mtx-roblox-ai / data /classes /Players.txt
chaman-k
chore: Cleanup
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Players: Not CreatableServiceThe 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 SamplesThis 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 Everyonelocal 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)SummaryPropertiesBubbleChat: booleanIndicates whether or not bubble chat is enabled. It is set with the
Players:SetChatStyle() method.READ ONLYNOT REPLICATEDCharacterAutoLoads: booleanIndicates whether Class.Character|Characters will respawn automatically.NOT REPLICATEDClassicChat: booleanIndicates whether or not classic chat is enabled; set by the
Players:SetChatStyle() method.READ ONLYNOT REPLICATEDLocalPlayer: PlayerThe Player that the LocalScript is running for.READ ONLYNOT REPLICATEDMaxPlayers: numberThe maximum number of players that can be in a server.READ ONLYNOT REPLICATEDPreferredPlayers: numberThe preferred number of players for a server.READ ONLYNOT REPLICATEDRespawnTime: numberControls the amount of time taken for a players character to respawn.UseStrafingAnimations: booleanNOT SCRIPTABLEProperties inherited from InstanceArchivable: booleanDetermines if an Instance can be cloned using
Instance:Clone() or saved to file.ClassName: stringA read-only string representing the class this Instance belongs
to.READ ONLYNOT REPLICATEDName: stringA non-unique identifier of the Instance.Parent: InstanceDetermines the hierarchical parent of the Instance.NOT REPLICATEDRobloxLocked: booleanA deprecated property that used to protect CoreGui objects.HIDDENarchivable: booleanHIDDENNOT REPLICATEDDEPRECATEDclassName: stringREAD ONLYNOT REPLICATEDDEPRECATEDMethodsChat(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  YIELDSReturns 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  YIELDSReturns 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  YIELDSReturns information about the character appearance of a given user.GetFriendsAsync(userId: number): FriendPages  YIELDSReturns a FriendPages object which contains information for all of
the given player's friends.GetHumanoidDescriptionFromOutfitId(outfitId: number): HumanoidDescription  YIELDSReturns the HumanoidDescription for a specified outfit, which will be set
with the parts/colors/Animations etc of the outfit.GetHumanoidDescriptionFromUserId(userId: number): HumanoidDescription  YIELDSReturns a HumanoidDescription which specifies everything equipped for the
avatar of the user specified by the passed in userId.GetNameFromUserIdAsync(userId: number): string  YIELDSSends a query to the Roblox website for the username of an account with a
given UserId.GetUserIdFromNameAsync(userName: string): number  YIELDSSends a query to the Roblox website for the userId
of an account with a given username.GetUserThumbnailAsync(userId: number, thumbnailType: ThumbnailType, thumbnailSize: ThumbnailSize): Tuple  YIELDSReturns 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 InstanceAddTag(tag: string): void  Applies a tag to the instance.ClearAllChildren(): void  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.Destroy(): void  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 BROWSABLEReturns a coded string of the Instances DebugId used internally by
Roblox.GetDescendants(): Array  CUSTOM LUA STATEReturns 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.HasTag(tag: string): boolean  Check whether the instance has a given tag.IsA(className: string): boolean  CUSTOM LUA STATEReturns 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.Remove(): void  DEPRECATEDSets 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 YIELDReturns 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  DEPRECATEDReturns an array of the object's children.clone(): Instance  DEPRECATEDdestroy(): void  DEPRECATEDfindFirstChild(name: string, recursive: boolean): Instance  DEPRECATEDgetChildren(): Objects  DEPRECATEDisA(className: string): boolean  DEPRECATED, CUSTOM LUA STATEisDescendantOf(ancestor: Instance): boolean  DEPRECATEDremove(): void  DEPRECATEDEventsPlayerAdded(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 InstanceAncestryChanged(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  DEPRECATEDPropertiesBubbleChatbooleanRead OnlyNot ReplicatedRead ParallelThe 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.CharacterAutoLoadsbooleanNot ReplicatedRead ParallelThe 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 SamplesThis 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 Timerlocal 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)
endClassicChatbooleanRead OnlyNot ReplicatedRead ParallelIndicates 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.LocalPlayerPlayerRead OnlyNot ReplicatedRead ParallelLocalPlayer 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()MaxPlayersnumberRead OnlyNot ReplicatedRead ParallelThe 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.PreferredPlayersnumberRead OnlyNot ReplicatedRead ParallelThe 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.RespawnTimenumberRead ParallelThe 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.UseStrafingAnimationsbooleanNot ScriptableRead ParallelProperties inherited from InstanceArchivablebooleanRead ParallelThis 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()) --> nilClassNamestringRead OnlyNot ReplicatedRead ParallelA 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
endNamestringRead ParallelA 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().ParentInstanceNot ReplicatedRead ParallelThe 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.RobloxLockedbooleanHiddenPlugin SecurityRead ParallelThis 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.archivablebooleanHiddenNot ReplicatedDEPRECATEDRead ParallelDEPRECATEDThis deprecated property is a variant of Instance.Archivable which
should be used instead.classNamestringRead OnlyNot ReplicatedDEPRECATEDRead ParallelDEPRECATEDThis deprecated property is a variant of Instance.ClassName which
should be used instead.MethodsChatvoidPlugin SecurityThis 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.Parametersmessage: stringThe message chatted.ReturnsvoidCode SamplesThis 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!") --ErrorsGetPlayerByUserIdPlayerWrite ParallelThis 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.ParametersuserId: numberThe Player.UserId of the player being specified.ReturnsPlayerCode SamplesPlayers:GetPlayerByUserIdlocal 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!")
endThis 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 Callbacklocal 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
GetPlayerFromCharacterPlayerThis 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.Parameterscharacter: ModelA character instance that you want to get the player from.ReturnsPlayerCode SamplesPlayers:GetPlayerFromCharacterlocal 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!")
endGetPlayersObjectsWrite ParallelThis 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)ReturnsObjectsA table containing all the players in the server.Code SamplesThis 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 Everyonelocal 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)SetChatStylevoidPlugin SecurityThis 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.Parametersstyle: ChatStyleThe specified chat style being set.Default Value: "Classic"ReturnsvoidCode SamplesThis 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) -- ErrorsTeamChatvoidPlugin SecurityThis 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.Parametersmessage: stringThe message being chatted.ReturnsvoidCode SamplesThis 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") -- ErrorsCreateHumanoidModelFromDescriptionModelYieldsReturns a character Model equipped with everything specified in the passed
in HumanoidDescription, and is R6 or R15 as specified by the rigType.Parametersdescription: HumanoidDescriptionSpecifies the appearance of the returned character.rigType: HumanoidRigTypeSpecifies whether the returned character will be R6 or R15.assetTypeVerification: AssetTypeVerificationAsset 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"ReturnsModelA Humanoid character Model.Code SamplesThis code sample creates a Humanoid Model from the passed in
HumanoidDescription and parents the Model to the Workspace.Create Humanoid Model From Descriptiongame.Players:CreateHumanoidModelFromDescription(Instance.new("HumanoidDescription"), Enum.HumanoidRigType.R15).Parent = game.WorkspaceCreateHumanoidModelFromUserIdModelYieldsReturns 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.ParametersuserId: numberThe userId for a Roblox user. (The UserId is the number in the profile
of the user e.g www.roblox.com/users/1/profile).ReturnsModelA Humanoid character Model.Code SamplesThis 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 IDgame.Players:CreateHumanoidModelFromUserId(1).Parent = game.WorkspaceGetCharacterAppearanceInfoAsynctableYieldsThis 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:
NameTypeDescriptionassetstable (see below)Describes the equipped assets (hats, body parts, etc)bodyColorstable (see below)Describes the BrickColor values for each limbbodyColors3table (see below)Describes the Color3 instance for each limb which may not match perfectly with bodyColorsdefaultPantsAppliedboolDescribes whether default pants are applieddefaultShirtAppliedboolDescribes whether default shirt is appliedemotestable (see below)Describes the equipped emote animationsplayerAvatarTypestringEither "R15" or "R6"scalestable (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:
NameTypeDescriptionidnumberThe asset ID of the equipped assetassetTypetableA table with name and id fields, each describing the kind of asset equipped ("Hat", "Face", etc.)namestringThe 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.ParametersuserId: numberThe *userId of the specified player.ReturnstableA dictionary containing information about the character appearance of
a given user.Code SamplesSometimes 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 Dictionarylocal 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)GetFriendsAsyncFriendPagesYieldsThe 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:
NameTypeDescriptionIdint64The friend's UserIdUsernamestringThe friend's usernameDisplayNamestringThe display name of the friend.IsOnlineboolIf the friend is currently online
See the code samples for an easy way to iterate over all a player's
friends.ParametersuserId: numberThe userId of the player being specified.ReturnsFriendPagesCode SamplesThis 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 Friendslocal 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, ", "))GetHumanoidDescriptionFromOutfitIdHumanoidDescriptionYieldsReturns 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.ParametersoutfitId: numberThe id of the outfit for which the HumanoidDescription is sought.ReturnsHumanoidDescriptionHumanoidDescription initialized with the specification for the passed
in outfitId.Code SamplesThis code sample shows how to get the HumanoidDescription for bundle 799
(Fishman).Get HumanoidDescription From Outfit IDlocal 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.WorkspaceGetHumanoidDescriptionFromUserIdHumanoidDescriptionYieldsReturns a HumanoidDescription which specifies everything equipped for the
avatar of the user specified by the passed in userId. Also includes scales
and body colors.ParametersuserId: numberThe userId for a Roblox user. (The UserId is the number in the profile
of the user e.g www.roblox.com/users/1/profile).ReturnsHumanoidDescriptionHumanoidDescription initialized with the passed in user's avatar
specification.Code SamplesThis code sample shows how to use GetHumanoidDescriptionFromUserId() to create
a Humanoid Model.Get HumanoidDescription From User IDgame.Players:CreateHumanoidModelFromDescription(game.Players:GetHumanoidDescriptionFromUserId(1), Enum.HumanoidRigType.R15).Parent = game.WorkspaceGetNameFromUserIdAsyncstringYieldsThe 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.ParametersuserId: numberThe Player.UserId of the player being specified.ReturnsstringThe name of a user with the specified Player.UserId.Code SamplesThis code sample demonstrates using the
Players:GetNameFromUserIdAsync() method to get a user's
Player.Name from their Player.UserId.Get Name from UserIdlocal 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 cachelocal 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"
GetUserIdFromNameAsyncnumberYieldsThis 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.ParametersuserName: stringThe username of the player being specified.ReturnsnumberThe Player.UserId of a user whose name is specified.Code SamplesThis code sample demonstrates using the
Players:GetUserIdFromNameAsync() method to get a user's
Player.UserId from their Player.Name.Get UserId from Namelocal 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 cachelocal 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"
GetUserThumbnailAsyncTupleYieldsThis 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.ParametersuserId: numberThe Player.UserId of the player being specified.thumbnailType: ThumbnailTypeA ThumbnailType describing the type of thumbnail.thumbnailSize: ThumbnailSizeA ThumbnailSize specifying the size of the thumbnail.ReturnsTupleA 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 SamplesThis 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 Thumbnaillocal 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 InstanceAddTagvoidThis 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().Parameterstag: stringReturnsvoidClearAllChildrenvoidThis 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
endReturnsvoidCode SamplesThis 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:ClearAllChildrenlocal 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 childrenCloneInstanceClone 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.ReturnsInstanceCode SamplesThis 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))DestroyvoidSets 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().ReturnsvoidCode SamplesInstance:Destroylocal Part = workspace.Part
Part:Destroy()
Part.Parent = workspace --> The Parent property of Part is lockedFindFirstAncestorInstanceWrite ParallelReturns 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().Parametersname: stringThe Instance.Name to be looked for.ReturnsInstanceThe Instance found.FindFirstAncestorOfClassInstanceWrite ParallelReturns 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.ParametersclassName: stringThe Instance.ClassName to be looked for.ReturnsInstanceThe Instance found.FindFirstAncestorWhichIsAInstanceWrite ParallelReturns 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().ParametersclassName: stringThe Instance.ClassName to be looked for.ReturnsInstanceThe Instance found.FindFirstChildInstanceWrite ParallelReturns 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.Parametersname: stringThe Instance.Name to be searched for.recursive: booleanWhether or not the search should be conducted recursively.Default Value: falseReturnsInstanceThe Instance found.Code SamplesThe below would look in Workspace for an object name "Brick". If found, it
will change the name of the object to "Foo".Instance:FindFirstChildlocal found = workspace:FindFirstChild("Brick")
if found then
found.Name = "Foo"
endFindFirstChildOfClassInstanceWrite ParallelReturns 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.ParametersclassName: stringThe Instance.ClassName to be looked for.ReturnsInstanceThe Instance found.Code SamplesInstance:FindFirstChildOfClasslocal 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
endFindFirstChildWhichIsAInstanceWrite ParallelReturns 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.ParametersclassName: stringThe Instance.ClassName to be searched for.recursive: booleanWhether or not the search should be conducted recursively.Default Value: falseReturnsInstanceThe Instance found.FindFirstDescendantInstanceWrite ParallelReturns the first descendant found with the given Instance.Name.Parametersname: stringThe Instance.Name to search for.ReturnsInstanceThe Instance found.GetActorActorWrite ParallelIf 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.ReturnsActorThe Actor found.GetAttributeVariantWrite ParallelThis 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
Parametersattribute: stringThe name of the attribute being retrieved.ReturnsVariantThe attribute which has been assigned to the given name. If no
attribute has been assigned then nil is returned.GetAttributeChangedSignalRBXScriptSignalThis 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
Parametersattribute: stringThe name of the specified attribute for which the change signal is
being returned.ReturnsRBXScriptSignalAn event that fires when the given attribute changes.GetAttributestableWrite ParallelThis 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
ReturnstableA 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.GetChildrenObjectsWrite ParallelReturns 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.ReturnsObjectsAn array containing the Instance's children.Code SamplesThe below would print the name of all objects currently in Workspace when ran.Instance:GetChildrenlocal children = workspace:GetChildren()
for i = 1, #children do
print(i, children[i].Name)
endGetDebugIdstringNot BrowsablePlugin SecurityReturns 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)
ParametersscopeLength: numberThe scope length.Default Value: 4ReturnsstringThe Debug ID string.Code SamplesInstance:GetDebugIdprint(workspace:GetDebugId()) --> 39FA_12
print(workspace:GetDebugId(10)) --> 39FA2FEF4D_12
print(workspace:GetDebugId(math.huge)) --> 12GetDescendantsArrayCustom Lua StateWrite ParallelThe 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
-- BReturnsArrayAn array containing the Instance's descendants.Code SamplesGetDescendants 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:GetDescendantslocal 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
endGetFullNamestringWrite ParallelReturns 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.ReturnsstringThe full name of the Instance.Code SamplesThis 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.FireThis code sample re-implements the Instance:GetFullName() function in
Lua.Instance:GetFullName Lua Implementationlocal 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.CameraGetPropertyChangedSignalRBXScriptSignalThis 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.Parametersproperty: stringThe property to connect to.ReturnsRBXScriptSignalA signal that fires whenever the property changes.Code SamplesThis 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 Changedlocal 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 GetPropertyChangedSignallocal 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")GetTagsArrayWrite ParallelThis 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.ReturnsArrayHasTagbooleanWrite ParallelThis 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().Parameterstag: stringReturnsbooleanIsAbooleanCustom Lua StateWrite ParallelIsA 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.ParametersclassName: stringThe class against which the Instance's class will be checked.
Case-sensitive.ReturnsbooleanDescribes whether the Instance's class matched or is a subclass of the
given class.Code SamplesUsage of IsA to test class inheritance:Instance:IsAprint(workspace:IsA("Instance")) --> true
print(workspace:IsA("Workspace")) --> true
print(game:IsA("workspace")) --> false
print(game:IsA("DataModel")) --> trueIsAncestorOfbooleanWrite ParallelReturns 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().Parametersdescendant: InstanceThe descendant Instance.ReturnsbooleanTrue if the Instance is an ancestor of the given descendant.Code SamplesInstance:IsAncestorOfprint(workspace:IsAncestorOf(workspace.Player.HumanoidRootPart)) --> trueIsDescendantOfbooleanWrite ParallelReturns 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().Parametersancestor: InstanceThe ancestor Instance.ReturnsbooleanTrue if the Instance is a descendant of the given ancestor.Code SamplesInstance:IsDescendantOflocal part = Instance.new("Part")
print(part:IsDescendantOf(game))
--> false
part.Parent = workspace
print(part:IsDescendantOf(game))
--> true
part.Parent = game
print(part:IsDescendantOf(game))
--> trueRemovevoidDEPRECATEDDEPRECATEDThis 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.ReturnsvoidCode SamplesThe following code demonstrates how a part can be re-added to the DataModel
after being removed:Instance:Removelocal part = Instance.new("Part")
part.Parent = workspace
print(part.Parent) --> Workspace
part:Remove()
print(part.Parent) --> nil
part.Parent = workspace
print(part.Parent) --> WorkspaceRemoveTagvoidThis 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.Parameterstag: stringReturnsvoidSetAttributevoidThis 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
Parametersattribute: stringThe name of the attribute being set.value: VariantThe value that the specified attribute is being set to.ReturnsvoidWaitForChildInstanceCustom Lua StateCan YieldReturns 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")'
ParameterschildName: stringThe Instance.Name to be looked for.timeOut: numberAn optional time out parameter.ReturnsInstanceThe Instance found.Code SamplesThe following code waits for an instance named "Part" to be added to
Workspace.Instance:WaitForChildlocal part = workspace:WaitForChild("Part")
print(part.Name .. " has been added to the Workspace")childrenObjectsDEPRECATEDDEPRECATEDThis 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.ReturnsObjectsArray of child objects/instances.cloneInstanceDEPRECATEDDEPRECATEDThis deprecated function is a variant of Instance:Clone() which
should be used instead.ReturnsInstancedestroyvoidDEPRECATEDDEPRECATEDThis deprecated function is a variant of Instance:Destroy() which
should be used instead.ReturnsvoidfindFirstChildInstanceDEPRECATEDDEPRECATEDThis deprecated function is a variant of Instance:FindFirstChild()
which should be used instead.Parametersname: stringrecursive: booleanDefault Value: falseReturnsInstancegetChildrenObjectsDEPRECATEDDEPRECATEDThis deprecated function is a variant of Instance:GetChildren()
which should be used instead.ReturnsObjectsisAbooleanDEPRECATEDCustom Lua StateDEPRECATEDThis deprecated function is a variant of Instance:IsA() which
should be used instead.ParametersclassName: stringReturnsbooleanisDescendantOfbooleanDEPRECATEDDEPRECATEDThis deprecated function is a variant of Instance:IsDescendantOf()
which should be used instead.Parametersancestor: InstanceReturnsbooleanremovevoidDEPRECATEDDEPRECATEDThis deprecated function is a variant of Instance:Remove() which
has also been deprecated. Neither function should be used in new work.ReturnsvoidEventsPlayerAddedThe 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.
Parametersplayer: PlayerAn instance of the player that joined the game.Code SamplesThis 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.PlayerAddedlocal Players = game:GetService("Players")
local function onPlayerAdded(player)
print("A player has entered: " .. player.Name)
end
Players.PlayerAdded:Connect(onPlayerAdded)PlayerMembershipChangedThis 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
Parametersplayer: PlayerCode SamplesThe 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 Changeslocal 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)PlayerRemovingThe 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.Parametersplayer: PlayerAn instance of the player that is leaving the game.Code SamplesThis code will print "A player has left: ", followed by the player's name,
every time a player leaves:Players.PlayerRemovinglocal Players = game:GetService("Players")
local function onPlayerRemoving(player)
print("A player has left: " .. player.Name)
end
Players.PlayerRemoving:Connect(onPlayerRemoving)UserSubscriptionStatusChangedThis 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.Parametersuser: PlayerUser whose subscription status has changed.subscriptionId: stringThe ID of the subscription with a status change.Events inherited from InstanceAncestryChangedFires 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.Parameterschild: InstanceThe Instance whose Instance.Parent has been changed.parent: InstanceThe new Instance.Parent of the Instance whose
Instance.Parent was changed.Code SamplesThe below example would print "Part is now a child of Model".Instance.AncestryChangedlocal 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.ModelAttributeChangedThis 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
Parametersattribute: stringThe name of the attribute that has been changed.ChangedThe 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.Parametersproperty: stringThe name of the property that changed.Code SamplesThis 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 Detectorlocal 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.NameChildAddedFires 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.Parameterschild: InstanceThe Instance that has been added.Code SamplesThis snippet prints the names of objects as they are added to the Workspace:Instance.ChildAddedlocal 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 WorkspaceChildRemovedFires 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.Parameterschild: InstanceThe Instance that has been removed.Code SamplesThis snippet prints the names of objects as they are removed from the
Workspace:Instance.ChildRemovedlocal 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()DescendantAddedThe 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.Parametersdescendant: InstanceThe Instance that has been added.Code SamplesThis following example will print the name of any object that is added to the
Workspace:Instance.DescendantAddedlocal function onDescendantAdded(descendant)
print(descendant)
end
workspace.DescendantAdded:Connect(onDescendantAdded)
local part = Instance.new("Part")
part.Parent = workspaceDescendantRemovingDescendantRemoving 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.Parametersdescendant: InstanceThe Instance that is being removed.Code SamplesThe following example prints the name of any descendant as it is being removed
from the Workspace:Instance.DescendantRemovingworkspace.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)
--> nilDestroyingThe 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 SamplesThis sample demonstrates how an Instance being destroyed remains in place
until the connected function yields.Using the Destroying Eventlocal 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()childAddedDEPRECATEDDEPRECATEDThis deprecated event is a variant of Instance.ChildAdded which
should be used instead.Parameterschild: Instance