Source: Roblox Creator Hub · CC BY 4.0 · View source · Code samples: MIT Imported 2026-10-03. Formatting adapted for this site.
StarterPlayer
Inherits from: Instance → Object
A service which allows the defaults of properties in the Player object to be set. When a player enters the server, each property of the player object is set to the current value of the corresponding property in StarterPlayer.
Additionally, you may add four objects to this service:
- A
StarterPlayerScriptsinstance with scripts that run once for each player. - A
StarterCharacterScriptsinstance with scripts to add to each player's character every time they spawn. - A
Humanoidinstance namedStarterHumanoidwhich will be used as the default humanoid for each player's character. - A
Modelinstance namedStarterCharacterwhich will be used as the character model for all players.
Inherits from: Instance
Memory category: Instances
Tags: NotCreatable, Service
Properties
| Name | Type / Returns | Description |
|---|---|---|
| StarterPlayer.AllowCustomAnimations | boolean | Describes the current game's permission levels regarding custom avatar animations from the website. |
| StarterPlayer.AutoJumpEnabled | boolean | Sets whether the character will automatically jump when hitting an obstacle on a mobile device. |
| StarterPlayer.AvatarJointUpgrade | RolloutState | Controls whether avatars spawn with AnimationConstraint joints for physical simulation. |
| StarterPlayer.CameraMaxZoomDistance | float | The maximum distance the player's default camera is allowed to zoom out in studs. |
| StarterPlayer.CameraMinZoomDistance | float | The minimum distance in studs the player's default camera is allowed to zoom in. |
| StarterPlayer.CameraMode | CameraMode | Changes the default camera's mode to either first or third person. |
| StarterPlayer.CharacterBreakJointsOnDeath | boolean | Determines the starting value of Humanoid.BreakJointsOnDeath for Player.Character. |
| StarterPlayer.CharacterJumpHeight | float | Determines the starting value of Humanoid.JumpHeight for Player.Character. |
| StarterPlayer.CharacterJumpPower | float | Determines the starting value of Humanoid.JumpPower for Player.Character. |
| StarterPlayer.CharacterMaxSlopeAngle | float | Determines the starting value of Humanoid.MaxSlopeAngle for Player.Character. |
| StarterPlayer.CharacterUseJumpPower | boolean | Determines the starting state of Humanoid.UseJumpPower for Player.Character. |
| StarterPlayer.CharacterWalkSpeed | float | Determines the starting value of Humanoid.WalkSpeed for Player.Character. |
| StarterPlayer.ClassicDeath | boolean | Controls whether the character uses the classic death behavior when the Humanoid's health reaches zero. |
| StarterPlayer.CreateDefaultPlayerModule | boolean | Controls how the default player module and related scripts are handled. |
| StarterPlayer.DevCameraOcclusionMode | DevCameraOcclusionMode | Sets how the default camera handles objects between the camera and the player. |
| StarterPlayer.DevComputerCameraMovementMode | DevComputerCameraMovementMode | Lets you overwrite the player's camera mode on a computer. |
| StarterPlayer.DevComputerMovementMode | DevComputerMovementMode | Lets you overwrite the player's movement mode on a computer. |
| StarterPlayer.DevTouchCameraMovementMode | DevTouchCameraMovementMode | Lets you overwrite the player's camera mode on a touch-enabled device. |
| StarterPlayer.DevTouchMovementMode | DevTouchMovementMode | Lets you overwrite the player's movement mode on a touch-enabled device. |
| StarterPlayer.EnableDynamicHeads | LoadDynamicHeads | Sets the use of dynamic heads. When true, enables the use of avatar heads with facial animation data. |
| StarterPlayer.EnableMouseLockOption | boolean | Determines if a player can toggle mouse lock by default. |
| StarterPlayer.HealthDisplayDistance | float | Sets the distance at which this player will see other Humanoid health bars. If set to 0, the health bars will not be displayed. |
| StarterPlayer.LoadCharacterAppearance | boolean | Whether or not the appearance of a player's character should be loaded. |
| StarterPlayer.LoadCharacterLayeredClothing | LoadCharacterLayeredClothing | Indicates whether characters spawning into an experience will have layered clothing accessories equipped on them. |
| StarterPlayer.LuaCharacterController | CharacterControlMode | Sets the character controller mode used by the player's character. |
| StarterPlayer.NameDisplayDistance | float | Sets the distance at which this player will see other Humanoid names. |
| StarterPlayer.UserEmotesEnabled | boolean | Determines if user-owned emotes are loaded when loading avatars. |
Inherited from Instance
| Name | Type / Returns | Description |
|---|---|---|
| Instance.Archivable | boolean | Determines if an Instance and its descendants can be cloned using Instance:Clone(), and can be saved/published. |
| Instance.archivable | boolean | |
| Instance.Capabilities | SecurityCapabilities | The set of capabilities allowed to be used for scripts inside this container. |
| Instance.IsInSandbox | boolean | Indicates whether the instance is inside a sandboxed container. |
| Instance.Name | string | A non-unique identifier of the Instance. |
| Instance.Parent | Instance | Determines the hierarchical parent of the Instance. |
| Instance.PredictionMode | PredictionMode | Reflects the client-side prediction mode applied to the instance under server-authoritative physics. |
| Instance.RobloxLocked | boolean | A deprecated property that used to protect CoreGui objects. |
| Instance.Sandboxed | boolean | When enabled, the instance can only access abilities in its Capabilities list. |
| Instance.UniqueId | UniqueId | A unique identifier for the instance. |
Inherited from Object
| Name | Type / Returns | Description |
|---|---|---|
| Object.ClassName | string | A read-only string representing the class this Object belongs to. |
| Object.className | string |
StarterPlayer.AllowCustomAnimations
This property describes the current game's permission levels regarding custom avatar Animations from the website.
As such, this value cannot be changed from within the game. It can only be changed by changing the game's permission levels within the game's setting's page on the website.
This property is not intended for use in the game.
| Field | Value |
|---|---|
| type | boolean |
| tags | ["Hidden"] |
| security | {"read":"None","write":"RobloxScriptSecurity"} |
| thread safety | ReadSafe |
| category | Character |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["Players"] |
StarterPlayer.AutoJumpEnabled
This property sets whether the character will automatically jump when hitting an obstacle on a mobile device.
This property is copied from the StarterPlayer to a Player when they join the game. Following that. the value of this property is copied to Humanoid.AutoJumpEnabled property of the character's Humanoid on spawn. In other words, it is possible to set the auto-jump behavior on a per-character, per-player and per-game basis using these three properties.
| Field | Value |
|---|---|
| type | boolean |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Mobile |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["Players"] |
Code samples: View on Creator Hub (Auto-Jump-Toggle).
StarterPlayer.AvatarJointUpgrade
This property controls the rollout state of new AnimationConstraint joints in avatars. When disabled, avatars spawn with legacy Motor6Ds connecting their limbs. When enabled, avatars spawn with AnimationConstraints and BallSocketConstraints connecting their limbs. This makes it easier to write scripts that enable physical simulation, like arm strength and ragdoll falling down.
| Field | Value |
|---|---|
| type | RolloutState |
| tags | ["NotReplicated"] |
| security | {"read":"RobloxScriptSecurity","write":"RobloxScriptSecurity"} |
| thread safety | ReadSafe |
| category | Character |
| serialization | {"can_load":false,"can_save":false} |
| capabilities | ["Players"] |
StarterPlayer.CameraMaxZoomDistance
This property sets the maximum distance in studs the camera can be from the character with the default cameras.
This property sets the default value of Player.CameraMaxZoomDistance for each player who joins the game. If this value is set to a lower value than StarterPlayer.CameraMinZoomDistance it will be increased to CameraMinZoomDistance.
| Field | Value |
|---|---|
| type | float |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Camera |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["Players"] |
Code samples: View on Creator Hub (setting-camera-zoom-distance).
StarterPlayer.CameraMinZoomDistance
This property sets the minimum distance in studs the camera can be from the character with the default cameras.
This property sets the default value of Player.CameraMinZoomDistance for each player who joins the game. If this value is set to a higher value than StarterPlayer.CameraMaxZoomDistance it will be decreased to CameraMaxZoomDistance.
| Field | Value |
|---|---|
| type | float |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Camera |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["Players"] |
Code samples: View on Creator Hub (setting-camera-zoom-distance).
StarterPlayer.CameraMode
Sets the default value for Player.CameraMode for each player in the game. The camera has two modes:
First Person
In first person mode, the player's camera is zoomed all the way in. Unless there is a visible GUI present with the GuiButton.Modal property set to true, the mouse will be locked and the user's camera will turn as the mouse moves.
Third Person
In third person mode (default), the character can be seen in the camera. While in third person mode on Roblox:
- You may right-click and drag to rotate your camera, or use the arrow keys at the bottom right-hand corner of the screen.
- When you move your mouse, your camera does not change (unless you move the mouse to the end of the screen).
- When you press any of the arrow keys, the user's character will face in the corresponding arrow key's direction.
- You can zoom in and out freely.
| Field | Value |
|---|---|
| type | CameraMode |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Camera |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["Players"] |
Code samples: View on Creator Hub (playing-in-first-person).
StarterPlayer.CharacterBreakJointsOnDeath
This property determines the starting value of Humanoid.BreakJointsOnDeath for a player's Player.Character.
Note that AvatarJointUpgrade must be enabled for this property to take effect.
| Field | Value |
|---|---|
| type | boolean |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Character |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["Players"] |
StarterPlayer.CharacterJumpHeight
This property determines the starting value of Humanoid.JumpHeight for a player's Player.Character in studs, with a default of 7.2.
This property is only visible in the Properties window If CharacterUseJumpPower is set to false, as it would not be relevant otherwise.
Since this property is only relevant for characters being spawned in the future, changing it will not change any existing player characters. Changes to this property will only take effect when a player respawns.
| Field | Value |
|---|---|
| type | float |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Character Jump Settings |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["Players"] |
StarterPlayer.CharacterJumpPower
This property determines the starting value of Humanoid.JumpPower for a player's Player.Character, with a default of 50, minimum of 0, and maximum of 1000.
This property is only visible in the Properties window If CharacterUseJumpPower is set to true, as it would not be relevant otherwise.
Since this property is only relevant for characters being spawned in the future, changing it will not change any existing player characters. Changes to this property will only take effect when a player respawns.
| Field | Value |
|---|---|
| type | float |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Character Jump Settings |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["Players"] |
StarterPlayer.CharacterMaxSlopeAngle
This property determines the starting value of Humanoid.MaxSlopeAngle for a player's Player.Character in degrees. It defaults to 89, so humanoids can climb pretty much any slope they want by default.
Since this property is only relevant for characters being spawned in the future, changing it will not change any existing player characters. Changes to this property will only take effect when a player respawns.
| Field | Value |
|---|---|
| type | float |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Character |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["Players"] |
StarterPlayer.CharacterUseJumpPower
This property determines the starting value of Humanoid.UseJumpPower for a player's Player.Character. Toggling it will change which property is visible in the Properties window (CharacterJumpHeight if false or CharacterJumpPower if true). Defaults to true.
Since this property is only relevant for characters being spawned in the future, changing it will not change any existing player characters. Changes to this property will only take effect when a player respawns.
| Field | Value |
|---|---|
| type | boolean |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Character Jump Settings |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["Players"] |
StarterPlayer.CharacterWalkSpeed
This property determines the starting value of Humanoid.WalkSpeed for a player's Player.Character with a default of 16.
Since this property is only relevant for characters being spawned in the future, changing it will not change any existing player characters. Changes to this property will only take effect when a player respawns.
| Field | Value |
|---|---|
| type | float |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Character |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["Players"] |
StarterPlayer.ClassicDeath
When enabled, the character uses the classic death behavior (joints break apart and parts scatter). When disabled, characters spawn with Humanoid.BreakJointsOnDeath = false, and will ragdoll when they die.
| Field | Value |
|---|---|
| type | boolean |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Character |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["Players"] |
StarterPlayer.CreateDefaultPlayerModule
This property is only visible when Workspace.PlayerScriptsUseInputActionSystem is enabled. When set to true (default), the PlayerModule injection point occurs at StarterPlayer. When set to false, the default camera and control scripts will not be added to the place.
| Field | Value |
|---|---|
| type | boolean |
| tags | ["NotScriptable"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Controls |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["Players"] |
StarterPlayer.DevCameraOcclusionMode
Defines how the default camera scripts handle objects between the camera and the camera subject. Applies to all players as they join the experience and can't be changed for individual players.
The default value is Zoom (0). See DevCameraOcclusionMode for a list of available modes.
| Field | Value |
|---|---|
| type | DevCameraOcclusionMode |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Camera |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["Players"] |
StarterPlayer.DevComputerCameraMovementMode
This property lets you overwrite the player's camera mode on a computer.
If set to UserChoice, the player's camera movement mode will be determined by whatever they set in the experience's settings. Otherwise, the mode will be set based on this property.
This property does not affect players who are not on a computer.
| Field | Value |
|---|---|
| type | DevComputerCameraMovementMode |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Camera |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["Players"] |
StarterPlayer.DevComputerMovementMode
This property lets you overwrite the player's movement mode on a computer.
If set to UserChoice, the player's movement mode will be determined by whatever they set in the experience's settings. Otherwise, the mode will be set based on this property.
This property does not affect players who are not on a computer.
| Field | Value |
|---|---|
| type | DevComputerMovementMode |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Controls |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["Players"] |
StarterPlayer.DevTouchCameraMovementMode
This property lets you overwrite the player's camera mode on a touch-enabled device.
If set to UserChoice, the player's camera movement mode will be determined by whatever they set in the experience's settings. Otherwise, the mode will be set based on this property.
This property does not affect players who are not on a touch-enabled device.
| Field | Value |
|---|---|
| type | DevTouchCameraMovementMode |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Camera |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["Players"] |
StarterPlayer.DevTouchMovementMode
Lets you overwrite the player's movement mode on a touch-enabled device.
If set to UserChoice, the player's movement mode will be determined by whatever they set in the experience's settings. Otherwise, the mode will be set based on this property.
This property does not affect players who are not on a touch-enabled device.
| Field | Value |
|---|---|
| type | DevTouchMovementMode |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Controls |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["Players"] |
StarterPlayer.EnableDynamicHeads
Sets the use of dynamic heads. When true, enables the use of avatar heads with facial animation data.
| Field | Value |
|---|---|
| type | LoadDynamicHeads |
| tags | ["NotScriptable"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Character |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["Players"] |
StarterPlayer.EnableMouseLockOption
This property determines if a player can toggle mouse lock by default.
Mouselock will lock the player's cursor to the center of the screen. Moving the mouse will rotate the Camera and Player will move relative to the current rotation of the camera.
This property sets the value of Player.DevEnableMouseLock.
Note that shift-lock related APIs are in the process of being deprecated, so it's recommended to use UserInputService.MouseBehavior instead to lock the mouse.
| Field | Value |
|---|---|
| type | boolean |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Controls |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["Players"] |
Code samples: View on Creator Hub (enabling-a-player-s-mouse-lock).
StarterPlayer.HealthDisplayDistance
This property sets the distance in studs at which this player will see other Humanoid health bars. If set to 0, the health bars will not be displayed. This property is set to 100 studs by default.
To change the display distance for a player once they join the game, you can set the Player.HealthDisplayDistance property.
If a Humanoid health bar is visible, you can set the display type using Humanoid.DisplayDistanceType.
| Field | Value |
|---|---|
| type | float |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["Players"] |
Code samples: View on Creator Hub (hiding-player-health-and-names).
StarterPlayer.LoadCharacterAppearance
This property sets whether or not the appearance of a player's character should be loaded.
Setting this to false results in the player having no clothes (including hats), body colors, body packages or anything else related to the appearance of the player's avatar. By default, this property is set to true.
Setting this to true results in the player loading the appearance corresponding to the player's Player.CharacterAppearanceId.
If Player:LoadCharacterWithHumanoidDescriptionAsync() is used, it can be advantageous to set StarterPlayer.LoadCharacterAppearance to false as the player's avatar is not required as all asset IDs to equip on the character will come from the passed in HumanoidDescription.
| Field | Value |
|---|---|
| type | boolean |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Character |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["Players"] |
Code samples: View on Creator Hub (disabling-a-player-s-appearance).
StarterPlayer.LoadCharacterLayeredClothing
Indicates whether characters spawning into an experience will have layered clothing accessories equipped on them (Although Workspace.MeshPartHeadsAndAccessories also need to be enabled in the Workspace).
This property also gates the WrapLayer.AutoSkin feature. When set to Disabled, the automatic skinning transfer pipeline for WrapLayers does not run, and WrapLayer.AutoSkin has no effect. For more information, see Automatic Skinning Transfer.
| Field | Value |
|---|---|
| type | LoadCharacterLayeredClothing |
| tags | ["NotReplicated","NotScriptable"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Character |
| serialization | {"can_load":false,"can_save":false} |
| capabilities | ["Players"] |
StarterPlayer.LuaCharacterController
Determines which character controller implementation drives the player's character movement. Accepts a value from CharacterControlMode: Default, Legacy, NoCharacterController, or LuaCharacterController.
| Field | Value |
|---|---|
| type | CharacterControlMode |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Controls |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["Players"] |
StarterPlayer.NameDisplayDistance
Sets the distance at which this player will see other Humanoid names. If set to 0, names are hidden. This property is set to 100 studs by default.
To change the display distance for a player once they join the game, you can set the Player.NameDisplayDistance property.
If a Humanoid name is visible, you can set the display type using Humanoid.DisplayDistanceType.
| Field | Value |
|---|---|
| type | float |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["Players"] |
Code samples: View on Creator Hub (hiding-player-health-and-names).
StarterPlayer.UserEmotesEnabled
This property determines if user-owned emotes are loaded when loading avatars. Setting this property to false disables loading. Developers can set the property in Studio directly.
When emote loading is disabled, the emotes UI will still work as long as developers choose to use the emotes feature by adding emotes within their game.
See also Avatar Emotes, an article detailing how to control, customize, and play avatar emotes.
| Field | Value |
|---|---|
| type | boolean |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Character |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["Players"] |
Methods
Inherited from Instance
| Name | Type / Returns | Description |
|---|---|---|
| Instance:AddTag | () | Applies a tag to the instance. |
| Instance:children | Instances | Returns an array of the object's children. |
| Instance:ClearAllChildren | () | This method destroys all of an instance's children. |
| Instance:Clone | Instance | Create a copy of an instance and all its descendants, ignoring instances that are not Archivable. |
| Instance:clone | Instance | |
| 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:FindFirstAncestor | Instance? | Returns the first ancestor of the Instance whose Instance.Name is equal to the given name. |
| Instance:FindFirstAncestorOfClass | Instance? | Returns the first ancestor of the Instance whose Object.ClassName is equal to the given className. |
| Instance:FindFirstAncestorWhichIsA | Instance? | Returns the first ancestor of the Instance for whom Object:IsA() returns true for the given className. |
| Instance:FindFirstChild | Instance? | Returns the first child of the Instance found with the given name. |
| Instance:findFirstChild | Instance | |
| Instance:FindFirstChildOfClass | Instance? | Returns the first child of the Instance whose ClassName is equal to the given class name. |
| Instance:FindFirstChildWhichIsA | Instance? | Returns the first child of the Instance for whom Object:IsA() returns true for the given className. |
| Instance:FindFirstDescendant | Instance? | Returns the first descendant found with the given Instance.Name. |
| Instance:GetActor | Actor? | Returns the Actor associated with the Instance, if any. |
| Instance:GetAttribute | Variant | Returns the value which has been assigned to the given attribute name. |
| Instance:GetAttributeChangedSignal | RBXScriptSignal | Returns an event that fires when the given attribute changes. |
| Instance:GetAttributes | Dictionary | Returns a dictionary of the instance's attributes. |
| Instance:GetChildren | Instances | Returns an array containing all of the instance's children. |
| Instance:getChildren | Instances | |
| Instance:GetDebugId | string | Returns a coded string of the debug ID used internally by Roblox. |
| Instance:GetDescendants | Instances | Returns an array containing all of the descendants of the instance. |
| Instance:GetFullName | string | Returns a string describing the instance's ancestry. |
| Instance:GetStyled | Variant | Returns the styled or explicitly modified value of the specified property, or else the default property value if it hasn't been styled/modified. |
| Instance:GetStyledPropertyChangedSignal | RBXScriptSignal | Returns an event that fires when the given style property changes on the instance. |
| Instance:GetTags | Array | Gets an array of all tags applied to the instance. |
| Instance:HasTag | boolean | Check whether the instance has a given tag. |
| Instance:IsAncestorOf | boolean | Returns true if an Instance is an ancestor of the given descendant. |
| Instance:IsDescendantOf | boolean | Returns true if an Instance is a descendant of the given ancestor. |
| Instance:isDescendantOf | boolean | |
| Instance:IsPropertyModified | boolean | Returns true if the value stored in the specified property is not equal to the code-instantiated default. |
| Instance:QueryDescendants | Instances | Returns 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:WaitForChild | Instance | Returns 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
| Name | Type / Returns | Description |
|---|---|---|
| Object:GetPropertyChangedSignal | RBXScriptSignal | Get an event that fires when a given property of the object changes. |
| Object:IsA | boolean | Returns true if an object's class matches or inherits from a given class. |
| Object:isA | boolean |
Events
Inherited from Instance
| Name | Type / Returns | Description |
|---|---|---|
| Instance.AncestryChanged | Fires when the Instance.Parent property of this object or one of its ancestors is changed. | |
| Instance.AttributeChanged | Fires whenever an attribute is changed on the Instance. | |
| Instance.ChildAdded | Fires after an object is parented to this Instance. | |
| Instance.childAdded | ||
| Instance.ChildRemoved | Fires after a child is removed from this Instance. | |
| Instance.DescendantAdded | Fires after a descendant is added to the Instance. | |
| Instance.DescendantRemoving | Fires immediately before a descendant of the Instance is removed. | |
| Instance.Destroying | Fires immediately before (or is deferred until after) the instance is destroyed via Instance:Destroy(). | |
| Instance.StyledPropertiesChanged | Fires whenever any style property is changed on the instance, including when a property is set to nil. |
Inherited from Object
| Name | Type / Returns | Description |
|---|---|---|
| Object.Changed | Fires immediately after a property of the object changes, with some limitations. |