A newer version of the Gradio SDK is available: 6.12.0
Players
Not Creatable
Service
The Players service contains Player objects for presently connected clients to a Roblox server. It also contains information about a place's configuration. It can fetch information about players not connected to the server, such as character appearances, friends, and avatar thumbnail.
Code Samples
This code sample listens for players spawning and gives them Sparkles in their head. It does this by defining two functions, onPlayerSpawned and onPlayerAdded.
Give Sparkles to Everyone
local Players = game:GetService("Players")
local function onCharacterAdded(character)
-- Give them sparkles on their head if they don't have them yet
if not character:FindFirstChild("Sparkles") then
local sparkles = Instance.new("Sparkles")
sparkles.Parent = character:WaitForChild("Head")
end
end
local function onPlayerAdded(player)
-- Check if they already spawned in
if player.Character then
onCharacterAdded(player.Character)
end
-- Listen for the player (re)spawning
player.CharacterAdded:Connect(onCharacterAdded)
end
Players.PlayerAdded:Connect(onPlayerAdded)
Summary
Properties
BubbleChat: boolean
Indicates whether or not bubble chat is enabled. It is set with the Players:SetChatStyle() method.
READ ONLY
NOT REPLICATED
CharacterAutoLoads: boolean
Indicates whether Class.Character|Characters will respawn automatically.
NOT REPLICATED
ClassicChat: boolean
Indicates whether or not classic chat is enabled; set by the Players:SetChatStyle() method.
READ ONLY
NOT REPLICATED
LocalPlayer: Player
The Player that the LocalScript is running for.
READ ONLY
NOT REPLICATED
MaxPlayers: number
The maximum number of players that can be in a server.
READ ONLY
NOT REPLICATED
PreferredPlayers: number
The preferred number of players for a server.
READ ONLY
NOT REPLICATED
RespawnTime: number
Controls the amount of time taken for a players character to respawn.
UseStrafingAnimations: boolean
NOT SCRIPTABLE
Properties inherited from Instance
Archivable: boolean
Determines if an Instance can be cloned using Instance:Clone() or saved to file.
ClassName: string
A read-only string representing the class this Instance belongs to.
READ ONLY
NOT REPLICATED
Name: string
A non-unique identifier of the Instance.
Parent: Instance
Determines the hierarchical parent of the Instance.
NOT REPLICATED
RobloxLocked: boolean
A deprecated property that used to protect CoreGui objects.
HIDDEN
archivable: boolean
HIDDEN
NOT REPLICATED
DEPRECATED
className: string
READ ONLY
NOT REPLICATED
DEPRECATED
Methods
Chat(message: string): void
Makes the local player chat the given message.
GetPlayerByUserId(userId: number): Player
Returns the Player with the given UserId if they are in-game.
GetPlayerFromCharacter(character: Model): Player
Returns the Player whose Character matches the given instance, or nil if one cannot be found.
GetPlayers(): Objects
Returns a table of all presently connected Player objects.
SetChatStyle(style: ChatStyle): void
Sets whether BubbleChat and ClassicChat are being used, and tells TeamChat and Chat what to do.
TeamChat(message: string): void
Makes the LocalPlayer chat the given message, which will only be viewable by users on the same team.
CreateHumanoidModelFromDescription(description: HumanoidDescription, rigType: HumanoidRigType, assetTypeVerification: AssetTypeVerification): Model YIELDS
Returns a character Model equipped with everything specified in the passed in HumanoidDescription, and is R6 or R15 as specified by the rigType.
CreateHumanoidModelFromUserId(userId: number): Model YIELDS
Returns a character Model set-up with everything equipped to match the avatar of the user specified by the passed in userId.
GetCharacterAppearanceInfoAsync(userId: number): table YIELDS
Returns information about the character appearance of a given user.
GetFriendsAsync(userId: number): FriendPages YIELDS
Returns a FriendPages object which contains information for all of the given player's friends.
GetHumanoidDescriptionFromOutfitId(outfitId: number): HumanoidDescription YIELDS
Returns the HumanoidDescription for a specified outfit, which will be set with the parts/colors/Animations etc of the outfit.
GetHumanoidDescriptionFromUserId(userId: number): HumanoidDescription YIELDS
Returns a HumanoidDescription which specifies everything equipped for the avatar of the user specified by the passed in userId.
GetNameFromUserIdAsync(userId: number): string YIELDS
Sends a query to the Roblox website for the username of an account with a given UserId.
GetUserIdFromNameAsync(userName: string): number YIELDS
Sends a query to the Roblox website for the userId of an account with a given username.
GetUserThumbnailAsync(userId: number, thumbnailType: ThumbnailType, thumbnailSize: ThumbnailSize): Tuple YIELDS
Returns the content URL of a player thumbnail given the size and type, as well as a boolean describing if the image is ready to use.
Methods inherited from Instance
AddTag(tag: string): void
Applies a tag to the instance.
This function destroys all of an Instance's children.
Clone(): Instance
Create a copy of an object and all its descendants, ignoring objects that are not Archivable.
Sets the Instance.Parent property to nil, locks the Instance.Parent property, disconnects all connections, and calls Destroy on all children.
FindFirstAncestor(name: string): Instance
Returns the first ancestor of the Instance whose Instance.Name is equal to the given name.
FindFirstAncestorOfClass(className: string): Instance
Returns the first ancestor of the Instance whose Instance.ClassName is equal to the given className.
FindFirstAncestorWhichIsA(className: string): Instance
Returns the first ancestor of the Instance for whom Instance:IsA() returns true for the given className.
FindFirstChild(name: string, recursive: boolean): Instance
Returns the first child of the Instance found with the given name.
FindFirstChildOfClass(className: string): Instance
Returns the first child of the Instance whose ClassName is equal to the given className.
FindFirstChildWhichIsA(className: string, recursive: boolean): Instance
Returns the first child of the Instance for whom Instance:IsA() returns true for the given className.
FindFirstDescendant(name: string): Instance
Returns the first descendant found with the given Instance.Name.
GetActor(): Actor
Returns the Actor associated with the Instance, if any.
GetAttribute(attribute: string): Variant
Returns the attribute which has been assigned to the given name.
GetAttributeChangedSignal(attribute: string): RBXScriptSignal
Returns an event that fires when the given attribute changes.
GetAttributes(): table
Returns a dictionary of string → variant pairs for each of the Instance's attributes.
GetChildren(): Objects
Returns an array containing all of the Instance's children.
GetDebugId(scopeLength: number): string NOT BROWSABLE
Returns a coded string of the Instances DebugId used internally by Roblox.
GetDescendants(): Array CUSTOM LUA STATE
Returns an array containing all of the descendants of the instance.
GetFullName(): string
Returns a string describing the Instance's ancestry.
GetPropertyChangedSignal(property: string): RBXScriptSignal
Get an event that fires when a given property of an object changes.
GetTags(): Array
Gets an array of all tags applied to the instance.
Check whether the instance has a given tag.
IsA(className: string): boolean CUSTOM LUA STATE
Returns true if an Instance's class matches or inherits from a given class.
IsAncestorOf(descendant: Instance): boolean
Returns true if an Instance is an ancestor of the given descendant.
IsDescendantOf(ancestor: Instance): boolean
Returns true if an Instance is a descendant of the given ancestor.
Sets the object's Parent to nil, and does the same for all its descendants.
RemoveTag(tag: string): void
Removes a tag from the instance.
SetAttribute(attribute: string, value: Variant): void
Sets the attribute with the given name to the given value.
WaitForChild(childName: string, timeOut: number): Instance CUSTOM LUA STATE, CAN YIELD
Returns the child of the Instance with the given name. If the child does not exist, it will yield the current thread until it does.
children(): Objects DEPRECATED
Returns an array of the object's children.
clone(): Instance DEPRECATED
findFirstChild(name: string, recursive: boolean): Instance DEPRECATED
getChildren(): Objects DEPRECATED
isA(className: string): boolean DEPRECATED, CUSTOM LUA STATE
isDescendantOf(ancestor: Instance): boolean DEPRECATED
Events
PlayerAdded(player: Player): RBXScriptSignal
Fires when a player enters the game.
PlayerMembershipChanged(player: Player): RBXScriptSignal
Fires when the game server recognizes that a player's membership has changed.
PlayerRemoving(player: Player): RBXScriptSignal
Fires when a player is about to leave the game.
UserSubscriptionStatusChanged(user: Player, subscriptionId: string): RBXScriptSignal
Fires when the game server recognizes that the user's status for a certain subscription has changed.
Events inherited from Instance
AncestryChanged(child: Instance, parent: Instance): RBXScriptSignal
Fires when the Instance.Parent property of the object or one of its ancestors is changed.
AttributeChanged(attribute: string): RBXScriptSignal
Fires whenever an attribute is changed on the Instance.
Changed(property: string): RBXScriptSignal
Fired immediately after a property of an object changes.
ChildAdded(child: Instance): RBXScriptSignal
Fires after an object is parented to this Instance.
ChildRemoved(child: Instance): RBXScriptSignal
Fires after a child is removed from this Instance.
DescendantAdded(descendant: Instance): RBXScriptSignal
Fires after a descendant is added to the Instance.
DescendantRemoving(descendant: Instance): RBXScriptSignal
Fires immediately before a descendant of the Instance is removed.
Destroying(): RBXScriptSignal
Fires immediately before the instance is destroyed via Instance:Destroy().
childAdded(child: Instance): RBXScriptSignal DEPRECATED
Properties
BubbleChat
Read Only
Not Replicated
The BubbleChat Players property indicates whether or not bubble chat is enabled. It is set with the Players:SetChatStyle() method using the ChatStyle enum.
When this chat mode is enabled, the game displays chats in the chat user interface at the top-left corner of the screen.
There are two other chat modes, Players.ClassicChat and a chat mode where both classic and bubble chat are enabled.
CharacterAutoLoads
Not Replicated
The CharacterAutoLoads property indicates whether Class.Character|Characters will respawn automatically. The default value is true.
If this property is disabled (false), player Class.Character|Characters will not spawn until the Player:LoadCharacter() function is called for each Player, including when players join the experience.
This can be useful in experiences where players have finite lives, such as competitive games in which players do not respawn until a game round ends.
Code Samples
This example demonstrates one possible usage of the Players.CharacterAutoLoads property.
The example below respawns all players in the game, if dead, once every 10 seconds. This means that players who die 1 second after all players respawn must wait 9 seconds until the script loads all Player.Character again.
First, this script removes a player's character when they die and the Humanoid.Died function fires. This is done so that the respawn loop that executes every 10 seconds reloads that player when it does not find the player's character in the Workspace.
To work as expected, this example should be run within a Script.
Player Respawn Timer
local Players = game:GetService("Players")
-- Set CharacterAutoLoads to false
Players.CharacterAutoLoads = false
-- Remove player's character from workspace on death
Players.PlayerAdded:Connect(function(player)
while true do
local char = player.CharacterAdded:Wait()
char.Humanoid.Died:Connect(function()
char:Destroy()
end)
end
end)
-- Respawn all dead players once every 10 seconds
while true do
local players = Players:GetChildren()
-- Check if each player is dead by checking if they have no character, if dead load that player's character
for _, player in pairs(players) do
if not workspace:FindFirstChild(player.Name) then
player:LoadCharacter()
end
end
-- Wait 10 seconds until next respawn check
task.wait(10)
end
ClassicChat
Read Only
Not Replicated
Indicates whether or not classic chat is enabled. This property is set by the Players:SetChatStyle() method using the ChatStyle enum.
When this chat mode is enabled, the game displays chats in a bubble above the sender's head.
There are two other chat modes, Players.BubbleChat and a chat mode where both classic and bubble chat are enabled.
LocalPlayer
Read Only
Not Replicated
LocalPlayer is a read-only property which refers to the Player whose client is running the experience.
This property is only defined for LocalScripts and ModuleScripts required by them, since they run on the client. For the server, on which Script objects run their code, this property is nil.
Loading GUIs
When creating loading GUIs using ReplicatedFirst, sometimes a LocalScript can run before the LocalPlayer is available. In this case, you should yield until it becomes available by using Instance:GetPropertyChangedSignal()
MaxPlayers
Read Only
Not Replicated
The MaxPlayers property determines the maximum number of players that can be in a server. This property can only be set through a specific place's settings on the Creator Dashboard or through Game Settings.
PreferredPlayers
Read Only
Not Replicated
The PreferredPlayers property indicates the number of players to which Roblox's matchmaker will fill servers. This number will be less than the maximum number of players (Players.MaxPlayers) supported by the experience.
RespawnTime
The RespawnTime property controls the time, in seconds, it takes for a player to respawn when Players.CharacterAutoLoads is true. It defaults to 5.0 seconds.
This is useful when you want to change how long it takes to respawn based on the type of your experience but don't want to handle spawning players individually.
Although this property can be set from within a Script, you can more easily set it directly on the Players object in Studio's Explorer window.
UseStrafingAnimations
Not Scriptable
Properties inherited from Instance
Archivable
This property determines whether an object should be included when the game is published or saved, or when 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
Read Only
Not Replicated
A read-only string representing the class this 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() or Instance:FindFirstChildOfClass().
Note this property is read only and cannot be altered by scripts. Developers wishing to change an Instance's class will instead have to create a new Instance.
Unlike 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
A non-unique identifier of the 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(), 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().
Parent
Not Replicated
The Parent property determines the hierarchical parent of the 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 are the children of that object, plus the descendants of the children as well.
The ancestors of an 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 and FindFirstChild.
The Remove function sets this property to nil. Calling Destroy will set the Parent of an 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, 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 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() 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 whose parent hasn't been set yet, then setting the parent first would not matter as the model would not have replicated yet.
RobloxLocked
Hidden
Plugin Security
This property used to protect objects in the CoreGui service from being altered by users in an unauthorized manner. It has been deprecated and does not do anything.
archivable
Hidden
Not Replicated
DEPRECATED
DEPRECATED
This deprecated property is a variant of Instance.Archivable which should be used instead.
className
Read Only
Not Replicated
DEPRECATED
DEPRECATED
This deprecated property is a variant of Instance.ClassName which should be used instead.
Methods
Chat
void
Plugin Security
This function makes the local player chat the given message. Since this item is protected, attempting to use it in a Script or LocalScript will cause an error.
Instead, when creating a custom chat system, or a system that needs access to the chat, you can use the Chat service's Chat:Chat() function instead.
Parameters
message: string
The message chatted.
Returns
void
Code Samples
This example demonstrates that the Players:Chat() function executes without error if using the Command Bar or a Plugin (assuming the local player can chat freely) and errors if executed in a Script.
Players:Chat
-- Command bar
game:GetService("Players"):Chat("Hello, world!") --Results in 'Hello, world!' appearing in the Chat log under your Player's name.
-- Script
local Players = game:GetService("Players")
Players:Chat("Hello, world!") --Errors
GetPlayerByUserId
This function searches each player in Players for one whose Player.UserId matches the given UserId. If such a player does not exist, it simply returns nil. It is equivalent to the following function:
local Players = game:GetService("Players")
local function getPlayerByUserId(userId)
for _, player in pairs(Players:GetPlayers()) do
if player.UserId == userId then
return player
end
end
end
This method is useful in finding the purchaser of a developer product using MarketplaceService.ProcessReceipt, which provides a table that includes the purchaser's UserId and not a reference to the Player object itself. Most games will require a reference to the player in order to grant products.
Parameters
userId: number
The Player.UserId of the player being specified.
Returns
Code Samples
Players:GetPlayerByUserId
local Players = game:GetService("Players")
local player = Players:GetPlayerByUserId(1)
if player then
print("Player with userId 1 is in this server! Their name is: " .. player.Name)
else
print("Player with userId 1 is not in this server!")
end
This code sample illustrates a ProcessReceipt() callback function for a game to handle purchasing of two developer products (you can add more as needed). It properly checks for and records purchases using a GlobalDataStore called "PurchaseHistory."
Most importantly, it properly returns ProductPurchaseDecision.PurchaseGranted when the transaction is successfully completed or if it's detected that the purchase has already been granted using the "PurchaseHistory" data store.
ProcessReceipt Callback
local MarketplaceService = game:GetService("MarketplaceService")
local DataStoreService = game:GetService("DataStoreService")
local Players = game:GetService("Players")
-- Data store for tracking purchases that were successfully processed
local purchaseHistoryStore = DataStoreService:GetDataStore("PurchaseHistory")
-- Table setup containing product IDs and functions for handling purchases
local productFunctions = {}
-- ProductId 123123 for a full heal
productFunctions[123123] = function(_receipt, player)
-- Logic/code for player buying a full heal (may vary)
if player.Character and player.Character:FindFirstChild("Humanoid") then
-- Heal the player to full health
player.Character.Humanoid.Health = player.Character.Humanoid.MaxHealth
-- Indicate a successful purchase
return true
end
end
-- ProductId 456456 for 100 gold
productFunctions[456456] = function(_receipt, player)
-- Logic/code for player buying 100 gold (may vary)
local stats = player:FindFirstChild("leaderstats")
local gold = stats and stats:FindFirstChild("Gold")
if gold then
gold.Value = gold.Value + 100
-- Indicate a successful purchase
return true
end
end
-- The core 'ProcessReceipt' callback function
local function processReceipt(receiptInfo)
-- Determine if the product was already granted by checking the data store
local playerProductKey = receiptInfo.PlayerId .. "_" .. receiptInfo.PurchaseId
local purchased = false
local success, result, errorMessage
success, errorMessage = pcall(function()
purchased = purchaseHistoryStore:GetAsync(playerProductKey)
end)
-- If purchase was recorded, the product was already granted
if success and purchased then
return Enum.ProductPurchaseDecision.PurchaseGranted
elseif not success then
error("Data store error:" .. errorMessage)
end
-- Determine if the product was already granted by checking the data store
local playerProductKey = receiptInfo.PlayerId .. "_" .. receiptInfo.PurchaseId
local success, isPurchaseRecorded = pcall(function()
return purchaseHistoryStore:UpdateAsync(playerProductKey, function(alreadyPurchased)
if alreadyPurchased then
return true
end
-- Find the player who made the purchase in the server
local player = Players:GetPlayerByUserId(receiptInfo.PlayerId)
if not player then
-- The player probably left the game
-- If they come back, the callback will be called again
return nil
end
local handler = productFunctions[receiptInfo.ProductId]
local success, result = pcall(handler, receiptInfo, player)
-- If granting the product failed, do NOT record the purchase in datastores.
if not success or not result then
error("Failed to process a product purchase for ProductId: " .. tostring(receiptInfo.ProductId) .. " Player: " .. tostring(player) .. " Error: " .. tostring(result))
return nil
end
-- Record the transcation in purchaseHistoryStore.
return true
end)
end)
if not success then
error("Failed to process receipt due to data store error.")
return Enum.ProductPurchaseDecision.NotProcessedYet
elseif isPurchaseRecorded == nil then
-- Didn't update the value in data store.
return Enum.ProductPurchaseDecision.NotProcessedYet
else
-- IMPORTANT: Tell Roblox that the game successfully handled the purchase
return Enum.ProductPurchaseDecision.PurchaseGranted
end
end
-- Set the callback; this can only be done once by one script on the server!
MarketplaceService.ProcessReceipt = processReceipt
GetPlayerFromCharacter
This function returns the Player associated with the given Player.Character, or nil if one cannot be found. It is equivalent to the following function:
local function getPlayerFromCharacter(character)
for _, player in pairs(game:GetService("Players"):GetPlayers()) do
if player.Character == character then
return player
end
end
end
This method is often used when some event in player's character fires (such as their Humanoid dying). Such an event might not directly reference the Player object, but this method provides easy access. The inverse of this function can be described as getting the Character of a Player. To do this, simply access the Character property.
Parameters
character: Model
A character instance that you want to get the player from.
Returns
Code Samples
Players:GetPlayerFromCharacter
local Players = game:GetService("Players")
local character = workspace.Player
local player = Players:GetPlayerFromCharacter(character)
if player then
print("Player is " .. player.Name)
else
print("Player doesn't exist!")
end
GetPlayers
This method returns a table of all presently connected Player. It functions the same way Instance:GetChildren() would except that it only returns Player objects. It functions similarly to Instance:GetChildren() when called on Players. When used in conjunction with a for-loop, it is useful for iterating over all players in a game.
Players = game:GetService("Players")
for i, player in pairs(Players:GetPlayers()) do
print(player.Name)
end
Scripts that connect to Players.PlayerAdded are often trying to process every Player that connects to the game. This method is useful for iterating over already-connected players that wouldn't fire PlayerAdded. Using this method ensures that no player is missed!
local Players = game:GetService("Players")
local function onPlayerAdded(player)
print("Player: " .. player.Name)
end
for _, player in pairs(Players:GetPlayers()) do
onPlayerAdded(player)
end
Players.PlayerAdded:Connect(onPlayerAdded)
Returns
A table containing all the players in the server.
Code Samples
This code sample listens for players spawning and gives them Sparkles in their head. It does this by defining two functions, onPlayerSpawned and onPlayerAdded.
Give Sparkles to Everyone
local Players = game:GetService("Players")
local function onCharacterAdded(character)
-- Give them sparkles on their head if they don't have them yet
if not character:FindFirstChild("Sparkles") then
local sparkles = Instance.new("Sparkles")
sparkles.Parent = character:WaitForChild("Head")
end
end
local function onPlayerAdded(player)
-- Check if they already spawned in
if player.Character then
onCharacterAdded(player.Character)
end
-- Listen for the player (re)spawning
player.CharacterAdded:Connect(onCharacterAdded)
end
Players.PlayerAdded:Connect(onPlayerAdded)
SetChatStyle
void
Plugin Security
This function sets whether BubbleChat and ClassicChat are being used, and tells TeamChat and Chat what to do using the ChatStyle enum. Since this item is protected, attempting to use it in a Script or LocalScript will cause an error.
This function is used internally when the chat mode is set by the game.
Parameters
style: ChatStyle
The specified chat style being set.
Default Value: "Classic"
Returns
void
Code Samples
This example demonstrates that the Players:SetChatStyle() function executes without error if using the Command Bar or a Plugin and errors if executed in a LocalScript.
When executed in the Command Bar, this code sets the chat style to Classic using the ChatStyle enum.
Setting a Player's Chat Style
-- Command bar
game.Players:SetChatStyle(Enum.ChatStyle.Classic) -- Set's chat style to Classic
-- LocalScript
local Players = game:GetService("Players")
Players:SetChatStyle(Enum.ChatStyle.Classic) -- Errors
TeamChat
void
Plugin Security
This function makes the Players.LocalPlayer chat the given message, which will only be viewable by users on the same team. Since this item is protected, attempting to use it in a Script or LocalScript will cause an error.
This function is used internally when the Players.LocalPlayer sends a message to their team.
Parameters
message: string
The message being chatted.
Returns
void
Code Samples
This example demonstrates that the Players:TeamChat() function executes without error if using the Command Bar or a Plugin and errors if executed in a LocalScript.
When executed in the Command Bar, the function sends the specified message to all players on the same Team as the Players.LocalPlayer.
Sending Team Chat
-- Command bar
game.Players:TeamChat("Hello World") -- Sends a "Hello World" message to all players on the local player's team
-- LocalScript
local Players = game:GetService("Players")
Players:TeamChat("Hello World") -- Errors
CreateHumanoidModelFromDescription
Yields
Returns a character Model equipped with everything specified in the passed in HumanoidDescription, and is R6 or R15 as specified by the rigType.
Parameters
description: HumanoidDescription
Specifies the appearance of the returned character.
rigType: HumanoidRigType
Specifies whether the returned character will be R6 or R15.
assetTypeVerification: AssetTypeVerification
Asset type verification determines if this function will load models or not (You should set this to Always unless you want to load non-catalog assets).
Default Value: "Default"
Returns
A Humanoid character Model.
Code Samples
This code sample creates a Humanoid Model from the passed in HumanoidDescription and parents the Model to the Workspace.
Create Humanoid Model From Description
game.Players:CreateHumanoidModelFromDescription(Instance.new("HumanoidDescription"), Enum.HumanoidRigType.R15).Parent = game.Workspace
CreateHumanoidModelFromUserId
Yields
Returns a character Model set-up with everything equipped to match the avatar of the user specified by the passed in userId. This includes whether that character is currently R6 or R15.
Parameters
userId: number
The userId for a Roblox user. (The UserId is the number in the profile of the user e.g www.roblox.com/users/1/profile).
Returns
A Humanoid character Model.
Code Samples
This code sample creates a Humanoid Model to match the avatar of the passed in User ID, and parents the Model to the Workspace.
Create Humanoid Model From A User ID
game.Players:CreateHumanoidModelFromUserId(1).Parent = game.Workspace
GetCharacterAppearanceInfoAsync
Yields
This function returns information about a player's avatar (ignoring gear) on the Roblox website in the form of a dictionary. It is not to be confused with GetCharacterAppearanceAsync, which actually loads the assets described by this method. You can use InsertService:LoadAsset() to load the assets that are used in the player's avatar. The structure of the returned dictionary is as follows:
Name
Type
Description
assets
table (see below)
Describes the equipped assets (hats, body parts, etc)
bodyColors
table (see below)
Describes the BrickColor values for each limb
bodyColors3
table (see below)
Describes the Color3 instance for each limb which may not match perfectly with bodyColors
defaultPantsApplied
bool
Describes whether default pants are applied
defaultShirtApplied
bool
Describes whether default shirt is applied
emotes
table (see below)
Describes the equipped emote animations
playerAvatarType
string
Either "R15" or "R6"
scales
table (see below)
Describes various body scaling factors
Assets sub-table
The assets table is an array of tables containing the following keys that describe the assets currently equipped by the player:
Name
Type
Description
id
number
The asset ID of the equipped asset
assetType
table
A table with name and id fields, each describing the kind of asset equipped ("Hat", "Face", etc.)
name
string
The name of the equipped asset
Scales sub-table
The scales table has the following keys, each a number corresponding to one Humanoid scaling property: bodyType, head, height, proportion, depth, width.``
Body Colors sub-table
The body colors table has the following keys, each a number corresponding to a BrickColor ID number which can be used with BrickColor.new(): leftArmColorId, torsoColorId, rightArmColorId, headColorId, leftLegColorId, rightLegColorId.
Parameters
userId: number
The *userId of the specified player.
Returns
A dictionary containing information about the character appearance of a given user.
Code Samples
Sometimes it is best to see an example of the returned dictionary structure in pure Lua. Here is one such example of a player whose avatar uses a package and wears several hats. Can you guess who it is?
Example Return Character Appearance Dictionary
local result = {
playerAvatarType = "R15",
defaultPantsApplied = false,
defaultShirtApplied = false,
scales = {
bodyType = 0,
head = 1,
height = 1.05,
proportion = 0,
depth = 0.92,
width = 0.85,
},
bodyColors = {
leftArmColorId = 1030,
torsoColorId = 1001,
rightArmColorId = 1030,
headColorId = 1030,
leftLegColorId = 1001,
rightLegColorId = 1001,
},
assets = {
{
id = 1031492,
assetType = {
name = "Hat",
id = 8,
},
name = "Striped Hat",
},
{
id = 13062491,
assetType = {
name = "Face Accessory",
id = 42,
},
name = "Vision Française ",
},
{
id = 16598440,
assetType = {
name = "Neck Accessory",
id = 43,
},
name = "Red Bow Tie",
},
{
id = 28999228,
assetType = {
name = "Face",
id = 18,
},
name = "Joyous Surprise",
},
{
id = 86896488,
assetType = {
name = "Shirt",
id = 11,
},
name = "Expensive Red Tuxedo Jacket",
},
{
id = 86896502,
assetType = {
name = "Pants",
id = 12,
},
name = "Expensive Red Tuxedo Pants",
},
{
id = 376530220,
assetType = {
name = "Left Arm",
id = 29,
},
name = "ROBLOX Boy Left Arm",
},
{
id = 376531012,
assetType = {
name = "Right Arm",
id = 28,
},
name = "ROBLOX Boy Right Arm",
},
{
id = 376531300,
assetType = {
name = "Left Leg",
id = 30,
},
name = "ROBLOX Boy Left Leg",
},
{
id = 376531703,
assetType = {
name = "Right Leg",
id = 31,
},
name = "ROBLOX Boy Right Leg",
},
{
id = 376532000,
assetType = {
name = "Torso",
id = 27,
},
name = "ROBLOX Boy Torso",
},
},
}
print(result)
GetFriendsAsync
Yields
The GetFriends Players function returns a FriendPages object which contains information for all of the given Player's friends. The items within the FriendPages object are tables with the following fields:
Name
Type
Description
Id
int64
The friend's UserId
Username
string
The friend's username
DisplayName
string
The display name of the friend.
IsOnline
bool
If the friend is currently online
See the code samples for an easy way to iterate over all a player's friends.
Parameters
userId: number
The userId of the player being specified.
Returns
Code Samples
This code sample loads the Player.UserId of the player whose username is provided at the top of the script by using Players:GetUserIdFromNameAsync(). Then, it gets a FriendPages object by calling Players:GetFriendsAsync() and iterates over each entry using the iterPageItems function. The username of each friend is stored in a table, then printed at the end.
Print Roblox Friends
local Players = game:GetService("Players")
local USERNAME = "Cozecant"
local function iterPageItems(pages)
return coroutine.wrap(function()
local pagenum = 1
while true do
for _, item in ipairs(pages:GetCurrentPage()) do
coroutine.yield(item, pagenum)
end
if pages.IsFinished then
break
end
pages:AdvanceToNextPageAsync()
pagenum = pagenum + 1
end
end)
end
-- First, get the user ID of the player
local userId = Players:GetUserIdFromNameAsync(USERNAME)
-- Then, get a FriendPages object for their friends
local friendPages = Players:GetFriendsAsync(userId)
-- Iterate over the items in the pages. For FriendPages, these
-- are tables of information about the friend, including Username.
-- Collect each username in a table
local usernames = {}
for item, _pageNo in iterPageItems(friendPages) do
table.insert(usernames, item.Username)
end
print("Friends of " .. USERNAME .. ": " .. table.concat(usernames, ", "))
GetHumanoidDescriptionFromOutfitId
Yields
Returns the HumanoidDescription for a specified outfitId, which will be set with the parts/colors/Animations etc of the outfit. An outfit can be one created by a user, or it can be the outfit for a bundle created by Roblox.
Parameters
outfitId: number
The id of the outfit for which the HumanoidDescription is sought.
Returns
HumanoidDescription initialized with the specification for the passed in outfitId.
Code Samples
This code sample shows how to get the HumanoidDescription for bundle 799 (Fishman).
Get HumanoidDescription From Outfit ID
local function getHumanoidDescriptionBundle(bundleId)
local function getOutfitId()
if bundleId <= 0 then
return
end
local info = game.AssetService:GetBundleDetailsAsync(bundleId)
if not info then
return
end
for _,item in pairs(info.Items) do
if item.Type == "UserOutfit" then
return item.Id
end
end
end
local itemId = getOutfitId(bundleId)
return (itemId and itemId > 0) and game.Players:GetHumanoidDescriptionFromOutfitId(itemId) or nil
end
game.Players:CreateHumanoidModelFromDescription(getHumanoidDescriptionBundle(799), Enum.HumanoidRigType.R15).Parent = game.Workspace
GetHumanoidDescriptionFromUserId
Yields
Returns a HumanoidDescription which specifies everything equipped for the avatar of the user specified by the passed in userId. Also includes scales and body colors.
Parameters
userId: number
The userId for a Roblox user. (The UserId is the number in the profile of the user e.g www.roblox.com/users/1/profile).
Returns
HumanoidDescription initialized with the passed in user's avatar specification.
Code Samples
This code sample shows how to use GetHumanoidDescriptionFromUserId() to create a Humanoid Model.
Get HumanoidDescription From User ID
game.Players:CreateHumanoidModelFromDescription(game.Players:GetHumanoidDescriptionFromUserId(1), Enum.HumanoidRigType.R15).Parent = game.Workspace
GetNameFromUserIdAsync
Yields
The GetNameFromUserIdAsync Players function will send a query to the Roblox website asking what the username is of the account with the given UserId.
This method errors if no account exists with the given UserId. If you aren't certain such an account exists, it's recommended to wrap calls to this function with pcall. In addition, you can manually cache results to make future calls with the same UserId fast. See the code samples to learn more.
Parameters
userId: number
The Player.UserId of the player being specified.
Returns
The name of a user with the specified Player.UserId.
Code Samples
This code sample demonstrates using the Players:GetNameFromUserIdAsync() method to get a user's Player.Name from their Player.UserId.
Get Name from UserId
local Players = game:GetService("Players")
-- Example Data:
-- UserId: 118271 Name: "RobloxRulez"
-- UserId: 131963979 Name: "docsRule"
local nameOne = Players:GetNameFromUserIdAsync(118271)
local nameTwo = Players:GetNameFromUserIdAsync(131963979)
print(nameOne, nameTwo)
-- prints: "RobloxRulez docsRule"
This code sample demonstrates using the Players:GetNameFromUserIdAsync() method to get a user's Player.Name from their Player.UserId. Because GetNameFromUserIdAsync() yields, you can avoid calling it for the same Name using a table to store each UserId:Name pair found, called a cache. pcall() is used to catch the failure in case the Name doesn't exist.
Get Name from UserId using a cache
local Players = game:GetService("Players")
-- Create a table called 'cache' to store each 'Name' as they are found.
-- If we lookup a 'Name' using the same 'UserId', the 'Name' will come
-- from cache (fast) instead of GetNameFromUserIdAsync() (yields).
local cache = {}
function getNameFromUserId(userId)
-- First, check if the cache contains 'userId'
local nameFromCache = cache[userId]
if nameFromCache then
-- if a value was stored in the cache at key 'userId', then this 'nameFromCache'
-- is the correct Name and we can return it.
return nameFromCache
end
-- If here, 'userId' was not previously looked up and does not exist in the
-- cache. Now we need to use GetNameFromUserIdAsync() to look up the name
local name
local success, _ = pcall(function()
name = Players:GetNameFromUserIdAsync(userId)
end)
if success then
-- if 'success' is true, GetNameFromUserIdAsync() successfully found the
-- name. Store this name in the cache using 'userId' as the key so we
-- never have to look this name up in the future. Then return name.
cache[userId] = name
return name
end
-- If here, 'success' was false, meaning GetNameFromUserIdAsync()
-- was unable to find the 'name' for the 'userId' provided. Warn the user
-- this happened and then return nothing, or nil.
warn("Unable to find Name for UserId:", userId)
return nil
end
-- Example Data:
-- UserId: 118271 Name: "RobloxRulez"
-- UserId: 131963979 Name: "docsRule"
-- The first time a UserId is used, GetNameFromUserIdAsync() will be called
local nameOne = getNameFromUserId(118271)
local nameTwo = getNameFromUserId(131963979)
-- Because 118271 was previously used, get its Name from the cache
local nameOneQuick = getNameFromUserId(118271)
print(nameOne, nameTwo, nameOneQuick)
-- prints: "RobloxRulez docsRule RobloxRulez"
GetUserIdFromNameAsync
Yields
This function will send a query to the Roblox website asking what the Player.UserId is of the account with the given Player name.
This method errors if no account exists with the given username. If you aren't certain such an account exists, it's recommended to wrap calls to this function with pcall. In addition, you can manually cache results to quickly make future calls with the same username. See the code samples to learn more.
Parameters
userName: string
The username of the player being specified.
Returns
The Player.UserId of a user whose name is specified.
Code Samples
This code sample demonstrates using the Players:GetUserIdFromNameAsync() method to get a user's Player.UserId from their Player.Name.
Get UserId from Name
local Players = game:GetService("Players")
-- Example Data:
-- UserId: 118271 Name: "RobloxRulez"
-- UserId: 131963979 Name: "docsRule"
local userIdOne = Players:GetUserIdFromNameAsync("RobloxRulez")
local userIdTwo = Players:GetUserIdFromNameAsync("docsRule")
print(userIdOne, userIdTwo)
-- prints: "118271 131963979"
This code sample demonstrates using the Players:GetUserIdFromNameAsync() method to get a user's Player.UserId from their Player.Name. Because GetUserIdFromNameAsync() yields, you can avoid calling it for the same UserId using a table to store each Name:UserId pair found, called a cache. pcall() is used to catch the failure in case the UserId doesn't exist.
Get UserId from Name using a cache
local Players = game:GetService("Players")
-- Create a table called 'cache' to store each 'UserId' as they are found.
-- If we lookup a 'UserId' using the same 'Name', the 'UserId' will come
-- from cache (fast) instead of GetUserIdFromNameAsync() (yields).
local cache = {}
function getUserIdFromName(name)
-- First, check if the cache contains 'name'
local userIdFromCache = cache[name]
if userIdFromCache then
-- if a value was stored in the cache at key 'name', then this 'userIdFromCache'
-- is the correct UserId and we can return it.
return userIdFromCache
end
-- If here, 'name' was not previously looked up and does not exist in the
-- cache. Now we need to use GetUserIdFromNameAsync() to look up the userId
local userId
local success, _ = pcall(function()
userId = Players:GetUserIdFromNameAsync(name)
end)
if success then
-- if 'success' is true, GetUserIdFromNameAsync() successfully found the
-- userId. Store this userId in the cache using 'name' as the key so we
-- never have to look this userId up in the future. Then return userId.
cache[name] = userId
return userId
end
-- If here, 'success' was false, meaning GetUserIdFromNameAsync()
-- was unable to find the 'userId' for the 'name' provided. We can warn the
-- user this happened and then return nothing, or nil.
warn("Unable to find UserId for Name:", name)
return nil
end
-- Example Data:
-- UserId: 118271 Name: "RobloxRulez"
-- UserId: 131963979 Name: "docsRule"
-- The first time a Name is used, GetUserIdFromNameAsync() will be called
local userIdOne = getUserIdFromName("RobloxRulez")
local userIdTwo = getUserIdFromName("docsRule")
-- Because "RobloxRulez" was previously used, get its UserId from the cache
local userIdOneQuick = getUserIdFromName("RobloxRulez")
print(userIdOne, userIdTwo, userIdOneQuick)
-- prints: "118271 131963979 118271"
GetUserThumbnailAsync
Yields
This function returns the content URL of an image of a player's avatar given their UserId, the desired image size as a ThumbnailSize enum, and the desired type as a ThumbnailType enum. It also returns a boolean describing if the image is ready to use.
Most often, this method is used with ImageLabel.Image or Decal.Texture to display user avatar pictures in an experience.
Parameters
userId: number
The Player.UserId of the player being specified.
thumbnailType: ThumbnailType
A ThumbnailType describing the type of thumbnail.
thumbnailSize: ThumbnailSize
A ThumbnailSize specifying the size of the thumbnail.
Returns
A tuple containing the content URL of a user thumbnail based on the specified parameters, and a bool describing if the image is ready to be used or not.
Code Samples
This code sample displays the current player's thumbnail in a parent ImageLabel by using Players:GetUserThumbnailAsync() and setting the Image() property as well as its Size().
Display Player Thumbnail
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local PLACEHOLDER_IMAGE = "rbxassetid://0" -- replace with placeholder image
-- fetch the thumbnail
local userId = player.UserId
local thumbType = Enum.ThumbnailType.HeadShot
local thumbSize = Enum.ThumbnailSize.Size420x420
local content, isReady = Players:GetUserThumbnailAsync(userId, thumbType, thumbSize)
-- set the ImageLabel's content to the user thumbnail
local imageLabel = script.Parent
imageLabel.Image = (isReady and content) or PLACEHOLDER_IMAGE
imageLabel.Size = UDim2.new(0, 420, 0, 420)
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() 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(), calling Instance:Destroy(), or in a function connected to a signal returned by CollectionService:GetInstanceRemovedSignal().
Parameters
tag: string
Returns
void
ClearAllChildren
void
This function destroys all of an Instance's children.
As 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() or 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
Clone creates a copy of an object and all of its descendants, ignoring all objects that are not Archivable. The copy of the root object is returned by this function and its Parent is set to nil.
If a reference property such as 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 to the Workspace or one of its descendants. Finally, when it's time to regenerate the model, Destroy the copy and clone a new one from the original like before.
Returns
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 property to nil, locks the 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 has been destroyed by this method it cannot be reused because the Instance.Parent property is locked. To temporarily remove an object, set 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().
Returns
void
Code Samples
Instance:Destroy
local Part = workspace.Part
Part:Destroy()
Part.Parent = workspace --> The Parent property of Part is locked
FindFirstAncestor
Returns the first ancestor of the Instance whose Instance.Name is equal to the given name.
This function works upwards, meaning it starts at the Instance's immediate Instance.Parent and works up towards the 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() and Instance:FindFirstAncestorWhichIsA().
Parameters
name: string
The Instance.Name to be looked for.
Returns
The Instance found.
FindFirstAncestorOfClass
Returns the first ancestor of the Instance whose Instance.ClassName is equal to the given className.
This function works upwards, meaning it starts at the Instance's immediate Instance.Parent and works up towards the DataModel. If no matching ancestor is found, it returns nil.
A common use of this function is finding the Model a BasePart belongs to. For example:
local model = part:FindFirstAncestorOfClass("Model")
This function is a variant of Instance:FindFirstAncestor() which checks the Instance.ClassName property rather than Instance.Name. Instance:FindFirstAncestorWhichIsA() also exists, using the Instance:IsA() method instead to respect class inheritance.
Parameters
className: string
The Instance.ClassName to be looked for.
Returns
The Instance found.
FindFirstAncestorWhichIsA
Returns the first ancestor of the Instance for whom Instance:IsA() returns true for the given className.
This function works upwards, meaning it starts at the Instance's immediate Instance.Parent and works up towards the DataModel. If no matching ancestor is found, it returns nil.
Unlike Instance:FindFirstAncestorOfClass(), this function uses 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 ancestor, regardless of if it is a WedgePart, MeshPart or Part.
local part = object:FindFirstAncestorWhichIsA("BasePart")
See also, Instance:FindFirstAncestor().
Parameters
className: string
The Instance.ClassName to be looked for.
Returns
The Instance found.
FindFirstChild
Returns the first child of the 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.
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 of an object is the same as that of a property of its Parent. When using the dot operator, properties take precedence over children if they share a name.
In the following example, a Folder called "Color" is added to a Part, which also has the Part.Color property. Part.Color refers to the 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() in this way is that the introduction of new properties does not impose a risk on your code.
Performance Note
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 and RunService.RenderStepped. Instead, store the result in a variable, or consider using ChildAdded or WaitForChild() to detect when a child of a given name becomes available.
Parameters
name: string
The Instance.Name to be searched for.
recursive: boolean
Whether or not the search should be conducted recursively.
Default Value: false
Returns
The 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
Returns the first child of the Instance whose ClassName is equal to the given className.
If no matching child is found, this function returns nil.
Unlike 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() instead.
Parameters
className: string
The Instance.ClassName to be looked for.
Returns
The 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
Returns the first child of the Instance for whom 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.
Unlike Instance:FindFirstChildOfClass(), this function uses 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 child, regardless of if it is a WedgePart, MeshPart or Part.
local part = object:FindFirstChildWhichIsA("BasePart")
Developers looking for a child by name, should use Instance:FindFirstChild() instead.
Parameters
className: string
The Instance.ClassName to be searched for.
recursive: boolean
Whether or not the search should be conducted recursively.
Default Value: false
Returns
The Instance found.
FindFirstDescendant
Returns the first descendant found with the given Instance.Name.
Parameters
name: string
The Instance.Name to search for.
Returns
The Instance found.
GetActor
If the Instance is an Actor, the Actor itself is returned. Otherwise, its closest ancestor Actor is returned. If no ancestor is an Actor, the result is nil.
Returns
The Actor found.
GetAttribute
Variant
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:
local initialPosition = instance:GetAttribute("InitialPosition")
See also:
Instance:SetAttribute(), sets the attribute with the given name to the given value
Instance:GetAttributes(), returns a dictionary of string → variant pairs for each of the instance's attributes
Instance.AttributeChanged, fires whenever an attribute is changed on the instance
Instance:GetAttributeChangedSignal(), returns an event that fires when the given attribute changes
Parameters
attribute: string
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
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() but for attributes.
For example, the following code snippet will return a signal that fires the function Instance.AttributeChanged when the instance's InitialPosition attribute changes. Note that this code sample does not define Instance:
local function attributeChanged()
print("Attribute changed")
end
instance:GetAttributeChangedSignal("InitialPosition"):Connect(attributeChanged)
See also:
Instance:SetAttribute(), sets the attribute with the given name to the given value
Instance:GetAttribute(), returns the attribute which has been assigned to the given name
Instance:GetAttributes(), returns a dictionary of string → variant pairs for each of the instance's attributes
Instance.AttributeChanged, fires whenever an attribute is changed on the instance
Parameters
attribute: string
The name of the specified attribute for which the change signal is being returned.
Returns
An event that fires when the given attribute changes.
GetAttributes
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:
local attributes = instance:GetAttributes()
for name, value in pairs(attributes) do
print(name .. " " .. value)
end
See also:
Instance:SetAttribute(), sets the attribute with the given name to the given value
Instance:GetAttribute(), returns the attribute which has been assigned to the given name
Instance.AttributeChanged, fires whenever an attribute is changed on the instance
Instance:GetAttributeChangedSignal(), returns an event that fires when the given attribute changes
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.
GetChildren
Returns an array (a numerically indexed table) containing all of the Instance's direct children, or every Instance whose 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 property was set to the object.
See also the GetDescendants function.
Returns
An array containing the 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
Not Browsable
Plugin Security
Returns a coded string of the Instances DebugId used internally by Roblox.
Note:
This item is protected. Attempting to use it in a Script or 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
The scope length.
Default Value: 4
Returns
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
Custom Lua State
The GetDescendants function of an object returns an array that contains all of the descendants of that object. Unlike 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 in the Workspace:
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
An array containing the 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() 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
Returns a string describing the Instance's ancestry. The string is a concatenation of the Name of the object and its ancestors, separated by periods. The DataModel (game) is not considered. For example, a Part in the Workspace may return Workspace.Part.
When called on an Instance that is not a descendant of the DataModel, this function considers all ancestors up to and including the topmost one without a 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
The full name of the Instance.
Code Samples
This code sample demonstrates the behavior of 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() 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
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 objects, such as IntValue and 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, use IntValue:GetPropertyChangedSignal("Name"):Connect(someFunc) since the Changed event of IntValue objects only detect changes on the Value property.
Parameters
property: string
The property to connect to.
Returns
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
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 window or at runtime with 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() to check for a specific tag.
Returns
HasTag
This method returns true if the provided tag has been added to the object. You can add tags either in Studio in the Properties window or at runtime with AddTag().
Parameters
tag: string
Returns
IsA
Custom Lua State
IsA returns true if the 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. To ignore class inheritance, test the 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 or WedgePart, which inherits from BasePart (an abstract class). For example, if your goal is to change all of a Character's limbs to the same color, you might use GetChildren to iterate over the children, then use IsA to filter non-BasePart objects which lack the 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, calling object:IsA("Instance") will always return true.
Parameters
className: string
The class against which the Instance's class will be checked. Case-sensitive.
Returns
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
Returns true if an Instance is an ancestor of the given descendant.
An Instance is considered the ancestor of an object if the object's Instance.Parent or one of it's parent's Instance.Parent is set to the Instance.
See also, Instance:IsDescendantOf().
Parameters
descendant: Instance
The descendant Instance.
Returns
True if the Instance is an ancestor of the given descendant.
Code Samples
Instance:IsAncestorOf
print(workspace:IsAncestorOf(workspace.Player.HumanoidRootPart)) --> true
IsDescendantOf
Returns true if an Instance is a descendant of the given ancestor.
An Instance is considered the descendant of an object if the Instance's parent or one of its parent's parent is set to the object.
Note, 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().
Parameters
ancestor: Instance
The ancestor Instance.
Returns
True if the 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() and 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 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() 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
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). Note that this code sample does not define 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(), returns the attribute which has been assigned to the given name
Instance:GetAttributes(), returns a dictionary of string → variant pairs for each of the instance's attributes
Instance.AttributeChanged, fires whenever an attribute is changed on the instance
Instance:GetAttributeChangedSignal(), returns an event that fires when the given attribute changes
Parameters
attribute: string
The name of the attribute being set.
value: Variant
The value that the specified attribute is being set to.
Returns
void
WaitForChild
Custom Lua State
Can Yield
Returns the child of the 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() is extremely important when working on code run by the client in a 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 set to true, BaseParts 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() is a more efficient alternative to 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
The Instance.Name to be looked for.
timeOut: number
An optional time out parameter.
Returns
The 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
DEPRECATED
DEPRECATED
This item has been superseded by Instance:GetChildren() which should be used in all new work.
The children function returns an array of the object's children.
Returns
Array of child objects/instances.
clone
DEPRECATED
DEPRECATED
This deprecated function is a variant of Instance:Clone() which should be used instead.
Returns
destroy
void
DEPRECATED
DEPRECATED
This deprecated function is a variant of Instance:Destroy() which should be used instead.
Returns
void
findFirstChild
DEPRECATED
DEPRECATED
This deprecated function is a variant of Instance:FindFirstChild() which should be used instead.
Parameters
name: string
recursive: boolean
Default Value: false
Returns
getChildren
DEPRECATED
DEPRECATED
This deprecated function is a variant of Instance:GetChildren() which should be used instead.
Returns
isA
DEPRECATED
Custom Lua State
DEPRECATED
This deprecated function is a variant of Instance:IsA() which should be used instead.
Parameters
className: string
Returns
isDescendantOf
DEPRECATED
DEPRECATED
This deprecated function is a variant of Instance:IsDescendantOf() which should be used instead.
Parameters
ancestor: Instance
Returns
remove
void
DEPRECATED
DEPRECATED
This deprecated function is a variant of Instance:Remove() which has also been deprecated. Neither function should be used in new work.
Returns
void
Events
PlayerAdded
The PlayerAdded event fires when a player enters the game. This is used to fire an event when a player joins a game, such as loading the player's saved GlobalDataStore data.
This can be used alongside the Players.PlayerRemoving event, which fires when a player is about to leave the game. For instance, if you would like print a message every time a new player joins or leaves the game:
local Players = game:GetService("Players")
Players.PlayerAdded:Connect(function(player)
print(player.Name .. " joined the game!")
end)
Players.PlayerRemoving:Connect(function(player)
print(player.Name .. " left the game!")
end)
If you want to track when a player's character is added or removed from the game, such as when a player respawns or dies, you can use the Player.CharacterAdded and Player.CharacterRemoving functions.
Up until recently, this event didn't work on the client (in Localscripts), but this has been changed
This event does not work as expected in solo mode, because the player is created before scripts that connect to PlayerAdded run. To handle this case, as well as cases in which the script is added into the game after a player enters, create an OnPlayerAdded function that you can call to handle a player's entrance.
Parameters
player: Player
An instance of the player that joined the game.
Code Samples
This example will print "A player has entered: " followed by the name of the player that enters/joins a game every time a player joins.
Players.PlayerAdded
local Players = game:GetService("Players")
local function onPlayerAdded(player)
print("A player has entered: " .. player.Name)
end
Players.PlayerAdded:Connect(onPlayerAdded)
PlayerMembershipChanged
This event fires when the game server recognizes that a player's membership has changed. Note, however, that the server will only attempt to check and update the membership after the Premium modal has been closed. Thus, to account for cases where the user purchases Premium outside of the game while playing, you must still prompt them to purchase Premium; this will then show a message telling them they're already upgraded and, once they close the modal, the game server will update their membership and trigger this event.
To learn more about and incorporating Premium into your experience and monetizing with the engagement-based payouts system, see Engagement-Based Payouts.
See also:
MarketplaceService:PromptPremiumPurchase(), used to prompt a user to purchase Premium
MarketplaceService.PromptPremiumPurchaseFinished, fires when the Premium purchase UI closes
Parameters
player: Player
Code Samples
The function in the code sample runs after the game server confirms a player's membership has changed. It demonstrates how you can grant players access to Premium benefits (or revoke them) when their membership status changes.
Handling Premium Membership Changes
local Players = game:GetService("Players")
local function grantPremiumBenefits(player)
-- Grant the player access to Premium-only areas, items, or anything you can imagine!
print("Giving", player, "premium benefits!")
end
local function playerAdded(player)
if player.MembershipType == Enum.MembershipType.Premium then
grantPremiumBenefits(player)
end
end
local function playerMembershipChanged(player)
print("Received event PlayerMembershipChanged. New membership = " .. tostring(player.MembershipType))
if player.MembershipType == Enum.MembershipType.Premium then
grantPremiumBenefits(player)
end
end
Players.PlayerAdded:Connect(playerAdded)
Players.PlayerMembershipChanged:Connect(playerMembershipChanged)
PlayerRemoving
The PlayerRemoving event fires right before a Player leaves the game. This event fires before ChildRemoved does on Players, and behaves somewhat similarly to Instance.DescendantRemoving. Since it fires before the actual removal of a Player, this event is useful for storing player data using a GlobalDataStore.
This can be used alongside the Player.PlayerAdded event, which fires when a player joins the game. For instance, to print a message every time a new player joins or leaves the game:
local Players = game:GetService("Players")
Players.PlayerAdded:Connect(function(player)
print(player.Name .. " joined the game!")
end)
Players.PlayerRemoving:Connect(function(player)
print(player.Name .. " left the game!")
end)
If you want to track when a player's character is added or removed from the game, such as when a player respawns or dies, you can use the Player.CharacterAdded and Player.CharacterRemoving functions.
Parameters
player: Player
An instance of the player that is leaving the game.
Code Samples
This code will print "A player has left: ", followed by the player's name, every time a player leaves:
Players.PlayerRemoving
local Players = game:GetService("Players")
local function onPlayerRemoving(player)
print("A player has left: " .. player.Name)
end
Players.PlayerRemoving:Connect(onPlayerRemoving)
UserSubscriptionStatusChanged
This event fires when the game server recognizes that the user's status for a certain subscription has changed. Note that the server only attempts to check and update the status after the Subscription Purchase modal has been closed. To account for cases in which the user purchases the subscription outside of the game while playing, you must still prompt them to purchase the subscription; the prompt shows a message telling the user they're already subscribed, and after they close the modal, the game server updates their subscription status and triggers this event.
Note: Only server scripts receive this event.
Parameters
user: Player
User whose subscription status has changed.
subscriptionId: string
The ID of the subscription with a status change.
Events inherited from Instance
AncestryChanged
Fires when the 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 whose Instance.Parent was actually changed. Parent refers to this Instance's new 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(), use the Instance.Destroying event instead.
Parameters
child: Instance
The Instance whose Instance.Parent has been changed.
parent: Instance
The new Instance.Parent of the Instance whose 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's attributes changes. Note that this code sample does not define Instance:
local function attributeChanged(attributeName)
print(attributeName, "changed")
end
instance.AttributeChanged:Connect(attributeChanged)
See also:
Instance:SetAttribute(), sets the attribute with the given name to the given value
Instance:GetAttribute(), returns the attribute which has been assigned to the given name
Instance:GetAttributes(), returns a dictionary of string → variant pairs for each of the instance's attributes
Instance:GetAttributeChangedSignal(), returns an event that fires when the given attribute changes
Parameters
attribute: string
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, Velocity, RotVelocity, Position, Orientation and CFrame properties of a BasePart change due to gravity. To detect changes in these properties, consider using a physics-based event like RunService.Stepped or 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, StringValue, etc for more information. To detect other changes in these objects, you must use GetPropertyChangedSignal instead.
Parameters
property: string
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.
Note, when using this function on a client to detect objects created by the server it is necessary to use 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. For a function that captures all descendants, use Instance.DescendantAdded.
See also, Instance.ChildRemoved.
Parameters
child: Instance
The 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.
Removed refers to when an object's parent is changed from this Instance to something other than this Instance. Note, this event will also fire when a child is destroyed (using Instance:Destroy()) as the destroy function sets an object's parent to nil.
This function only works for immediate children of the Instance. For a function that captures all descendants, use Instance.DescendantRemoving.
See also Instance.ChildAdded.
Parameters
child: Instance
The 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.
As DescendantAdded fires for every descendant, parenting an object to the Instance will fire the event for this object and all of its descendants individually.
Developers only concerned with the immediate children of the Instance should use Instance.ChildAdded instead.
See also Instance.DescendantRemoving.
Parameters
descendant: Instance
The 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 of a descendant of the Instance changes such that the object is no longer a descendant of the Instance. Destroy and 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.
Calling Remove on PartA would cause DescendantRemoving to fire on both ModelA and Model, in that order.
Setting the 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 on ModelA would cause DescendantRemoving to fire multiple times on several objects:
On Model with ModelA, PartA then FireA.
On ModelA, with PartA then FireA.
On PartA with FireA.
Warning
This event fires with the descendant object that is being removed. Attempting to set the 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.
Parameters
descendant: Instance
The 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.
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 which should be used instead.
Parameters
child: Instance

