When parented to a ViewportFrame, WorldModel extends limited physics for its children on to that ViewportFrame. For example, BaseParts that are parented to the WorldModel can be animated and spatially queried (for example by raycasts) but those parts are not simulated. Furthermore, you can put Humanoid characters in the WorldModel and their joints will be set up correctly for animation.
WorldModel also exposes the UseWorkspaceCollisionGroups property to determine whether it uses Workspace collision groups or its own independent collision groups for queries.
To avoid possible performance issues, make sure to only create WorldModels when you want to show them and to delete WorldModels that are currently not in use.
Editor-only property that reads and sets the world CFrame of the PVInstance's pivot, moving the entire instance when changed from the Studio Properties window.
Moves the specified part to the specified location via inverse kinematics rather than moving it there directly, to ensure any joints, constraints, or collisions that part is participating in remain physically satisfied.
Returns a boolean indicating whether there are no BaseParts within the given Region3, ignoring any BaseParts that are descendants of the objects within the given ignore list.
Sets this model to be persistent for the specified player. ModelStreamingMode must be set to PersistentPerPlayer for behavior to be changed as a result of addition.
Returns all the Player objects that this model object is persistent for. Behavior varies based on whether this method is called from a Script or a LocalScript.
Makes this model no longer persistent for the specified player. ModelStreamingMode must be set to PersistentPerPlayer for behavior to be changed as a result of removal.
Sets the scale factor of the model, adjusting the sizing and location of all descendant Instances such that they have that scale factor relative to their initial sizes and locations when scale factor was 1.
Sets the identity rotation of the given model, allowing you to reset the rotation of the entire model later, through the use of the ResetOrientationToIdentity method.
Shifts a Model by the given Vector3 offset, preserving the model's orientation. If another BasePart or Terrain already exists at the new position then the Model will overlap said object.