Scripted Asset
Overview
Scripted Assets are pre-configured objects that include gameplay features such as checkpoints, kill parts, rotating platforms, and more. Creators can easily add various gameplay functionalities to their game simply by placing these objects in the level, without writing any scripts.
Search for the Asset Name in the Asset Drawer to use a Scripted Asset.
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Some Scripted Assets, such as TimerGate, require their configured child objects to be placed in their original designated locations in order to function correctly.
The correct placement of child objects is predefined, as shown in the image below:

If the configured objects are not placed in their original locations, the Scripted Asset may not work properly. Therefore, after placing a Scripted Asset into the game from the Asset Drawer, you must expand the object in the Level Browser and carefully verify its child hierarchy.
Afterward, refer to objects with names such as MoveChildToStarterGUI, and relocate the child elements back to their original locations (for example, StarterGUI) before using them.
Tip
Some Scripted Assets can easily adjust major parameters that affect the behavior of an object, using Attribute only, without the need to open or edit scripts.
For example, in the MovePart script included in MovingPillar, Attributes are configured that allow you to set the movement distance (MoveDistance), movement duration (MoveDuration), and the physical force (Force) that pushes characters.

Like this, the types and roles of Attributes set for each Scripted Asset can be checked through the table below.
Asset List
Obby

KillPart
KillPart Script
Instant death on contact

MovePart
MovePart Script
Patrol movement in specified direction
[Attribute]
MoveDistance (Vector3) : Direction and distance to move
MoveDuration (number) : Movement duration (in seconds)

RotatePart
RotatePart Script
Rotate in specified direction
[Attribute]
Rotation (Vector3) : Direction and magnitude of rotation
RotateDuration (number) : Rotation duration (in seconds)
IsRotateLeft (bool) : true for left direction / false for right direction
UseRandomDirection : Random rotation direction setting

ImpactPart
ImpactPart Script
Knockback on contact
[Attribute]
Force : Physics knockback force

Spike Block
KillPart Script
Instant death on contact

Moving Pillar
MovePart Script
Patrol movement in specified direction
Knockback on contact
[Attribute]
MoveDistance (Vector3) : Direction and distance to move
MoveDuration (number) : Movement duration (in seconds)
Force : Physics knockback force

Spin Disc
SpinPart Script
Rotate in specified direction
[Attribute]
Rotation (Vector3) : Direction and magnitude of rotation
RotateDuration (number) : Rotation duration (in seconds)
IsRotateLeft (bool) : true for left direction / false for right direction
UseRandomDirection : Random rotation direction setting

Spinning Bar
SpinPart Script
Rotate in specified direction
Knockback on contact
[Attribute]
Rotation (Vector3) : Direction and magnitude of rotation
RotateDuration (number) : Rotation duration (in seconds)
IsRotateLeft (bool) : true for left direction / false for right direction
UseRandomDirection : Random rotation direction setting
Force : Physics knockback force

Drop Hex Tile
DisappearPart Script
Disappears n seconds after contact
Reappears n seconds after disappearing
[Attribute]
LifeTime (number) : Duration after being stepped on (in seconds)
WarningColor (Color3) : Color to change when stepped on
FadeDuration (number) : Time until disappearing after being stepped on (in seconds)
RespawnTime (number) : Wait time before respawning after disappearing (in seconds)

Swinging Hammer
RotaryHammer Script
Patrol rotation in specified direction
[Attribute]
RotateDuration (number) : Rotation duration (in seconds)
AngleRad (Vector3) : Rotation angle
KillPart Script
Instant death on contact

Swing Pillar
SpinPart Script
Rotate in specified direction
[Attribute]
Rotation (Vector3) : Direction and magnitude of rotation
RotateDuration (number) : Rotation duration (in seconds)
IsRotateLeft (bool) : true for left direction / false for right direction
UseRandomDirection : Random rotation direction setting
ImpactPart Script
Knockback on contact
[Attribute]
Force : Physics knockback force

Swinging Boulder
SwingPart Script
Patrol rotation in specified direction
[Attribute]
RotateDuration (number) : Rotation duration (in seconds)
IsRotateLeft (bool) : true for left direction / false for right direction
UseRandomDirection : Random rotation direction setting
Angle (Vector3) : Rotation angle
ImpactPart Script
Knockback on contact
[Attribute]
Force : Physics knockback force

Spike Ball
FallingBalls Script
Balls fall in sequence
Instant death on contact
[Attribute]
MoveDistance (Vector3) : Direction and distance to move
MoveDuration (number) : Movement duration (in seconds)
IntervalSec (number) : Interval between each ball falling (in seconds)
WaitTime : Wait time after all balls have fallen (in seconds)

Lava
KillPart Script
Instant death on contact

Acid
KillPart Script
Instant death on contact

RotatingPlatform
RotateScript Script
Rotate in specified direction
[Attribute]
FullRotationTime (number) : Rotation duration (in seconds)
RotationDirection (Vector3) : Direction and magnitude of rotation

GuessPlatform
No Script Configure passable/impassable platforms using CanCollide property

GuessDoor
KillPart Script
Instant death on contact

HealPad
HealPart Script
Heal health every 1 second when stepping on platform
[Attribute]
HealAmount (number) : Healing amount

DamagePad
DamagePart Script
Apply damage every 1 second when stepping on platform
[Attribute]
Damage (number) : Damage amount

Checkpoint
CheckPoint Script
Set respawn location when stepping on platform
SpawnAtCheckpoint Script
Move character to checkpoint when respawning

AntiGravityPad
AntiGravityPart Script
Change gravity when jumping from platform
[Attribute]
GravityScale (number) : Gravity scale

LowGravityZone
LowGravityZone Script
Change gravity within the zone
[Attribute]
GravityScale (number) : Gravity scale

SpeedBoostPad
SpeedBoost Script
Change movement speed for duration when stepping on platform
Does not stack with other movement speed change effects
[Attribute]
Duration (number) : Duration (in seconds)
WalkSpeed (number) : Speed to change to

SlowDebuffPad
SlowDebuff Script
Change movement speed for duration when stepping on platform
Does not stack with other movement speed change effects
[Attribute]
Duration (number) : Duration (in seconds)
WalkSpeed (number) : Speed to change to

HorizontalMoveTrigger
HorizontalMoveTrigger Script
Platform that moves horizontally when stepped on
[Attribute]
MoveTime (number) : Movement duration (in seconds)
ActiveColor (Color3) : Color to change when stepped on
InactiveColor (Color3) : Color to change when not stepped on

HorizontalMovingPlatform
HorizontalMovingPlatform Script
Platform that moves horizontally in repetition
[Attribute]
MoveTime (number) : Movement duration (in seconds)
WaitTime (number) : Wait time after movement (in seconds)

VerticalElevatorTrigger
VerticalElevatorTrigger Script
Platform that moves vertically when stepped on
[Attribute]
MoveTime (number) : Movement duration (in seconds)
ActiveColor (Color3) : Color to change when stepped on
InactiveColor (Color3) : Color to change when not stepped on

VerticalElevator
VerticalElevator Script
Platform that moves vertically in repetition
[Attribute]
MoveTime (number) : Movement duration (in seconds)
WaitTime (number) : Wait time after movement (in seconds)

PressurePlate&Door
OpenDoor Script
Passable wall when platform is stepped on
[Attribute]
ActiveColor (Color3) : Color to change when stepped on
InactiveColor (Color3) : Color to change when not stepped on

LaserSweepBar
SpinKillScript Script
Character instant death on contact with rotating bar
[Attribute]
FullRotationTime (number) : Rotation duration (in seconds)
RotationDirection (Vector3) : Direction and magnitude of rotation

HoneyBlock
StickyScript Script
Reduce movement speed and jump power when inside the zone
[Attribute]
SlowWalkSpeed (number) : Movement speed to change to

Coin
CoinCollect Script
Increase Coin count when touched (updates HUD text)
[Attribute]
Amount (number) : Coin Amount
FloatAndSpin Script
Handle rotation and vertical movement
[Attribute]
FullRotationTime (number) : Rotation duration (in seconds)
FloatHeight (number) : Vertical movement amplitude
FloatTime (Vector3) : Movement duration (in seconds)

Blade
DamageScript Script
Apply damage at regular intervals when touched
[Attribute]
Damage (number) : Damage when touched
Interval (number) : Damage processing interval (in seconds)
SpinScript Script
Handle rotation
[Attribute]
FullRotationTime (number) : Rotation duration (in seconds)
RotationDirection (Vector3) : Direction and magnitude of rotation

CrushingPillarTrap
PillarScript Script
Move vertically, instant death when touched while moving downward
[Attribute]
DropDuration (number) : Falling duration (in seconds)
LiftDuration (number) : Rising duration (in seconds)
DelayDuration (number) : Wait time (in seconds)
ShakeEnabled (bool) : Whether to shake before rising
PillarStartingPositionTop (bool) : Whether starting position is at Top

RotatingLog
SpinScript Script
Handle rotation
[Attribute]
FullRotationTime (number) : Rotation duration (in seconds)
RotationDirection (Vector3) : Direction and magnitude of rotation

SpinningCircleHollow
SpinScript Script
Handle rotation
[Attribute]
FullRotationTime (number) : Rotation duration (in seconds)
RotationDirection (Vector3) : Direction and magnitude of rotation

TimerGate
TimerScript Script
Count time when passing green wall, end count when passing red wall

PushTrapPad
SlowDebuff Script
Wall protrusion trap when platform is stepped on
[Attribute]
MoveTime (number) : Wall protrusion duration (in seconds)

SwingBat
SwingScript Script
Physics object that swings at regular intervals
[Attribute]
SwingTime (number) : Swing duration (in seconds)
Interval (number) : Swing interval (in seconds)
PushPower (number) : Physics knockback force on bar collision target
LaunchUpPower (number) : Physics knockback force in upward direction on bar collision target

KnockbackBall
Knockback Script
Physics knockback force on touched target

WallJumpPanel
WallJump Script
Physics knockback force on touched target

Cannon
CannonScript Script
Cannon that fires projectiles
[Attribute]
FireInterval (number) : Fire interval (in seconds)
ProjectileSpeed (number) : Projectile movement duration (in seconds)
TravelDistance (number) : Projectile travel distance
Knockback Script
Physics knockback force on touched target
Others

RagdollOnDeath
RagdollOnDeath Script
Apply ragdoll effect when character dies
[Attribute]
EnableRagdoll (bool) : Enable ragdoll

DamageIndicator
IndicatorScript Script
Display hit effect on screen when health decreases
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