Humanoid
Humanoid : Instance
Overview
Humanoid appears to be a humanoid character model in a game engine
Description
Humanoid class represent a humanoid character or model within the game environment with various properties and methods for controlling movement, animation, health management, and more. These include jump settings, control options for movement and animations, blend spaces handling, display names, camera offsets, and visual elements.
Properties
AutoJumpEnabled
bool
AutoJumpEnabled allows for enabling or disabling automatic jumping functionality in humanoid characters.
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AutoRotate
bool
AutoRotate is used for controlling the auto-rotation behavior of the humanoid.
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AutomaticScalingEnabled
bool
AutomaticScalingEnabled
property is a boolean flag used to manage the automatic scaling of objects, adjusting sizes.
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BreakJointsOnDeath
bool
{Description Slot}
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CameraOffset
Vector3
The CameraOffset
property is a vector3
, used to adjust the camera's position.
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DisplayDistanceType
Enum.HumanoidDisplayDistanceType
DisplayDistanceType
defines an enum type that specifies the behavior for displaying a Humanoid's name and health information based
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DisplayName
string
DisplayName is represented as an String type and displays a custom name above the head of the humanoid character in-game
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EvaluateStateMachine
bool
{Description Slot}
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Health
number
Health represents the current health of the character and can be affected by damage, healing, or regeneration.
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HealthDisplayDistance
number
HealthDisplayDistance
property determines the distance at which a character's health indicator is visible above their head.
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HipHeight
number
HipHeight is height of a character's hips (or pelvis) relative to the ground plane.
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Jump
bool
It represents the state of whether the character attached to this component perform a jump
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JumpHeight
number
JumpHeight represent the maximum height a character can jump within a world.
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JumpPower
number
JumpPower property is a number value used to control the power of a humanoid character's jump.
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MaxHealth
number
MaxHealth represent the maximum health value for humanoid character.
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MaxSlopeAngle
number
"MaxSlopeAngle"is used to specify the maximum angle at which an character can walk uphill.
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MoveDirection
Vector3
MoveDirection property represents the direction of movement for an character within a world.
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NameDisplayDistance
number
{Description Slot}
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PlatformStand
bool
"PlatformStand" indicates whether the humanoid character should stand on a platform or not.
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RequiresNeck
bool
{Description Slot}
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Sit
bool
Sit property is often a boolean variable that indicates whether a humanoid character sit down or stand up.
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TargetPoint
Vector3
{Description Slot}
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UseJumpPower
bool
{Description Slot}
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WalkSpeed
number
WalkSpeed is primarily associated with the movement speed of a humanoid character or avatar in world.
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WalkToPoint
Vector3
WalkToPoint represents a target point for humanoid characters to walk towards, allowing developers and players to control their movement direction during gameplay.
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LookCameraDirection
bool
LookCameraDirection represent whether the camera should follow the direction the humanoid character faces during gameplay.
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Methods
AddAccessory
The AddAccessory method adds accessory instance that came in as parameters.
Parameters
Instance
InAccessory
Return
void
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ApplyDescription
{Description Slot}
Parameters
HumanoidDescription
InDescription
Enum.AssetTypeVerification
InAssetTypeVerification
Return
void
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ApplyDescriptionReset
{Description Slot}
Parameters
HumanoidDescription
InDescription
Enum.AssetTypeVerification
InAssetTypeVerification
Return
void
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EquipTool
EquipTool is equipped with a tool instance that has been entered.
Parameters
Instance
InTool
Return
void
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GetAccessories
{Description Slot}
Parameters
Return
Tuple
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GetAppliedDescription
{Description Slot}
Parameters
Return
HumanoidDescription
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UnequipTools
The UnquipTools method unequip the tool currently equipped with the humanoid character.
Parameters
Return
void
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RemoveAccessories
How to remove accessories removes accessories from humanoid characters.
Parameters
Return
void
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LuaTakeDamage
LuaTakeDamage reduces the health of the humanoid character by parameter value.
Parameters
number
InDamage
Return
void
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LoadAnimation
The LoadAnimation
method is used to load an animation onto a humanoid character. It allows you to specify the animation you want to use and returns the corresponding AnimationTrack
object that can be played, stopped, and manipulated as needed.
Parameters
Animation
InAnimation
Return
AnimationTrack
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ChangeState
ChangeState method changes the status of the humanoid character with the status value entered.
Parameters
Value
InLuaValue
Return
void
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SetStateEnabled
The SetStateEnabled
method is used to enable or disable a specific humanoid state type for a character. By specifying the state type and a boolean value, the method controls whether the state is active or not.
Parameters
Enum.HumanoidStateType
InHumanoidStateType
Value
InEnabled
Return
void
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GetState
{Description Slot}
Parameters
Return
Value
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Events
ApplyDescriptionFinished
The ApplyDescriptionFinished
event occurs when the application of a humanoid description to a character is completed.
Parameters
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Climbing
The Climbing
event is triggered when the humanoid character starts climbing. This event can be used to detect or handle behaviors specific to the climbing state.
Parameters
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ClusterCompositionFinished
The ClusterCompositionFinished
event is triggered when the humanoid's cluster composition process is completed. This event can be used to perform actions or logic after the humanoid's composition is finalized.
Parameters
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Died
The Died
event is triggered when the humanoid character's health reaches zero, indicating that the character has died. This event can be used to handle logic related to the character's death, such as respawning, recording statistics, or triggering animations.
Parameters
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EmoteTriggered
The EmoteTriggered
event is triggered when a humanoid character plays an emote animation. This event can be used to perform actions or trigger logic whenever a player activates an emote.
Parameters
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FallingDown
The FallingDown
event is triggered when the humanoid character falls down. This event can be used to handle logic or execute specific actions whenever the humanoid loses balance or falls to the ground.
Parameters
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FreeFalling
The FreeFalling
event is triggered when the humanoid character enters the FreeFalling state. This state typically occurs when the humanoid is in free fall, such as dropping from a height without any other active motion states. The event can be utilized to handle logic or actions associated with free falling, such as playing a free fall animation, enabling specific effects, or implementing mechanics related to falling.
Parameters
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GettingUp
The GettingUp event is triggered when the humanoid character transitions into the "GettingUp" state. This state generally occurs after the humanoid has fallen or entered a similar state that requires recovery. This event can be used to execute logic or trigger actions, such as playing a "getting up" animation, resetting character properties, or modifying gameplay behaviors associated with recovery.
Parameters
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HealthChanged
The HealthChanged
event is triggered whenever there is a change in the humanoid character's health. This event can be used to perform actions or logic related to health modifications, such as updating health bars, triggering warnings, or applying specific game mechanics connected to health changes.
Parameters
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Jumping
The Jumping
event is triggered when the humanoid character starts jumping. This event can be used to handle actions or logic associated with the jumping action, such as triggering animations, modifying physics-related parameters, or implementing custom game mechanics.
Parameters
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MoveToFinished
The MoveToFinished
event in the humanoid object is triggered when the character completes a move action initiated by the MoveTo
function or similar movement scripting commands. This event can help determine the success or interruption of a movement action, allowing you to handle post-move logic such as triggering animations, setting new movement targets, or logging movement results.
The MoveToFinished
event is often used in scenarios where the game logic depends on whether a character reaches a specific location. For example:
Check if the character successfully navigated to a target destination.
Detect if the movement was interrupted or canceled.
Execute specific game mechanics upon completing the movement (e.g., dialogue triggers, animation changes).
Note: Always ensure the humanoid is properly configured and no unrelated constraints prevent the movement.
Parameters
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PlatformStanding
The PlatformStanding
event is triggered when a humanoid character transitions into the "PlatformStanding" state. This state generally occurs when the character is standing stationary on a moving platform. This event can be used to trigger logic or handle behaviors specific to standing on platforms, such as stabilizing animations or adjusting movement mechanics.
Parameters
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Ragdoll
The Ragdoll
event is triggered when the humanoid character enters the "Ragdoll" state. This state generally occurs when the humanoid falls into a state of physical simulation, where its joints and limbs behave as though limp. This event can be used to trigger specific behaviors or logic related to entering the ragdoll state, such as playing a ragdoll animation or handling related game mechanics.
Parameters
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Running
The Running
event is triggered when the humanoid character begins or continues moving. This event can be used to handle actions or logic associated with the humanoid's movement. For instance, you can track their running speed or trigger animations when movement starts or stops.
Parameters
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Seated
The Seated
event is triggered when a humanoid character changes its seated state, such as sitting down or standing up. This event can be used to handle logic or actions associated with seating, like playing sitting animations, enabling or disabling controls, or triggering state-specific mechanics.
Parameters
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StateChanged
The StateChanged
event is triggered when the humanoid character's state changes. This event can be used to monitor or handle behaviors associated with transitioning between different humanoid states, such as idle, running, or jumping.
Parameters
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StateEnabledChanged
The StateEnabledChanged
event is triggered when the enabled state of a humanoid's state type changes. This event can be used to monitor or respond to changes in the humanoid's state configuration.
Parameters
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Strafing
The Strafing
event is triggered when a humanoid character performs a strafing motion. Strafing usually refers to moving sideways without changing the character's facing direction. This event can be helpful for implementing gameplay mechanics or animations related to strafing behavior.
Parameters
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Swimming
The Swimming
event is triggered when the humanoid character starts swimming. This event can be used to detect or handle behaviors specific to the swimming state.
Parameters
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Touched
The Touched
event is triggered when a humanoid part comes into contact with another object or part in the game world. This event can be used to detect collisions and execute logic based on the object the humanoid interacts with.
Parameters
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Landed
The Landed
event is triggered when a humanoid character lands on a surface after being in the air. This event can be used to execute logic or perform actions when the humanoid touches the ground, such as playing a landing animation, reducing health from fall damage, or resetting states.
Parameters
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ToolEquipped
The ToolEquipped
event is triggered when a humanoid character equips a tool. This event can be utilized to execute specific logic or actions immediately after the tool becomes equipped, such as initializing tool functionalities, changing character properties, or triggering animations.
Parameters
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ToolUnequipped
{Description Slot}
The ToolUnequipped
event is triggered when a humanoid character unequips a tool. This event can be used to handle actions that should occur when a tool is no longer in use, such as stopping animations, resetting states, or cleaning up configurations associated with the tool.
Parameters
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PlatformStandingMoving
The PlatformStandingMoving
event is triggered when a humanoid character moves while standing on a platform. This event can be used to handle or trigger logic specific to the scenario where the character transitions between standing and moving states on a platform.