PVInstance
A PVInstance ("Position Velocity Instance") is an abstract class that cannot be created. It is the base for all objects that have a physical location in the world, specifically BaseParts and Models.
Summary
Properties
Methods
Gets the pivot of a PVInstance.
Transforms the PVInstance along with all of its descendant PVInstances such that the pivot is now located at the specified CFrame.
Properties
Methods
GetPivot
This function gets the pivot of a PVInstance. This is often used with PVInstance:PivotTo() to move a model.
Models and BaseParts are both PVInstances ("Position Velocity Instances") and so both have this function.
Returns
Code Samples
-- This code should be placed in a LocalScript under StarterPlayerScripts
local Players = game:GetService("Players")
local ContextActionService = game:GetService("ContextActionService")
local player = Players.LocalPlayer
local function doTeleport(_actionName, inputState, _inputObject)
local character = player.Character
if character and character.Parent and inputState == Enum.UserInputState.Begin then
-- Move the character 10 studs forwards in the direction they're facing
local currentPivot = character:GetPivot()
character:PivotTo(currentPivot * CFrame.new(0, 0, -10))
end
end
ContextActionService:BindAction("Teleport", doTeleport, true, Enum.KeyCode.F)
PivotTo
Transforms the PVInstance along with all of its descendant PVInstances such that the pivot is now located at the specified CFrame. This is the primary function that should be used to move Models via scripting.
BaseParts are moved in this way by having their CFrame transformed by the necessary offset. Models are moved in this way by having their Model.WorldPivot transformed by the necessary offset.
Note that for efficiency purposes, Object.Changed events are not fired for Position and Orientation of BaseParts moved in this way; they are only fired for CFrame.
When calling PivotTo on Models, the offsets of the descendant parts and models are cached, such that subsequent calls to PivotTo on the same model do not accumulate floating point drift between the parts making up the model.
Models and BaseParts are both PVInstances ("Position Velocity Instances") and so both have this function.
Parameters
The CFrame that the PVInstance pivot should equal after moving it.
Returns
Code Samples
-- This code should be placed in a LocalScript under StarterPlayerScripts
local Players = game:GetService("Players")
local ContextActionService = game:GetService("ContextActionService")
local player = Players.LocalPlayer
local function doTeleport(_actionName, inputState, _inputObject)
local character = player.Character
if character and character.Parent and inputState == Enum.UserInputState.Begin then
-- Move the character 10 studs forwards in the direction they're facing
local currentPivot = character:GetPivot()
character:PivotTo(currentPivot * CFrame.new(0, 0, -10))
end
end
ContextActionService:BindAction("Teleport", doTeleport, true, Enum.KeyCode.F)