---
name: ForceField
last_updated: 2026-06-11T17:05:16Z
inherits:
  - Instance
  - Object
type: class
memory_category: Instances
summary: "Protects a Humanoid from taking damage dealt through the Humanoid:TakeDamage() method and protects BaseParts from having their joints broken due to an Explosion."
---

# Class: ForceField

> Protects a [Humanoid](/docs/reference/engine/classes/Humanoid.md) from taking damage dealt through the
> [Humanoid:TakeDamage()](/docs/reference/engine/classes/Humanoid.md) method and protects [BaseParts](/docs/reference/engine/classes/BasePart.md)
> from having their joints broken due to an [Explosion](/docs/reference/engine/classes/Explosion.md).

## Description

A **ForceField** protects a [Humanoid](/docs/reference/engine/classes/Humanoid.md) from taking damage dealt through
the [Humanoid:TakeDamage()](/docs/reference/engine/classes/Humanoid.md) method and protects
[BaseParts](/docs/reference/engine/classes/BasePart.md) from having their joints broken due to an
[Explosion](/docs/reference/engine/classes/Explosion.md). A new **ForceField** is created when a character spawns on
a [SpawnLocation](/docs/reference/engine/classes/SpawnLocation.md) and the [SpawnLocation.Duration](/docs/reference/engine/classes/SpawnLocation.md) property is
greater than zero.

#### Damage and Joints

A **ForceField** influences the instance it's parented to. When parented to a
[Model](/docs/reference/engine/classes/Model.md), it protects all of the [BaseParts](/docs/reference/engine/classes/BasePart.md) descending
from that model. If parented to a [BasePart](/docs/reference/engine/classes/BasePart.md), the part's joints will
only be protected if both the part and the part it's connected to also contain
a **ForceField**.

**ForceField** only protects [Humanoids](/docs/reference/engine/classes/Humanoid.md) from damage dealt by
the [Humanoid:TakeDamage()](/docs/reference/engine/classes/Humanoid.md) method. Humanoids can still be damaged by
setting [Humanoid.Health](/docs/reference/engine/classes/Humanoid.md) directly. For this reason, it's advised that
you use [Humanoid:TakeDamage()](/docs/reference/engine/classes/Humanoid.md) to assign damage while accounting for
force field protection.

#### Visualization

When [ForceField.Visible](/docs/reference/engine/classes/ForceField.md) is set to true, a particle effect is created.
A number of rules determine where this effect will be emitted from:

- When parented to a [Model](/docs/reference/engine/classes/Model.md), if the model includes a [Humanoid](/docs/reference/engine/classes/Humanoid.md)
  named **Humanoid** with [Humanoid.RigType](/docs/reference/engine/classes/Humanoid.md) set to R15, the effect will
  be emitted from the part named **UpperTorso**. Otherwise, the effect will be
  emitted from the part named **Torso**.
- When parented to a [BasePart](/docs/reference/engine/classes/BasePart.md) the effect will be emitted from the
  part's [BasePart.Position](/docs/reference/engine/classes/BasePart.md).

## Code Samples

**ForceField Instantiation**

This code sample includes a function that will give a Player a ForceField for
a specific duration.

```lua
local Players = game:GetService("Players")

local FORCE_FIELD_DURATION = 15

local function giveForcefield(player, duration)
	local character = player.Character
	if character then
		local forceField = Instance.new("ForceField")
		forceField.Visible = true
		forceField.Parent = character
		if duration then
			task.delay(duration, function()
				if forceField then
					forceField:Destroy()
				end
			end)
		end
	end
end

local function onPlayerAdded(player)
	player.CharacterAdded:Connect(function(_character)
		giveForcefield(player, FORCE_FIELD_DURATION)
	end)
end

Players.PlayerAdded(onPlayerAdded)
```

## Properties

### Property: ForceField.Visible

```json
{
  "type": "boolean",
  "access": "ReadWrite",
  "security": {
    "read": "None",
    "write": "None"
  },
  "serialization": {
    "can_load": true,
    "can_save": true
  },
  "thread_safety": "ReadSafe",
  "category": "Data",
  "capabilities": [
    "AvatarBehavior"
  ]
}
```

Determines whether or not the [ForceField](/docs/reference/engine/classes/ForceField.md) particle effect is
visible. Setting this to `false` lets you replace the default particle
effect with a custom effect as demonstrated in the following code sample.

**Custom ForceField Effect**

This sample includes a function that will replace the default ForceField
particle effect with an effect using ParticleEmitters that can be modified by
the developer.

```lua
local Players = game:GetService("Players")

local FORCE_FIELD_DURATION = 15

local function createCustomForcefield(player, duration)
	local character = player.Character
	if character then
		local humanoid = character:FindFirstChild("Humanoid")
		if humanoid then
			-- find the torso
			local torsoName = humanoid.RigType == Enum.HumanoidRigType.R15 and "UpperTorso" or "Torso"
			local torso = character:FindFirstChild(torsoName)
			if torso then
				-- create a forcefield
				local forceField = Instance.new("ForceField")
				forceField.Visible = false -- not visible
				-- create a particle effect
				local particleEmitter = Instance.new("ParticleEmitter")
				particleEmitter.Enabled = true
				particleEmitter.Parent = torso
				-- listen for the forcefield being removed
				forceField.AncestryChanged:Connect(function(_child, parent)
					if not parent then
						if particleEmitter and particleEmitter.Parent then
							particleEmitter:Destroy()
						end
					end
				end)
				-- parent the forcefield and set it to expire
				forceField.Parent = character
				if duration then
					task.delay(duration, function()
						if forceField then
							forceField:Destroy()
						end
					end)
				end
			end
		end
	end
end

local function onPlayerAdded(player)
	player.CharacterAdded:Connect(function(_character)
		createCustomForcefield(player, FORCE_FIELD_DURATION)
	end)
end

Players.PlayerAdded(onPlayerAdded)
```

## Inherited Members

### From [Instance](/docs/reference/engine/classes/Instance.md)

- **Property `Archivable`** (`boolean`): Determines if an Instance and its descendants can be cloned using
- **Property `archivable`** (`boolean`):  *(deprecated, hidden)*
- **Property `Capabilities`** (`SecurityCapabilities`): The set of capabilities allowed to be used for scripts inside this
- **Property `Name`** (`string`): A non-unique identifier of the Instance.
- **Property `Parent`** (`Instance`): Determines the hierarchical parent of the Instance.
- **Property `PredictionMode`** (`PredictionMode`): 
- **Property `RobloxLocked`** (`boolean`): A deprecated property that used to protect CoreGui objects. *(hidden)*
- **Property `Sandboxed`** (`boolean`): When enabled, the instance can only access abilities in its `Capabilities`
- **Property `UniqueId`** (`UniqueId`): A unique identifier for the instance.
- **Method `AddTag(tag: string): ()`**: Applies a tag to the instance.
- **Method `children(): Instances`**: Returns an array of the object's children. *(deprecated)*
- **Method `ClearAllChildren(): ()`**: This method destroys all of an instance's children.
- **Method `Clone(): Instance`**: Create a copy of an instance and all its descendants, ignoring instances
- **Method `clone(): Instance`**:  *(deprecated)*
- **Method `Destroy(): ()`**: Sets the Instance.Parent property to `nil`, locks the
- **Method `destroy(): ()`**:  *(deprecated)*
- **Method `FindFirstAncestor(name: string): Instance?`**: Returns the first ancestor of the Instance whose
- **Method `FindFirstAncestorOfClass(className: string): Instance?`**: Returns the first ancestor of the Instance whose
- **Method `FindFirstAncestorWhichIsA(className: string): Instance?`**: Returns the first ancestor of the Instance for whom
- **Method `FindFirstChild(name: string, recursive?: boolean): Instance?`**: Returns the first child of the Instance found with the given name.
- **Method `findFirstChild(name: string, recursive?: boolean): Instance`**:  *(deprecated)*
- **Method `FindFirstChildOfClass(className: string): Instance?`**: Returns the first child of the Instance whose
- **Method `FindFirstChildWhichIsA(className: string, recursive?: boolean): Instance?`**: Returns the first child of the Instance for whom
- **Method `FindFirstDescendant(name: string): Instance?`**: Returns the first descendant found with the given Instance.Name.
- **Method `GetActor(): Actor?`**: Returns the Actor associated with the Instance, if any.
- **Method `GetAttribute(attribute: string): Variant`**: Returns the value which has been assigned to the given attribute name.
- **Method `GetAttributeChangedSignal(attribute: string): RBXScriptSignal`**: Returns an event that fires when the given attribute changes.
- **Method `GetAttributes(): Dictionary`**: Returns a dictionary of the instance's attributes.
- **Method `GetChildren(): Instances`**: Returns an array containing all of the instance's children.
- **Method `getChildren(): Instances`**:  *(deprecated)*
- **Method `GetDebugId(scopeLength?: int): string`**: Returns a coded string of the debug ID used internally by Roblox.
- **Method `GetDescendants(): Instances`**: Returns an array containing all of the descendants of the instance.
- **Method `GetFullName(): string`**: Returns a string describing the instance's ancestry.
- **Method `GetStyled(name: string, selector: string?): Variant`**: Returns the styled or explicitly modified value of the specified property,
- **Method `GetStyledPropertyChangedSignal(property: string): RBXScriptSignal`**: 
- **Method `GetTags(): Array`**: Gets an array of all tags applied to the instance.
- **Method `HasTag(tag: string): boolean`**: Check whether the instance has a given tag.
- **Method `IsAncestorOf(descendant: Instance): boolean`**: Returns true if an Instance is an ancestor of the given
- **Method `IsDescendantOf(ancestor: Instance): boolean`**: Returns `true` if an Instance is a descendant of the given
- **Method `isDescendantOf(ancestor: Instance): boolean`**:  *(deprecated)*
- **Method `IsPropertyModified(property: string): boolean`**: Returns `true` if the value stored in the specified property is not equal
- **Method `QueryDescendants(selector: string): Instances`**: 
- **Method `Remove(): ()`**: Sets the object's `Parent` to `nil`, and does the same for all its *(deprecated)*
- **Method `remove(): ()`**:  *(deprecated)*
- **Method `RemoveTag(tag: string): ()`**: Removes a tag from the instance.
- **Method `ResetPropertyToDefault(property: string): ()`**: Resets a property to its default value.
- **Method `SetAttribute(attribute: string, value: Variant): ()`**: Sets the attribute with the given name to the given value.
- **Method `WaitForChild(childName: string, timeOut: double): Instance`**: Returns the child of the Instance with the given name. If the
- **Event `AncestryChanged`**: Fires when the Instance.Parent property of this object or one of
- **Event `AttributeChanged`**: Fires whenever an attribute is changed on the Instance.
- **Event `ChildAdded`**: Fires after an object is parented to this Instance.
- **Event `childAdded`**:  *(deprecated)*
- **Event `ChildRemoved`**: Fires after a child is removed from this Instance.
- **Event `DescendantAdded`**: Fires after a descendant is added to the Instance.
- **Event `DescendantRemoving`**: Fires immediately before a descendant of the Instance is removed.
- **Event `Destroying`**: Fires immediately before (or is deferred until after) the instance is
- **Event `StyledPropertiesChanged`**: Fires whenever any style property is changed on the instance, including

### From [Object](/docs/reference/engine/classes/Object.md)

- **Property `ClassName`** (`string`): A read-only string representing the class this Object belongs to.
- **Property `className`** (`string`):  *(deprecated)*
- **Method `GetPropertyChangedSignal(property: string): RBXScriptSignal`**: Get an event that fires when a given property of the object changes.
- **Method `IsA(className: string): boolean`**: Returns true if an object's class matches or inherits from a given class.
- **Method `isA(className: string): boolean`**:  *(deprecated)*
- **Event `Changed`**: Fires immediately after a property of the object changes, with some