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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.

Mouse

Inherits from: Instance → Object

Mouse has been superseded by UserInputService and ContextActionService, which cover a broader scope, are more feature rich, and support cross-platform patterns better. It remains supported because of its widespread use, but you should strongly consider using these alternatives.

The Mouse object houses various API for pointers, primarily for buttons and raycasting. It can be accessed through Player:GetMouse() called on the Players.LocalPlayer in a LocalScript. It is also passed by the Tool.Equipped event.

-- From a LocalScript:
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local mouse = player:GetMouse()
-- Setting the mouse icon
mouse.Icon = "rbxasset://SystemCursors/Wait"

Note:

Inherits from: Instance

Descendants: PlayerMouse, PluginMouse

Memory category: Instances

Tags: NotCreatable

Properties

NameType / ReturnsDescription
Mouse.HitCFrameThe CFrame of the mouse's position in 3D space.
Mouse.hitCFrame
Mouse.IconContentIdThe content ID of the image used as the Mouse icon.
Mouse.IconContentContentThe content of the image used as the Mouse icon. Only supports asset URIs.
Mouse.OriginCFrameA CFrame positioned at the Workspace.CurrentCamera and oriented toward the mouse's 3D position.
Mouse.TargetBasePartThe object in 3D space the mouse is pointing to.
Mouse.targetBasePart
Mouse.TargetFilterInstanceDetermines an object (and its descendants) to be ignored when determining Mouse.Hit and Mouse.Target.
Mouse.TargetSurfaceNormalIdIndicates the NormalId of the BasePart surface at which the mouse is pointing.
Mouse.UnitRayRayA Ray directed towards the mouse's world position, originating from the Workspace.CurrentCamera world position.
Mouse.ViewSizeXintDescribes the width of the game window in pixels.
Mouse.ViewSizeYintDescribes the height of the game window in pixels.
Mouse.XintDescribes the X (horizontal) component of the mouse's position on the screen.
Mouse.YintDescribes the Y (vertical) component of the mouse's screen position.

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

Mouse.Hit

This property indicates CFrame of the mouse's position in 3D space. Note that Mouse.TargetFilter and its descendants will be ignored.

Developers can get obtain the position of Hit like so:

local position = mouse.Hit.Position

Hit is often used by Tools to fire a weapon towards the mouse in third person.

Developers looking for the BasePart the mouse is pointing at should use Mouse.Target.

How is Mouse.Hit calculated?

The position of the Hit CFrame is calculated as the point of intersection between the mouse's internal Ray (an extended version of Mouse.UnitRay) and an object in 3D space (such as a part).

The orientation of the Hit CFrame corresponds with the direction of the Mouse.UnitRay.

local unitRayDirection = mouse.UnitRay.Direction
local mouseHitDirection = mouse.Hit.lookVector
-- unitRayDirection ≈ mouseHitDirection
-- the vectors are approximately equal

Note, the roll of the Workspace.CurrentCamera is not used when calculating the orientation of the Hit CFrame.

The mouse's internal ray extends for 1,000 studs. If the mouse is not pointing at an object in 3D space (for example when pointing at the sky), this property will be 1,000 studs away from the Workspace.CurrentCamera.

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

Code samples: View on Creator Hub (Mouse-Hit-Laser-Beam, mouse-origin-v-mouse-hit).

Mouse.hit

Deprecated. This property is a deprecated variant of Mouse.Hit which should be used instead.

FieldValue
typeCFrame
tags["Hidden","ReadOnly","NotReplicated","Deprecated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryData
serialization{"can_load":false,"can_save":false}
capabilities["Input"]

Mouse.Icon

Icon is a property that determines the image used as the pointer. If blank, a default arrow is used. While the cursor hovers over a GuiButton, this property is temporarily ignored.

To hide the cursor entirely, do not use a transparent image – instead, set UserInputService.MouseIconEnabled to false.

For getting/setting the user mouse icon in experiences, you should use UserInputService.MouseIcon. Mouse.Icon will be deprecated after the new API for plugins to set the mouse cursor is released.

Designing a Cursor

The following guidelines may prove useful when creating your own mouse cursors:

System Cursors

When using a PluginMouse retrieved from Plugin:GetMouse(), you can use the following icons similar to your system's default cursors, such as hands, arrows, I-beams, etc. You can use these with GUI events like MouseEnter, MouseLeave, and MouseButton1Down to provide a consistent Studio experience when interacting with certain kinds of GUI components. Note that these only work for Studio plugins; they will not work for other Mouse objects.

Look* Asset Suggested Use
rbxasset://SystemCursors/Arrow Default clicking and selection.
rbxasset://SystemCursors/PointingHand Hovering over an active link/button.
rbxasset://SystemCursors/OpenHand Hovering over a draggable item.
rbxasset://SystemCursors/ClosedHand Dragging an item.
rbxasset://SystemCursors/IBeam Hovering in a text field.
rbxasset://SystemCursors/SizeNS Hovering over a vertical resize handle.
rbxasset://SystemCursors/SizeEW Hovering over a horizontal resize handle.
rbxasset://SystemCursors/SizeNESW Hovering over a corner resize handle.
rbxasset://SystemCursors/SizeNWSE Hovering over a corner resize handle.
rbxasset://SystemCursors/SizeAll Hovering over a multi-direction resize handle.
rbxasset://SystemCursors/SplitNS Hovering over a vertical "split" handle.
rbxasset://SystemCursors/SplitEW Hovering over a horizontal "split" handle.
rbxasset://SystemCursors/Forbidden Hovering over a locked/forbidden item.
rbxasset://SystemCursors/Wait Indicating an action is in progress.
rbxasset://SystemCursors/Busy Indicating the system is busy.
rbxasset://SystemCursors/Cross Hovering over a pinpoint selection area.
FieldValue
typeContentId
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryData
serialization{"can_load":true,"can_save":true}
capabilities["Input"]

Code samples: View on Creator Hub (dragon-mouse-icon).

Mouse.IconContent

Icon is a property that determines the image used as the pointer. If blank, a default arrow is used. While the cursor hovers over a GuiButton, this property is temporarily ignored. This property only supports asset URIs.

To hide the cursor entirely, do not use a transparent image – instead, set UserInputService.MouseIconEnabled to false.

For getting/setting the user mouse icon in experiences, you should use UserInputService.MouseIcon. Mouse.Icon will be deprecated after the new API for plugins to set the mouse cursor is released.

Designing a Cursor

The following guidelines may prove useful when creating your own mouse cursors:

System Cursors

When using a PluginMouse retrieved from Plugin:GetMouse(), you can use the following icons similar to your system's default cursors, such as hands, arrows, I-beams, etc. You can use these with GUI events like MouseEnter, MouseLeave, and MouseButton1Down to provide a consistent Studio experience when interacting with certain kinds of GUI components. Note that these only work for Studio plugins; they will not work for other Mouse objects.

Look* Asset Suggested Use
rbxasset://SystemCursors/Arrow Default clicking and selection.
rbxasset://SystemCursors/PointingHand Hovering over an active link/button.
rbxasset://SystemCursors/OpenHand Hovering over a draggable item.
rbxasset://SystemCursors/ClosedHand Dragging an item.
rbxasset://SystemCursors/IBeam Hovering in a text field.
rbxasset://SystemCursors/SizeNS Hovering over a vertical resize handle.
rbxasset://SystemCursors/SizeEW Hovering over a horizontal resize handle.
rbxasset://SystemCursors/SizeNESW Hovering over a corner resize handle.
rbxasset://SystemCursors/SizeNWSE Hovering over a corner resize handle.
rbxasset://SystemCursors/SizeAll Hovering over a multi-direction resize handle.
rbxasset://SystemCursors/SplitNS Hovering over a vertical "split" handle.
rbxasset://SystemCursors/SplitEW Hovering over a horizontal "split" handle.
rbxasset://SystemCursors/Forbidden Hovering over a locked/forbidden item.
rbxasset://SystemCursors/Wait Indicating an action is in progress.
rbxasset://SystemCursors/Busy Indicating the system is busy.
rbxasset://SystemCursors/Cross Hovering over a pinpoint selection area.
FieldValue
typeContent
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryData
serialization{"can_load":true,"can_save":true}
capabilities["Input"]

Code samples: View on Creator Hub (dragon-mouse-icon).

Mouse.Origin

The origin Mouse property is a CFrame indicating where the mouse originated from. It is positioned at the Workspace.CurrentCamera and oriented toward the mouse's 3D position.

Mouse.UnitRay starts at the same position as Origin, and extends for a stud in the same direction.

local unitRay = mouse.UnitRay
local origin = mouse.Origin
-- unitRay.Direction = origin.p
-- unitRay.Direction ≈ origin.lookVector

For the position of the Mouse in 3D space, see Mouse.Hit.

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

Code samples: View on Creator Hub (mouse-origin-v-mouse-hit).

Mouse.Target

The object in 3D space the mouse is pointing to.

Note:

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

Code samples: View on Creator Hub (Mouse-Button1Down).

Mouse.target

Deprecated. This property is a deprecated variant of Mouse.Target which should be used instead.

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

Mouse.TargetFilter

This property determines an object to be ignored by the mouse when calculating Mouse.Hit and Mouse.Target. The descendants of the object are also ignored, so it is possible to ignore multiple objects so long as they are a descendant of the object to which this property is set. This property is useful when filtering models containing special effects or decorations that should not affect Mouse.Hit or Mouse.Target.

This property can be set to any Instance or nil, for example:

local Players = game:GetService("Players")
local Workspace = game:GetService("Workspace")

local player = Players.LocalPlayer
local mouse = player:GetMouse()
mouse.TargetFilter = Workspace.Model

Note that the Character of the Players.LocalPlayer is ignored by the mouse automatically.

FieldValue
typeInstance
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryData
serialization{"can_load":true,"can_save":true}
capabilities["Input"]

Mouse.TargetSurface

This property indicates the NormalId of the BasePart surface at which the mouse is pointing. This property is derived from the world position of mouse (Mouse.Hit) and the part toward which the mouse is pointing (Mouse.Target).

This property isn't meaningful when the mouse is not pointing at a part, for example when the mouse is pointing at the sky. At the moment, this property is set to 'Right' under these circumstances. Before using this property, check that the mouse's target is not nil.

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

Code samples: View on Creator Hub (Mouse-TargetSurface, Mouse-TargetSurface-2).

Mouse.UnitRay

The UnitRay property is a Ray directed toward the mouse's position in 3D space (described by Mouse.Hit). It originates from the CFrame of the Workspace.CurrentCamera. Like all unit rays, it has a distance of 1.

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

Code samples: View on Creator Hub (Mouse-UnitRay).

Mouse.ViewSizeX

The ViewSizeX property describes the horizontal component of the game window's size in pixels.

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

Code samples: View on Creator Hub (normalized-mouse-position).

Mouse.ViewSizeY

The ViewSizeY property describes the vertical component of the game window's size in pixels. This length includes the space used by the topbar.

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

Code samples: View on Creator Hub (normalized-mouse-position).

Mouse.X

When detecting changes in the mouse's position on-screen, it is recommended that you use ContextActionService:BindAction() with UserInputType.MouseMovement or UserInputService.InputChanged, which both describe the position of the mouse using the Position (a Vector3) of an InputObject, instead of using this and related properties.

The X property describes the horizontal component of the mouse's position on the screen. The position is measured in pixels relative to the top left corner, under the topbar. This property can be used in conjunction with Mouse.Y to produce a Vector2 representing the mouse's position:

local position = Vector2.new(mouse.X, mouse.Y)

This property does not fire Changed or the signal returned from GetPropertyChangedSignal. Use the Mouse.Move event instead.

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

Code samples: View on Creator Hub (normalized-mouse-position).

Mouse.Y

When detecting changes in the mouse's position on-screen, it is recommended that you use ContextActionService:BindAction() with UserInputType.MouseMovement or UserInputService.InputChanged, which both describe the position of the mouse using the Position (a Vector3) of an InputObject, instead of using this and related properties.

The Y property describes the vertical component of the mouse's position on the screen. The position is measured in pixels relative to the top left corner, under the topbar. This property can be used in conjunction with Mouse.X to produce a Vector2 representing the mouse's position:

local position = Vector2.new(mouse.X, mouse.Y)

This property does not fire Changed or the signal returned from GetPropertyChangedSignal. Use the Mouse.Move event instead.

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

Code samples: View on Creator Hub (normalized-mouse-position).

Events

NameType / ReturnsDescription
Mouse.Button1DownFires when the left mouse button is pressed.
Mouse.Button1UpFires when the left mouse button is released.
Mouse.Button2DownFires when the right mouse button is pressed.
Mouse.Button2UpFired when the right mouse button is released.
Mouse.IdleFired during every heartbeat that the mouse isn't being passed to another mouse event.
Mouse.KeyDownFires when a Key is pressed.
Mouse.keyDown
Mouse.KeyUpFires when a Key is released.
Mouse.MoveFired when the mouse is moved.
Mouse.WheelBackwardFires when the mouse wheel is scrolled backwards.
Mouse.WheelForwardFires when the mouse wheel is scrolled forwards.

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.

Mouse.Button1Down

This event fires when the player presses their left mouse button. Note that this can be accessed from a Tool; for example, when placed in a LocalScript, the code below prints Button1Down whenever the left mouse button is pressed.

local tool = script.Parent  -- Make sure this is a Tool object

tool.Equipped:Connect(function(mouse)
	mouse.Button1Down:Connect(function()
		print("Button1Down")
	end)
end)

You can find out the position of the mouse in world space and if it's pointing at any BasePart using the Hit and Target properties.

FieldValue
securityNone
capabilities["Input"]

Mouse.Button1Up

This event fires when the player releases their left mouse button. Note that this can be accessed from a Tool; for example, when placed in a LocalScript, the code below prints Button1Up whenever the left mouse button is released.

local tool = script.Parent  -- Make sure this is a Tool object

tool.Equipped:Connect(function(mouse)
	mouse.Button1Up:Connect(function()
		print("Button1Up")
	end)
end)

You can find out the position of the mouse in world space and if it's pointing at any BasePart using the Hit and Target properties.

FieldValue
securityNone
capabilities["Input"]

Mouse.Button2Down

This event fires when the player presses their right mouse button. Note that this can be accessed from a Tool; for example, when placed in a LocalScript, the code below prints Button2Down whenever the right mouse button is pressed.

local tool = script.Parent  -- Make sure this is a Tool object

tool.Equipped:Connect(function(mouse)
	mouse.Button2Down:Connect(function()
		print("Button2Down")
	end)
end)

You can find out the position of the mouse in world space and if it's pointing at any BasePart using the Hit and Target properties.

FieldValue
securityNone
capabilities["Input"]

Mouse.Button2Up

This event fires when the player releases their right mouse button. Note that this can be accessed from a Tool; for example, when placed in a LocalScript, the code below prints Button2Up whenever the right mouse button is released.

local tool = script.Parent  -- Make sure this is a Tool object

tool.Equipped:Connect(function(mouse)
	mouse.Button2Up:Connect(function()
		print("Button2Up")
	end)
end)

You can find out the position of the mouse in world space and if it's pointing at any BasePart using the Hit and Target properties.

FieldValue
securityNone
capabilities["Input"]

Mouse.Idle

Fired during every heartbeat that the mouse isn't being passed to another mouse event.

Note, this event should not be used to determine when the mouse is still. As it fires every heartbeat it will fire between Mouse.Move events.

For information on how to obtain the Mouse object, please see the Mouse page.

Developers can find out the position of the mouse in world-space, and if it is pointing at any BasePart using the Mouse.Hit and Mouse.Target properties.

Note, developers are recommended to use UserInputService instead of the Mouse object in new work.

FieldValue
securityNone
capabilities["Input"]

Code samples: View on Creator Hub (Mouse-Idle1).

Mouse.KeyDown

Deprecated. Mouse events have been superseded by UserInputService which should be used in all new work.

This event fires when a Key is pressed, with the passed argument being the key that was pressed.

Note:

Parameters

NameTypeDefaultDescription
keystring
FieldValue
tags["Deprecated"]
securityNone
capabilities["Input"]

Code samples: View on Creator Hub (Mouse-KeyDown1).

Mouse.keyDown

Deprecated. This event is a deprecated variant of Mouse.KeyDown which has also been deprecated. Neither event should be used in new work.

Parameters

NameTypeDefaultDescription
keystring
FieldValue
tags["Deprecated"]
securityNone
capabilities["Input"]

Mouse.KeyUp

Deprecated. Mouse events have been superseded by UserInputService which should be used in all new work.

This event is fired when a Key is released, with the passed argument being the key that was released.

Note:

Parameters

NameTypeDefaultDescription
keystring
FieldValue
tags["Deprecated"]
securityNone
capabilities["Input"]

Code samples: View on Creator Hub (Mouse-KeyUp1).

Mouse.Move

Fired when the mouse is moved.

Note, this event is fired when the mouse's position is updated, therefore it will fire repeatedly while being moved.

For information on how to obtain the Mouse object, please see the Mouse page.

Developers can find out the position of the mouse in world-space, and if it is pointing at any BasePart using the Mouse.Hit and Mouse.Target properties.

mouse.Move:Connect(function()
	local position = mouse.Hit.p
	local target = mouse.Target
	print(target, position)
end)

Note, developers are recommended to use UserInputService instead of the Mouse object in new work.

FieldValue
securityNone
capabilities["Input"]

Code samples: View on Creator Hub (move-parts-with-the-mouse).

Mouse.WheelBackward

The WheelBackward event fires when the mouse wheel is scrolled backwards. Possible uses for this event include toggling a gun's scope in a first person shooter (FPS) or zooming the player's camera.

This can be used alongside the scrolling forward event, Mouse.WheelForward.

For information on how to obtain the Mouse object, please see the Mouse page.

Note, developers are recommended to use UserInputService instead of the Mouse object in new work.

FieldValue
securityNone
capabilities["Input"]

Code samples: View on Creator Hub (Mouse-WheelBackward1).

Mouse.WheelForward

The WheelForward event fires when the mouse wheel is scrolled forwards. Possible uses for this event include toggling a gun's scope in a first person shooter (FPS) or zooming the player's camera.

This can be used alongside the scrolling backward event, Mouse.WheelBackward.

For information on how to obtain the Mouse object, please see the Mouse page.

Note, developers are recommended to use UserInputService instead of the Mouse object in new work.

FieldValue
securityNone
capabilities["Input"]

Code samples: View on Creator Hub (Mouse-WheelForward1).

Methods

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