Source: Roblox Creator Hub · CC BY 4.0 · View source · Code samples: MIT Imported 2026-10-03. Formatting adapted for this site.
Collection
A Collection is a live, query-based group of instances created by CollectionService:CreateCollection() using a selector string and an optional root instance. From then on, membership is automatic such that an instance is added the moment it matches the query and removed the moment it stops matching. You never add or remove instances manually.
You can interact with a Collection by assigning callbacks to it. Rather than connecting a signal for each instance and remembering to disconnect it, you declare behavior once on the collection and it is applied to every matching instance for you. The collection owns those connections and tears them down automatically when an instance leaves the set. See the accompanying code sample for a collection that uses each kind of callback together.
A collection's lifetime is tied to the root instance passed to CreateCollection() (defaulting to Workspace). When that root is destroyed or when you call Destroy(), the collection is torn down.
Callback Assignment Syntax
Callbacks are assigned as fields on the collection using function-statement syntax, which reads like the contents of a ModuleScript. Both of the following forms are equivalent and assign through the collection's overloaded __newindex:
local CollectionService = game:GetService("CollectionService")
local collection = CollectionService:CreateCollection("Part")
function collection.OnAdded(instance)
end local CollectionService = game:GetService("CollectionService")
local collection = CollectionService:CreateCollection("Part")
collection.OnAdded = function(instance)
end Each callback can be assigned only once; reassigning the same callback raises an error. This keeps a collection's behavior declarative at its definition so that it cannot be silently replaced elsewhere.
Core Members and Aliases
OnAdded, OnRemoved, and ForEach() are the collection's primitive members:
OnAdded(instance: Instance)— Fires when an instance begins matching the query. When you first assignOnAdded, it immediately fires once for every instance already in the collection, so a single callback handles both current and future members.OnRemoved(instance: Instance)— Fires when an instance that was in the collection stops matching, for example its tag is removed, it is reparented out of the collection's root, it is destroyed, or the collection'sEnabledproperty is set tofalse.ForEach()— Imperatively iterates the instances currently in the collection, operating on a snapshot taken at call time.
A collection can also bind a callback to non-deprecated RunService steps through aliases which exist for performance as well as convenience:
| Collection Callback | Equivalent |
|---|---|
OnHeartbeat | Class.RunService.Heartbeat |
OnPreRender | Class.RunService.PreRender |
OnPreAnimation | Class.RunService.PreAnimation |
OnPreSimulation | Class.RunService.PreSimulation |
OnPostSimulation | Class.RunService.PostSimulation |
OnSimulate | Class.RunService:BindToSimulation() |
The collection subscribes to each RunService event once and dispatches to its members internally, rather than every instance holding its own connection. The callback fires once per step for each instance in the collection and receives the instance followed by the step's deltaTime:
local CollectionService = game:GetService("CollectionService")
local collection = CollectionService:CreateCollection("Part")
function collection.OnHeartbeat(instance, deltaTime)
end Event, Property, and Attribute Wrappers
Beyond the RunService aliases, a collection can wrap any signal on its member instances. In these callbacks, X stands for the name of an event, property, or attribute.
function collection.OnX(instance, ...)wraps theXevent on each member and the callback receives the instance followed by that event's arguments. For example,OnTouchedwrapsBasePart.Touched.local CollectionService = game:GetService("CollectionService") local collection = CollectionService:CreateCollection("Part") function collection.OnTouched(part, otherPart) print(part, otherPart) endfunction collection.OnPropertyChanged.X(instance)fires when propertyXchanges on a member, equivalent to connectingGetPropertyChangedSignal()on each instance.local CollectionService = game:GetService("CollectionService") local collection = CollectionService:CreateCollection("Part") function collection.OnPropertyChanged.Color(instance) print(instance) endfunction collection.OnAttributeChanged.X(instance)fires when attributeXchanges on a member, equivalent toGetAttributeChangedSignal().local CollectionService = game:GetService("CollectionService") local collection = CollectionService:CreateCollection("Humanoid") function collection.OnAttributeChanged.CharacterHealth(instance) print(instance) end
Note that a single collection can match instances of different classes, so a wrapped signal may not apply to every member:
- If a member does not have the signal or property named by the callback, that member silently ignores the assignment. For example, a collection matching both
PartandFoldercan safely defineOnTouched, but only thePartsrespond. - If a callback names an event or property that exists nowhere in the API (for example a misspelled
OnToched), an error is raised at assignment time.
Typing and Autocomplete
When the query constrains the class of its matches, the collection is typed accordingly and callbacks are typed to match. For example, CreateCollection("Part.TagName") yields a collection whose callbacks receive a Part, and autocomplete only suggests callbacks relevant to that class (so collection.OnTouched(part: Part, other: BasePart) is suggested, but not for a query that cannot match a BasePart). When no type can be inferred from the query, the first argument defaults to Instance.
Code samples: View on Creator Hub (Collection-Overview).
Properties
| Name | Type / Returns | Description |
|---|---|---|
| Collection.Enabled | bool | Controls whether the collection is actively tracking instances and firing callbacks. |
Collection.Enabled
Defaults to true. Setting this to false fires OnRemoved for every instance currently in the collection and stops all of its callbacks. Setting it back to true re-evaluates the query and fires OnAdded again for every matching instance. Assigning a non-boolean value raises an error.
| Field | Value |
|---|---|
| type | bool |
Methods
| Name | Type / Returns | Description |
|---|---|---|
| Collection:ForEach | Invokes a function once for each instance currently in the collection. | |
| Collection:Destroy | Destroys the collection, stopping all tracking and callbacks. |
Collection:ForEach
Iterates over the instances currently in the collection, calling callback with each one. ForEach() operates on a snapshot taken at call time, so it is safe to add, remove, or destroy instances from within the callback; instances that begin matching during iteration are not visited. Calling ForEach() after the collection has been destroyed raises an error.
Parameters
| Name | Type | Default | Description |
|---|---|---|---|
| callback | function | A function called with each instance currently in the collection. |
Collection:Destroy
Stops firing the collection's callbacks, releases the connections it manages on its members, and empties its set of instances. After a collection is destroyed, calling ForEach() raises an error. A collection is also destroyed automatically when the root passed to CreateCollection() is destroyed.