Path: Not CreatableNot ReplicatedPath objects store the result of paths created by PathfindingService:CreatePath(). Once a path object is created, you can call Path:ComputeAsync() with a starting point and ending point. This will attempt to compute a valid path for a character to move along, based on default or custom parameters passed to CreatePath(). If ComputeAsync() successfully finds a path, the Path object will have a Path.Status value of PathStatus.Success. Otherwise the status will be PathStatus.NoPath which can occur if there are obstacles between the two points (and no way around) or if the points are inside of solid objects. In addition to ComputeAsync(), Path objects have the GetWaypoints() method which returns a list of waypoints representing the points a character should follow in sequence to get from the beginning to the end of the path. Finally, Path objects can be connected to the Path.Blocked event. This event will fire if, at any time during the path's existence, the path is blocked. Note that this can occur behind a character moving along the path, not just in front of it.SummaryPropertiesStatus: PathStatusThe success of the generated Path.READ ONLYNOT REPLICATEDProperties 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 REPLICATEDDEPRECATEDMethodsGetWaypoints(): Array  Returns an array of points in the path.CheckOcclusionAsync(start: number): number  YIELDSChecks if a path is blocked starting at a specific waypoint.ComputeAsync(start: Vector3, finish: Vector3): void  YIELDSComputes a Path from a start position to an end position.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  DEPRECATEDEventsBlocked(blockedWaypointIdx: number): RBXScriptSignal  Fires when the computed path becomes blocked.Unblocked(unblockedWaypointIdx: number): RBXScriptSignal  Fires when a computed path that was blocked becomes unblocked.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  DEPRECATEDPropertiesStatusPathStatusRead OnlyNot ReplicatedRead ParallelThe success of the generated Path.Properties 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.MethodsGetWaypointsArrayThis function returns an array of all the PathWaypoints in a Path, as computed by Path:ComputeAsync(). Each waypoint in the array specifies a Vector3 position and action to take when this PathWaypoint is reached. The array is arranged in the order of waypoints from the path start to path end. If a path could not be computed, this function will return an empty array.ReturnsArrayAn array of PathWaypoints ordered from path start to path end.Code SamplesThe example below demonstrates how to create a Path and it's PathWaypoints using the PathService. It tries to Path:ComputeAsync() a path between two Vector3 positions, from pathStart to pathEnd. If a path is successfully created, indicated by it's PathStatus, the code block gets an array of its waypoints using Path:GetWaypoints(). Then, it loops through the array and prints each waypoint's position.Get Path Waypointslocal PathfindingService = game:GetService("PathfindingService") local path = PathfindingService:CreatePath() local PATH_START = Vector3.new(0, 1, 0) local PATH_END = Vector3.new(100, 1, 25) path:ComputeAsync(PATH_START, PATH_END) if path.Status == Enum.PathStatus.Success then local waypoints = path:GetWaypoints() for _, waypoint in pairs(waypoints) do print(waypoint.Position) end endCheckOcclusionAsyncnumberYieldsThis function checks if a path is blocked starting at the waypoint indicated by start. It returns the first waypoint of occlusion if blocked, -1 if not. it returns an error if start is less than 0 or greater than the number of waypoints in the Path.Parametersstart: numberReturnsnumberComputeAsyncvoidYieldsThis function computes a Path from a start position to an end position. This function is not automatically called when a path is created and must be invoked each time the path needs to be updated. Once the Path is computed, it will have a series of waypoints that, when followed, can lead a character along the path. These points are gathered with the Path:GetWaypoints() function.Parametersstart: Vector3The world position where the computed path begins.finish: Vector3The world position where the computed path finishes.ReturnsvoidCode SamplesThe code sample below explores how to move an NPC along a more complex path or around obstacles. This is known as pathfinding.Using the Pathfinding Servicelocal PathfindingService = game:GetService("PathfindingService") local agentParams = { AgentRadius = 2.0, AgentHeight = 5.0, AgentCanJump = false, } local currentWaypointIdx = 1 local path = PathfindingService:CreatePath(agentParams) local humanoidRootPart = script.Parent:FindFirstChild("HumanoidRootPart") local targetPosition = Vector3.new(50, 0, 50) path:ComputeAsync(humanoidRootPart.Position, targetPosition) -- When the path is blocked... local function OnPathBlocked(blockedWaypointIdx) -- Check if the obstacle is further down the path if blockedWaypointIdx > currentWaypointIdx then -- Recompute the path path:ComputeAsync(humanoidRootPart.Position, targetPosition) if path.Status == Enum.PathStatus.Success then -- Retrieve update waypoint list with path:GetWaypoints() -- and Continue walking towards target else -- Error, path not found end end end path.Blocked:Connect(OnPathBlocked)Methods inherited from 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.ReturnsvoidEventsBlockedFires when the computed path becomes blocked. Note that paths may become blocked somewhere behind the agent, such as a pile of rubble falling on a path as the agent runs away. See Handling Blocked Paths for details on checking the forward waypoint progress of an agent along a path.ParametersblockedWaypointIdx: numberUnblockedFires when a computed path that was blocked becomes unblocked. Note that a blocked path may become unblocked somewhere behind the agent, effectively making reaction to this event unnecessary. See Handling Blocked Paths for details on checking the forward waypoint progress of an agent along a path.ParametersunblockedWaypointIdx: numberEvents 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