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Source: Roblox Creator Hub · CC BY 4.0 · View source · Code samples: MIT Imported 2026-10-03. Formatting adapted for this site.

BasePart

Inherits from: PVInstance → Instance → Object

BasePart is an abstract base class for in-world objects that render and are physically simulated while in the Workspace. There are several implementations of BasePart, the most common being Part and MeshPart. Others include WedgePart, SpawnLocation, and the singleton Terrain object. Generally, when documentation refers to a "part," most BasePart implementations will work and not just Part.

For information on how BaseParts are grouped into simulated rigid bodies, see Assemblies.

There are many different objects that interact with BasePart (other than Terrain), including:

Inherits from: PVInstance

Descendants: Terrain, CornerWedgePart, FormFactorPart, TriangleMeshPart, TrussPart, VehicleSeat

Memory category: Instances

Tags: NotCreatable, NotBrowsable

Code samples: View on Creator Hub (SmoothDamp-CFrame).

Properties

NameType / ReturnsDescription
BasePart.AnchoredbooleanDetermines whether a part is immovable by physics.
BasePart.AssemblyAngularVelocityVector3The angular velocity of the part's assembly.
BasePart.AssemblyCenterOfMassVector3The center of mass of the part's assembly in world space.
BasePart.AssemblyLinearVelocityVector3The linear velocity of the part's assembly.
BasePart.AssemblyMassfloatThe total mass of the part's assembly.
BasePart.AssemblyRootPartBasePartA reference to the root part of the assembly.
BasePart.AudioCanCollidebooleanDetermines whether the part will physically interact with audio simulation, similar to CastShadow for lighting.
BasePart.BackParamAfloatDetermines the first parameter for the SurfaceType on the Back face of a part.
BasePart.BackParamBfloatDetermines the second parameter for the SurfaceType on the Back face of a part.
BasePart.BackSurfaceSurfaceTypeDetermines the type of surface for the back face of a part.
BasePart.BackSurfaceInputInputTypeDetermines the kind of input for the Back face of a part.
BasePart.BottomParamAfloatDetermines the first parameter for the SurfaceType on the Bottom face of a part.
BasePart.BottomParamBfloatDetermines the second parameter for the SurfaceType on the Bottom face of a part.
BasePart.BottomSurfaceSurfaceTypeDetermines the type of surface for the bottom face of a part.
BasePart.BottomSurfaceInputInputTypeDetermines the kind of input for the Bottom face of a part.
BasePart.BrickColorBrickColorDetermines the color of a part.
BasePart.brickColorBrickColor
BasePart.CanCollidebooleanDetermines whether a part may collide with other parts.
BasePart.CanQuerybooleanDetermines whether the part is considered during spatial query operations.
BasePart.CanTouchbooleanDetermines if Touched and TouchEnded events fire on the part.
BasePart.CastShadowbooleanDetermines whether or not a part casts a shadow.
BasePart.CenterOfMassVector3Describes the world position in which a part's center of mass is located.
BasePart.CFrameCFrameDetermines the position and orientation of the BasePart in the world.
BasePart.CollisionGroupstringDescribes the name of a part's collision group.
BasePart.CollisionGroupIdintDescribes the automatically set ID number of a part's collision group.
BasePart.ColorColor3Determines the color of a part.
BasePart.CurrentPhysicalPropertiesPhysicalPropertiesIndicates the current physical properties of the part.
BasePart.CustomPhysicalPropertiesPhysicalPropertiesDetermines several physical properties of a part.
BasePart.ElasticityfloatUsed to control the Elasticity of the part, but it no longer does anything.
BasePart.EnableFluidForcesbooleanUsed to enable or disable aerodynamic forces on parts and assemblies.
BasePart.ExtentsCFrameCFrameThe CFrame of the physical extents of the BasePart.
BasePart.ExtentsSizeVector3The actual physical size of the BasePart as regarded by the physics engine.
BasePart.FrictionfloatUsed to control the Friction of the part, but now it no longer does anything.
BasePart.FrontParamAfloatDetermines the first parameter for the SurfaceType on the Front face of a part.
BasePart.FrontParamBfloatDetermines the second parameter for the SurfaceType on the Front face of a part.
BasePart.FrontSurfaceSurfaceTypeDetermines the type of surface for the front face of a part.
BasePart.FrontSurfaceInputInputTypeDetermines the kind of input for the Front face of a part (-Z direction).
BasePart.LeftParamAfloatDetermines the first parameter for the SurfaceType on the Left face of a part.
BasePart.LeftParamBfloatDetermines the second parameter for the SurfaceType on the Left face of a part.
BasePart.LeftSurfaceSurfaceTypeDetermines the type of surface for the left face of a part.
BasePart.LeftSurfaceInputInputTypeDetermines the kind of input for the Left face of a part.
BasePart.LocalTransparencyModifierfloatDetermines a multiplier for BasePart.Transparency that is only visible to the local client.
BasePart.LockedbooleanDetermines whether a part is selectable in Studio.
BasePart.MassfloatDescribes the mass of the part, the product of its density and volume.
BasePart.MasslessbooleanDetermines whether the part contributes to the total mass or inertia of its rigid body.
BasePart.MaterialMaterialDetermines the texture and default physical properties of a part.
BasePart.MaterialVariantstringThe name of MaterialVariant.
BasePart.OrientationVector3Describes the rotation of the part in the world.
BasePart.PivotOffsetCFrameSpecifies the offset of the part's pivot from its CFrame.
BasePart.PositionVector3Describes the position of the part in the world.
BasePart.ReceiveAgefloatTime since last recorded physics update.
BasePart.ReflectancefloatDetermines how much a part reflects the skybox.
BasePart.ResizeableFacesFacesDescribes the faces on which a part may be resized.
BasePart.ResizeIncrementintDescribes the smallest change in size allowable by the Resize() method.
BasePart.RightParamAfloatDetermines the first parameter for the SurfaceType on the Right face of a part.
BasePart.RightParamBfloatDetermines the second parameter for the SurfaceType on the Right face of a part.
BasePart.RightSurfaceSurfaceTypeDetermines the type of surface for the right face of a part.
BasePart.RightSurfaceInputInputTypeDetermines the kind of input for the Right face of a part (-X direction).
BasePart.RootPriorityintThe main rule in determining the root part of an assembly.
BasePart.RotationVector3The rotation of the part in degrees for the three axes.
BasePart.RotVelocityVector3Determines a part's change in orientation over time.
BasePart.SizeVector3Determines the dimensions of a part (length, height, width).
BasePart.SpecificGravityfloatThe ratio of the part's density to the density of water determined by the BasePart.Material.
BasePart.TopParamAfloatDetermines the first parameter for the SurfaceType on the Top face of a part.
BasePart.TopParamBfloatDetermines the second parameter for the SurfaceType on the Top face of a part.
BasePart.TopSurfaceSurfaceTypeDetermines the type of surface for the top face of a part.
BasePart.TopSurfaceInputInputTypeDetermines the kind of input for the Top face of a part (+Y direction).
BasePart.TransparencyfloatDetermines how much a part can be seen through (the inverse of part opacity).
BasePart.VelocityVector3Determines a part's change in position over time.

Inherited from PVInstance

NameType / ReturnsDescription
PVInstance.OriginCFrameEditor-only property that reads and sets the world CFrame of the PVInstance's pivot, moving the entire instance when changed from the Studio Properties window.
PVInstance.Pivot OffsetCFrameEditor-only property that displays and edits the pivot's CFrame relative to the instance, moving only the pivot and leaving the instance in place.

Inherited from Instance

NameType / ReturnsDescription
Instance.ArchivablebooleanDetermines if an Instance and its descendants can be cloned using Instance:Clone(), and can be saved/published.
Instance.archivableboolean
Instance.CapabilitiesSecurityCapabilitiesThe set of capabilities allowed to be used for scripts inside this container.
Instance.IsInSandboxbooleanIndicates whether the instance is inside a sandboxed container.
Instance.NamestringA non-unique identifier of the Instance.
Instance.ParentInstanceDetermines the hierarchical parent of the Instance.
Instance.PredictionModePredictionModeReflects the client-side prediction mode applied to the instance under server-authoritative physics.
Instance.RobloxLockedbooleanA deprecated property that used to protect CoreGui objects.
Instance.SandboxedbooleanWhen enabled, the instance can only access abilities in its Capabilities list.
Instance.UniqueIdUniqueIdA unique identifier for the instance.

Inherited from Object

NameType / ReturnsDescription
Object.ClassNamestringA read-only string representing the class this Object belongs to.
Object.classNamestring

BasePart.Anchored

The Anchored property determines whether the part will be immovable by physics. When enabled, a part will never change position due to gravity, other part collisions, overlapping other parts, or any other physics-related causes. As a result, two anchored parts will never fire the Touched event on each other.

An anchored part may still be moved by changing its CFrame or Position, and it still may have a nonzero AssemblyLinearVelocity and AssemblyAngularVelocity.

Finally, if an unanchored part is joined with an anchored part through an object like a Weld, it too will act anchored. If such a joint breaks, the part may be affected by physics again. See Assemblies for more details.

Network ownership cannot be set on anchored parts. If a part's anchored status changes on the server, the network ownership of that part will be affected.

FieldValue
typeboolean
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryPart
serialization{"can_load":true,"can_save":true}
simulationAccesstrue

Code samples: View on Creator Hub (Part-Anchored-Toggle).

BasePart.AssemblyAngularVelocity

The angular velocity vector of this part's assembly. It's the rate of change of orientation in radians per second.

Angular velocity is the same at every point of the assembly.

Setting the velocity directly may lead to unrealistic motion. Using Torque or AngularVelocity constraint is preferred, or use ApplyAngularImpulse() if you want instantaneous change in velocity.

If the part is owned by the server, this property must be changed from a server Script (not from a LocalScript or a Script with RunContext set to RunContext.Client). If the part is owned by a client through automatic ownership, this property can be changed from either a client script or a server script; changing it from a client script for a server-owned part will have no effect.

FieldValue
typeVector3
tags["NotReplicated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryAssembly
serialization{"can_load":true,"can_save":false}
simulationAccesstrue

BasePart.AssemblyCenterOfMass

A position calculated via the Mass and Position of all the parts in the assembly.

If the assembly has an anchored part, that part's center of mass will be the assembly's center of mass, and the assembly will have infinite mass.

Knowing the center of mass can help the assembly maintain stability. A force applied to the center of mass will not cause angular acceleration, only linear. An assembly with a low center of mass will have a better time staying upright under the effect of gravity.

FieldValue
typeVector3
tags["ReadOnly","NotReplicated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryAssembly
serialization{"can_load":false,"can_save":false}
simulationAccesstrue

BasePart.AssemblyLinearVelocity

The linear velocity vector of this part's assembly. It's the rate of change in position of AssemblyCenterOfMass in studs per second.

If you want to know the velocity at a point other than the assembly's center of mass, use GetVelocityAtPosition().

Setting the velocity directly may lead to unrealistic motion. Using a VectorForce constraint is preferred, or use ApplyImpulse() if you want instantaneous change in velocity.

If the part is owned by the server, this property must be changed from a server Script (not from a LocalScript or a Script with RunContext set to RunContext.Client). If the part is owned by a client through automatic ownership, this property can be changed from either a client script or a server script; changing it from a client script for a server-owned part will have no effect.

FieldValue
typeVector3
tags["NotReplicated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryAssembly
serialization{"can_load":true,"can_save":false}
simulationAccesstrue

BasePart.AssemblyMass

The sum of the mass of all the BaseParts in this part's assembly. Parts that are Massless and are not the assembly's root part will not contribute to the AssemblyMass.

If the assembly has an anchored part, the assembly's mass is considered infinite. Constraints and other physical interactions between unanchored assemblies with a large difference in mass may cause instabilities.

FieldValue
typefloat
tags["ReadOnly","NotReplicated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryAssembly
serialization{"can_load":false,"can_save":false}
simulationAccesstrue

BasePart.AssemblyRootPart

This property indicates the BasePart automatically chosen to represent the assembly's root part. If the part is not parented to the Workspace, this property will be nil.

The root part can be changed by changing the RootPriority of the parts in the assembly.

Parts that all share the same AssemblyRootPart are in the same assembly.

For more information on root parts, see Assemblies.

FieldValue
typeBasePart
tags["ReadOnly","NotReplicated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryAssembly
serialization{"can_load":false,"can_save":false}
simulationAccesstrue

BasePart.AudioCanCollide

AudioCanCollide determines whether the part will physically interact with audio simulation, similar to CastShadow for lighting.

When disabled, audio passes through the part; it is not occluded or reflected.

FieldValue
typeboolean
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryCollision
serialization{"can_load":true,"can_save":true}
simulationAccesstrue

BasePart.BackParamA

Deprecated.

The BackParamA property is relevant when a part's BasePart.BackSurface is set to Motor or SteppingMotor and BasePart.BackSurfaceInput is set to Sin. It determines the amplitude of the motor's rotational velocity.

FieldValue
typefloat
tags["Hidden","Deprecated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categorySurface Inputs
serialization{"can_load":true,"can_save":true}

Code samples: View on Creator Hub (Motor-Control).

BasePart.BackParamB

Deprecated.

The BackParamB property is relevant when a part's BasePart.BackSurface is set to Motor or SteppingMotor and BasePart.BackSurfaceInput is set to Constant or Sin. For Constant, it determines the constant rotational velocity of the motor. For Sin, it determines the frequency of the motor's rotational velocity.

FieldValue
typefloat
tags["Hidden","Deprecated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categorySurface Inputs
serialization{"can_load":true,"can_save":true}

Code samples: View on Creator Hub (Motor-Control).

BasePart.BackSurface

The BackSurface property determines the type of surface used for the positive Z direction of a part. When two parts' faces are placed next to each other, they may create a joint between them.

FieldValue
typeSurfaceType
security{"read":"None","write":"None"}
thread safetyReadSafe
categorySurface
serialization{"can_load":true,"can_save":true}

BasePart.BackSurfaceInput

Deprecated.

The BackSurfaceInput property determines the kind of input provided to a part's BasePart.BackSurface. This is only relevant for Motor or SteppingMotor SurfaceTypes. This property determines how BasePart.BackParamA and BasePart.BackParamB are used. For brevity, these properties will be referred to as ParamA and ParamB, respectively.

FieldValue
typeInputType
tags["Hidden","Deprecated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categorySurface Inputs
serialization{"can_load":true,"can_save":true}

Code samples: View on Creator Hub (Motor-Control).

BasePart.BottomParamA

Deprecated.

The BottomParamA property is relevant when a part's BasePart.BottomSurface is set to Motor or SteppingMotor and BasePart.BottomSurfaceInput is set to Sin. It determines the amplitude of the motor's rotational velocity.

FieldValue
typefloat
tags["Hidden","Deprecated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categorySurface Inputs
serialization{"can_load":true,"can_save":true}

Code samples: View on Creator Hub (Motor-Control).

BasePart.BottomParamB

Deprecated.

The BottomParamB property is relevant when a part's BasePart.BottomSurface is set to Motor or SteppingMotor and BasePart.BottomSurfaceInput is set to Constant or Sin. For Constant, it determines the constant rotational velocity of the motor. For Sin, it determines the frequency of the motor's rotational velocity.

FieldValue
typefloat
tags["Hidden","Deprecated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categorySurface Inputs
serialization{"can_load":true,"can_save":true}

Code samples: View on Creator Hub (Motor-Control).

BasePart.BottomSurface

The BottomSurface property determines the type of surface used for the negative Y direction of a part. When two parts' faces are placed next to each other, they may create a joint between them.

FieldValue
typeSurfaceType
security{"read":"None","write":"None"}
thread safetyReadSafe
categorySurface
serialization{"can_load":true,"can_save":true}

BasePart.BottomSurfaceInput

Deprecated.

The BottomSurfaceInput property determines the kind of input provided to a part's BasePart.BottomSurface. This is only relevant for Motor or SteppingMotor SurfaceTypes. This property determines how BasePart.BottomParamA and BasePart.BottomParamB are used. For brevity, these properties will be referred to as ParamA and ParamB, respectively.

FieldValue
typeInputType
tags["Hidden","Deprecated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categorySurface Inputs
serialization{"can_load":true,"can_save":true}

Code samples: View on Creator Hub (Motor-Control).

BasePart.BrickColor

This property determines the color of a part. If the part has a Material, this also determines the color used when rendering the material texture. For more control over the color, the Color property can be used and this property will use the closest BrickColor.

Other visual properties of a part are determined by Transparency and Reflectance.

FieldValue
typeBrickColor
tags["NotReplicated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryAppearance
serialization{"can_load":true,"can_save":false}

BasePart.brickColor

Deprecated. This deprecated property is an old Camel Case variant of the Pascal Case BasePart.BrickColor, which should be used instead.

FieldValue
typeBrickColor
tags["NotReplicated","Deprecated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryAppearance
serialization{"can_load":true,"can_save":false}

BasePart.CanCollide

CanCollide determines whether a part will physically interact with other parts. When disabled, other parts can pass through the part uninterrupted. Parts used for decoration usually have CanCollide disabled, as they need not be considered by the physics engine.

If a part is not Anchored and has CanCollide disabled, it may fall out of the world to be eventually destroyed by Workspace.FallenPartsDestroyHeight.

When CanCollide is disabled, parts may still fire the Touched event (as well the other parts touching them). You can disable this with CanTouch.

For more information on collisions, see Collisions.

FieldValue
typeboolean
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryCollision
serialization{"can_load":true,"can_save":true}
simulationAccesstrue

Code samples: View on Creator Hub (Fade-Door).

BasePart.CanQuery

This property determines whether the part is considered during spatial query operations, such as GetPartBoundsInBox or Raycast. Note that CanCollide must be disabled for CanQuery to take effect, and spatial query functions will never include parts with CanQuery of false.

Beyond this property, it is also possible to exclude parts which are descendants of a given list of parts using an OverlapParams or RaycastParams object when calling the spatial query functions.

FieldValue
typeboolean
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryCollision
serialization{"can_load":true,"can_save":true}
simulationAccesstrue

BasePart.CanTouch

This property determines if Touched and TouchEnded events fire on the part. If true, other touching parts must also have CanTouch set to true for touch events to fire. If false, touch events cannot be set up for the part and attempting to do so will throw an error. Similarly, if the property is set to false after a touch event is connected, the event will be disconnected and the TouchTransmitter removed.

Note that this collision logic can be set to respect collision groups through the Workspace.TouchesUseCollisionGroups property. If true, parts in non-colliding groups will ignore both collisions and touch events, thereby making this property irrelevant.

Performance

There is a small performance gain on parts that have both CanTouch and CanCollide set to false, as these parts will never need to compute any kind of part to part collisions. However, they can still be hit by Raycasts and OverlapParams queries.

FieldValue
typeboolean
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryCollision
serialization{"can_load":true,"can_save":true}
simulationAccesstrue

BasePart.CastShadow

Determines whether or not a part casts a shadow. Disabling this property for a given part can cause visual artifacts on the shadows cast upon that part.

This property is not designed for performance enhancement, but in complex scenes, strategically disabling it on certain parts can improve performance. Due to the possibility of visual artifacts, we recommend leaving it enabled on all parts in most situations.

FieldValue
typeboolean
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryAppearance
serialization{"can_load":true,"can_save":true}

BasePart.CenterOfMass

The CenterOfMass property describes the local position of a part's center of mass. If this is a single part assembly, this is the AssemblyCenterOfMass converted from world space to local. On simple Parts, the center of mass is always (0, 0, 0), but it can vary for WedgePart or MeshPart.

FieldValue
typeVector3
tags["ReadOnly","NotReplicated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryPart
serialization{"can_load":false,"can_save":false}
simulationAccesstrue

BasePart.CFrame

The CFrame property determines both the position and orientation of the BasePart in the world. It acts as an arbitrary reference location on the geometry, but ExtentsCFrame represents the actual CFrame of its physical center.

When setting CFrame on a part, other joined parts are also moved relative to the part, but it is recommended that you use PVInstance:PivotTo() to move an entire model, such as when teleporting a player's character.

Unlike setting BasePart.Position, setting CFrame will always move the part to the exact given CFrame; in other words: no overlap checking is done and the physics solver will attempt to resolve any overlap unless both parts are Anchored.

For keeping track of positions relative to a part's CFrame, an Attachment may be useful.

FieldValue
typeCFrame
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryTransform
serialization{"can_load":true,"can_save":true}
simulationAccesstrue

Code samples: View on Creator Hub (Setting-Part-CFrame).

BasePart.CollisionGroup

The CollisionGroup property describes the name of the part's collision group (maximum of 100 characters). Parts start off in the default group whose name is "Default". This value cannot be empty.

Although this property itself is non-replicated, the engine internally replicates the value through another private property to solve backward compatibility issues.

FieldValue
typestring
tags["NotReplicated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryCollision
serialization{"can_load":true,"can_save":true}
simulationAccesstrue

Code samples: View on Creator Hub (WorldRoot-RegisterCollisionGroup).

BasePart.CollisionGroupId

Deprecated.

The BasePart.CollisionGroupId property describes the ID number of the part's collision group. Parts start off in the "Default" group whose ID is 0. If a part is unregistered, the value becomes -1. This value cannot be less than -1 and it cannot exceed WorldRoot:GetMaxCollisionGroups(). Invalid IDs are clamped.

Although this property can be directly changed, it's recommended that you specify the collision group by setting BasePart.CollisionGroup to the collision group's name.

FieldValue
typeint
tags["NotReplicated","Deprecated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryCollision
serialization{"can_load":true,"can_save":true}
simulationAccesstrue

BasePart.Color

The Color property determines the color of a part. If the part has a Material, this also determines the color used when rendering the material texture.

If this property is set, BrickColor will use the closest match to this Color value.

Other visual properties of a part are determined by Transparency and Reflectance.

FieldValue
typeColor3
tags["NotReplicated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryAppearance
serialization{"can_load":true,"can_save":false}

Code samples: View on Creator Hub (Character-Health-Body-Color).

BasePart.CurrentPhysicalProperties

CurrentPhysicalProperties indicates the current physical properties of the part. You can set custom values for the physical properties per part, custom material, and material override. The Roblox engine prioritizes more granular definitions when determining the effective physical properties of a part. The values in the following list are in order from highest to lowest priority:

FieldValue
typePhysicalProperties
tags["ReadOnly","NotReplicated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryPart
serialization{"can_load":false,"can_save":false}

BasePart.CustomPhysicalProperties

CustomPhysicalProperties lets you customize various physical aspects of a part, such as its density, friction, and elasticity.

If enabled, this property let's you configure these physical properties. If disabled, these physical properties are determined by the Material of the part.

FieldValue
typePhysicalProperties
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryPart
serialization{"can_load":true,"can_save":true}
simulationAccesstrue

Code samples: View on Creator Hub (Set-CustomPhysicalProperties).

BasePart.Elasticity

Deprecated. This is only one of multiple physics-related properties. It has been deprecated in favor of BasePart.CustomPhysicalProperties, which combines these properties into one.

The Elasticity of a part is now determined by either its Material or its CustomPhysicalProperties.

FieldValue
typefloat
tags["Hidden","NotReplicated","Deprecated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryPart
serialization{"can_load":true,"can_save":false}

BasePart.EnableFluidForces

When true, and when Workspace.FluidForces is enabled, causes the physics engine to compute aerodynamic forces on this BasePart.

FieldValue
typeboolean
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryBehavior
serialization{"can_load":true,"can_save":true}
simulationAccesstrue

BasePart.ExtentsCFrame

The CFrame of the physical extents of the BasePart, representing its physical center.

FieldValue
typeCFrame
tags["ReadOnly","NotReplicated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryTransform
serialization{"can_load":false,"can_save":false}
simulationAccesstrue

BasePart.ExtentsSize

The actual physical size of the BasePart as regarded by the physics engine, for example in collision detection.

FieldValue
typeVector3
tags["ReadOnly","NotReplicated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryTransform
serialization{"can_load":false,"can_save":false}
simulationAccesstrue

BasePart.Friction

Deprecated. This is only one of multiple physics-related properties. It has been deprecated in favor of BasePart.CustomPhysicalProperties, which combines these properties into one.

Used to control the Friction of the part, but now it no longer does anything. The Friction of a part is now determined by either its Material or its CustomPhysicalProperties.

FieldValue
typefloat
tags["Hidden","NotReplicated","Deprecated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryPart
serialization{"can_load":true,"can_save":false}

BasePart.FrontParamA

Deprecated.

The FrontParamA property is relevant when a part's BasePart.FrontSurface is set to Motor or SteppingMotor and BasePart.FrontSurfaceInput is set to Sin. It determines the amplitude of the motor's rotational velocity.

FieldValue
typefloat
tags["Hidden","Deprecated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categorySurface Inputs
serialization{"can_load":true,"can_save":true}

Code samples: View on Creator Hub (Motor-Control).

BasePart.FrontParamB

Deprecated.

The FrontParamB property is relevant when a part's BasePart.FrontSurface is set to Motor or SteppingMotor and BasePart.FrontSurfaceInput is set to Constant or Sin. For Constant, it determines the constant rotational velocity of the motor. For Sin, it determines the frequency of the motor's rotational velocity.

FieldValue
typefloat
tags["Hidden","Deprecated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categorySurface Inputs
serialization{"can_load":true,"can_save":true}

Code samples: View on Creator Hub (Motor-Control).

BasePart.FrontSurface

The FrontSurface property determines the type of surface used for the negative Z direction of a part. When two parts' faces are placed next to each other, they may create a joint between them.

FieldValue
typeSurfaceType
security{"read":"None","write":"None"}
thread safetyReadSafe
categorySurface
serialization{"can_load":true,"can_save":true}

BasePart.FrontSurfaceInput

Deprecated.

The FrontSurfaceInput property determines the kind of input provided to a part's BasePart.FrontSurface. This is only relevant for Motor or SteppingMotor SurfaceTypes. This property determines how BasePart.FrontParamA and BasePart.FrontParamB are used. For brevity, these properties will be referred to as ParamA and ParamB, respectively.

FieldValue
typeInputType
tags["Hidden","Deprecated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categorySurface Inputs
serialization{"can_load":true,"can_save":true}

Code samples: View on Creator Hub (Motor-Control).

BasePart.LeftParamA

Deprecated.

The LeftParamA property is relevant when a part's BasePart.LeftSurface is set to Motor or SteppingMotor and BasePart.LeftSurfaceInput is set to Sin. It determines the amplitude of the motor's rotational velocity.

FieldValue
typefloat
tags["Hidden","Deprecated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categorySurface Inputs
serialization{"can_load":true,"can_save":true}

Code samples: View on Creator Hub (Motor-Control).

BasePart.LeftParamB

Deprecated.

The LeftParamB property is relevant when a part's BasePart.LeftSurface is set to Motor or SteppingMotor and BasePart.LeftSurfaceInput is set to Constant or Sin. For Constant, it determines the constant rotational velocity of the motor. For Sin, it determines the frequency of the motor's rotational velocity.

FieldValue
typefloat
tags["Hidden","Deprecated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categorySurface Inputs
serialization{"can_load":true,"can_save":true}

Code samples: View on Creator Hub (Motor-Control).

BasePart.LeftSurface

The LeftSurface property determines the type of surface used for the negative X direction of a part. When two parts' faces are placed next to each other, they may create a joint between them.

FieldValue
typeSurfaceType
security{"read":"None","write":"None"}
thread safetyReadSafe
categorySurface
serialization{"can_load":true,"can_save":true}

BasePart.LeftSurfaceInput

Deprecated.

The LeftSurfaceInput property determines the kind of input provided to a part's BasePart.LeftSurface. This is only relevant for Motor or SteppingMotor SurfaceTypes. This property determines how BasePart.LeftParamA and BasePart.LeftParamB are used. For brevity, these properties will be referred to as ParamA and ParamB, respectively.

FieldValue
typeInputType
tags["Hidden","Deprecated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categorySurface Inputs
serialization{"can_load":true,"can_save":true}

Code samples: View on Creator Hub (Motor-Control).

BasePart.LocalTransparencyModifier

The LocalTransparencyModifier property is a multiplier to Transparency that is only visible to the local client. It does not replicate from client to server and is useful for when a part should not render for a specific client, such as how the player does not see their character's body parts when they zoom into first person mode.

This property modifies the local part's transparency through the following formula, with resulting values clamped between 0 and 1.

1 - ((1 - Transparency) × (1 - LocalTransparencyModifier))

Class.BasePart.Transparency|Transparency LocalTransparencyModifier Server-Side Client-Side
0.5 0 0.5 0.5
0.5 0.25 0.5 0.625
0.5 0.5 0.5 0.75
0.5 0.75 0.5 0.875
0.5 1 0.5 1
FieldValue
typefloat
tags["Hidden","NotReplicated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryData
serialization{"can_load":false,"can_save":false}

BasePart.Locked

The Locked property determines whether a part (or a Model it is contained within) may be selected in Studio by clicking on it. This property is most often enabled on parts within environment models that aren't being edited at the moment.

FieldValue
typeboolean
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryData
serialization{"can_load":true,"can_save":true}
simulationAccesstrue

Code samples: View on Creator Hub (Recursive-Unlock).

BasePart.Mass

Mass is a read-only property that describes the product of a part's volume and density. It is returned by the GetMass() function.

FieldValue
typefloat
tags["ReadOnly","NotReplicated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryPart
serialization{"can_load":false,"can_save":false}
simulationAccesstrue

BasePart.Massless

If this property is enabled, the part will not contribute to the total mass or inertia of its assembly as long as it is welded to another part that has mass.

If the part is its own root part according to AssemblyRootPart, this will be ignored for that part, and it will still contribute mass and inertia to its assembly like a normal part. Parts that are massless should never become an assembly root part unless all other parts in the assembly are also massless.

This might be useful for things like optional accessories on vehicles that you don't want to affect the handling of the car or a massless render mesh welded to a simpler collision mesh.

See also Assemblies, an article documenting what root parts are and how to use them.

FieldValue
typeboolean
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryPart
serialization{"can_load":true,"can_save":true}
simulationAccesstrue

BasePart.Material

The Material property allows you to set a part's texture and default physical properties (in the case that CustomPhysicalProperties is unset). The default Plastic material has a very light texture, while the SmoothPlastic material has no texture at all. Some material textures like DiamondPlate and Granite have very visible textures. Each material's texture reflects sunlight differently, especially Foil.

Setting this property then enabling CustomPhysicalProperties will use the default physical properties of a material. For instance, DiamondPlate is a very dense material while Wood is very light. A part's density determines whether it will float in terrain water.

The Glass material changes rendering behavior on moderate graphics settings by applying a bit of reflectiveness (similar to Reflectance) and perspective distortion. The effect is especially pronounced on sphere-shaped parts. Semi‑transparent parts behind Glass parts are not visible.

FieldValue
typeMaterial
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryAppearance
serialization{"can_load":true,"can_save":true}
simulationAccesstrue

BasePart.MaterialVariant

The system searches the MaterialVariant instance with the specified MaterialVariant name and Material type. If it successfully finds a matching MaterialVariant instance, it uses that instance to replace the default material. The default material can be the built-in material or an override MaterialVariant specified in MaterialService.

FieldValue
typestring
tags["NotReplicated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryAppearance
serialization{"can_load":false,"can_save":false}
simulationAccesstrue

BasePart.Orientation

The Orientation property describes the part's rotation in degrees around the X, Y, and Z axes using a Vector3. The rotations are applied in Y ⟩ X ⟩ Z order. This differs from proper Euler angles and is instead Tait-Bryan angles which describe yaw, pitch, and roll.

It is also worth noting how this property differs from the CFrame.Angles() constructor which applies rotations in a different order (Z ⟩ Y ⟩ X). For better control over the rotation of a part, it's recommended that CFrame is set instead.

When setting this property, any Welds or Motor6Ds connected to this part will have the matching C0 or C1 property updated to allow the part to move relative to any other parts it is joined to. WeldConstraints will also be temporarily disabled and re-enabled during the move.

FieldValue
typeVector3
tags["Hidden","NotReplicated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryTransform
serialization{"can_load":false,"can_save":false}
simulationAccesstrue

Code samples: View on Creator Hub (Part-Spinner).

BasePart.PivotOffset

This property specifies the offset of the part's pivot from its CFrame, that is BasePart:GetPivot() is the same as BasePart.CFrame multiplied by BasePart.PivotOffset.

This is convenient for setting the pivot to a location in local space, but setting a part's pivot to a location in world space can be done as follows:

FieldValue
typeCFrame
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryPivot
serialization{"can_load":true,"can_save":true}
simulationAccesstrue

Code samples: View on Creator Hub (reset-pivot, clock-hands, BasePart-PivotOffset).

BasePart.Position

The Position property describes the coordinates of a part using a Vector3. It reflects the position of the part's CFrame, however it can also be set.

When setting this property, any Welds or Motor6Ds connected to this part will have the matching C0 or C1 property updated to allow the part to move relative to any other parts it is joined to. WeldConstraints will also be temporarily disabled and re-enabled during the move.

FieldValue
typeVector3
tags["Hidden","NotReplicated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryTransform
serialization{"can_load":false,"can_save":false}
simulationAccesstrue

BasePart.ReceiveAge

Indicates the time in seconds since the part's physics were last updated on the local client or the server. This value will be 0 when the part has no physics (Anchored is true).

FieldValue
typefloat
tags["Hidden","ReadOnly","NotReplicated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryPart
serialization{"can_load":false,"can_save":false}

BasePart.Reflectance

The Reflectance property determines how much a part reflects the sky. A value of 0 indicates the part is not reflective at all, and a value of 1 indicates the part should fully reflect.

Reflectance is not affected by Transparency unless the part is fully transparent, in which case reflectance will not render at all. Reflectance may or may not be ignored depending on the Material of the part.

FieldValue
typefloat
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryAppearance
serialization{"can_load":true,"can_save":true}

BasePart.ResizeableFaces

The ResizeableFaces property uses a Faces object to describe the different faces on which a part may be resized. For most implementations of BasePart, such as Part and WedgePart, this property includes all faces. However, TrussPart will set its ResizeableFaces set to only two faces since those kinds of parts must have two Size dimensions of length 2.

This property is most commonly used with tools for building and manipulating parts and has little use outside of that context. The Handles class, which has the Handles.Faces property, can be used in conjunction with this property to display only the handles on faces that can be resized on a part.

FieldValue
typeFaces
tags["ReadOnly","NotReplicated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryData
serialization{"can_load":false,"can_save":false}

Code samples: View on Creator Hub (Resize-Handles).

BasePart.ResizeIncrement

The ResizeIncrement property is a read-only property that describes the smallest change in size allowable by the Resize() method. It differs between implementations of the BasePart abstract class; for instance, Part has this set to 1 while TrussPart has this set to 2 since individual truss sections are 2×2×2 in size.

FieldValue
typeint
tags["ReadOnly","NotReplicated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryData
serialization{"can_load":false,"can_save":false}

BasePart.RightParamA

Deprecated.

The RightParamA property is relevant when a part's BasePart.RightSurface is set to Motor or SteppingMotor and BasePart.RightSurfaceInput is set to Sin. It determines the amplitude of the motor's rotational velocity.

FieldValue
typefloat
tags["Hidden","Deprecated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categorySurface Inputs
serialization{"can_load":true,"can_save":true}

Code samples: View on Creator Hub (Motor-Control).

BasePart.RightParamB

Deprecated.

The RightParamB property is relevant when a part's BasePart.RightSurface is set to Motor or SteppingMotor and BasePart.RightSurfaceInput is set to Constant or Sin. For Constant, it determines the constant rotational velocity of the motor. For Sin, it determines the frequency of the motor's rotational velocity.

FieldValue
typefloat
tags["Hidden","Deprecated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categorySurface Inputs
serialization{"can_load":true,"can_save":true}

Code samples: View on Creator Hub (Motor-Control).

BasePart.RightSurface

The RightSurface property determines the type of surface used for the positive X direction of a part. When two parts' faces are placed next to each other, they may create a joint between them.

FieldValue
typeSurfaceType
security{"read":"None","write":"None"}
thread safetyReadSafe
categorySurface
serialization{"can_load":true,"can_save":true}

BasePart.RightSurfaceInput

Deprecated.

The RightSurfaceInput property determines the kind of input provided to a

FieldValue
typeInputType
tags["Hidden","Deprecated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categorySurface Inputs
serialization{"can_load":true,"can_save":true}

Code samples: View on Creator Hub (Motor-Control).

BasePart.RootPriority

This property is an integer between -127 and 127 that takes precedence over all other rules for root part sort. When considering multiple parts that are not Anchored and which share the same Massless value, a part with a higher RootPriority will take priority over those with lower RootPriority.

You can use this property to control which part of an assembly is the root part and keep the root part stable if size changes.

See also Assemblies, an article documenting what root parts are and how to use them.

FieldValue
typeint
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryPart
serialization{"can_load":true,"can_save":true}

BasePart.Rotation

The rotation of the part in degrees for the three axes.

When setting this property, any Welds or Motor6Ds connected to this part will have the matching C0 or C1 property updated to allow the part to move relative to any other parts it is joined to. WeldConstraints will also be temporarily disabled and re-enabled during the move.

FieldValue
typeVector3
tags["NotReplicated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryData
serialization{"can_load":true,"can_save":false}
simulationAccesstrue

BasePart.RotVelocity

Deprecated. This property is deprecated. Use AssemblyAngularVelocity instead.

The RotVelocity of a part describes how its BasePart.Orientation is presently changing. In other words, this property describes how the fast part is rotating. The part only rotates if it is not anchored.

The unit of this property is radians per second.

Using this in conjunction with AlignOrientation allows for aligned parts to have matching RotVelocity and Orientation values.

FieldValue
typeVector3
tags["Hidden","Deprecated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryData
serialization{"can_load":true,"can_save":true}
simulationAccesstrue

Code samples: View on Creator Hub (rotating-a-part-with-rotvelocity).

BasePart.Size

A part's Size property determines its visual dimensions, while ExtentsSize represents the actual size used by the physics engine, such as in collision detection. The individual dimensions (length, height, width) can be as low as 0.001 and as high as 2048. Size dimensions below 0.05 will be physically simulated as if the part's dimensions are 0.05, while visual rendering preserves the actual size.

A part's Size is used in a variety of additional ways:

FieldValue
typeVector3
tags["NotReplicated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryTransform
serialization{"can_load":true,"can_save":false}
simulationAccesstrue

Code samples: View on Creator Hub (Pyramid-Builder).

BasePart.SpecificGravity

Deprecated. This item is deprecated. See BasePart.CustomPhysicalProperties to see how to configure the physical properties of BaseParts. Do not use it for new work.

The ratio of the part's density to the density of water determined by the BasePart.Material. Effects the part's behavior when in a water terrain cell. Essentially, SpecificGravity refers to how many times more dense a part is than water.

Material SpecificGravity
Plastic 0.7
Wood 0.35
Slate 2.7
Concrete 2.4
CorrodedMetal 7.85
DiamondMetal 7.85
Foil 7.6
Grass 0.9
Ice 0.91
Marble 2.56
Granite 2.7
Brick 1.92
Pebble 2.4
Sand 1.6
Fabric 0.7
SmoothPlastic 0.7
Metal 7.85
WoodPlanks 0.35
Cobblestone 2.7
FieldValue
typefloat
tags["ReadOnly","NotReplicated","Deprecated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryData
serialization{"can_load":false,"can_save":false}

BasePart.TopParamA

Deprecated.

The TopParamA property is relevant when a part's BasePart.TopSurface is set to Motor or SteppingMotor and BasePart.TopSurfaceInput is set to Sin. It determines the amplitude of the motor's rotational velocity.

FieldValue
typefloat
tags["Hidden","Deprecated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categorySurface Inputs
serialization{"can_load":true,"can_save":true}

Code samples: View on Creator Hub (Motor-Control).

BasePart.TopParamB

Deprecated.

The TopParamB property is relevant when a part's BasePart.TopSurface is set to Motor or SteppingMotor and BasePart.TopSurfaceInput is set to Constant or Sin. For Constant, it determines the constant rotational velocity of the motor. For Sin, it determines the frequency of the motor's rotational velocity.

FieldValue
typefloat
tags["Hidden","Deprecated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categorySurface Inputs
serialization{"can_load":true,"can_save":true}

Code samples: View on Creator Hub (Motor-Control).

BasePart.TopSurface

The TopSurface property determines the type of surface used for the positive Y direction of a part. When two parts' faces are placed next to each other, they may create a joint between them.

FieldValue
typeSurfaceType
security{"read":"None","write":"None"}
thread safetyReadSafe
categorySurface
serialization{"can_load":true,"can_save":true}

BasePart.TopSurfaceInput

Deprecated.

The TopSurfaceInput property determines the kind of input provided to a part's BasePart.TopSurface. This is only relevant for Motor or SteppingMotor SurfaceTypes. This property determines how BasePart.TopParamA and BasePart.TopParamB are used. For brevity, these properties will be referred to as ParamA and ParamB, respectively.

FieldValue
typeInputType
tags["Hidden","Deprecated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categorySurface Inputs
serialization{"can_load":true,"can_save":true}

Code samples: View on Creator Hub (Motor-Control).

BasePart.Transparency

The Transparency property controls the visibility of a part on a scale of 0 to 1 where 0 is completely visible (opaque) and 1 is completely invisible (not rendered at all).

While fully transparent parts are not rendered at all, partially transparent objects have some significant rendering costs. Having many translucent parts may impact performance.

When transparent parts overlap, render order may act unpredictably, so you should avoid semi-transparent parts from overlapping.

See also LocalTransparencyModifier as a multiplier to Transparency that's only visible to the local client.

FieldValue
typefloat
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryAppearance
serialization{"can_load":true,"can_save":true}

Code samples: View on Creator Hub (Fade-Door).

BasePart.Velocity

Deprecated. This property is deprecated. Use AssemblyLinearVelocity instead.

The Velocity of a part describes how its BasePart.Position is presently changing. The unit of this property is studs per second. For reference, the default Roblox character moves at 16 studs per second via Humanoid.WalkSpeed. The acceleration due to gravity is found in Workspace.Gravity (by default, -196.2 studs per second per second).

Setting the Velocity of a part that is BasePart.Anchored will cause it to act like a conveyor belt. Any object that touches the part will begin to move in accordance with the Velocity.

Some BodyMover objects will apply forces and thus change the Velocity of a part over time. The simplest of these is a BodyForce which can be used to counteract the acceleration due to gravity on a single part (set the +Y axis of the BodyForce.Force to the product of the mass (BasePart:GetMass()) and the gravity constant).

FieldValue
typeVector3
tags["Hidden","Deprecated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryData
serialization{"can_load":true,"can_save":true}
simulationAccesstrue

Code samples: View on Creator Hub (Projectile-Firing).

Methods

NameType / ReturnsDescription
BasePart:AngularAccelerationToTorqueVector3Returns the torque needed to achieve a given angular acceleration on this part's assembly, optionally accounting for gyroscopic effects.
BasePart:ApplyAngularImpulse()Apply an angular impulse to the assembly.
BasePart:ApplyImpulse()Apply an impulse to the assembly at the assembly's center of mass.
BasePart:ApplyImpulseAtPosition()Apply an impulse to the assembly at specified position.
BasePart:BreakJoints()Breaks any surface connection with any adjacent part, including Weld and other JointInstance.
BasePart:breakJoints()
BasePart:CanCollideWithbooleanReturns whether the parts can collide with each other.
BasePart:CanSetNetworkOwnershipTupleChecks whether you can set a part's network ownership.
BasePart:GetClosestPointOnSurfaceVector3Returns the closest point on the part's surface to the given point.
BasePart:GetConnectedPartsListReturns a table of parts connected to the object by any kind of rigid joint.
BasePart:GetJointsInstancesReturn all Joints or Constraints that is connected to this Part.
BasePart:GetMassfloatReturns the value of the Mass property.
BasePart:getMassfloat
BasePart:GetNetworkOwnerInstanceReturns the current player who is the network owner of this part, or nil in case of the server.
BasePart:GetNetworkOwnershipAutobooleanReturns true if the game engine automatically decides the network owner for this part.
BasePart:GetNoCollisionConstraintsInstancesReturns the enabled NoCollisionConstraint objects currently registered for this part in its physics world.
BasePart:GetRenderCFrameCFrameOBSOLETE. Returns a CFrame describing where the part is being rendered at.
BasePart:GetRootPartInstanceReturns the base part of an assembly of parts.
BasePart:GetTouchingPartsInstancesReturns a table of all BasePart.CanCollide true parts that intersect with this part.
BasePart:GetVelocityAtPositionVector3Returns the linear velocity of the part's assembly at the given position relative to this part.
BasePart:IntersectAsyncInstanceCreates a new IntersectOperation from the overlapping geometry of the part and the other parts in the given array.
BasePart:IsGroundedbooleanReturns true if the object is connected to a part that will hold it in place (eg an Anchored part), otherwise returns false.
BasePart:MakeJoints()Creates a joint on any side of the object that has a surface ID that can make a joint.
BasePart:makeJoints()
BasePart:ResizebooleanChanges the size of an object just like using the Studio resize tool.
BasePart:resizeboolean
BasePart:SetNetworkOwner()Sets the given player as network owner for this and all connected parts.
BasePart:SetNetworkOwnershipAuto()Lets the game engine dynamically decide who will handle the part's physics (one of the clients or the server).
BasePart:SubtractAsyncInstanceCreates a new UnionOperation from the part, minus the geometry occupied by the parts in the given array.
BasePart:TorqueToAngularAccelerationVector3Returns the angular acceleration that would result from applying a given torque to this part's assembly, optionally accounting for gyroscopic effects.
BasePart:UnionAsyncInstanceCreates a new UnionOperation from the part, plus the geometry occupied by the parts in the given array.

Inherited from PVInstance

NameType / ReturnsDescription
PVInstance:GetPivotCFrameGets the pivot of a PVInstance.
PVInstance:PivotTo()Transforms the PVInstance along with all of its descendant PVInstances such that the pivot is now located at the specified CFrame.

Inherited from Instance

NameType / ReturnsDescription
Instance:AddTag()Applies a tag to the instance.
Instance:childrenInstancesReturns an array of the object's children.
Instance:ClearAllChildren()This method destroys all of an instance's children.
Instance:CloneInstanceCreate a copy of an instance and all its descendants, ignoring instances that are not Archivable.
Instance:cloneInstance
Instance:Destroy()Sets the Instance.Parent property to nil, locks the Instance.Parent property, disconnects all connections, and calls Destroy() on all children.
Instance:destroy()
Instance:FindFirstAncestorInstance?Returns the first ancestor of the Instance whose Instance.Name is equal to the given name.
Instance:FindFirstAncestorOfClassInstance?Returns the first ancestor of the Instance whose Object.ClassName is equal to the given className.
Instance:FindFirstAncestorWhichIsAInstance?Returns the first ancestor of the Instance for whom Object:IsA() returns true for the given className.
Instance:FindFirstChildInstance?Returns the first child of the Instance found with the given name.
Instance:findFirstChildInstance
Instance:FindFirstChildOfClassInstance?Returns the first child of the Instance whose ClassName is equal to the given class name.
Instance:FindFirstChildWhichIsAInstance?Returns the first child of the Instance for whom Object:IsA() returns true for the given className.
Instance:FindFirstDescendantInstance?Returns the first descendant found with the given Instance.Name.
Instance:GetActorActor?Returns the Actor associated with the Instance, if any.
Instance:GetAttributeVariantReturns the value which has been assigned to the given attribute name.
Instance:GetAttributeChangedSignalRBXScriptSignalReturns an event that fires when the given attribute changes.
Instance:GetAttributesDictionaryReturns a dictionary of the instance's attributes.
Instance:GetChildrenInstancesReturns an array containing all of the instance's children.
Instance:getChildrenInstances
Instance:GetDebugIdstringReturns a coded string of the debug ID used internally by Roblox.
Instance:GetDescendantsInstancesReturns an array containing all of the descendants of the instance.
Instance:GetFullNamestringReturns a string describing the instance's ancestry.
Instance:GetStyledVariantReturns the styled or explicitly modified value of the specified property, or else the default property value if it hasn't been styled/modified.
Instance:GetStyledPropertyChangedSignalRBXScriptSignalReturns an event that fires when the given style property changes on the instance.
Instance:GetTagsArrayGets an array of all tags applied to the instance.
Instance:HasTagbooleanCheck whether the instance has a given tag.
Instance:IsAncestorOfbooleanReturns true if an Instance is an ancestor of the given descendant.
Instance:IsDescendantOfbooleanReturns true if an Instance is a descendant of the given ancestor.
Instance:isDescendantOfboolean
Instance:IsPropertyModifiedbooleanReturns true if the value stored in the specified property is not equal to the code-instantiated default.
Instance:QueryDescendantsInstancesReturns an array containing all descendants of the instance that match the selector string.
Instance:Remove()Sets the object's Parent to nil, and does the same for all its descendants.
Instance:remove()
Instance:RemoveTag()Removes a tag from the instance.
Instance:ResetPropertyToDefault()Resets a property to its default value.
Instance:SetAttribute()Sets the attribute with the given name to the given value.
Instance:WaitForChildInstanceReturns the child of the Instance with the given name. If the child does not exist, it will yield the current thread until it does.

Inherited from Object

NameType / ReturnsDescription
Object:GetPropertyChangedSignalRBXScriptSignalGet an event that fires when a given property of the object changes.
Object:IsAbooleanReturns true if an object's class matches or inherits from a given class.
Object:isAboolean

BasePart:AngularAccelerationToTorque

Returns the world-space torque vector that must be applied to the part's assembly to achieve the specified angular acceleration. This result can be used to determine the torque that should be applied via a Torque instance or BasePart:ApplyAngularImpulse().

The calculation uses Euler's rotation equation where I is the assembly's world-space inertia tensor, α is the desired angular acceleration, and ω is the angular velocity.

τ = I · α + ω × (I · ω)

If the part is not a descendant of Workspace, this method returns a vector of infinity. If the assembly is anchored, it similarly returns a vector of infinity.

Gyroscopic Effects

When a spinning assembly has an asymmetric inertia tensor, the torque required to achieve a specified angular acceerlation is augmented due to the changing orientation of the body. The optional angVelocity parameter accounts for these gyroscopic effects. If omitted, these gyroscopic effects are omitted from the calculation.

Parameters

NameTypeDefaultDescription
angAccelerationVector3The desired angular acceleration vector in world space.
angVelocityVector30, 0, 0The current angular velocity of the assembly in world space. Defaults to (0, 0, 0). Supply the assembly's angular velocity to account for gyroscopic effects.

Returns

TypeDescription
Vector3A Vector3 representing the world-space torque required to produce the specified angular acceleration.
FieldValue
securityNone
thread safetyUnsafe
simulationAccesstrue

Code samples: View on Creator Hub (BasePart-AngularAccelerationToTorque).

BasePart:ApplyAngularImpulse

Applies an instant angular force impulse to this part's assembly, causing the assembly to spin.

The resulting angular velocity from the impulse relies on the assembly's mass. So a higher impulse is required to move more massive assemblies. Impulses are useful for cases where you want a force applied instantly, such as an explosion or collision.

If the part is owned by the server, this function must be called from a server Script (not from a LocalScript or a Script with RunContext set to RunContext.Client). If the part is owned by a client through automatic ownership, this function can be called from either a client script or a server script; calling it from a client script for a server-owned part will have no effect.

Parameters

NameTypeDefaultDescription
impulseVector3An angular impulse vector to be applied to the assembly.

Returns

TypeDescription
()
FieldValue
securityNone
thread safetyUnsafe
simulationAccesstrue

BasePart:ApplyImpulse

This function applies an instant force impulse to this part's assembly.

The force is applied at the assembly's center of mass, so the resulting movement will only be linear.

The resulting velocity from the impulse relies on the assembly's mass. So a higher impulse is required to move more massive assemblies. Impulses are useful for cases where you want a force applied instantly, such as an explosion or collision.

If the part is owned by the server, this function must be called from a server Script (not from a LocalScript or a Script with RunContext set to RunContext.Client). If the part is owned by a client through automatic ownership, this function can be called from either a client script or a server script; calling it from a client script for a server-owned part will have no effect.

Parameters

NameTypeDefaultDescription
impulseVector3A linear impulse vector to be applied to the assembly.

Returns

TypeDescription
()
FieldValue
securityNone
thread safetyUnsafe
simulationAccesstrue

BasePart:ApplyImpulseAtPosition

This function applies an instant force impulse to this part's assembly, at the specified position in world space.

If the position is not at the assembly's center of mass, the impulse will cause a positional and rotational movement.

The resulting velocity from the impulse relies on the assembly's mass. So a higher impulse is required to move more massive assemblies. Impulses are useful for cases where developers want a force applied instantly, such as an explosion or collision.

If the part is owned by the server, this function must be called from a server Script (not from a LocalScript or a Script with RunContext set to RunContext.Client). If the part is owned by a client through automatic ownership, this function can be called from either a client script or a server script; calling it from a client script for a server-owned part will have no effect.

Parameters

NameTypeDefaultDescription
impulseVector3An impulse vector to be applied to the assembly.
positionVector3The position, in world space, to apply the impulse.

Returns

TypeDescription
()
FieldValue
securityNone
thread safetyUnsafe
simulationAccesstrue

BasePart:BreakJoints

Deprecated. This method is deprecated. To break specific joints, iterate over the part's connections using BasePart:GetJoints() and call Instance:Destroy() on the joints you want to remove.

Breaks any surface connection with any adjacent part, including Weld and other JointInstance.

Returns

TypeDescription
()
FieldValue
tags["Deprecated"]
securityNone
thread safetyUnsafe
simulationAccesstrue

BasePart:breakJoints

Deprecated. This deprecated function is a variant of BasePart:BreakJoints() which should be used instead.

Returns

TypeDescription
()
FieldValue
tags["Deprecated"]
securityNone
thread safetyUnsafe

BasePart:CanCollideWith

Returns whether the parts can collide with each other or not. This function takes into account the collision groups of the two parts. This function will error if the specified part is not a BasePart.

Parameters

NameTypeDefaultDescription
partBasePartThe specified part being checked for collidability.

Returns

TypeDescription
booleanWhether the parts can collide with each other.
FieldValue
securityNone
thread safetySafe
simulationAccesstrue

BasePart:CanSetNetworkOwnership

The CanSetNetworkOwnership function checks whether you can set a part's network ownership.

The function's return value verifies whether or not you can call BasePart:SetNetworkOwner() or BasePart:SetNetworkOwnershipAuto() without encountering an error. It returns true if you can modify/read the network ownership, or returns false and the reason you can't, as a string.

Returns

TypeDescription
TupleWhether you can modify or read the network ownership and the reason.
FieldValue
securityNone
thread safetyUnsafe
simulationAccesstrue

Code samples: View on Creator Hub (BasePart-CanSetNetworkOwnership1).

BasePart:GetClosestPointOnSurface

Returns the closest point on the part's surface to the given world-space position. If the provided position is inside the part, it is returned as-is.

For MeshPart and PartOperation instances, this method respects the part's CollisionFidelity value. Return values can differ based on whether the mesh is being treated as a box, a hull, or a more complex shape.

Parameters

NameTypeDefaultDescription
positionVector3The world-space point to find the closest surface point to.

Returns

TypeDescription
Vector3The closest point on the part's surface in world space.
FieldValue
securityNone
thread safetyUnsafe
simulationAccesstrue

BasePart:GetConnectedParts

Returns a table of parts connected to the object by any kind of rigid joint.

If recursive is true this function will return all of the parts in the assembly rigidly connected to the BasePart.

Rigid Joints

When a joint connects two parts together (Part0 → Part1), a joint is rigid if the physics of Part1 are completely locked down by Part0. This only applies to the following joint types:

Parameters

NameTypeDefaultDescription
recursivebooleanfalseA table of parts connected to the object by any kind of joint.

Returns

TypeDescription
ListAn array of BaseParts connected to this part by rigid joints. If recursive is true, includes all parts in the assembly.
FieldValue
securityNone
thread safetySafe

BasePart:GetJoints

Return all Joints or Constraints that is connected to this Part.

Returns

TypeDescription
InstancesAn array of all Joints or Constraints connected to the Part.
FieldValue
securityNone
thread safetySafe
simulationAccesstrue

BasePart:GetMass

GetMass returns the value of the read-only Mass property.

This function predates the Mass property. It remains supported for backward-compatibility; you should use the Mass property directly.

Returns

TypeDescription
floatThe part's mass.
FieldValue
securityNone
thread safetySafe
simulationAccesstrue

Code samples: View on Creator Hub (BasePart-GetMass1).

BasePart:getMass

Deprecated. This Camel Case property has been deprecated in favor of its Pascal Case variant, BasePart:GetMass().

Returns

TypeDescription
float
FieldValue
tags["Deprecated"]
securityNone
thread safetyUnsafe

BasePart:GetNetworkOwner

Returns the current player who is the network owner of this part, or nil in case of the server.

Returns

TypeDescription
InstanceThe current player who is the network owner of this part, or nil in case of the server.
FieldValue
securityNone
thread safetySafe
simulationAccesstrue

BasePart:GetNetworkOwnershipAuto

Returns true if the game engine automatically decides the network owner for this part.

Returns

TypeDescription
booleanWhether the game engine automatically decides the network owner for this part.
FieldValue
securityNone
thread safetySafe
simulationAccesstrue

BasePart:GetNoCollisionConstraints

Returns the enabled NoCollisionConstraint objects currently registered for this part in its physics world. A NoCollisionConstraint disables collisions between the two specific parts it references, while each of those parts may still collide with the rest of the world.

The returned array is empty if no such constraint is currently registered for this part. The order of the returned constraints is not guaranteed.

Returns

TypeDescription
InstancesAn array of the enabled NoCollisionConstraint objects currently registered for this part in its physics world.
FieldValue
securityNone
thread safetyUnsafe
simulationAccesstrue

BasePart:GetRenderCFrame

Deprecated. This item is been deprecated since interpolation is now applied to the CFrame directly. Do not use it for new work.

This function used to be relevant when Roblox's lag-compensating interpolation of parts online was internal. The interpolation is now applied to the CFrame directly.

Returns

TypeDescription
CFrameThe CFrame representing where the part is being rendered, which is now equivalent to the part's CFrame.
FieldValue
tags["Deprecated"]
securityNone
thread safetyUnsafe

BasePart:GetRootPart

Deprecated.

Returns the base part of an assembly. When moving an assembly of parts using a CFrame. it is important to move this base part (this will move all other parts connected to it accordingly). More information is available in the Assemblies article.

This function predates the AssemblyRootPart property. It remains supported for backwards compatibility, but you should use AssemblyRootPart directly.

Returns

TypeDescription
InstanceThe base part of an assembly (a collection of parts connected together).
FieldValue
tags["Deprecated"]
securityNone
thread safetySafe
simulationAccesstrue

BasePart:GetTouchingParts

Returns a table of all parts that are physically interacting with this part. If the part itself has CanCollide set to false, then this function returns an empty table unless the part has a TouchInterest object parented to it (meaning something is connected to its Touched event). Parts that are adjacent but not intersecting are not considered touching. This function predates the WorldRoot:GetPartsInPart() function, which provides more flexibility and avoids the special TouchInterest rules described above. Use WorldRoot:GetPartsInPart() instead.

Returns

TypeDescription
InstancesA table of all parts that intersect and can collide with this part.
FieldValue
securityNone
thread safetyUnsafe
simulationAccesstrue

BasePart:GetVelocityAtPosition

Returns the linear velocity of the part's assembly at the given position relative to this part. It can be used to identify the linear velocity of parts in an assembly other than the root part. If the assembly has no angular velocity, than the linear velocity will always be the same for every position.

Parameters

NameTypeDefaultDescription
positionVector3The world-space position at which to compute the assembly's linear velocity.

Returns

TypeDescription
Vector3A Vector3 representing the linear velocity of the assembly at the specified world-space position.
FieldValue
securityNone
thread safetySafe
simulationAccesstrue

BasePart:IntersectAsync

Creates a new IntersectOperation from the intersecting geometry of the part and the other parts in the given array. Only Parts are supported, not Terrain or MeshParts. Similar to Clone(), the returned object has no set Parent.

The following properties from the calling part are applied to the resulting IntersectOperation:

Migration

It is highly recommended to use the newer GeometryService:IntersectAsync() instead of this method. As well as having better performance and more features, the new method differs as follows:

Notes

Parameters

NameTypeDefaultDescription
partsInstancesThe objects taking part in the intersection.
collisionfidelityCollisionFidelityDefaultThe CollisionFidelity value for the resulting IntersectOperation.
renderFidelityRenderFidelityAutomaticThe RenderFidelity value of the resulting PartOperation.

Returns

TypeDescription
InstanceResulting IntersectOperation with default name Intersect.
FieldValue
tags["Yields"]
securityNone
thread safetyUnsafe
capabilities["CSG"]

BasePart:IsGrounded

Returns true if the object is connected to a part that will hold it in place (eg an Anchored part), otherwise returns false. In an assembly that has an Anchored part, every other part is grounded.

Returns

TypeDescription
booleanWhether the object is connected to a part that will hold it in place.
FieldValue
securityNone
thread safetySafe
simulationAccesstrue

BasePart:MakeJoints

Deprecated. SurfaceType based joining is deprecated, do not use MakeJoints for new projects. WeldConstraints and HingeConstraints should be used instead.

Creates a joint on any side of the Part that has a SurfaceType that can make a joint it will create a joint with any adjacent parts.

Joints will be created between the sides and any planar touching surfaces, depending on the sides' surfaces.

Unlike Model:MakeJoints(), this function requires an array of parts as a parameter. This array is given as follows:

part:MakeJoints({part1, part2, part3})

Joints are broken if enough force is applied to them due to an Explosion, unless a ForceField object is parented to the BasePart or ancestor Model. For this reason, they are often used to make simple destructible buildings and other models.

Returns

TypeDescription
()
FieldValue
tags["Deprecated"]
securityNone
thread safetyUnsafe

BasePart:makeJoints

Deprecated. This deprecated function is a variant of BasePart:MakeJoints() which should be used instead.

Returns

TypeDescription
()
FieldValue
tags["Deprecated"]
securityNone
thread safetyUnsafe

BasePart:Resize

Changes the size of an object just like using the Studio resize tool.

Parameters

NameTypeDefaultDescription
normalIdNormalIdThe side to resize.
deltaAmountintHow much to grow/shrink on the specified side.

Returns

TypeDescription
booleanWhether the part is resized.
FieldValue
securityNone
thread safetyUnsafe
simulationAccesstrue

BasePart:resize

Deprecated. This deprecated function is a variant of BasePart:Resize() which should be used instead.

Parameters

NameTypeDefaultDescription
normalIdNormalId
deltaAmountint

Returns

TypeDescription
boolean
FieldValue
tags["Deprecated"]
securityNone
thread safetyUnsafe

BasePart:SetNetworkOwner

Sets the given player as network owner for this and all connected parts. When playerInstance is nil, the server will be the owner instead of a player.

Parameters

NameTypeDefaultDescription
playerInstancePlayernilThe player being given network ownership of the part.

Returns

TypeDescription
()
FieldValue
securityNone
thread safetyUnsafe
simulationAccesstrue

BasePart:SetNetworkOwnershipAuto

Lets the game engine dynamically decide who will handle the part's physics (one of the clients or the server).

Returns

TypeDescription
()
FieldValue
securityNone
thread safetyUnsafe
simulationAccesstrue

BasePart:SubtractAsync

Creates a new UnionOperation from the part, minus the geometry occupied by the parts in the given array. Only Parts are supported, not Terrain or MeshParts. Similar to Clone(), the returned object has no set Parent.

Note that the resulting union cannot be empty due to subtractions. If the operation would result in completely empty geometry, it will fail.

Migration

It is highly recommended to use the newer GeometryService:SubtractAsync() instead of this method. As well as having better performance and more features, the new method differs as follows:

Parameters

NameTypeDefaultDescription
partsInstancesThe objects taking part in the subtraction.
collisionfidelityCollisionFidelityDefaultThe CollisionFidelity value for the resulting UnionOperation.
renderFidelityRenderFidelityAutomaticThe RenderFidelity value of the resulting PartOperation.

Returns

TypeDescription
InstanceResulting UnionOperation with default name Union.
FieldValue
tags["Yields"]
securityNone
thread safetyUnsafe
capabilities["CSG"]

BasePart:TorqueToAngularAcceleration

Returns the world-space angular acceleration that would result from applying the specified torque to the part's assembly, optionally taking into account gyroscopic effects.

This is the inverse of BasePart:AngularAccelerationToTorque(). It is useful for predicting how an assembly will respond to an applied torque.

The calculation uses:

α = I⁻¹ · (τ − ω × (I · ω))

where I is the assembly's world-space inertia tensor, τ is the applied torque, and ω is the angular velocity.

If the part is not a descendant of Workspace, returns (0, 0, 0). If the assembly is anchored, returns (0, 0, 0).

Gyroscopic Effects

When a spinning assembly has an asymmetric inertia tensor, the acceleration resulting from an applied torque also depends on the current angular velocity. The angVelocity parameter accounts for these gyroscopic effects. If omitted (defaults to zero), the result neglects this contribution from the result.

Parameters

NameTypeDefaultDescription
torqueVector3The torque vector applied to the assembly in world space.
angVelocityVector30, 0, 0The current angular velocity of the assembly in world space. Defaults to (0, 0, 0). Supply the assembly's angular velocity to account for gyroscopic effects.

Returns

TypeDescription
Vector3A Vector3 representing the resulting angular acceleration in world space.
FieldValue
securityNone
thread safetyUnsafe
simulationAccesstrue

Code samples: View on Creator Hub (BasePart-TorqueToAngularAcceleration).

BasePart:UnionAsync

Creates a new UnionOperation from the part, plus the geometry occupied by the parts in the given array. Only Parts are supported, not Terrain or MeshParts. Similar to Clone(), the returned object has no set Parent.

The following properties from the calling part are applied to the resulting UnionOperation:

Migration

It is highly recommended to use the newer GeometryService:UnionAsync() instead of this method. As well as having better performance and more features, the new method differs as follows:

Notes

Parameters

NameTypeDefaultDescription
partsInstancesThe objects taking part in the union with the calling part.
collisionfidelityCollisionFidelityDefaultThe CollisionFidelity value for the resulting UnionOperation.
renderFidelityRenderFidelityAutomaticThe RenderFidelity value of the resulting PartOperation.

Returns

TypeDescription
InstanceResulting UnionOperation with default name Union.
FieldValue
tags["Yields"]
securityNone
thread safetyUnsafe
capabilities["CSG"]

Events

NameType / ReturnsDescription
BasePart.LocalSimulationTouchedFires on the local client when another part comes in contact with this part.
BasePart.OutfitChangedFires when the part's appearance changes due to a Shirt.
BasePart.StoppedTouchingFires on the local client when a part stops touching another part.
BasePart.TouchedFires when a part touches another part as a result of physical movement.
BasePart.TouchEndedFires when a part stops touching another part as a result of physical movement.

Inherited from Instance

NameType / ReturnsDescription
Instance.AncestryChangedFires when the Instance.Parent property of this object or one of its ancestors is changed.
Instance.AttributeChangedFires whenever an attribute is changed on the Instance.
Instance.ChildAddedFires after an object is parented to this Instance.
Instance.childAdded
Instance.ChildRemovedFires after a child is removed from this Instance.
Instance.DescendantAddedFires after a descendant is added to the Instance.
Instance.DescendantRemovingFires immediately before a descendant of the Instance is removed.
Instance.DestroyingFires immediately before (or is deferred until after) the instance is destroyed via Instance:Destroy().
Instance.StyledPropertiesChangedFires whenever any style property is changed on the instance, including when a property is set to nil.

Inherited from Object

NameType / ReturnsDescription
Object.ChangedFires immediately after a property of the object changes, with some limitations.

BasePart.LocalSimulationTouched

Deprecated. This event is deprecated in favor of BasePart.Touched.

Fired when another part comes in contact with another object. This event only sends data to the client notifying it that two parts have collided, whereas BasePart.Touched sends data to the server.

Parameters

NameTypeDefaultDescription
partBasePartThe other part that came in contact with this part.
FieldValue
tags["Deprecated"]
securityNone

Code samples: View on Creator Hub (BasePart-LocalSimulationTouched1).

BasePart.OutfitChanged

Deprecated. This event is deprecated. Do not use it for new work.

Fired if the part's appearance is affected by the Shirt class.

FieldValue
tags["Deprecated"]
securityNone

BasePart.StoppedTouching

Deprecated. This event is deprecated in favor of BasePart.TouchEnded, which should be used instead.

Deprecated. Fires on the local client when a part stops touching another part, under conditions similar to those of BasePart.TouchEnded. This event is the client-only counterpart to BasePart.TouchEnded: it only notifies the local client that the two parts have separated, whereas BasePart.TouchEnded also sends data to the server. Use BasePart.TouchEnded instead.

Parameters

NameTypeDefaultDescription
otherPartBasePartThe other part that stopped touching the given part.
FieldValue
tags["Deprecated"]
securityNone

BasePart.Touched

The Touched event fires when a part comes in contact with another part. For instance, if PartA bumps into PartB, then PartA.Touched fires with PartB, and PartB.Touched fires with PartA.

This event only fires as a result of physical movement, so it will not fire if the CFrame property was changed such that the part overlaps another part. This also means that at least one of the parts involved must not be Anchored at the time of the collision.

This event works in conjunction with Workspace.TouchesUseCollisionGroups to specify whether collision groups are acknowledged for detection.

Parameters

NameTypeDefaultDescription
otherPartBasePartThe other part that came in contact with the given part.
FieldValue
securityNone

Code samples: View on Creator Hub (Touching-Parts-Count, Model-Touched).

BasePart.TouchEnded

Fires when a part stops touching another part under similar conditions to those of BasePart.Touched.

This event works in conjunction with Workspace.TouchesUseCollisionGroups to specify whether collision groups are acknowledged for detection.

Parameters

NameTypeDefaultDescription
otherPartBasePartThe other part that stopped touching this part.
FieldValue
securityNone

Code samples: View on Creator Hub (Touching-Parts-Count).