BasePart
BasePart : PVInstance
Overview
Properties
CFrame
CFrame
The provided text describes the role and usage of a property named "CFrame" in various game development contexts. CFrame is typically stored as an instance of CFrame data type and represents a transformation matrix that combines position, orientation (rotation), and scale information for manipulating and transforming 3D objects within a scene. It helps define the position and orientation of game objects in relation to their parent's reference system and can be replicated across multiple clients or servers to ensure consistent object positions during multiplayer games. The CFrame property is accessible via
Code Samples
local Part = script.Parent
-- Position
Part.CFrame = CFrame.new(200, 50, 300)
-- Angle
local Rotation = CFrame.Angles(0, 0, 30)
Part.CFrame = Part.CFrame * Rotation
-- Position & Angle
Part.CFrame = CFrame.new(200, 50, 300) * CFrame.Angles(0, 40, 0)
-- LookAt
local TargetPosition = Vector3.new(0, 30, 0)
Part.CFrame = CFrame.lookAt(Part.Position, TargetPosition)
Anchored
bool
The given input appears to be a collection of AI responses about the Anchored property in the context of various game engine and programming scenarios. This property is commonly found in classes that represent game objects, such as BasePart. The Anchored property typically has two states: true and false, which determine if an object or component remains fixed to a specific position within its parent's coordinate system or can move freely within the game environment. In some cases, it impacts collision detection and physics interactions between objects. Accessing and modifying this property is often done through
Code Samples
local Part = script.Parent
Part.Anchored = false
CanCollide
bool
The provided text describes the CanCollide property in various contexts, mainly within game engines or simulation platforms. It is typically a boolean value that determines whether an object (e.g., BasePart, part, functional component) can collide with other objects or not. When set to true, it enables collision detection and interaction between this object and others in the environment. Conversely, when set to false, it disregards any incoming collision events and allows the object to pass through others as if it had no physical presence. This property is managed by getter/setter methods and can be useful for creating specific gameplay mechanics
Code Samples
local Part = script.Parent
Part.CanCollide = false
CanQuery
bool
Currently not supported.
Code Samples
CanTouch
bool
The given text discusses the "CanTouch" property, which is a boolean value typically found in game development or simulation environments. This property can be implemented in various programming languages and frameworks such as C++, Unreal Engine, and Lua. In general, it determines whether an object (e.g., base part or actor) within the simulated environment can receive touch events from other objects or players.
Code Samples
local Part = script.Parent
local function OnTouched(otherPart)
print(Part.Name, "Touched :", otherPart.Name)
end
Part.Touched:Connect(OnTouched)
Part.CanTouch = false
Size
Vector3
The "Size" property represents the dimensions of a 3D object in the game world, using the Vector3 data type. This property defines the width, height, and depth of the object and is typically adjustable to resize or scale the object. Changes to the "Size" property impact the physical presence of the object within the game environment, including its collision bounds and alignment.
Code Samples
local Part = script.Parent
Part.Size = Vector3.new(50, 50, 50)
AssemblyAngularVelocity
Vector3
Currently not supported.
Code Samples
AssemblyCenterOfMass
Vector3
Currently not supported.
Code Samples
AssemblyLinearVelocity
Vector3
The "AssemblyLinearVelocity" property is a Vector3
value that specifies the overall linear velocity of an assembly. This includes the combined movement of all interconnected parts within the assembly.
Code Samples
local Part = script.Parent
print(Part.AssemblyLinearVelocity)
AssemblyMass
number
Currently not supported.
Code Samples
BrickColor
BrickColor
The "BrickColor" property is a string that represents the color of a BasePart using a predefined palette of colors specific to the game engine. It allows developers to quickly set or retrieve an object's color by selecting from the available options in the palette. This property is particularly useful for ensuring visual consistency and easy customization within the game environment.
Code Samples
local Part = script.Parent
Part.BrickColor = BrickColor.new("Really red")
if Part.BrickColor.Name == "Really red" then
print("Red!")
end
CastShadow
bool
The "CastShadow" property determines whether the object casts a shadow in the game environment. It is a boolean value where true
allows the object to cast shadows, and false
disables shadow casting. This property is useful for optimizing performance or achieving specific visual effects in the game.
Code Samples
local Part = script.Parent
print(Part.CastShadow)
CenterOfMass
Vector3
Currently not supported.
Code Samples
CollisionGroup
string
The "CollisionGroup" property is a string value that determines the collision group to which the part belongs. Collision groups are used to define custom collision behaviors between different groups of parts in a game or simulation environment. By assigning parts to specific collision groups and configuring group interactions, developers can control which parts can collide with each other. This property is particularly useful for creating advanced gameplay mechanics and optimizing collision checks in complex scenes.
Code Samples
local Part = script.Parent
local PhysicsService = game:GetService("PhysicsService")
local DefaultGroup = "Default"
local FallGroup = "Fall"
PhysicsService:RegisterCollisionGroup(FallGroup)
wait(2)
PhysicsService:CollisionGroupSetCollidable(DefaultGroup, FallGroup, false)
Part.CollisionGroup = FallGroup
Color
Color3
The "Color" property is a Color3 value that provides more granular control over the object's color. Unlike "BrickColor,"this property allows for precise RGB color definition, enabling developers to create a broader range of colors. It is useful for detailed visual customization and creating specific aesthetics.
Code Samples
local Part = script.Parent
wait(2)
Part.Color = Color3.new(0, 0, 1) -- Blue
wait(2)
Part.Color = Color3.fromRGB(255, 0, 0) -- Red
CurrentPhysicalProperties
PhysicalProperties
Currently not supported.
Code Samples
CustomPhysicalProperties
PhysicalProperties
Currently not supported.
Code Samples
ExtentsCFrame
CFrame
Currently not supported.
Code Samples
ExtentsSize
Vector3
Currently not supported.
Code Samples
LocalTransparencyModifier
number
Currently not supported.
Code Samples
Locked
bool
bool
The "Locked" property is a boolean value that specifies whether a part can be edited in the studio or during runtime. When set to true
, the part is locked and cannot be moved, resized, or otherwise modified by the user. This property is useful for safeguarding specific parts of the game environment from accidental changes during development or gameplay.
Code Samples
local Part = script.Parent
print(Part.Locked)
CanClimb
bool
Determines whether the character can climb the designated part. If CanClimb is set to true
, the player character will transition to the Climbing
state upon contact.
Code Samples
Mass
number
Currently not supported.
Code Samples
Massless
bool
Currently not supported.
Code Samples
Material
Enum.Material
The "Material" property is an enumeration value that defines the physical and visual characteristics of a part's surface, such as friction, elasticity, and texture. This property offers a variety of predefined materials, enabling developers to achieve specific aesthetics and physics behaviors.
Code Samples
local Part = script.Parent
Part.Material = Enum.Material.StoneBrick
MaterialVariant
string
The "MaterialVariant" property is a string value that specifies a variant of the predefined material applied to a part. It provides additional customization options for altering the appearance and behavior of an object's surface.
Code Samples
local Part = script.Parent
print(Part.MaterialVariant)
Position
Vector3
Code Samples
local Part = script.Parent
Part.Position = Vector3.new(0, 50, -500)
ReceiveAge
number
Currently not supported.
Code Samples
Reflectance
number
Currently not supported.
Code Samples
ResizeIncrement
number
Currently not supported.
Code Samples
RootPriority
number
Currently not supported.
Code Samples
Rotation
Vector3
Currently not supported.
Code Samples
Orientation
Vector3
Code Samples
local Part = script.Parent
Part.Orientation = Vector3.new(45, 0, 0)
Transparency
number
The "Transparency" property is a numeric value that determines the visibility of a part. Its value ranges from 0 (fully visible) to 1 (completely transparent), allowing developers to hide or fade parts for various gameplay or visual effects.
Code Samples
local Part = script.Parent
Part.Transparency = 0.5
Methods
ApplyImpulse
The ApplyImpulse method applies an impulse to a physics object, causing it to move or rotate based on the force and direction of the impulse.
Parameters
Vector3
impulse
Return
void
Code Samples
local Part = script.Parent
local Force = Vector3.new(0, 0, -200000)
wait(2)
Part.Anchored = false
Part:ApplyImpulse(Force)
GetMass
Currently not supported.
Parameters
Return
number
Code Samples
Events
TouchEnded
The TouchEnded
event is triggered when a touch input ends or is lifted off a part. This event is primarily used for touch-based interactions, enabling developers to detect when a user stops touching an object within the game environment.
Parameters
BasePart
otherPart
Code Samples
local Part = script.Parent
local function OnTouchEnded(otherPart)
print("[OnTouchEnded]", otherPart)
end
Part.TouchEnded:Connect(OnTouchEnded)
Touched
The Touched
event is triggered when another object comes into contact with the part. This event is commonly used in game development to detect collisions or interactions between objects, enabling developers to implement custom behaviors or reactions when a part is touched by another object.
Parameters
BasePart
otherPart
Code Samples
local Part = script.Parent
local function OnTouched(otherPart)
print("[OnTouched]", otherPart)
end
Part.Touched:Connect(OnTouched)
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