [PathStatus.NoPath](/docs/reference/engine/enums/PathStatus#NoPath) which can occur if there are obstacles between the two points (and no way around) or if the points are inside of solid objects.

In addition to [ComputeAsync()](/docs/reference/engine/classes/Path#ComputeAsync), [Path](/docs/reference/engine/classes/Path) objects have the [GetWaypoints()](/docs/reference/engine/classes/Path#GetWaypoints) method which returns a list of waypoints representing the points a character should follow in sequence to get from the beginning to the end of the path.

Finally, [Path](/docs/reference/engine/classes/Path) objects can be connected to the [Path.Blocked](/docs/reference/engine/classes/Path#Blocked) event. This event will fire if, at any time during the path's existence, the path is blocked. Note that this can occur behind a character moving along the path, not just in front of it.

Summary
-------

### Properties

[](#Status)Status: [PathStatus](/docs/reference/engine/enums/PathStatus)

The success of the generated [Path](/docs/reference/engine/classes/Path).

READ ONLY

NOT REPLICATED

Properties inherited from Instance

[](#Archivable)Archivable: [boolean](/docs/luau/booleans)

Determines if an [Instance](/docs/reference/engine/classes/Instance) can be cloned using [Instance:Clone()](/docs/reference/engine/classes/Instance#Clone) or saved to file.

[](#ClassName)ClassName: [string](/docs/luau/strings)

A read-only string representing the class this [Instance](/docs/reference/engine/classes/Instance) belongs to.

READ ONLY

NOT REPLICATED

[](#Name)Name: [string](/docs/luau/strings)

A non-unique identifier of the [Instance](/docs/reference/engine/classes/Instance).

[](#Parent)Parent: [Instance](/docs/reference/engine/classes/Instance)

Determines the hierarchical parent of the [Instance](/docs/reference/engine/classes/Instance).

NOT REPLICATED

[](#RobloxLocked)RobloxLocked: [boolean](/docs/luau/booleans)

A deprecated property that used to protect [CoreGui](/docs/reference/engine/classes/CoreGui) objects.

HIDDEN

[](#archivable)archivable: [boolean](/docs/luau/booleans)

HIDDEN

NOT REPLICATED

DEPRECATED

[](#className)className: [string](/docs/luau/strings)

READ ONLY

NOT REPLICATED

DEPRECATED

### Methods

[](#GetWaypoints)GetWaypoints(): [Array](/docs/luau/tables)  

* * *

Returns an array of points in the path.

[](#CheckOcclusionAsync)CheckOcclusionAsync(start: [number](/docs/luau/numbers)): [number](/docs/luau/numbers)  YIELDS

* * *

Checks if a path is blocked starting at a specific waypoint.

[](#ComputeAsync)ComputeAsync(start: [Vector3](/docs/reference/engine/datatypes/Vector3), finish: [Vector3](/docs/reference/engine/datatypes/Vector3)): void  YIELDS

* * *

Computes a [Path](/docs/reference/engine/classes/Path) from a start position to an end position.

Methods inherited from Instance

[](#AddTag)AddTag(tag: [string](/docs/luau/strings)): void  

* * *

Applies a tag to the instance.

[](#ClearAllChildren)ClearAllChildren(): void  

* * *

This function destroys all of an [Instance](/docs/reference/engine/classes/Instance)'s children.

[](#Clone)Clone(): [Instance](/docs/reference/engine/classes/Instance)  

* * *

Create a copy of an object and all its descendants, ignoring objects that are not [Archivable](/docs/reference/engine/classes/Instance#Archivable).

[](#Destroy)Destroy(): void  

* * *

Sets the [Instance.Parent](/docs/reference/engine/classes/Instance#Parent) property to nil, locks the [Instance.Parent](/docs/reference/engine/classes/Instance#Parent) property, disconnects all connections, and calls Destroy on all children.

[](#FindFirstAncestor)FindFirstAncestor(name: [string](/docs/luau/strings)): [Instance](/docs/reference/engine/classes/Instance)  

* * *

Returns the first ancestor of the [Instance](/docs/reference/engine/classes/Instance) whose [Instance.Name](/docs/reference/engine/classes/Instance#Name) is equal to the given name.

[](#FindFirstAncestorOfClass)FindFirstAncestorOfClass(className: [string](/docs/luau/strings)): [Instance](/docs/reference/engine/classes/Instance)  

* * *

Returns the first ancestor of the [Instance](/docs/reference/engine/classes/Instance) whose [Instance.ClassName](/docs/reference/engine/classes/Instance#ClassName) is equal to the given className.

[](#FindFirstAncestorWhichIsA)FindFirstAncestorWhichIsA(className: [string](/docs/luau/strings)): [Instance](/docs/reference/engine/classes/Instance)  

* * *

Returns the first ancestor of the [Instance](/docs/reference/engine/classes/Instance) for whom [Instance:IsA()](/docs/reference/engine/classes/Instance#IsA) returns true for the given className.

[](#FindFirstChild)FindFirstChild(name: [string](/docs/luau/strings), recursive: [boolean](/docs/luau/booleans)): [Instance](/docs/reference/engine/classes/Instance)  

* * *

Returns the first child of the [Instance](/docs/reference/engine/classes/Instance) found with the given name.

[](#FindFirstChildOfClass)FindFirstChildOfClass(className: [string](/docs/luau/strings)): [Instance](/docs/reference/engine/classes/Instance)  

* * *

Returns the first child of the [Instance](/docs/reference/engine/classes/Instance) whose [ClassName](/docs/reference/engine/classes/Instance#ClassName) is equal to the given className.

[](#FindFirstChildWhichIsA)FindFirstChildWhichIsA(className: [string](/docs/luau/strings), recursive: [boolean](/docs/luau/booleans)): [Instance](/docs/reference/engine/classes/Instance)  

* * *

Returns the first child of the [Instance](/docs/reference/engine/classes/Instance) for whom [Instance:IsA()](/docs/reference/engine/classes/Instance#IsA) returns true for the given className.

[](#FindFirstDescendant)FindFirstDescendant(name: [string](/docs/luau/strings)): [Instance](/docs/reference/engine/classes/Instance)  

* * *

Returns the first descendant found with the given [Instance.Name](/docs/reference/engine/classes/Instance#Name).

[](#GetActor)GetActor(): [Actor](/docs/reference/engine/classes/Actor)  

* * *

Returns the [Actor](/docs/reference/engine/classes/Actor) associated with the Instance, if any.

[](#GetAttribute)GetAttribute(attribute: [string](/docs/luau/strings)): Variant  

* * *

Returns the attribute which has been assigned to the given name.

[](#GetAttributeChangedSignal)GetAttributeChangedSignal(attribute: [string](/docs/luau/strings)): [RBXScriptSignal](/docs/reference/engine/datatypes/RBXScriptSignal)  

* * *

Returns an event that fires when the given attribute changes.

[](#GetAttributes)GetAttributes(): [table](/docs/luau/tables)  

* * *

Returns a dictionary of string → variant pairs for each of the [Instance](/docs/reference/engine/classes/Instance)'s attributes.

[](#GetChildren)GetChildren(): [Objects](/docs/luau/tuples)  

* * *

Returns an array containing all of the [Instance](/docs/reference/engine/classes/Instance)'s children.

[](#GetDebugId)GetDebugId(scopeLength: [number](/docs/luau/numbers)): [string](/docs/luau/strings)  NOT BROWSABLE

* * *

Returns a coded string of the [Instance](/docs/reference/engine/classes/Instance)s DebugId used internally by Roblox.

[](#GetDescendants)GetDescendants(): [Array](/docs/luau/tables)  CUSTOM LUA STATE

* * *

Returns an array containing all of the descendants of the instance.

[](#GetFullName)GetFullName(): [string](/docs/luau/strings)  

* * *

Returns a string describing the [Instance](/docs/reference/engine/classes/Instance)'s ancestry.

[](#GetPropertyChangedSignal)GetPropertyChangedSignal(property: [string](/docs/luau/strings)): [RBXScriptSignal](/docs/reference/engine/datatypes/RBXScriptSignal)  

* * *

Get an event that fires when a given property of an object changes.

[](#GetTags)GetTags(): [Array](/docs/luau/tables)  

* * *

Gets an array of all tags applied to the instance.

[](#HasTag)HasTag(tag: [string](/docs/luau/strings)): [boolean](/docs/luau/booleans)  

* * *

Check whether the instance has a given tag.

[](#IsA)IsA(className: [string](/docs/luau/strings)): [boolean](/docs/luau/booleans)  CUSTOM LUA STATE

* * *

Returns true if an [Instance](/docs/reference/engine/classes/Instance)'s class matches or inherits from a given class.

[](#IsAncestorOf)IsAncestorOf(descendant: [Instance](/docs/reference/engine/classes/Instance)): [boolean](/docs/luau/booleans)  

* * *

Returns true if an [Instance](/docs/reference/engine/classes/Instance) is an ancestor of the given descendant.

[](#IsDescendantOf)IsDescendantOf(ancestor: [Instance](/docs/reference/engine/classes/Instance)): [boolean](/docs/luau/booleans)  

* * *

Returns true if an [Instance](/docs/reference/engine/classes/Instance) is a descendant of the given ancestor.

[](#Remove)Remove(): void  DEPRECATED

* * *

Sets the object's Parent to nil, and does the same for all its descendants.

[](#RemoveTag)RemoveTag(tag: [string](/docs/luau/strings)): void  

* * *

Removes a tag from the instance.

[](#SetAttribute)SetAttribute(attribute: [string](/docs/luau/strings), value: Variant): void  

* * *

Sets the attribute with the given name to the given value.

[](#WaitForChild)WaitForChild(childName: [string](/docs/luau/strings), timeOut: [number](/docs/luau/numbers)): [Instance](/docs/reference/engine/classes/Instance)  CUSTOM LUA STATE, CAN YIELD

* * *

Returns the child of the [Instance](/docs/reference/engine/classes/Instance) with the given name. If the child does not exist, it will yield the current thread until it does.

[](#children)children(): [Objects](/docs/luau/tuples)  DEPRECATED

* * *

Returns an array of the object's children.

[](#clone)clone(): [Instance](/docs/reference/engine/classes/Instance)  DEPRECATED

* * *

  

[](#destroy)destroy(): void  DEPRECATED

* * *

  

[](#findFirstChild)findFirstChild(name: [string](/docs/luau/strings), recursive: [boolean](/docs/luau/booleans)): [Instance](/docs/reference/engine/classes/Instance)  DEPRECATED

* * *

  

[](#getChildren)getChildren(): [Objects](/docs/luau/tuples)  DEPRECATED

* * *

  

[](#isA)isA(className: [string](/docs/luau/strings)): [boolean](/docs/luau/booleans)  DEPRECATED, CUSTOM LUA STATE

* * *

  

[](#isDescendantOf)isDescendantOf(ancestor: [Instance](/docs/reference/engine/classes/Instance)): [boolean](/docs/luau/booleans)  DEPRECATED

* * *

  

[](#remove)remove(): void  DEPRECATED

* * *

  

### Events

[](#Blocked)Blocked(blockedWaypointIdx: [number](/docs/luau/numbers)): [RBXScriptSignal](/docs/reference/engine/datatypes/RBXScriptSignal)  

* * *

Fires when the computed path becomes blocked.

[](#Unblocked)Unblocked(unblockedWaypointIdx: [number](/docs/luau/numbers)): [RBXScriptSignal](/docs/reference/engine/datatypes/RBXScriptSignal)  

* * *

Fires when a computed path that was blocked becomes unblocked.

Events inherited from Instance

[](#AncestryChanged)AncestryChanged(child: [Instance](/docs/reference/engine/classes/Instance), parent: [Instance](/docs/reference/engine/classes/Instance)): [RBXScriptSignal](/docs/reference/engine/datatypes/RBXScriptSignal)  

* * *

Fires when the [Instance.Parent](/docs/reference/engine/classes/Instance#Parent) property of the object or one of its ancestors is changed.

[](#AttributeChanged)AttributeChanged(attribute: [string](/docs/luau/strings)): [RBXScriptSignal](/docs/reference/engine/datatypes/RBXScriptSignal)  

* * *

Fires whenever an attribute is changed on the [Instance](/docs/reference/engine/classes/Instance).

[](#Changed)Changed(property: [string](/docs/luau/strings)): [RBXScriptSignal](/docs/reference/engine/datatypes/RBXScriptSignal)  

* * *

Fired immediately after a property of an object changes.

[](#ChildAdded)ChildAdded(child: [Instance](/docs/reference/engine/classes/Instance)): [RBXScriptSignal](/docs/reference/engine/datatypes/RBXScriptSignal)  

* * *

Fires after an object is parented to this [Instance](/docs/reference/engine/classes/Instance).

[](#ChildRemoved)ChildRemoved(child: [Instance](/docs/reference/engine/classes/Instance)): [RBXScriptSignal](/docs/reference/engine/datatypes/RBXScriptSignal)  

* * *

Fires after a child is removed from this [Instance](/docs/reference/engine/classes/Instance).

[](#DescendantAdded)DescendantAdded(descendant: [Instance](/docs/reference/engine/classes/Instance)): [RBXScriptSignal](/docs/reference/engine/datatypes/RBXScriptSignal)  

* * *

Fires after a descendant is added to the [Instance](/docs/reference/engine/classes/Instance).

[](#DescendantRemoving)DescendantRemoving(descendant: [Instance](/docs/reference/engine/classes/Instance)): [RBXScriptSignal](/docs/reference/engine/datatypes/RBXScriptSignal)  

* * *

Fires immediately before a descendant of the [Instance](/docs/reference/engine/classes/Instance) is removed.

[](#Destroying)Destroying(): [RBXScriptSignal](/docs/reference/engine/datatypes/RBXScriptSignal)  

* * *

Fires immediately before the instance is destroyed via [Instance:Destroy()](/docs/reference/engine/classes/Instance#Destroy).

[](#childAdded)childAdded(child: [Instance](/docs/reference/engine/classes/Instance)): [RBXScriptSignal](/docs/reference/engine/datatypes/RBXScriptSignal)  DEPRECATED

* * *

  

Properties
----------

### Status

[PathStatus](/docs/reference/engine/enums/PathStatus)

Read Only

Not Replicated

[Read Parallel](/docs/scripting/multithreading)

The success of the generated [Path](/docs/reference/engine/classes/Path).

Properties inherited from Instance

### Archivable

[boolean](/docs/luau/booleans)

[Read Parallel](/docs/scripting/multithreading)

This property determines whether an [object](/docs/reference/engine/classes/Instance) should be included when the game is published or saved, or when [Instance:Clone()](/docs/reference/engine/classes/Instance#Clone) is called on one of the object's ancestors. Calling Clone directly on an object will return nil if the cloned object is not archivable. Copying an object in Studio (using the 'Duplicate' or 'Copy' options) will ignore the Archivable property and set Archivable to true for the copy.

* * *

    local part = Instance.new("Part")
    print(part:Clone())  --> Part
    part.Archivable = false
    print(part:Clone())  --> nil

### ClassName

[string](/docs/luau/strings)

Read Only

Not Replicated

[Read Parallel](/docs/scripting/multithreading)

A read-only string representing the class this [Instance](/docs/reference/engine/classes/Instance) belongs to.

This property can be used with various other functions of Instance that are used to identify objects by type, such as [Instance:IsA()](/docs/reference/engine/classes/Instance#IsA) or [Instance:FindFirstChildOfClass()](/docs/reference/engine/classes/Instance#FindFirstChildOfClass).

Note this property is read only and cannot be altered by scripts. Developers wishing to change an [Instance](/docs/reference/engine/classes/Instance)'s class will instead have to create a new [Instance](/docs/reference/engine/classes/Instance).

Unlike [Instance:IsA()](/docs/reference/engine/classes/Instance#IsA), ClassName can be used to check if an object belongs to a specific class ignoring class inheritance. For example:

* * *

    for _, child in ipairs(game.Workspace:GetChildren()) do
        if child.ClassName == "Part" then
            print("Found a Part")
            -- will find Parts in model, but NOT TrussParts, WedgeParts, etc
        end
    end

### Name

[string](/docs/luau/strings)

[Read Parallel](/docs/scripting/multithreading)

A non-unique identifier of the [Instance](/docs/reference/engine/classes/Instance).

This property is an identifier that describes an object. Names are not necessarily unique identifiers however; multiple children of an object may share the same name. Names are used to keep the object hierarchy organized, along with allowing scripts to access specific objects.

The name of an object is often used to access the object through the data model hierarchy using the following methods:

* * *

    local baseplate = workspace.Baseplate
    local baseplate = workspace["Baseplate"]
    local baseplate = workspace:FindFirstChild("BasePlate")

In order to make an object accessible using the dot operator, an object's Name must follow a certain syntax. The objects name must start with an underscore or letter. The rest of the name can only contain letters, numbers, or underscores (no other special characters). If an objects name does not follow this syntax it will not be accessible using the dot operator and Lua will not interpret its name as an identifier.

If more than one object with the same name are siblings then any attempt to index an object by that name will return the only one of the objects found similar to [Instance:FindFirstChild()](/docs/reference/engine/classes/Instance#FindFirstChild), but not always the desired object. If a specific object needs to be accessed through code, it is recommended to give it a unique name, or guarantee that none of its siblings share the same name as it.

Note, a full name showing the instance's hierarchy can be obtained using [Instance:GetFullName()](/docs/reference/engine/classes/Instance#GetFullName).

### Parent

[Instance](/docs/reference/engine/classes/Instance)

Not Replicated

[Read Parallel](/docs/scripting/multithreading)

The Parent property determines the hierarchical parent of the [Instance](/docs/reference/engine/classes/Instance). The following terminology is commonly used when talking about how this property is set:

*   An object is a child (parented to) another object when its Parent is set to that object.
    
*   The descendants of an [Instance](/docs/reference/engine/classes/Instance) are the children of that object, plus the descendants of the children as well.
    
*   The ancestors of an [Instance](/docs/reference/engine/classes/Instance) are all the objects that the Instance is a descendant of.
    

It is from this property that many other API members get their name, such as [GetChildren](/docs/reference/engine/classes/Instance#GetChildren) and [FindFirstChild](/docs/reference/engine/classes/Instance#FindFirstChild).

The [Remove](/docs/reference/engine/classes/Instance#Remove) function sets this property to nil. Calling [Destroy](/docs/reference/engine/classes/Instance#Destroy) will set the Parent of an [Instance](/docs/reference/engine/classes/Instance) and all of its descendants to nil, and also lock the Parent property. An error is raised when setting the Parent of a destroyed object.

This property is also used to manage whether an object exists in the game or needs removed. As long as an objects parent is in the [DataModel](/docs/reference/engine/classes/DataModel), is stored in a variable, or is referenced by another objects property, then the object remains in the game. Otherwise, the object will automatically be removed. The top level [DataModel](/docs/reference/engine/classes/DataModel) object (the one referred to as the game by scripts) has no parent, but always has a reference held to it by the game engine, and exists for the duration of a session.

Newly created objects using [Instance.new()](/docs/reference/engine/datatypes/Instance#new) will not have a parent, and usually will not be visible or function until one is set. The most elementary creation of an object has two steps: creating the object, then setting its parent.

* * *

    -- Create a part and parent it to the workspace
    local part = Instance.new("Part")
    part.Parent = workspace
    -- Instance new can also take Parent as a second parameter
    Instance.new("NumberValue", workspace)

#### Object Replication

An object created by server will not replicate to clients until it is parented to some object that is replicated. When creating an object then setting many properties, it's recommended to set Parent last. This ensures the object replicates once, instead of replicating many property changes.

* * *

    local part = Instance.new("Part") -- Avoid using the second parameter here
    part.Anchored = true
    part.BrickColor = BrickColor.new("Really red")
    -- Potentially many other property changes could go here here...
    -- Always set parent last!
    part.Parent = workspace

However, if you were parenting your parts to a [Model](/docs/reference/engine/classes/Model) whose parent hasn't been set yet, then setting the parent first would not matter as the model would not have replicated yet.

### RobloxLocked

[boolean](/docs/luau/booleans)

Hidden

Plugin Security

[Read Parallel](/docs/scripting/multithreading)

This property used to protect objects in the [CoreGui](/docs/reference/engine/classes/CoreGui) service from being altered by users in an unauthorized manner. It has been deprecated and does not do anything.

### archivable

[boolean](/docs/luau/booleans)

Hidden

Not Replicated

DEPRECATED

[Read Parallel](/docs/scripting/multithreading)

DEPRECATED

This deprecated property is a variant of [Instance.Archivable](/docs/reference/engine/classes/Instance#Archivable) which should be used instead.

### className

[string](/docs/luau/strings)

Read Only

Not Replicated

DEPRECATED

[Read Parallel](/docs/scripting/multithreading)

DEPRECATED

This deprecated property is a variant of [Instance.ClassName](/docs/reference/engine/classes/Instance#ClassName) which should be used instead.

Methods
-------

### GetWaypoints

[Array](/docs/luau/tables)

This function returns an array of all the [PathWaypoints](/docs/reference/engine/datatypes/PathWaypoint) in a [Path](/docs/reference/engine/classes/Path), as computed by [Path:ComputeAsync()](/docs/reference/engine/classes/Path#ComputeAsync).

Each waypoint in the array specifies a [Vector3](/docs/reference/engine/datatypes/Vector3) position and [action](/docs/reference/engine/enums/PathWaypointAction) to take when this PathWaypoint is reached. The array is arranged in the order of waypoints from the path start to path end.

If a path could not be computed, this function will return an empty array.

  

#### Returns

[Array](/docs/luau/tables)

An array of [PathWaypoints](/docs/reference/engine/datatypes/PathWaypoint) ordered from path start to path end.

#### Code Samples

The example below demonstrates how to create a Path and it's [PathWaypoints](/docs/reference/engine/datatypes/PathWaypoint) using the PathService.

It tries to [Path:ComputeAsync()](/docs/reference/engine/classes/Path#ComputeAsync) a path between two [Vector3](/docs/reference/engine/datatypes/Vector3) positions, from pathStart to pathEnd. If a path is successfully created, indicated by it's [PathStatus](/docs/reference/engine/enums/PathStatus), the code block gets an array of its waypoints using [Path:GetWaypoints()](/docs/reference/engine/classes/Path#GetWaypoints). Then, it loops through the array and prints each waypoint's position.

Get Path Waypoints

* * *

    local PathfindingService = game:GetService("PathfindingService")
    
    local path = PathfindingService:CreatePath()
    
    local PATH_START = Vector3.new(0, 1, 0)
    local PATH_END = Vector3.new(100, 1, 25)
    
    path:ComputeAsync(PATH_START, PATH_END)
    
    if path.Status == Enum.PathStatus.Success then
    	local waypoints = path:GetWaypoints()
    	for _, waypoint in pairs(waypoints) do
    		print(waypoint.Position)
    	end
    end

### CheckOcclusionAsync

[number](/docs/luau/numbers)

Yields

This function checks if a path is blocked starting at the waypoint indicated by start.

It returns the first waypoint of occlusion if blocked, -1 if not. it returns an error if start is less than 0 or greater than the number of waypoints in the [Path](/docs/reference/engine/classes/Path).

#### Parameters

start: [number](/docs/luau/numbers)

  

#### Returns

[number](/docs/luau/numbers)

### ComputeAsync

void

Yields

This function computes a [Path](/docs/reference/engine/classes/Path) from a start position to an end position. This function is not automatically called when a path is created and must be invoked each time the path needs to be updated.

Once the Path is computed, it will have a series of waypoints that, when followed, can lead a character along the path. These points are gathered with the [Path:GetWaypoints()](/docs/reference/engine/classes/Path#GetWaypoints) function.

#### Parameters

start: [Vector3](/docs/reference/engine/datatypes/Vector3)

The world position where the computed path begins.

finish: [Vector3](/docs/reference/engine/datatypes/Vector3)

The world position where the computed path finishes.

  

#### Returns

void

#### Code Samples

The code sample below explores how to move an NPC along a more complex path or around obstacles. This is known as pathfinding.

Using the Pathfinding Service

* * *

    local PathfindingService = game:GetService("PathfindingService")
    
    local agentParams = {
    	AgentRadius = 2.0,
    	AgentHeight = 5.0,
    	AgentCanJump = false,
    }
    local currentWaypointIdx = 1
    
    local path = PathfindingService:CreatePath(agentParams)
    
    local humanoidRootPart = script.Parent:FindFirstChild("HumanoidRootPart")
    local targetPosition = Vector3.new(50, 0, 50)
    path:ComputeAsync(humanoidRootPart.Position, targetPosition)
    
    -- When the path is blocked...
    local function OnPathBlocked(blockedWaypointIdx)
    	-- Check if the obstacle is further down the path
    	if blockedWaypointIdx > currentWaypointIdx then
    		-- Recompute the path
    		path:ComputeAsync(humanoidRootPart.Position, targetPosition)
    		if path.Status == Enum.PathStatus.Success then
    
    			-- Retrieve update waypoint list with path:GetWaypoints()
    			-- and Continue walking towards target
    		else
    			-- Error, path not found
    		end
    	end
    end
    
    path.Blocked:Connect(OnPathBlocked)

Methods inherited from Instance

### AddTag

void

This method applies a tag to the instance, with no effect if the tag is already applied. Successfully adding a tag will fire a signal created by [CollectionService:GetInstanceAddedSignal()](/docs/reference/engine/classes/CollectionService#GetInstanceAddedSignal) with the given tag.

Note that when tagging an instance, it's common that some resources are used to give the tag its functionality, for example event connections or tables. To prevent memory leaks, it's a good idea to clean these up (disconnect, set to nil, etc.) when no longer needed for a tag. Do this when calling [Instance:RemoveTag()](/docs/reference/engine/classes/Instance#RemoveTag), calling [Instance:Destroy()](/docs/reference/engine/classes/Instance#Destroy), or in a function connected to a signal returned by [CollectionService:GetInstanceRemovedSignal()](/docs/reference/engine/classes/CollectionService#GetInstanceRemovedSignal).

#### Parameters

tag: [string](/docs/luau/strings)

  

#### Returns

void

### ClearAllChildren

void

This function destroys all of an [Instance](/docs/reference/engine/classes/Instance)'s children.

As [Instance:Destroy()](/docs/reference/engine/classes/Instance#Destroy) also calls itself on the children of an object it is used on, this function will destroy all descendants.

#### Alternatives to ClearAllChildren

If the developer does not wish to destroy all descendants, they should use [Instance:GetChildren()](/docs/reference/engine/classes/Instance#GetChildren) or [Instance:GetDescendants()](/docs/reference/engine/classes/Instance#GetDescendants) to loop through an object and select what to destroy. For example, the following code sample will destroy all parts in an object.

* * *

    for _, instance in pairs(object:GetDescendants()) do
    	if instance:IsA("BasePart") then
    		instance:Destroy()
    	end
    end

  

#### Returns

void

#### Code Samples

This example creates a Part and adds a few sparkle objects to the part. Then it calls Part:ClearAllChildren() to remove all of the children.

Instance:ClearAllChildren

* * *

    local part = Instance.new("Part")
    
    -- add some sparkles
    for _ = 1, 3 do
    	local sparkles = Instance.new("Sparkles")
    	sparkles.Parent = part
    end
    
    print("Part has", #part:GetChildren(), "children")
    --> Part has 3 children
    
    part:ClearAllChildren()
    
    print("Part has", #part:GetChildren(), "children")
    --> Part has 0 children

### Clone

[Instance](/docs/reference/engine/classes/Instance)

Clone creates a copy of an object and all of its descendants, ignoring all objects that are not [Archivable](/docs/reference/engine/classes/Instance#Archivable). The copy of the root object is returned by this function and its [Parent](/docs/reference/engine/classes/Instance#Parent) is set to nil.

If a reference property such as [ObjectValue.Value](/docs/reference/engine/classes/ObjectValue#Value) is set in a cloned object, the value of the copy's property depends on original's value:

*   If a reference property refers to an object that was also cloned, an _internal reference_, the copy will refer to the copy.
    
*   If a reference property refers to an object that was not cloned, an _external reference_, the same value is maintained in the copy.
    

This function is typically used to create models that can be regenerated. First, get a reference to the original object. Then, make a copy of the object and insert the copy by setting its [Parent](/docs/reference/engine/classes/Instance#Parent) to the [Workspace](/docs/reference/engine/classes/Workspace) or one of its descendants. Finally, when it's time to regenerate the model, [Destroy](/docs/reference/engine/classes/Instance#Destroy) the copy and clone a new one from the original like before.

  

#### Returns

[Instance](/docs/reference/engine/classes/Instance)

#### Code Samples

This code first references an existing object in the original variable. Then, it makes a copy of the object, sets the parent to that of the original, and finally moves the copy to (0, 50, 0).

Clone Example

* * *

    -- Get a reference to an existing object
    local original = workspace.Model
    -- Create the model copy
    local copy = original:Clone()
    -- Parent the copy to the same parent as the original
    copy.Parent = original.Parent
    -- Move the copy so it's not overlapping the original
    copy:SetPrimaryPartCFrame(CFrame.new(0, 50, 0))

### Destroy

void

Sets the [Instance.Parent](/docs/reference/engine/classes/Instance#Parent) property to nil, locks the [Instance.Parent](/docs/reference/engine/classes/Instance#Parent) property, disconnects all connections, and calls Destroy on all children. This function is the correct way to dispose of objects that are no longer required. Disposing of unneeded objects is important, since unnecessary objects and connections in a place use up memory (this is called a memory leak) which can lead to serious performance issues over time.

Tip: After calling Destroy on an object, set any variables referencing the object (or its descendants) to nil. This prevents your code from accessing anything to do with the object.

* * *

    local part = Instance.new("Part")
    part.Name = "Hello, world"
    part:Destroy()
    -- Don't do this:
    print(part.Name) --> "Hello, world"
    -- Do this to prevent the above line from working:
    part = nil

Once an [Instance](/docs/reference/engine/classes/Instance) has been destroyed by this method it cannot be reused because the [Instance.Parent](/docs/reference/engine/classes/Instance#Parent) property is locked. To temporarily remove an object, set [Parent](/docs/reference/engine/classes/Instance#Parent) it to nil instead. For example:

* * *

    object.Parent = nil
    wait(2)
    object.Parent = workspace

To Destroy an object after a set amount of time, use [Debris:AddItem()](/docs/reference/engine/classes/Debris#AddItem).

  

#### Returns

void

#### Code Samples

Instance:Destroy

* * *

    local Part = workspace.Part
    
    Part:Destroy()
    
    Part.Parent = workspace --> The Parent property of Part is locked

### FindFirstAncestor

[Instance](/docs/reference/engine/classes/Instance)

[Write Parallel](/docs/scripting/multithreading)

Returns the first ancestor of the [Instance](/docs/reference/engine/classes/Instance) whose [Instance.Name](/docs/reference/engine/classes/Instance#Name) is equal to the given name.

This function works upwards, meaning it starts at the [Instance](/docs/reference/engine/classes/Instance)'s immediate [Instance.Parent](/docs/reference/engine/classes/Instance#Parent) and works up towards the [DataModel](/docs/reference/engine/classes/DataModel). If no matching ancestor is found, it returns nil.

The following code snippet would find the first ancestor of the object named 'Car'.

* * *

    local car = object:FindFirstAncestor("Car")

For variants of this function that find ancestors of a specific class, please see [Instance:FindFirstAncestorOfClass()](/docs/reference/engine/classes/Instance#FindFirstAncestorOfClass) and [Instance:FindFirstAncestorWhichIsA()](/docs/reference/engine/classes/Instance#FindFirstAncestorWhichIsA).

#### Parameters

name: [string](/docs/luau/strings)

The [Instance.Name](/docs/reference/engine/classes/Instance#Name) to be looked for.

  

#### Returns

[Instance](/docs/reference/engine/classes/Instance)

The [Instance](/docs/reference/engine/classes/Instance) found.

### FindFirstAncestorOfClass

[Instance](/docs/reference/engine/classes/Instance)

[Write Parallel](/docs/scripting/multithreading)

Returns the first ancestor of the [Instance](/docs/reference/engine/classes/Instance) whose [Instance.ClassName](/docs/reference/engine/classes/Instance#ClassName) is equal to the given className.

This function works upwards, meaning it starts at the [Instance](/docs/reference/engine/classes/Instance)'s immediate [Instance.Parent](/docs/reference/engine/classes/Instance#Parent) and works up towards the [DataModel](/docs/reference/engine/classes/DataModel). If no matching ancestor is found, it returns nil.

A common use of this function is finding the [Model](/docs/reference/engine/classes/Model) a [BasePart](/docs/reference/engine/classes/BasePart) belongs to. For example:

* * *

    local model = part:FindFirstAncestorOfClass("Model")

This function is a variant of [Instance:FindFirstAncestor()](/docs/reference/engine/classes/Instance#FindFirstAncestor) which checks the [Instance.ClassName](/docs/reference/engine/classes/Instance#ClassName) property rather than [Instance.Name](/docs/reference/engine/classes/Instance#Name). [Instance:FindFirstAncestorWhichIsA()](/docs/reference/engine/classes/Instance#FindFirstAncestorWhichIsA) also exists, using the [Instance:IsA()](/docs/reference/engine/classes/Instance#IsA) method instead to respect class inheritance.

#### Parameters

className: [string](/docs/luau/strings)

The [Instance.ClassName](/docs/reference/engine/classes/Instance#ClassName) to be looked for.

  

#### Returns

[Instance](/docs/reference/engine/classes/Instance)

The [Instance](/docs/reference/engine/classes/Instance) found.

### FindFirstAncestorWhichIsA

[Instance](/docs/reference/engine/classes/Instance)

[Write Parallel](/docs/scripting/multithreading)

Returns the first ancestor of the [Instance](/docs/reference/engine/classes/Instance) for whom [Instance:IsA()](/docs/reference/engine/classes/Instance#IsA) returns true for the given className.

This function works upwards, meaning it starts at the [Instance](/docs/reference/engine/classes/Instance)'s immediate [Instance.Parent](/docs/reference/engine/classes/Instance#Parent) and works up towards the [DataModel](/docs/reference/engine/classes/DataModel). If no matching ancestor is found, it returns nil.

Unlike [Instance:FindFirstAncestorOfClass()](/docs/reference/engine/classes/Instance#FindFirstAncestorOfClass), this function uses [Instance:IsA()](/docs/reference/engine/classes/Instance#IsA) which respects class inheritance. For example:

* * *

    print(part:IsA("Part"))  --> true
    print(part:IsA("BasePart"))  --> true
    print(part:IsA("Instance"))  --> true

Therefore, the following code sample will return the first [BasePart](/docs/reference/engine/classes/BasePart) ancestor, regardless of if it is a [WedgePart](/docs/reference/engine/classes/WedgePart), [MeshPart](/docs/reference/engine/classes/MeshPart) or [Part](/docs/reference/engine/classes/Part).

* * *

    local part = object:FindFirstAncestorWhichIsA("BasePart")

See also, [Instance:FindFirstAncestor()](/docs/reference/engine/classes/Instance#FindFirstAncestor).

#### Parameters

className: [string](/docs/luau/strings)

The [Instance.ClassName](/docs/reference/engine/classes/Instance#ClassName) to be looked for.

  

#### Returns

[Instance](/docs/reference/engine/classes/Instance)

The [Instance](/docs/reference/engine/classes/Instance) found.

### FindFirstChild

[Instance](/docs/reference/engine/classes/Instance)

[Write Parallel](/docs/scripting/multithreading)

Returns the first child of the [Instance](/docs/reference/engine/classes/Instance) with the given name,

or nil if no such child exists. If the optional recursive argument is true, this function searches all descendants rather than only the immediate children of the [Instance](/docs/reference/engine/classes/Instance).

#### Checking the Existence of an Object

FindFirstChild is necessary if you need to verify an object exists before continuing. Attempting to index a child by name using the dot operator throws an error if the child doesn't exist.

* * *

    -- The following line errors if Part doesn't exist in the Workspace:
    workspace.Part.Transparency = 0.5

Use FindFirstChild to first check for Part, then use an if-statement to run code that needs it.

* * *

    local part = workspace:FindFirstChild("Part")
    if part then
    	part.Transparency = 0.5
    end

#### Finding a Child Whose Name Matches a Property

Sometimes the [Name](/docs/reference/engine/classes/Instance#Name) of an object is the same as that of a property of its [Parent](/docs/reference/engine/classes/Instance#Parent). When using the dot operator, properties take precedence over children if they share a name.

In the following example, a [Folder](/docs/reference/engine/classes/Folder) called "Color" is added to a [Part](/docs/reference/engine/classes/Part), which also has the [Part.Color](/docs/reference/engine/classes/Part#Color) property. [Part.Color](/docs/reference/engine/classes/Part#Color) refers to the [Color3](/docs/reference/engine/datatypes/Color3), not the Folder.

* * *

    local part = Instance.new("Part")
    local folder = Instance.new("Folder")
    folder.Name = "Color"
    folder.Parent = part
    local c = part.Color --> A Color3
    local c2 = part:FindFirstChild("Color") --> The Folder

A benefit of using [FindFirstChild()](/docs/reference/engine/classes/Instance#FindFirstChild) in this way is that the introduction of new properties does not impose a risk on your code.

#### Performance Note

[FindFirstChild()](/docs/reference/engine/classes/Instance#FindFirstChild) takes about 20% longer than using the dot operator and almost 8 times longer than simply storing a reference to an object. Therefore, you should avoid calling it in performance-dependent code such as in tight loops or functions connected to [RunService.Heartbeat](/docs/reference/engine/classes/RunService#Heartbeat) and [RunService.RenderStepped](/docs/reference/engine/classes/RunService#RenderStepped). Instead, store the result in a variable, or consider using [ChildAdded](/docs/reference/engine/classes/Instance#ChildAdded) or [WaitForChild()](/docs/reference/engine/classes/Instance#WaitForChild) to detect when a child of a given name becomes available.

#### Parameters

name: [string](/docs/luau/strings)

The [Instance.Name](/docs/reference/engine/classes/Instance#Name) to be searched for.

recursive: [boolean](/docs/luau/booleans)

Whether or not the search should be conducted recursively.

Default Value: false

  

#### Returns

[Instance](/docs/reference/engine/classes/Instance)

The [Instance](/docs/reference/engine/classes/Instance) found.

#### Code Samples

The below would look in Workspace for an object name "Brick". If found, it will change the name of the object to "Foo".

Instance:FindFirstChild

* * *

    local found = workspace:FindFirstChild("Brick")
    
    if found then
    	found.Name = "Foo"
    end

### FindFirstChildOfClass

[Instance](/docs/reference/engine/classes/Instance)

[Write Parallel](/docs/scripting/multithreading)

Returns the first child of the [Instance](/docs/reference/engine/classes/Instance) whose [ClassName](/docs/reference/engine/classes/Instance#ClassName) is equal to the given className.

If no matching child is found, this function returns nil.

Unlike [Instance:FindFirstChildWhichIsA()](/docs/reference/engine/classes/Instance#FindFirstChildWhichIsA) this function uses only returns objects whose class matches the given className, ignoring class inheritance.

Developers looking for a child by name should use [Instance:FindFirstChild()](/docs/reference/engine/classes/Instance#FindFirstChild) instead.

#### Parameters

className: [string](/docs/luau/strings)

The [Instance.ClassName](/docs/reference/engine/classes/Instance#ClassName) to be looked for.

  

#### Returns

[Instance](/docs/reference/engine/classes/Instance)

The [Instance](/docs/reference/engine/classes/Instance) found.

#### Code Samples

Instance:FindFirstChildOfClass

* * *

    local Players = game:GetService("Players")
    
    local player = Players.LocalPlayer
    local character = player.Character or player.CharacterAdded:Wait()
    
    local humanoid
    
    while not humanoid do
    	humanoid = character:FindFirstChildOfClass("Humanoid")
    	if not humanoid then
    		character.ChildAdded:Wait()
    	end
    end

### FindFirstChildWhichIsA

[Instance](/docs/reference/engine/classes/Instance)

[Write Parallel](/docs/scripting/multithreading)

Returns the first child of the [Instance](/docs/reference/engine/classes/Instance) for whom [Instance:IsA()](/docs/reference/engine/classes/Instance#IsA) returns true for the given className.

If no matching child is found, this function returns nil. If the optional recursive argument is true, this function searches all descendants rather than only the immediate children of the [Instance](/docs/reference/engine/classes/Instance).

Unlike [Instance:FindFirstChildOfClass()](/docs/reference/engine/classes/Instance#FindFirstChildOfClass), this function uses [Instance:IsA()](/docs/reference/engine/classes/Instance#IsA) which respects class inheritance. For example:

* * *

    print(part:IsA("Part")) --> true
    print(part:IsA("BasePart")) --> true
    print(part:IsA("Instance")) --> true

Therefore, the following code sample will return the first [BasePart](/docs/reference/engine/classes/BasePart) child, regardless of if it is a [WedgePart](/docs/reference/engine/classes/WedgePart), [MeshPart](/docs/reference/engine/classes/MeshPart) or [Part](/docs/reference/engine/classes/Part).

* * *

    local part = object:FindFirstChildWhichIsA("BasePart")

Developers looking for a child by name, should use [Instance:FindFirstChild()](/docs/reference/engine/classes/Instance#FindFirstChild) instead.

#### Parameters

className: [string](/docs/luau/strings)

The [Instance.ClassName](/docs/reference/engine/classes/Instance#ClassName) to be searched for.

recursive: [boolean](/docs/luau/booleans)

Whether or not the search should be conducted recursively.

Default Value: false

  

#### Returns

[Instance](/docs/reference/engine/classes/Instance)

The [Instance](/docs/reference/engine/classes/Instance) found.

### FindFirstDescendant

[Instance](/docs/reference/engine/classes/Instance)

[Write Parallel](/docs/scripting/multithreading)

Returns the first descendant found with the given [Instance.Name](/docs/reference/engine/classes/Instance#Name).

#### Parameters

name: [string](/docs/luau/strings)

The [Instance.Name](/docs/reference/engine/classes/Instance#Name) to search for.

  

#### Returns

[Instance](/docs/reference/engine/classes/Instance)

The [Instance](/docs/reference/engine/classes/Instance) found.

### GetActor

[Actor](/docs/reference/engine/classes/Actor)

[Write Parallel](/docs/scripting/multithreading)

If the [Instance](/docs/reference/engine/classes/Instance) is an [Actor](/docs/reference/engine/classes/Actor), the [Actor](/docs/reference/engine/classes/Actor) itself is returned. Otherwise, its closest ancestor [Actor](/docs/reference/engine/classes/Actor) is returned. If no ancestor is an [Actor](/docs/reference/engine/classes/Actor), the result is nil.

  

#### Returns

[Actor](/docs/reference/engine/classes/Actor)

The [Actor](/docs/reference/engine/classes/Actor) found.

### GetAttribute

Variant

[Write Parallel](/docs/scripting/multithreading)

This function returns the attribute which has been assigned to the given name. If no attribute has been assigned then nil is returned.

For example, the following code snippet will set the value of the instance's InitialPostion attribute. Note that this code sample does not define [Instance](/docs/reference/engine/classes/Instance):

* * *

    local initialPosition = instance:GetAttribute("InitialPosition")

See also:

*   [Instance:SetAttribute()](/docs/reference/engine/classes/Instance#SetAttribute), sets the attribute with the given name to the given value
    
*   [Instance:GetAttributes()](/docs/reference/engine/classes/Instance#GetAttributes), returns a dictionary of string → variant pairs for each of the instance's attributes
    
*   [Instance.AttributeChanged](/docs/reference/engine/classes/Instance#AttributeChanged), fires whenever an attribute is changed on the instance
    
*   [Instance:GetAttributeChangedSignal()](/docs/reference/engine/classes/Instance#GetAttributeChangedSignal), returns an event that fires when the given attribute changes
    

#### Parameters

attribute: [string](/docs/luau/strings)

The name of the attribute being retrieved.

  

#### Returns

Variant

The attribute which has been assigned to the given name. If no attribute has been assigned then nil is returned.

### GetAttributeChangedSignal

[RBXScriptSignal](/docs/reference/engine/datatypes/RBXScriptSignal)

This function returns an event that behaves exactly like the Changed event, except that the event only fires when the given attribute changes. It's generally a good idea to use this method instead of a connection to Changed with a function that checks the attribute name. Subsequent calls to this method on the same object with the same attribute name return the same event.

It is similar to [Instance:GetPropertyChangedSignal()](/docs/reference/engine/classes/Instance#GetPropertyChangedSignal) but for attributes.

For example, the following code snippet will return a signal that fires the function [Instance.AttributeChanged](/docs/reference/engine/classes/Instance#AttributeChanged) when the instance's InitialPosition attribute changes. Note that this code sample does not define [Instance](/docs/reference/engine/classes/Instance):

* * *

    local function attributeChanged()
        print("Attribute changed")
    end
    
    instance:GetAttributeChangedSignal("InitialPosition"):Connect(attributeChanged)

See also:

*   [Instance:SetAttribute()](/docs/reference/engine/classes/Instance#SetAttribute), sets the attribute with the given name to the given value
    
*   [Instance:GetAttribute()](/docs/reference/engine/classes/Instance#GetAttribute), returns the attribute which has been assigned to the given name
    
*   [Instance:GetAttributes()](/docs/reference/engine/classes/Instance#GetAttributes), returns a dictionary of string → variant pairs for each of the instance's attributes
    
*   [Instance.AttributeChanged](/docs/reference/engine/classes/Instance#AttributeChanged), fires whenever an attribute is changed on the instance
    

#### Parameters

attribute: [string](/docs/luau/strings)

The name of the specified attribute for which the change signal is being returned.

  

#### Returns

[RBXScriptSignal](/docs/reference/engine/datatypes/RBXScriptSignal)

An event that fires when the given attribute changes.

### GetAttributes

[table](/docs/luau/tables)

[Write Parallel](/docs/scripting/multithreading)

This function returns a dictionary of string → variant pairs for each attribute where the string is the name of the attribute and the variant is a non-nil value.

For example, the following code snippet will print an instance's attributes and values. Note that this code sample does not define [Instance](/docs/reference/engine/classes/Instance):

* * *

    local attributes = instance:GetAttributes()
    for name, value in pairs(attributes) do
        print(name .. " " .. value)
    end

See also:

*   [Instance:SetAttribute()](/docs/reference/engine/classes/Instance#SetAttribute), sets the attribute with the given name to the given value
    
*   [Instance:GetAttribute()](/docs/reference/engine/classes/Instance#GetAttribute), returns the attribute which has been assigned to the given name
    
*   [Instance.AttributeChanged](/docs/reference/engine/classes/Instance#AttributeChanged), fires whenever an attribute is changed on the instance
    
*   [Instance:GetAttributeChangedSignal()](/docs/reference/engine/classes/Instance#GetAttributeChangedSignal), returns an event that fires when the given attribute changes
    

  

#### Returns

[table](/docs/luau/tables)

A dictionary of string → variant pairs for each attribute where the string is the name of the attribute and the variant is a non-nil value.

### GetChildren

[Objects](/docs/luau/tuples)

[Write Parallel](/docs/scripting/multithreading)

Returns an array (a numerically indexed table) containing all of the [Instance](/docs/reference/engine/classes/Instance)'s direct children, or every [Instance](/docs/reference/engine/classes/Instance) whose [Parent](/docs/reference/engine/classes/Instance#Parent) is equal to the object. The array can be iterated upon using either a numeric or generic for-loop:

* * *

    -- Numeric for-loop example
    local children = workspace:GetChildren()
    for i = 1, #children do
    	local child = children[i]
    	print(child.Name .. " is child number " .. i)
    end

* * *

    -- Generic for-loop example
    local children = workspace:GetChildren()
    for i, child in ipairs(children) do
    	print(child.Name .. " is child number " .. i)
    end

The children are sorted by the order in which their [Parent](/docs/reference/engine/classes/Instance#Parent) property was set to the object.

See also the [GetDescendants](/docs/reference/engine/classes/Instance#GetDescendants) function.

  

#### Returns

[Objects](/docs/luau/tuples)

An array containing the [Instance](/docs/reference/engine/classes/Instance)'s children.

#### Code Samples

The below would print the name of all objects currently in Workspace when ran.

Instance:GetChildren

* * *

    local children = workspace:GetChildren()
    
    for i = 1, #children do
    	print(i, children[i].Name)
    end

### GetDebugId

[string](/docs/luau/strings)

Not Browsable

Plugin Security

Returns a coded string of the [Instance](/docs/reference/engine/classes/Instance)s DebugId used internally by Roblox.

Note:

*   This item is protected. Attempting to use it in a [Script](/docs/reference/engine/classes/Script) or [LocalScript](/docs/reference/engine/classes/LocalScript) will cause an error
    
*   A debug ID is an ID used in debugging processes. It allows a debugger to read each instruction before an application processes it. All objects in Roblox act like processes and each run instructions (or 'code') that can be debugged if needed
    
*   This can be helpful for plugins which need to distinguish similar objects from one-another (such as objects that share the same name)
    

#### Parameters

scopeLength: [number](/docs/luau/numbers)

The scope length.

Default Value: 4

  

#### Returns

[string](/docs/luau/strings)

The Debug ID string.

#### Code Samples

Instance:GetDebugId

* * *

    print(workspace:GetDebugId()) --> 39FA_12
    print(workspace:GetDebugId(10)) --> 39FA2FEF4D_12
    print(workspace:GetDebugId(math.huge)) --> 12

### GetDescendants

[Array](/docs/luau/tables)

Custom Lua State

[Write Parallel](/docs/scripting/multithreading)

The GetDescendants function of an object returns an array that contains all of the descendants of that object. Unlike [Instance:GetChildren()](/docs/reference/engine/classes/Instance#GetChildren), which only returns the immediate children of an object, GetDescendants will find every child of the object, every child of those children, and so on.

The arrays returned by GetDescendants are arranged so that parents come earlier than their children. Refer to the following example of a [Model](/docs/reference/engine/classes/Model) in the [Workspace](/docs/reference/engine/classes/Workspace):

![Workspace Descendants](https://prod.docsiteassets.roblox.com/assets/legacy/GetDescendantsExample.png)

Inside this model are three parts (C, D, and E) and another model (InnerModel). Inside the inner model are two more parts (A and B). Calling GetDescendants on the first model and printing the contents of the returned array would print the first level of children (InnerModel, C, D, and E) before A and B.

* * *

    local descendants = game.Workspace.Model:GetDescendants()
    
    -- Loop through all of the descendants of the model and
    -- print out their name
    for index, descendant in pairs(descendants) do
    	print(descendant.Name)
    end
    
    -- Prints:
    -- C
    -- D
    -- E
    -- InnerModel
    -- A
    -- B

  

#### Returns

[Array](/docs/luau/tables)

An array containing the [Instance](/docs/reference/engine/classes/Instance)'s descendants.

#### Code Samples

GetDescendants is often used to do something to all the descendants that are a particular type of object. The code in this example uses GetDescendants and [Instance:IsA()](/docs/reference/engine/classes/Instance#IsA) to find all of the parts in the workspace and turns them green.

Instance:GetDescendants

* * *

    local descendants = workspace:GetDescendants()
    
    -- Loop through all of the descendants of the Workspace. If a
    -- BasePart is found, the code changes that parts color to green
    for _, descendant in pairs(descendants) do
    	if descendant:IsA("BasePart") then
    		descendant.BrickColor = BrickColor.Green()
    	end
    end

### GetFullName

[string](/docs/luau/strings)

[Write Parallel](/docs/scripting/multithreading)

Returns a string describing the [Instance](/docs/reference/engine/classes/Instance)'s ancestry. The string is a concatenation of the [Name](/docs/reference/engine/classes/Instance#Name) of the object and its ancestors, separated by periods. The [DataModel](/docs/reference/engine/classes/DataModel) (game) is not considered. For example, a [Part](/docs/reference/engine/classes/Part) in the [Workspace](/docs/reference/engine/classes/Workspace) may return [Workspace.Part](/docs/reference/engine/classes/Workspace#Part).

When called on an [Instance](/docs/reference/engine/classes/Instance) that is not a descendant of the [DataModel](/docs/reference/engine/classes/DataModel), this function considers all ancestors up to and including the topmost one without a [Parent](/docs/reference/engine/classes/Instance#Parent).

This function is useful for logging and debugging. You shouldn't attempt to parse the returned string for any useful operation; this function does not escape periods (or any other symbol) in object names. In other words, although its output often appears to be a valid Lua identifier, it is not guaranteed.

  

#### Returns

[string](/docs/luau/strings)

The full name of the [Instance](/docs/reference/engine/classes/Instance).

#### Code Samples

This code sample demonstrates the behavior of [Instance:GetFullName()](/docs/reference/engine/classes/Instance#GetFullName). It shows how the function behaves when called on an object not in the DataModel hierarchy, and it also shows how the return value does not escape special characters.

Instance:GetFullName

* * *

    -- Create a simple hierarchy
    local model = Instance.new("Model")
    local part = Instance.new("Part")
    part.Parent = model
    local fire = Instance.new("Fire")
    fire.Parent = part
    
    print(fire:GetFullName()) --> Model.Part.Fire
    
    model.Parent = workspace
    
    print(fire:GetFullName()) --> Workspace.Model.Part.Fire
    
    part.Name = "Hello, world"
    
    print(fire:GetFullName()) --> Workspace.Model.Hello, world.Fire

This code sample re-implements the [Instance:GetFullName()](/docs/reference/engine/classes/Instance#GetFullName) function in Lua.

Instance:GetFullName Lua Implementation

* * *

    local function getFullName(object)
    	local result = object.Name
    	object = object.Parent
    	while object and object ~= game do
    		-- Prepend parent name
    		result = object.Name .. "." .. result
    		-- Go up the hierarchy
    		object = object.Parent
    	end
    	return result
    end
    
    print(getFullName(workspace.Camera)) --> Workspace.Camera

### GetPropertyChangedSignal

[RBXScriptSignal](/docs/reference/engine/datatypes/RBXScriptSignal)

This method returns an event that behaves exactly like the Changed event, except that the event only fires when the given property changes. It's generally a good idea to use this method instead of a connection to Changed with a function that checks the property name. Subsequent calls to this method on the same object with the same property name return the same event.

print(object:GetPropertyChangedSignal("Name") == object:GetPropertyChangedSignal("Name")) --> always true

[ValueBase](/docs/reference/engine/classes/ValueBase) objects, such as [IntValue](/docs/reference/engine/classes/IntValue) and [StringValue](/docs/reference/engine/classes/StringValue), use a modified Changed event that fires with the contents of the Value property. As such, this method provides a way to detect changes in other properties of those objects. For example, to detect changes in the Name property of an [IntValue](/docs/reference/engine/classes/IntValue), use IntValue:GetPropertyChangedSignal("Name"):Connect(someFunc) since the Changed event of [IntValue](/docs/reference/engine/classes/IntValue) objects only detect changes on the Value property.

#### Parameters

property: [string](/docs/luau/strings)

The property to connect to.

  

#### Returns

[RBXScriptSignal](/docs/reference/engine/datatypes/RBXScriptSignal)

A signal that fires whenever the property changes.

#### Code Samples

This code sample demonstrates how to save a value before a changed event fires on it in order to get more information about a change.

Old-to-New Values with Changed

* * *

    local part = Instance.new("Part")
    
    local currentColor = part.BrickColor
    
    local function onBrickColorChanged()
    	local newColor = part.BrickColor
    	print("Color changed from", currentColor.Name, "to", newColor.Name)
    	currentColor = newColor
    end
    part:GetPropertyChangedSignal("BrickColor"):Connect(onBrickColorChanged)
    
    part.BrickColor = BrickColor.new("Really red")
    part.BrickColor = BrickColor.new("Really blue")

This code sample demonstrates the equivalence of the Changed event and event returned by GetPropertyChangedSignal.

Changed and GetPropertyChangedSignal

* * *

    local part = Instance.new("Part")
    
    local function onBrickColorChanged()
    	print("My color is now " .. part.BrickColor.Name)
    end
    
    local function onChanged(property)
    	if property == "BrickColor" then
    		onBrickColorChanged()
    	end
    end
    
    part:GetPropertyChangedSignal("BrickColor"):Connect(onBrickColorChanged)
    part.Changed:Connect(onChanged)
    
    -- Trigger some changes (because we connected twice,
    -- both of these will cause two calls to onBrickColorChanged)
    part.BrickColor = BrickColor.new("Really red")
    part.BrickColor = BrickColor.new("Institutional white")

### GetTags

[Array](/docs/luau/tables)

[Write Parallel](/docs/scripting/multithreading)

This method returns an array of the tags applied to the given instance, as strings. You can add tags either in Studio in the [Properties](https://prod.docsiteassets.roblox.com/studio/properties.md) window or at runtime with [AddTag()](/docs/reference/engine/classes/Instance#AddTag).

This method is useful when you want to do something with multiple tags on an instance at once. However, it is inefficient to use this method to check for the existence of a single tag; instead, use [HasTag()](/docs/reference/engine/classes/Instance#HasTag) to check for a specific tag.

  

#### Returns

[Array](/docs/luau/tables)

### HasTag

[boolean](/docs/luau/booleans)

[Write Parallel](/docs/scripting/multithreading)

This method returns true if the provided tag has been added to the object. You can add tags either in Studio in the [Properties](https://prod.docsiteassets.roblox.com/studio/properties.md) window or at runtime with [AddTag()](/docs/reference/engine/classes/Instance#AddTag).

#### Parameters

tag: [string](/docs/luau/strings)

  

#### Returns

[boolean](/docs/luau/booleans)

### IsA

[boolean](/docs/luau/booleans)

Custom Lua State

[Write Parallel](/docs/scripting/multithreading)

IsA returns true if the [Instance](/docs/reference/engine/classes/Instance)'s class is equivalent to or a subclass of a given class. This function is similar to the instanceof operators in other languages, and is a form of [type introspection](https://en.wikipedia.org/wiki/Type_introspection). To ignore class inheritance, test the [ClassName](/docs/reference/engine/classes/Instance#ClassName) property directly instead. For checking native Lua data types (number, string, etc) use the functions type and typeof.

Most commonly, this function is used to test if an object is some kind of part, such as [Part](/docs/reference/engine/classes/Part) or [WedgePart](/docs/reference/engine/classes/WedgePart), which inherits from [BasePart](/docs/reference/engine/classes/BasePart) (an abstract class). For example, if your goal is to change all of a [Character](/docs/reference/engine/classes/Player#Character)'s limbs to the same color, you might use [GetChildren](/docs/reference/engine/classes/Instance#GetChildren) to iterate over the children, then use IsA to filter non-[BasePart](/docs/reference/engine/classes/BasePart) objects which lack the [BrickColor](/docs/reference/engine/datatypes/BrickColor) property:

* * *

    local function paintFigure(character, color)
    	-- Iterate over the child objects of the character
    	for _, child in pairs(character:GetChildren()) do
    		-- Filter out non-part objects, such as Shirt, Pants and Humanoid
    		-- R15 use MeshPart and R6 use Part, so we use BasePart here to detect both:
    		if child:IsA("BasePart") then
    			child.BrickColor = color
    		end
    	end
    end
    paintFigure(game.Players.Player.Character, BrickColor.new("Bright blue"))

Since all classes inherit from [Instance](/docs/reference/engine/classes/Instance), calling object:IsA("Instance") will always return true.

#### Parameters

className: [string](/docs/luau/strings)

The class against which the Instance's class will be checked. Case-sensitive.

  

#### Returns

[boolean](/docs/luau/booleans)

Describes whether the Instance's class matched or is a subclass of the given class.

#### Code Samples

Usage of IsA to test class inheritance:

Instance:IsA

* * *

    print(workspace:IsA("Instance")) --> true
    print(workspace:IsA("Workspace")) --> true
    print(game:IsA("workspace")) --> false
    print(game:IsA("DataModel")) --> true

### IsAncestorOf

[boolean](/docs/luau/booleans)

[Write Parallel](/docs/scripting/multithreading)

Returns true if an [Instance](/docs/reference/engine/classes/Instance) is an ancestor of the given descendant.

An [Instance](/docs/reference/engine/classes/Instance) is considered the ancestor of an object if the object's [Instance.Parent](/docs/reference/engine/classes/Instance#Parent) or one of it's parent's [Instance.Parent](/docs/reference/engine/classes/Instance#Parent) is set to the [Instance](/docs/reference/engine/classes/Instance).

See also, [Instance:IsDescendantOf()](/docs/reference/engine/classes/Instance#IsDescendantOf).

#### Parameters

descendant: [Instance](/docs/reference/engine/classes/Instance)

The descendant [Instance](/docs/reference/engine/classes/Instance).

  

#### Returns

[boolean](/docs/luau/booleans)

True if the [Instance](/docs/reference/engine/classes/Instance) is an ancestor of the given descendant.

#### Code Samples

Instance:IsAncestorOf

* * *

    print(workspace:IsAncestorOf(workspace.Player.HumanoidRootPart)) --> true

### IsDescendantOf

[boolean](/docs/luau/booleans)

[Write Parallel](/docs/scripting/multithreading)

Returns true if an [Instance](/docs/reference/engine/classes/Instance) is a descendant of the given ancestor.

An [Instance](/docs/reference/engine/classes/Instance) is considered the descendant of an object if the [Instance](/docs/reference/engine/classes/Instance)'s parent or one of its parent's parent is set to the object.

Note, [DataModel](/docs/reference/engine/classes/DataModel) is a descendant of nil. This means IsDescendantOf cannot be used with a parameter of nil to check if an object has been removed.

See also, [Instance:IsAncestorOf()](/docs/reference/engine/classes/Instance#IsAncestorOf).

#### Parameters

ancestor: [Instance](/docs/reference/engine/classes/Instance)

The ancestor [Instance](/docs/reference/engine/classes/Instance).

  

#### Returns

[boolean](/docs/luau/booleans)

True if the [Instance](/docs/reference/engine/classes/Instance) is a descendant of the given ancestor.

#### Code Samples

Instance:IsDescendantOf

* * *

    local part = Instance.new("Part")
    print(part:IsDescendantOf(game))
    --> false
    
    part.Parent = workspace
    print(part:IsDescendantOf(game))
    --> true
    
    part.Parent = game
    print(part:IsDescendantOf(game))
    --> true

### Remove

void

DEPRECATED

DEPRECATED

This item is deprecated in favor of [Instance:Destroy()](/docs/reference/engine/classes/Instance#Destroy) and [Instance:ClearAllChildren()](/docs/reference/engine/classes/Instance#ClearAllChildren). If you must remove an object from the game, and wish to use the object later, set its Parent property to nil instead of using this method.

The Remove function sets the object's [Instance.Parent](/docs/reference/engine/classes/Instance#Parent) to nil, and does the same for all its descendants.

If the object is referenced before being removed it is possible to retrieve the object at a later point.

  

#### Returns

void

#### Code Samples

The following code demonstrates how a part can be re-added to the DataModel after being removed:

Instance:Remove

* * *

    local part = Instance.new("Part")
    part.Parent = workspace
    print(part.Parent) --> Workspace
    
    part:Remove()
    
    print(part.Parent) --> nil
    
    part.Parent = workspace
    
    print(part.Parent) --> Workspace

### RemoveTag

void

This method removes a tag from an instance. It will not throw an error if the object does not have the tag. Successfully removing a tag will fire a signal created by [CollectionService:GetInstanceRemovedSignal()](/docs/reference/engine/classes/CollectionService#GetInstanceRemovedSignal) with the given tag.

Note that when tagging an instance, it's common that some resources are used to give the tag its functionality, for example event connections or tables. To prevent memory leaks, it's a good idea to clean these up (disconnect, set to nil, etc.) when no longer needed for a tag.

#### Parameters

tag: [string](/docs/luau/strings)

  

#### Returns

void

### SetAttribute

void

This function sets the attribute with the given name to the given value. If the value given is nil, then the attribute will be removed (since nil is returned by default).

For example, the following code snippet will set the instance's InitialPosition attribute to [Vector3.new(0, 0, 0)](/docs/reference/engine/datatypes/Vector3). Note that this code sample does not define [Instance](/docs/reference/engine/classes/Instance):

* * *

    instance:SetAttribute("InitialPosition", Vector3.new(0, 0, 0))

#### Limitations

Naming requirements and restrictions:

*   Names must only use alphanumeric characters and underscore
    
*   No spaces or unique symbols are allowed
    
*   Strings must be 100 characters or less
    
*   Names are not allowed to start with RBX unless the caller is a Roblox core-script (reserved for Roblox)
    

When attempting to set an attribute to an unsupported type, an error will be thrown.

See also:

*   [Instance:GetAttribute()](/docs/reference/engine/classes/Instance#GetAttribute), returns the attribute which has been assigned to the given name
    
*   [Instance:GetAttributes()](/docs/reference/engine/classes/Instance#GetAttributes), returns a dictionary of string → variant pairs for each of the instance's attributes
    
*   [Instance.AttributeChanged](/docs/reference/engine/classes/Instance#AttributeChanged), fires whenever an attribute is changed on the instance
    
*   [Instance:GetAttributeChangedSignal()](/docs/reference/engine/classes/Instance#GetAttributeChangedSignal), returns an event that fires when the given attribute changes
    

#### Parameters

attribute: [string](/docs/luau/strings)

The name of the attribute being set.

value: Variant

The value that the specified attribute is being set to.

  

#### Returns

void

### WaitForChild

[Instance](/docs/reference/engine/classes/Instance)

Custom Lua State

Can Yield

Returns the child of the [Instance](/docs/reference/engine/classes/Instance) with the given name. If the child does not exist, it will yield the current thread until it does. If the timeOut parameter is specified, this method will time out after the specified number of seconds and return nil.

#### Primary Usage

[WaitForChild()](/docs/reference/engine/classes/Instance#WaitForChild) is extremely important when working on code run by the client in a [LocalScript](/docs/reference/engine/classes/LocalScript). The Roblox engine does not guarantee the time or order in which objects are replicated from the server to the client. Additionally, if an experience has [Workspace.StreamingEnabled](/docs/reference/engine/classes/Workspace#StreamingEnabled) set to true, [BaseParts](/docs/reference/engine/classes/BasePart) that are far away from the player's character may not be streamed to the client, potentially causing scripts to break when indexing objects that do not yet exist on the client.

#### Notes

*   This function does not yield if a child with the given name exists when the call is made.
    
*   [Instance:FindFirstChild()](/docs/reference/engine/classes/Instance#FindFirstChild) is a more efficient alternative to [WaitForChild()](/docs/reference/engine/classes/Instance#WaitForChild) for objects that are assumed to exist.
    
*   If a call to this method exceeds 5 seconds without returning, and no timeOut parameter has been specified, a warning will be printed to the output that the thread may yield indefinitely. This warning takes the following form where X is the parent's name and Y is the child's name:
    
    Infinite yield possible on 'X:WaitForChild("Y")'
    

#### Parameters

childName: [string](/docs/luau/strings)

The [Instance.Name](/docs/reference/engine/classes/Instance#Name) to be looked for.

timeOut: [number](/docs/luau/numbers)

An optional time out parameter.

  

#### Returns

[Instance](/docs/reference/engine/classes/Instance)

The [Instance](/docs/reference/engine/classes/Instance) found.

#### Code Samples

The following code waits for an instance named "Part" to be added to Workspace.

Instance:WaitForChild

* * *

    local part = workspace:WaitForChild("Part")
    print(part.Name .. " has been added to the Workspace")

### children

[Objects](/docs/luau/tuples)

DEPRECATED

DEPRECATED

This item has been superseded by [Instance:GetChildren()](/docs/reference/engine/classes/Instance#GetChildren) which should be used in all new work.

The children function returns an array of the object's children.

  

#### Returns

[Objects](/docs/luau/tuples)

Array of child objects/instances.

### clone

[Instance](/docs/reference/engine/classes/Instance)

DEPRECATED

DEPRECATED

This deprecated function is a variant of [Instance:Clone()](/docs/reference/engine/classes/Instance#Clone) which should be used instead.

  

#### Returns

[Instance](/docs/reference/engine/classes/Instance)

### destroy

void

DEPRECATED

DEPRECATED

This deprecated function is a variant of [Instance:Destroy()](/docs/reference/engine/classes/Instance#Destroy) which should be used instead.

  

#### Returns

void

### findFirstChild

[Instance](/docs/reference/engine/classes/Instance)

DEPRECATED

DEPRECATED

This deprecated function is a variant of [Instance:FindFirstChild()](/docs/reference/engine/classes/Instance#FindFirstChild) which should be used instead.

#### Parameters

name: [string](/docs/luau/strings)

recursive: [boolean](/docs/luau/booleans)

Default Value: false

  

#### Returns

[Instance](/docs/reference/engine/classes/Instance)

### getChildren

[Objects](/docs/luau/tuples)

DEPRECATED

DEPRECATED

This deprecated function is a variant of [Instance:GetChildren()](/docs/reference/engine/classes/Instance#GetChildren) which should be used instead.

  

#### Returns

[Objects](/docs/luau/tuples)

### isA

[boolean](/docs/luau/booleans)

DEPRECATED

Custom Lua State

DEPRECATED

This deprecated function is a variant of [Instance:IsA()](/docs/reference/engine/classes/Instance#IsA) which should be used instead.

#### Parameters

className: [string](/docs/luau/strings)

  

#### Returns

[boolean](/docs/luau/booleans)

### isDescendantOf

[boolean](/docs/luau/booleans)

DEPRECATED

DEPRECATED

This deprecated function is a variant of [Instance:IsDescendantOf()](/docs/reference/engine/classes/Instance#IsDescendantOf) which should be used instead.

#### Parameters

ancestor: [Instance](/docs/reference/engine/classes/Instance)

  

#### Returns

[boolean](/docs/luau/booleans)

### remove

void

DEPRECATED

DEPRECATED

This deprecated function is a variant of [Instance:Remove()](/docs/reference/engine/classes/Instance#Remove) which has also been deprecated. Neither function should be used in new work.

  

#### Returns

void

Events
------

### Blocked

Fires when the computed path becomes blocked. Note that paths may become blocked somewhere behind the agent, such as a pile of rubble falling on a path as the agent runs away. See [Handling Blocked Paths](/docs/characters/pathfinding#handling-blocked-paths) for details on checking the forward waypoint progress of an agent along a path.

#### Parameters

blockedWaypointIdx: [number](/docs/luau/numbers)

  

### Unblocked

Fires when a computed path that was blocked becomes unblocked. Note that a blocked path may become unblocked somewhere behind the agent, effectively making reaction to this event unnecessary. See [Handling Blocked Paths](/docs/characters/pathfinding#handling-blocked-paths) for details on checking the forward waypoint progress of an agent along a path.

#### Parameters

unblockedWaypointIdx: [number](/docs/luau/numbers)

  

Events inherited from Instance

### AncestryChanged

Fires when the [Instance.Parent](/docs/reference/engine/classes/Instance#Parent) property of the object or one of its ancestors is changed.

This event includes two parameters, _child_ and _parent_. _Child_ refers to the [Instance](/docs/reference/engine/classes/Instance) whose [Instance.Parent](/docs/reference/engine/classes/Instance#Parent) was actually changed. _Parent_ refers to this [Instance](/docs/reference/engine/classes/Instance)'s new [Instance.Parent](/docs/reference/engine/classes/Instance#Parent).

You can use this event to track the deletion of an instance in Studio, such as manual deletion in the Explorer or through a plugin. If you need to detect when an instance is destroyed using [Instance:Destroy()](/docs/reference/engine/classes/Instance#Destroy), use the [Instance.Destroying](/docs/reference/engine/classes/Instance#Destroying) event instead.

#### Parameters

child: [Instance](/docs/reference/engine/classes/Instance)

The [Instance](/docs/reference/engine/classes/Instance) whose [Instance.Parent](/docs/reference/engine/classes/Instance#Parent) has been changed.

parent: [Instance](/docs/reference/engine/classes/Instance)

The new [Instance.Parent](/docs/reference/engine/classes/Instance#Parent) of the [Instance](/docs/reference/engine/classes/Instance) whose [Instance.Parent](/docs/reference/engine/classes/Instance#Parent) was changed.

  

#### Code Samples

The below example would print "Part is now a child of Model".

Instance.AncestryChanged

* * *

    local part = Instance.new("Part")
    part.Parent = workspace
    
    local function onAncestryChanged(child, parent)
    	print(child.Name .. " is now a child of " .. parent.Name)
    end
    
    part.AncestryChanged:Connect(onAncestryChanged)
    
    part.Parent = workspace.Model

### AttributeChanged

This event fires whenever an attribute is changed on the instance. This includes when an attribute is set to nil. The name of the attribute that has been changed is passed to the connected function.

For example, the following code snippet will connect the AttributeChanged function to fire whenever one of [Instance](/docs/reference/engine/classes/Instance)'s attributes changes. Note that this code sample does not define [Instance](/docs/reference/engine/classes/Instance):

* * *

    local function attributeChanged(attributeName)
        print(attributeName, "changed")
    end
    
    instance.AttributeChanged:Connect(attributeChanged)

See also:

*   [Instance:SetAttribute()](/docs/reference/engine/classes/Instance#SetAttribute), sets the attribute with the given name to the given value
    
*   [Instance:GetAttribute()](/docs/reference/engine/classes/Instance#GetAttribute), returns the attribute which has been assigned to the given name
    
*   [Instance:GetAttributes()](/docs/reference/engine/classes/Instance#GetAttributes), returns a dictionary of string → variant pairs for each of the instance's attributes
    
*   [Instance:GetAttributeChangedSignal()](/docs/reference/engine/classes/Instance#GetAttributeChangedSignal), returns an event that fires when the given attribute changes
    

#### Parameters

attribute: [string](/docs/luau/strings)

The name of the attribute that has been changed.

  

### Changed

The Changed event fires right after most properties change on objects. It is possible to find the present value of a changed property by using object\[property\]. To get the value of a property before it changes, you must have stored the value of the property before it changed.

If you are only interested in listening to the change of a specific property, consider using the GetPropertyChangedSignal method instead to get an event that only fires when a given property changes.

This event does not fire for physics-related changes, like when the [CFrame](/docs/reference/engine/datatypes/CFrame), Velocity, RotVelocity, Position, Orientation and [CFrame](/docs/reference/engine/datatypes/CFrame) properties of a [BasePart](/docs/reference/engine/classes/BasePart) change due to gravity. To detect changes in these properties, consider using a physics-based event like [RunService.Stepped](/docs/reference/engine/classes/RunService#Stepped) or [BasePart.Touched](/docs/reference/engine/classes/BasePart#Touched). A while-true-do loop can also work.

For "-Value" objects, this event behaves differently: it only fires when the Value property changes. See individual pages for [IntValue](/docs/reference/engine/classes/IntValue), [StringValue](/docs/reference/engine/classes/StringValue), etc for more information. To detect other changes in these objects, you must use GetPropertyChangedSignal instead.

#### Parameters

property: [string](/docs/luau/strings)

The name of the property that changed.

  

#### Code Samples

This sample demonstrates the subtleties of the Changed event on normal objects and "-Value" objects.

Changed Event

* * *

    -- Demonstrate the Changed event by creating a Part
    local part = Instance.new("Part")
    part.Changed:Connect(print)
    -- This fires Changed with "Transparency"
    part.Transparency = 0.5
    -- Similarly, this fires Changed with "Number"
    part.Name = "SomePart"
    -- Since changing BrickColor will also change other
    -- properties at the same time, this line fires Changed
    -- with "BrickColor", "Color3" and "Color3uint16".
    part.BrickColor = BrickColor.Red()
    
    -- A NumberValue holds a double-precision floating-point number
    local vNumber = Instance.new("NumberValue")
    vNumber.Changed:Connect(print)
    -- This fires Changed with 123.456 (not "Value")
    vNumber.Value = 123.456
    -- This does not fire Changed
    vNumber.Name = "SomeNumber"
    
    -- A StringValue stores one string
    local vString = Instance.new("StringValue")
    vString.Changed:Connect(print)
    -- This fires Changed with "Hello" (not "Value")
    vString.Value = "Hello"

This code sample demonstrates the Changed event firing within a parent object.

Change Detector

* * *

    local object = script.Parent
    
    local function onChanged(property)
    	-- Get the current value of the property
    	local value = object[property]
    	-- Print a message saying what changed
    	print(object:GetFullName() .. "." .. property .. " (" .. typeof(value) .. ") changed to " .. tostring(value))
    end
    
    object.Changed:Connect(onChanged)
    -- Trigger a simple change in the object (add an underscore to the name)
    object.Name = "_" .. object.Name

### ChildAdded

Fires after an object is parented to this [Instance](/docs/reference/engine/classes/Instance).

Note, when using this function on a client to detect objects created by the server it is necessary to use [Instance:WaitForChild()](/docs/reference/engine/classes/Instance#WaitForChild) when indexing these object's descendants. This is because the object and its descendants are not guaranteed to replicate from the server to the client simultaneously. For example:

* * *

    workspace.ChildAdded:Connect(function(child)
    	-- need to use WaitForChild as descendants may not have replicated yet
    	local head = child:WaitForChild("Head")
    end)

Note, this function only works for immediate children of the [Instance](/docs/reference/engine/classes/Instance). For a function that captures all descendants, use [Instance.DescendantAdded](/docs/reference/engine/classes/Instance#DescendantAdded).

See also, [Instance.ChildRemoved](/docs/reference/engine/classes/Instance#ChildRemoved).

#### Parameters

child: [Instance](/docs/reference/engine/classes/Instance)

The [Instance](/docs/reference/engine/classes/Instance) that has been added.

  

#### Code Samples

This snippet prints the names of objects as they are added to the Workspace:

Instance.ChildAdded

* * *

    local function onChildAdded(instance)
    	print(instance.Name .. " added to the workspace")
    end
    
    workspace.ChildAdded:Connect(onChildAdded)
    
    local part = Instance.new("Part")
    part.Parent = workspace --> Part added to the Workspace

### ChildRemoved

Fires after a child is removed from this [Instance](/docs/reference/engine/classes/Instance).

Removed refers to when an object's parent is changed from this [Instance](/docs/reference/engine/classes/Instance) to something other than this [Instance](/docs/reference/engine/classes/Instance). Note, this event will also fire when a child is destroyed (using [Instance:Destroy()](/docs/reference/engine/classes/Instance#Destroy)) as the destroy function sets an object's parent to nil.

This function only works for immediate children of the [Instance](/docs/reference/engine/classes/Instance). For a function that captures all descendants, use [Instance.DescendantRemoving](/docs/reference/engine/classes/Instance#DescendantRemoving).

See also [Instance.ChildAdded](/docs/reference/engine/classes/Instance#ChildAdded).

#### Parameters

child: [Instance](/docs/reference/engine/classes/Instance)

The [Instance](/docs/reference/engine/classes/Instance) that has been removed.

  

#### Code Samples

This snippet prints the names of objects as they are removed from the Workspace:

Instance.ChildRemoved

* * *

    local function onChildRemoved(instance)
    	print(instance.Name .. " removed from the workspace")
    end
    
    workspace.ChildRemoved:Connect(onChildRemoved)
    
    local part = Instance.new("Part")
    part.Parent = workspace
    
    task.wait(2)
    
    part:Destroy()

### DescendantAdded

The DescendantAdded event fires after a descendant is added to the [Instance](/docs/reference/engine/classes/Instance).

As DescendantAdded fires for every descendant, parenting an object to the [Instance](/docs/reference/engine/classes/Instance) will fire the event for this object and all of its descendants individually.

Developers only concerned with the immediate children of the [Instance](/docs/reference/engine/classes/Instance) should use [Instance.ChildAdded](/docs/reference/engine/classes/Instance#ChildAdded) instead.

See also [Instance.DescendantRemoving](/docs/reference/engine/classes/Instance#DescendantRemoving).

#### Parameters

descendant: [Instance](/docs/reference/engine/classes/Instance)

The [Instance](/docs/reference/engine/classes/Instance) that has been added.

  

#### Code Samples

This following example will print the name of any object that is added to the Workspace:

Instance.DescendantAdded

* * *

    local function onDescendantAdded(descendant)
    	print(descendant)
    end
    
    workspace.DescendantAdded:Connect(onDescendantAdded)
    
    local part = Instance.new("Part")
    part.Parent = workspace

### DescendantRemoving

DescendantRemoving fires immediately before the [Parent](/docs/reference/engine/classes/Instance#Parent) of a descendant of the [Instance](/docs/reference/engine/classes/Instance) changes such that the object is no longer a descendant of the Instance. [Destroy](/docs/reference/engine/classes/Instance#Destroy) and [Remove](/docs/reference/engine/classes/Instance#Remove) change an object's Parent to nil, so calling these on a descendant of an object will therefore cause this event to fire.

Since this event fires before the descendant's removal, the Parent of the descendant will be unchanged, i.e., it will still be a descendant at the time of this event firing. If the descendant is also a child of the object, It will also fire before ChildRemoved. There is no similar event called "DescendantRemoved".

If a descendant has children, this event fires with the descendant first followed by its descendants.

#### Example

The example below should help clarify how DescendantRemoving fires when there are several objects involved.

![A cropped screenshot of the Explorer window. A Model contains ModelA and ModelB, which each contain a Part, PartA and PartB respectively. PartA contains a Fire object named FireA.](https://prod.docsiteassets.roblox.com/assets/legacy/DescendantRemoving2.png)

*   Calling [Remove](/docs/reference/engine/classes/Instance#Remove) on PartA would cause DescendantRemoving to fire on both ModelA and Model, in that order.
    
*   Setting the [Parent](/docs/reference/engine/classes/Instance#Parent) of PartA to ModelB would cause DescendantRemoving to fire on ModelA but not Model (as Model would still be an ancestor of PartA).
    
*   Calling [Destroy](/docs/reference/engine/classes/Instance#Destroy) on ModelA would cause DescendantRemoving to fire multiple times on several objects:
    
    1.  On Model with ModelA, PartA then FireA.
        
    2.  On ModelA, with PartA then FireA.
        
    3.  On PartA with FireA.
        
    

#### Warning

This event fires with the descendant object that is being removed. Attempting to set the [Parent](/docs/reference/engine/classes/Instance#Parent) of the descendant being removed to something else will fail with the following warning: "Something unexpectedly tried to set the parent of X to Y while trying to set the parent of X. Current parent is Z", where X is the removing descendant, Y is the ignored parent setting, and Z is the original parent of X. Below is an example that demonstrates this:

* * *

    workspace.DescendantRemoving:Connect(function(descendant)
    	-- Don't manipulate the parent of descendant in this function!
    	-- This event fires BECAUSE the parent of descendant was manipulated,
    	-- and the change hasn't happened yet, i.e. this function fires before that happens.
    	-- Therefore, it is problematic to change the parent like this:
    	descendant.Parent = game
    end)
    local part = Instance.new("Part")
    part.Parent = workspace
    part.Parent = nil -- This triggers DescendantRemoving on Workspace:
    --> Something unexpectedly tried to set the parent of Part to NULL while trying to set the parent of Part. Current parent is Workspace.

See also [DescendantAdded](/docs/reference/engine/classes/Instance#DescendantAdded).

#### Parameters

descendant: [Instance](/docs/reference/engine/classes/Instance)

The [Instance](/docs/reference/engine/classes/Instance) that is being removed.

  

#### Code Samples

The following example prints the name of any descendant as it is being removed from the Workspace:

Instance.DescendantRemoving

* * *

    workspace.DescendantRemoving:Connect(function(descendant)
    	print(descendant.Name .. " is currently parented to " .. tostring(descendant.Parent))
    end)
    local part = Instance.new("Part")
    part.Parent = workspace
    part.Parent = nil
    --> Part is currently parented to Workspace
    print(part.Parent)
    --> nil

### Destroying

The Destroying event fires immediately before the Instance or one of its ancestors is destroyed with Instance.Destroy().

The Instance will never be deleted from memory while a connected function is still using it. However, if the function yields at any point, the Instance and its descendants will be parented to nil.

When deleting an instance in Studio, such as manually deleting through the Explorer or through a plugin, the instance isn't destroyed. Instead, the parent is set to nil which you can track with [Instance.AncestryChanged](/docs/reference/engine/classes/Instance#AncestryChanged).

  

#### Code Samples

This sample demonstrates how an Instance being destroyed remains in place until the connected function yields.

Using the Destroying Event

* * *

    local part = Instance.new("Part", workspace)
     
    local function onPartDestroying()
    		print("Before yielding:", part:GetFullName(), #part:GetChildren())
    		task.wait()
    		print("After yielding:", part:GetFullName(), #part:GetChildren())
    end
     
    part.Destroying:Connect(onPartDestroying)
     
    part:Destroy()

### childAdded

DEPRECATED

DEPRECATED

This deprecated event is a variant of [Instance.ChildAdded](/docs/reference/engine/classes/Instance#ChildAdded) which should be used instead.

#### Parameters

child: [Instance](/docs/reference/engine/classes/Instance)