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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.

TextButton

Inherits from: GuiButton → GuiObject → GuiBase2d → GuiBase → Instance → Object

A TextButton behaves similarly to TextLabel in regards to rendering, with the additional behaviors of a GuiButton.

You can disable text rendering by setting TextTransparency to 1. This will result in a plain rectangle that can be used as a button.

Inherits from: GuiButton

Memory category: Gui

Properties

NameType / ReturnsDescription
TextButton.ContentTextstringA copy of TextButton.Text that contains exactly what is being rendered by the TextButton.
TextButton.FontEnum.FontDetermines the font used to render text.
TextButton.FontFaceDatatype.FontDetermines the font used to render text.
TextButton.FontSizeFontSizeDetermines the font size to be used.
TextButton.LineHeightfloatScales the spacing between lines of text in the TextButton.
TextButton.LocalizedTextstringSets whether a TextButton should be GuiBase2d.Localize or not.
TextButton.MaxVisibleGraphemesintThe maximum number of graphemes the TextButton can show.
TextButton.OpenTypeFeaturesstringApplies OpenType font features, such as stylistic sets, to the text rendered by the TextButton.
TextButton.OpenTypeFeaturesErrorstringRead-only property that contains the error message, if any, produced while applying OpenTypeFeatures.
TextButton.RichTextbooleanDetermines whether the TextButton renders its text using rich text formatting.
TextButton.TextstringDetermines the string rendered by the TextButton.
TextButton.TextBoundsVector2Read-only property which reflects the absolute size of rendered text in offsets.
TextButton.TextColorBrickColorDetermines the color of text.
TextButton.TextColor3Color3Determines the color of rendered text.
TextButton.TextDirectionTextDirectionDirection in which the text is rendered.
TextButton.TextFitsbooleanA boolean representation of whether the button's text fits within the size of it.
TextButton.TextScaledbooleanChanges whether text is resized to fit within the TextButton.
TextButton.TextSizefloatDetermines the line height of text in offsets.
TextButton.TextStrokeColor3Color3Determines the color of the text stroke (outline).
TextButton.TextStrokeTransparencyfloatDetermines the transparency of the text stroke (outline).
TextButton.TextTransparencyfloatDetermines the transparency of rendered text.
TextButton.TextTruncateTextTruncateControls the truncation of the text displayed in the TextButton.
TextButton.TextWrapbooleanDetermines whether or not text should wrap at the edges of the TextButton element's space.
TextButton.TextWrappedbooleanDetermines if text wraps to multiple lines within the TextButton element's space, truncating excess text.
TextButton.TextXAlignmentTextXAlignmentDetermines the horizontal alignment of rendered text.
TextButton.TextYAlignmentTextYAlignmentDetermines the vertical alignment of rendered text.

Inherited from GuiButton

NameType / ReturnsDescription
GuiButton.AutoButtonColorbooleanDetermines whether the button automatically changes color when the mouse hovers over or clicks on it.
GuiButton.HoverHapticEffectHapticEffectA HapticEffect instance that will play when the GuiButton is being hovered.
GuiButton.ModalbooleanIf true while the GUI element is visible, the mouse will not be locked unless the right mouse button is down.
GuiButton.PressHapticEffectHapticEffectA HapticEffect instance that will play when the GuiButton is being pressed.
GuiButton.SelectedbooleanA boolean property which indicates whether the object has been selected.
GuiButton.StyleButtonStyleSets the style of the GuiButton based on a list of pre-determined styles.

Inherited from GuiObject

NameType / ReturnsDescription
GuiObject.ActivebooleanDetermines whether this UI element sinks input.
GuiObject.AnchorPointVector2Determines the origin point of a GuiObject, relative to its absolute size.
GuiObject.AutomaticSizeAutomaticSizeDetermines whether resizing occurs based on child content.
GuiObject.BackgroundColorBrickColorDetermines the color of the GuiObject background.
GuiObject.BackgroundColor3Color3Determines the GuiObject background color.
GuiObject.BackgroundTransparencyfloatDetermines the transparency of the GuiObject background and border.
GuiObject.BorderColorBrickColorDetermines the color of the GuiObject border.
GuiObject.BorderColor3Color3Determines the color of the GuiObject border.
GuiObject.BorderModeBorderModeDetermines in what manner the GuiObject border is laid out relative to its dimensions.
GuiObject.BorderSizePixelintDetermines the pixel width of the GuiObject border.
GuiObject.ClipsDescendantsbooleanDetermines if descendant GuiObjects outside of the bounds of a parent GUI element should render.
GuiObject.DraggablebooleanDetermines whether a GuiObject (and its descendants) can be dragged around the screen.
GuiObject.GuiStateGuiStateDetermines whether the player's mouse is being actively pressed on the GuiObject or not.
GuiObject.InputSinkInputSinkControls whether, and how, the GuiObject sinks input that occurs over it.
GuiObject.InteractablebooleanDetermines whether the GuiButton can be interacted with or not, or if the GuiState of the GuiObject is changing or not.
GuiObject.LayoutOrderintControls the sort order of the GuiObject when used with a UIGridStyleLayout.
GuiObject.NextSelectionDownGuiObjectSets the GuiObject which will be selected when the gamepad selector is moved downward.
GuiObject.NextSelectionLeftGuiObjectSets the GuiObject which will be selected when the gamepad selector is moved to the left.
GuiObject.NextSelectionRightGuiObjectSets the GuiObject which will be selected when the gamepad selector is moved to the right.
GuiObject.NextSelectionUpGuiObjectSets the GuiObject which will be selected when the gamepad selector is moved upward.
GuiObject.PositionUDim2Determines the pixel and scalar position of the GuiObject.
GuiObject.RotationfloatDetermines the number of degrees by which the GuiObject is rotated.
GuiObject.SelectablebooleanDetermine whether the GuiObject can be selected by a gamepad.
GuiObject.SelectionImageObjectGuiObjectOverrides the default selection adornment used for gamepads.
GuiObject.SelectionOrderintThe order of GuiObjects selected by the gamepad UI selection.
GuiObject.SizeUDim2Determines the pixel and scalar size of the GuiObject.
GuiObject.SizeConstraintSizeConstraintSets the Size axes that the GuiObject will be based on, relative to the size of its parent.
GuiObject.TransparencyfloatA mixed property of BackgroundTransparency and TextTransparency.
GuiObject.VisiblebooleanDetermines whether the GuiObject and its descendants will be rendered.
GuiObject.ZIndexintDetermines the order in which a GuiObject renders relative to others.

Inherited from GuiBase2d

NameType / ReturnsDescription
GuiBase2d.AbsolutePositionVector2Describes the actual screen position of a GuiBase2d element, in pixels.
GuiBase2d.AbsoluteRotationfloatDescribes the actual screen rotation of a GuiBase2d element, in degrees.
GuiBase2d.AbsoluteSizeVector2Describes the actual screen size of a GuiBase2d element, in pixels.
GuiBase2d.AutoLocalizebooleanWhen set to true, localization will be applied to this GuiBase2d and its descendants.
GuiBase2d.LocalizebooleanAutomatically set to true when a localization table's LocalizationTable.Root targets this object, or an ancestor of this object.
GuiBase2d.RootLocalizationTableLocalizationTableA reference to a LocalizationTable to be used to apply automated localization to this GuiBase2d and its descendants.
GuiBase2d.SelectionBehaviorDownSelectionBehaviorCustomizes gamepad selection behavior in the down direction.
GuiBase2d.SelectionBehaviorLeftSelectionBehaviorCustomizes gamepad selection behavior in the left direction.
GuiBase2d.SelectionBehaviorRightSelectionBehaviorCustomizes gamepad selection behavior in the right direction.
GuiBase2d.SelectionBehaviorUpSelectionBehaviorCustomizes gamepad selection behavior in the up direction.
GuiBase2d.SelectionGroupbooleanAllows customization of gamepad selection movement.

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

TextButton.ContentText

This property provides a copy of Text that contains exactly what is being rendered by the TextButton. This is useful for eliminating style tags used for rich text markup; for example, when RichText is enabled, the ContentText property shows the text as it appears to the user.

RichText Text ContentText
false <b>Hello,<br/> world!</b> <b>Hello,<br/> world!</b>
true <b>Hello,<br/> world!</b> Hello,
world!
FieldValue
typestring
tags["ReadOnly","NotReplicated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryText
serialization{"can_load":false,"can_save":false}
capabilities["UI"]

TextButton.Font

This property selects one of several pre-defined fonts with which the TextButton will render its text. Some fonts have bold, italic and/or light variants.

With the exception of the Font.Legacy font, each font will render text with the line height equal to the TextSize property.

The Font.Code font is the only monospace font. It has the unique property that each character has the exact same width and height ratio of 1:2, where the width of each character is approximately half the TextSize property.

This property is kept in sync with the FontFace property.

FieldValue
typeEnum.Font
tags["Hidden","NotReplicated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryText
serialization{"can_load":true,"can_save":false}
capabilities["UI"]

Code samples: View on Creator Hub (Show-All-Fonts).

TextButton.FontFace

This property is similar to the Font property but allows setting fonts that don't exist in Font.

This property is kept in sync with the Font property, such that when setting FontFace, the font is set to the corresponding Font value or to Font.Unknown if there are no matches.

FieldValue
typeDatatype.Font
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryText
serialization{"can_load":true,"can_save":true}
capabilities["UI"]

TextButton.FontSize

Deprecated. This property is deprecated in favor of TextSize which is an integer and not an enum and thus offers far more options for sizes.

This property determines the font size to be used.

FieldValue
typeFontSize
tags["NotReplicated","Deprecated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryText
serialization{"can_load":true,"can_save":false}
capabilities["UI"]

TextButton.LineHeight

Controls the height of lines as a multiple of the font's em square size by scaling the spacing between lines of text in the TextButton. Valid values range from 1.0 to 3.0, defaulting to 1.0.

FieldValue
typefloat
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryText
serialization{"can_load":true,"can_save":true}
capabilities["UI"]

TextButton.LocalizedText

This property sets whether a TextButton should regard GuiBase2d.Localize or not.

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

TextButton.MaxVisibleGraphemes

This property controls the maximum number of graphemes (or units of text) that are shown on the TextButton. It is primarily provided as an easy way to create a typewriter effect where the characters appear one at a time.

Changing the property does not change the position or size of the visible graphemes; the layout will be calculated as if all graphemes are visible.

Setting the property to -1 disables the limit and shows the entirety of the Text.

FieldValue
typeint
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryText
serialization{"can_load":true,"can_save":true}
capabilities["UI"]

TextButton.OpenTypeFeatures

A comma-separated list of OpenType feature tags applied to text rendered by the TextButton (for example, zero for slashed zeros). Whitespace around each tag is ignored. Defaults to an empty string, which applies no additional features.

Only a supported subset of tags is applied. If a tag can't be parsed, isn't supported, or uses unsupported partial enabling with brackets, all tags are discarded. OpenTypeFeaturesError.

FieldValue
typestring
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryText
serialization{"can_load":true,"can_save":true}
capabilities["UI"]

TextButton.OpenTypeFeaturesError

Read-only message produced when a tag in OpenTypeFeatures can't be applied — for example, when a tag fails to parse, isn't supported, or uses unsupported partial (bracketed) enabling. Empty while the current OpenTypeFeatures value applies successfully.

FieldValue
typestring
tags["ReadOnly","NotReplicated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryText
serialization{"can_load":false,"can_save":true}
capabilities["UI"]

TextButton.RichText

This property determines whether the TextButton renders its text using rich text markup to style sections of the string in bold, italics, specific colors, and more.

To use rich text, simply include rich text formatting tags in the Text string.

FieldValue
typeboolean
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryText
serialization{"can_load":true,"can_save":true}
capabilities["UI"]

TextButton.Text

This property determines the text content rendered by the TextButton. The visual properties of the string rendered to the screen is determined by TextColor3, TextTransparency, TextSize, Font, TextScaled, TextWrapped, TextXAlignment and TextYAlignment.

It is possible to render emoji such as 🔒 and other symbols which aren't affected by the TextColor3 property. These can be pasted into Script and LocalScript objects, as well as the field within the Properties window.

This property may contain newline characters. Similarly, this property may contain a tab character, but it will render as a space instead.

FieldValue
typestring
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryText
serialization{"can_load":true,"can_save":true}
capabilities["UI"]

Code samples: View on Creator Hub (Fading-Banner, Emoji-in-Text).

TextButton.TextBounds

This read-only property reflects the absolute size of rendered text in offsets, meaning that if you try to fit text into a rectangle, this property would reflect the minimum dimensions of the rectangle you'd need in order to fit the text.

Using TextService:GetTextSize(), you can predict what TextBounds will be given a string, Font, TextSize, and frame size.

FieldValue
typeVector2
tags["ReadOnly","NotReplicated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryText
serialization{"can_load":false,"can_save":false}
capabilities["UI"]

TextButton.TextColor

Deprecated. This item has been superseded by TextButton.TextColor3 which should be used in all new work.

This property determines the color of text.

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

TextButton.TextColor3

This property determines the color of all the text rendered by the TextButton element.

FieldValue
typeColor3
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryText
serialization{"can_load":true,"can_save":true}
capabilities["UI"]

Code samples: View on Creator Hub (Countdown-Text).

TextButton.TextDirection

TextDirection in which the text is rendered.

FieldValue
typeTextDirection
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryText
serialization{"can_load":true,"can_save":true}
capabilities["UI"]

TextButton.TextFits

A boolean representation of whether the button's text fits within the size of it.

FieldValue
typeboolean
tags["ReadOnly","NotReplicated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryText
serialization{"can_load":false,"can_save":false}
capabilities["UI"]

TextButton.TextScaled

This property determines whether text is scaled so that it fills the button's entire space. When enabled, TextSize is ignored and TextWrapped is automatically enabled. This property is useful for rendering text elements within BillboardGuis. When this property is used for on-screen UI, it may be helpful to use a UITextSizeConstraint to restrict the range of possible text sizes.

Automatic Sizing

It's recommended that you avoid usage of TextScaled and adjust UI to take advantage of the AutomaticSize property instead. Here are the core differences between the two properties:

Additionally, it's recommended that you avoid applying both AutomaticSize and TextScaled and to the same TextButton. AutomaticSize determines the maximum amount of available space that a GuiObject can use (in this case, text), while TextScaled uses the available space determined by AutomaticSize to scale the font size up to the maximum font size (100) if there are no size constraints.

FieldValue
typeboolean
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryText
serialization{"can_load":true,"can_save":true}
capabilities["UI"]

TextButton.TextSize

This property determines the height of one line of rendered text. The unit is in offsets, not points (which is used in most document editing programs). The Font.Legacy font does not hold this property.

FieldValue
typefloat
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryText
serialization{"can_load":true,"can_save":true}
capabilities["UI"]

TextButton.TextStrokeColor3

This property sets the color of the stroke, or outline, of rendered text. Along with TextStrokeTransparency, it determines the final visual appearance of the text stroke.

As a powerful alternative which supports color gradients, see UIStroke.

FieldValue
typeColor3
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryText
serialization{"can_load":true,"can_save":true}
capabilities["UI"]

TextButton.TextStrokeTransparency

This property sets the transparency of the stroke, or outline, of rendered text. Along with TextStrokeColor3, it determines the final visual appearance of the text stroke.

Note that text stroke is multiple renderings of the same transparency, so this property is essentially multiplicative on itself four times over. Therefore, it's recommended to set TextStrokeTransparency to a value in the range of 0.75 to 1 for more a more subtle effect.

As a powerful alternative which supports color gradients, see UIStroke.

FieldValue
typefloat
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryText
serialization{"can_load":true,"can_save":true}
capabilities["UI"]

TextButton.TextTransparency

This property determines the transparency of all the text rendered by the TextButton.

FieldValue
typefloat
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryText
serialization{"can_load":true,"can_save":true}
capabilities["UI"]

TextButton.TextTruncate

Controls the truncation of the text displayed in the TextButton.

FieldValue
typeTextTruncate
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryText
serialization{"can_load":true,"can_save":true}
capabilities["UI"]

TextButton.TextWrap

Deprecated. This item has been superseded by TextButton.TextWrapped which should be used in all new work.

This property determines whether or not text should wrap at the edges of the TextButton element's space.

FieldValue
typeboolean
tags["NotReplicated","Deprecated"]
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryText
serialization{"can_load":true,"can_save":false}
capabilities["UI"]

TextButton.TextWrapped

When enabled, this property will render text on multiple lines within a TextButton element's space so that TextBounds will never exceed the GuiBase2d.AbsoluteSize of the element. This is achieved by breaking long lines of text into multiple lines.

Line breaks will prefer whitespace; should a long unbroken word exceed the width of the element, that word will be broken into multiple lines.

If further line breaks would cause the vertical height of the text (the Y component of TextBounds) to exceed the vertical height of the element (the Y component of GuiBase2d.AbsoluteSize), then that line will not be rendered at all.

FieldValue
typeboolean
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryText
serialization{"can_load":true,"can_save":true}
capabilities["UI"]

TextButton.TextXAlignment

This property determines the horizontal alignment of text rendered within the object's space. It is used in conjunction with TextYAlignment to fully determine text alignment on both axes.

Note that this property won't affect the read-only properties TextBounds and TextFits.

FieldValue
typeTextXAlignment
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryText
serialization{"can_load":true,"can_save":true}
capabilities["UI"]

TextButton.TextYAlignment

This property determines the vertical alignment of text rendered within the object's space. It is used in conjunction with TextXAlignment to fully determine text alignment on both axes.

Note that this property won't affect the read-only properties TextBounds and TextFits.

FieldValue
typeTextYAlignment
security{"read":"None","write":"None"}
thread safetyReadSafe
categoryText
serialization{"can_load":true,"can_save":true}
capabilities["UI"]

Events

Inherited from GuiButton

NameType / ReturnsDescription
GuiButton.ActivatedFires when the button is activated.
GuiButton.MouseButton1ClickFires when the user's mouse fully left clicks the GuiButton.
GuiButton.MouseButton1DownFires when the user presses their left mouse button down on the GuiButton.
GuiButton.MouseButton1UpFires when the user releases their left mouse button off of the GuiButton.
GuiButton.MouseButton2ClickFires when the user's mouse fully right clicks the GuiButton.
GuiButton.MouseButton2DownFires when the user presses their right mouse button down on the GuiButton.
GuiButton.MouseButton2UpFires when the user releases their right mouse button off of the GuiButton.
GuiButton.SecondaryActivatedFires when the button's "secondary" input is activated.

Inherited from GuiObject

NameType / ReturnsDescription
GuiObject.DragBeginFired when a player begins dragging the object.
GuiObject.DragStoppedFired when a player stops dragging the object.
GuiObject.InputBeganFired when a user begins interacting via a Human-Computer Interface device (Mouse button down, touch begin, keyboard button down, etc).
GuiObject.InputChangedFired when a user changes how they're interacting via a Human-Computer Interface device (Mouse button down, touch begin, keyboard button down, etc).
GuiObject.InputEndedFired when a user stops interacting via a Human-Computer Interface device (Mouse button down, touch begin, keyboard button down, etc).
GuiObject.MouseEnterFires when a user moves their mouse into a GUI element.
GuiObject.MouseLeaveFires when a user moves their mouse out of a GUI element.
GuiObject.MouseMovedFires whenever a user moves their mouse while it is inside a GUI element.
GuiObject.MouseWheelBackwardFires when a user scrolls their mouse wheel back when the mouse is over a GUI element.
GuiObject.MouseWheelForwardFires when a user scrolls their mouse wheel forward when the mouse is over a GUI element.
GuiObject.SelectionGainedFired when the GuiObject is being focused on with the Gamepad selector.
GuiObject.SelectionLostFired when the Gamepad selector stops focusing on the GuiObject.
GuiObject.TouchLongPressFires when the player starts, continues and stops long-pressing the UI element.
GuiObject.TouchPanFires when the player moves their finger on the UI element.
GuiObject.TouchPinchFires when the player performs a pinch or pull gesture using two fingers on the UI element.
GuiObject.TouchRotateFires when the player performs a rotation gesture using two fingers on the UI element.
GuiObject.TouchSwipeFires when the player performs a swipe gesture on the UI element.
GuiObject.TouchTapFires when the player performs a tap gesture on the UI element.

Inherited from GuiBase2d

NameType / ReturnsDescription
GuiBase2d.SelectionChangedFires when the gamepad selection moves to, leaves, or changes within the connected GuiBase2d or any descendant GuiObjects.

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.

Methods

Inherited from GuiObject

NameType / ReturnsDescription
GuiObject:TweenPositionbooleanSmoothly moves a GUI to a new UDim2.
GuiObject:TweenSizebooleanSmoothly resizes a GuiObject to a new UDim2.
GuiObject:TweenSizeAndPositionbooleanSmoothly moves a GUI to a new size and position.

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