---
name: PartOperation
last_updated: 2026-06-11T17:05:16Z
inherits:
  - TriangleMeshPart
  - BasePart
  - PVInstance
  - Instance
  - Object
type: class
memory_category: Instances
summary: "An abstract class that all parts based on solid modeling inherit from."
---

# Class: PartOperation

> An abstract class that all parts based on solid modeling inherit from.

## Description

An abstract class that all parts based on
[solid modeling](/docs/en-us/parts/solid-modeling.md) inherit from.

## Properties

### Property: PartOperation.RenderFidelity

```json
{
  "type": "RenderFidelity",
  "access": "ReadOnly",
  "security": {
    "read": "None",
    "write": "PluginSecurity"
  },
  "serialization": {
    "can_load": true,
    "can_save": true
  },
  "thread_safety": "ReadSafe",
  "category": "Appearance",
  "capabilities": [
    "Basic",
    "CSG"
  ]
}
```

This property determines the level of detail that the solid modeled part
will be shown in. It can be set to the possible values of the
[RenderFidelity](/docs/reference/engine/enums/RenderFidelity.md) enum except for
[Performance](/docs/reference/engine/enums/RenderFidelity.md).

The default value is [Automatic](/docs/reference/engine/enums/RenderFidelity.md), meaning
the part's detail is based on its distance from the camera as outlined in
the following table.

| Distance From Camera | Render Fidelity |
| --- | --- |
| Less than 250 studs | Highest |
| 250-500 studs | Medium |
| 500 or more studs | Lowest |

### Property: PartOperation.SmoothingAngle

```json
{
  "type": "float",
  "access": "ReadOnly",
  "security": {
    "read": "None",
    "write": "PluginSecurity"
  },
  "serialization": {
    "can_load": true,
    "can_save": true
  },
  "thread_safety": "ReadSafe",
  "category": "Appearance",
  "capabilities": [
    "Basic",
    "CSG"
  ]
}
```

This property represents an angle in degrees for a threshold value between
face normals on a [solid modeled](/docs/en-us/parts/solid-modeling.md) part.
If the normal difference is less than the value, normals will be adjusted
to smooth the difference. While a value between 30 and 70 degrees usually
produces a good result, values between 90 and 180 are not recommended as
they may cause a "shadowing" effect on unions with sharp edges.

Note that smoothing does not affect the normals between different
materials or different colors.

![Solid modeled part with SmoothingAngle of 0](../../../assets/modeling/solid-modeling/CSG-SmoothingAngle-0.jpg)_[SmoothingAngle](/docs/reference/engine/classes/PartOperation.md) = 0_
![Solid modeled part with SmoothingAngle of 50](../../../assets/modeling/solid-modeling/CSG-SmoothingAngle-50.jpg)_[SmoothingAngle](/docs/reference/engine/classes/PartOperation.md) = 50_

### Property: PartOperation.TriangleCount

```json
{
  "type": "int",
  "access": "ReadOnly",
  "security": {
    "read": "None",
    "write": "RobloxEngineSecurity"
  },
  "serialization": {
    "can_load": true,
    "can_save": true
  },
  "thread_safety": "ReadSafe",
  "category": "Data",
  "capabilities": [
    "Basic",
    "CSG"
  ]
}
```

The number of polygons in this solid model.

### Property: PartOperation.UsePartColor

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

Sets whether the [PartOperation](/docs/reference/engine/classes/PartOperation.md) can be recolored using the
[BasePart.Color](/docs/reference/engine/classes/BasePart.md) or [BasePart.BrickColor](/docs/reference/engine/classes/BasePart.md) properties. When
true, the entire union will be colored as per [Color](/docs/reference/engine/classes/BasePart.md)
or [BrickColor](/docs/reference/engine/classes/BasePart.md). When false, the parts in the
union will maintain their original colors from before the onion operation
was performed.

## Methods

### Method: PartOperation:SubstituteGeometry

**Signature:** `PartOperation:SubstituteGeometry(source: Instance): ()`

Substitutes the geometry of this [PartOperation](/docs/reference/engine/classes/PartOperation.md) with the geometry
of another [PartOperation](/docs/reference/engine/classes/PartOperation.md). This makes it easier to utilize the
geometry of a solid modeling operation like
[UnionAsync()](/docs/reference/engine/classes/GeometryService.md),
[SubtractAsync()](/docs/reference/engine/classes/GeometryService.md), or
[IntersectAsync()](/docs/reference/engine/classes/GeometryService.md) but maintain
properties, attributes, tags, and children of the main part such as
[Attachments](/docs/reference/engine/classes/Attachment.md), [Constraints](/docs/reference/engine/classes/Constraint.md),
[ParticleEmitters](/docs/reference/engine/classes/ParticleEmitter.md), light objects, decals, and more.
This approach also circumvents the potential "flicker" of completely
replacing the original [PartOperation](/docs/reference/engine/classes/PartOperation.md) with another.

Note that if you're calling this method on a [PartOperation](/docs/reference/engine/classes/PartOperation.md) with
child [Attachments](/docs/reference/engine/classes/Attachment.md) or [Constraints](/docs/reference/engine/classes/Constraint.md),
you should calculate the affected instances with
[CalculateConstraintsToPreserve()](/docs/reference/engine/classes/GeometryService.md),
then drop those whose recommended parent is `nil`.

*Security: None · Thread Safety: Unsafe · Capabilities: Basic, CSG*

**Parameters:**

| Name | Type | Default | Description |
|------|------|---------|-------------|
| `source` | `Instance` |  | The [PartOperation](/docs/reference/engine/classes/PartOperation.md) whose geometry will substitute the geometry of this [PartOperation](/docs/reference/engine/classes/PartOperation.md). |

**Returns:** `()`

**Substitute Geometry and Drop Constraints**

The following example substitutes the geometry of one [PartOperation](/docs/reference/engine/classes/PartOperation.md)
with the geometry of another [PartOperation](/docs/reference/engine/classes/PartOperation.md), then drops
constraints/attachments that should not be preserved after substitution.

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

local mainPart = workspace.PurpleBlock
local otherParts = { workspace.BlueBlock }

local options = {
	CollisionFidelity = Enum.CollisionFidelity.Default,
	RenderFidelity = Enum.RenderFidelity.Automatic,
	SplitApart = false,
}

local constraintOptions = {
	tolerance = 0.1,
	weldConstraintPreserve = Enum.WeldConstraintPreserve.All,
}

-- Perform union operation in pcall() since it's asyncronous
local success, newParts = pcall(function()
	return GeometryService:UnionAsync(mainPart, otherParts, options)
end)

if success and #newParts > 0 and mainPart:IsA("PartOperation") then
	-- Set first part in resulting operation as part to use for substitution
	-- First part is simply an option; this can be any PartOperation
	local substitutePart = newParts[1]

	-- Reposition part to the position of main part
	substitutePart.CFrame = mainPart.CFrame

	-- Calculate constraints/attachments to either preserve or drop
	local recommendedTable = GeometryService:CalculateConstraintsToPreserve(mainPart, newParts, constraintOptions)

	-- Substitute main part's geometry with substitution geometry
	mainPart:SubstituteGeometry(substitutePart)

	-- Drop constraints/attachments that are not automatically preserved with substitution
	for _, item in pairs(recommendedTable) do
		if item.Attachment then
			if item.ConstraintParent == nil then
				item.Constraint.Parent = nil
			end
			if item.AttachmentParent == nil then
				item.Attachment.Parent = nil
			end
		elseif item.WeldConstraint then
			if item.Parent == nil then
				item.WeldConstraint.Parent = nil
			end
		end
	end

	-- Destroy other parts
	for _, otherPart in pairs(otherParts) do
		otherPart.Parent = nil
		otherPart:Destroy()
	end
end
```

## Inherited Members

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

- **Property `CollisionFidelity`** (`CollisionFidelity`): Determines the level of detail the part's physics will adhere to its mesh.
- **Property `FluidFidelity`** (`FluidFidelity`): Determines the geometric representation used to compute aerodynamic forces
- **Property `MeshSize`** (`Vector3`): 

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

- **Property `Anchored`** (`boolean`): Determines whether a part is immovable by physics.
- **Property `AssemblyAngularVelocity`** (`Vector3`): The angular velocity of the part's assembly.
- **Property `AssemblyCenterOfMass`** (`Vector3`): The center of mass of the part's assembly in world space.
- **Property `AssemblyLinearVelocity`** (`Vector3`): The linear velocity of the part's assembly.
- **Property `AssemblyMass`** (`float`): The total mass of the part's assembly.
- **Property `AssemblyRootPart`** (`BasePart`): A reference to the root part of the assembly.
- **Property `AudioCanCollide`** (`boolean`): Determines whether the part will physically interact with audio
- **Property `BackParamA`** (`float`): Determines the first parameter for the SurfaceType on the Back face of a *(deprecated, hidden)*
- **Property `BackParamB`** (`float`): Determines the second parameter for the SurfaceType on the Back face of a *(deprecated, hidden)*
- **Property `BackSurface`** (`SurfaceType`): Determines the type of surface for the back face of a part.
- **Property `BackSurfaceInput`** (`InputType`): Determines the kind of input for the Back face of a part. *(deprecated, hidden)*
- **Property `BottomParamA`** (`float`): Determines the first parameter for the SurfaceType on the Bottom face of a *(deprecated, hidden)*
- **Property `BottomParamB`** (`float`): Determines the second parameter for the SurfaceType on the Bottom face of *(deprecated, hidden)*
- **Property `BottomSurface`** (`SurfaceType`): Determines the type of surface for the bottom face of a part.
- **Property `BottomSurfaceInput`** (`InputType`): Determines the kind of input for the Bottom face of a part. *(deprecated, hidden)*
- **Property `BrickColor`** (`BrickColor`): Determines the color of a part.
- **Property `brickColor`** (`BrickColor`):  *(deprecated)*
- **Property `CanCollide`** (`boolean`): Determines whether a part may collide with other parts.
- **Property `CanQuery`** (`boolean`): Determines whether the part is considered during spatial query operations.
- **Property `CanTouch`** (`boolean`): Determines if Touched and
- **Property `CastShadow`** (`boolean`): Determines whether or not a part casts a shadow.
- **Property `CenterOfMass`** (`Vector3`): Describes the world position in which a part's center of mass is located.
- **Property `CFrame`** (`CFrame`): Determines the position and orientation of the BasePart in the
- **Property `CollisionGroup`** (`string`): Describes the name of a part's collision group.
- **Property `CollisionGroupId`** (`int`): Describes the automatically set ID number of a part's collision group. *(deprecated)*
- **Property `Color`** (`Color3`): Determines the color of a part.
- **Property `CurrentPhysicalProperties`** (`PhysicalProperties`): Indicates the current physical properties of the part.
- **Property `CustomPhysicalProperties`** (`PhysicalProperties`): Determines several physical properties of a part.
- **Property `Elasticity`** (`float`): Used to control the Elasticity of the part, but it no longer does *(deprecated, hidden)*
- **Property `EnableFluidForces`** (`boolean`): Used to enable or disable aerodynamic forces on parts and assemblies.
- **Property `ExtentsCFrame`** (`CFrame`): The CFrame of the physical extents of the BasePart.
- **Property `ExtentsSize`** (`Vector3`): The actual physical size of the BasePart as regarded by the
- **Property `Friction`** (`float`): Used to control the Friction of the part, but now it no longer does *(deprecated, hidden)*
- **Property `FrontParamA`** (`float`): Determines the first parameter for the SurfaceType on the Front face of a *(deprecated, hidden)*
- **Property `FrontParamB`** (`float`): Determines the second parameter for the SurfaceType on the Front face of a *(deprecated, hidden)*
- **Property `FrontSurface`** (`SurfaceType`): Determines the type of surface for the front face of a part.
- **Property `FrontSurfaceInput`** (`InputType`): Determines the kind of input for the Front face of a part (-Z direction). *(deprecated, hidden)*
- **Property `LeftParamA`** (`float`): Determines the first parameter for the SurfaceType on the Left face of a *(deprecated, hidden)*
- **Property `LeftParamB`** (`float`): Determines the second parameter for the SurfaceType on the Left face of a *(deprecated, hidden)*
- **Property `LeftSurface`** (`SurfaceType`): Determines the type of surface for the left face of a part.
- **Property `LeftSurfaceInput`** (`InputType`): Determines the kind of input for the Left face of a part. *(deprecated, hidden)*
- **Property `LocalTransparencyModifier`** (`float`): Determines a multiplier for BasePart.Transparency that is only *(hidden)*
- **Property `Locked`** (`boolean`): Determines whether a part is selectable in Studio.
- **Property `Mass`** (`float`): Describes the mass of the part, the product of its density and volume.
- **Property `Massless`** (`boolean`): Determines whether the part contributes to the total mass or inertia of
- **Property `Material`** (`Material`): Determines the texture and default physical properties of a part.
- **Property `MaterialVariant`** (`string`): The name of MaterialVariant.
- **Property `Orientation`** (`Vector3`): Describes the rotation of the part in the world. *(hidden)*
- **Property `PivotOffset`** (`CFrame`): Specifies the offset of the part's pivot from its CFrame.
- **Property `Position`** (`Vector3`): Describes the position of the part in the world. *(hidden)*
- **Property `ReceiveAge`** (`float`): Time since last recorded physics update. *(hidden)*
- **Property `Reflectance`** (`float`): Determines how much a part reflects the skybox.
- **Property `ResizeableFaces`** (`Faces`): Describes the faces on which a part may be resized.
- **Property `ResizeIncrement`** (`int`): Describes the smallest change in size allowable by the
- **Property `RightParamA`** (`float`): Determines the first parameter for the SurfaceType on the Right face of a *(deprecated, hidden)*
- **Property `RightParamB`** (`float`): Determines the second parameter for the SurfaceType on the Right face of a *(deprecated, hidden)*
- **Property `RightSurface`** (`SurfaceType`): Determines the type of surface for the right face of a part.
- **Property `RightSurfaceInput`** (`InputType`): Determines the kind of input for the Right face of a part (-X direction). *(deprecated, hidden)*
- **Property `RootPriority`** (`int`): The main rule in determining the root part of an assembly.
- **Property `Rotation`** (`Vector3`): The rotation of the part in degrees for the three axes.
- **Property `RotVelocity`** (`Vector3`): Determines a part's change in orientation over time. *(deprecated, hidden)*
- **Property `Size`** (`Vector3`): Determines the dimensions of a part (length, width, height).
- **Property `SpecificGravity`** (`float`): The ratio of the part's density to the density of water determined by the *(deprecated)*
- **Property `TopParamA`** (`float`): Determines the first parameter for the SurfaceType on the Top face of a *(deprecated, hidden)*
- **Property `TopParamB`** (`float`): Determines the second parameter for the SurfaceType on the Top face of a *(deprecated, hidden)*
- **Property `TopSurface`** (`SurfaceType`): Determines the type of surface for the top face of a part.
- **Property `TopSurfaceInput`** (`InputType`): Determines the kind of input for the Top face of a part (+Y direction). *(deprecated, hidden)*
- **Property `Transparency`** (`float`): Determines how much a part can be seen through (the inverse of part
- **Property `Velocity`** (`Vector3`): Determines a part's change in position over time. *(deprecated, hidden)*
- **Method `AngularAccelerationToTorque(angAcceleration: Vector3, angVelocity?: Vector3): Vector3`**: Returns the torque needed to achieve a given angular acceleration on this
- **Method `ApplyAngularImpulse(impulse: Vector3): ()`**: Apply an angular impulse to the assembly.
- **Method `ApplyImpulse(impulse: Vector3): ()`**: Apply an impulse to the assembly at the assembly's
- **Method `ApplyImpulseAtPosition(impulse: Vector3, position: Vector3): ()`**: Apply an impulse to the assembly at specified position.
- **Method `BreakJoints(): ()`**: Breaks any surface connection with any adjacent part, including *(deprecated)*
- **Method `breakJoints(): ()`**:  *(deprecated)*
- **Method `CanCollideWith(part: BasePart): boolean`**: Returns whether the parts can collide with each other.
- **Method `CanSetNetworkOwnership(): Tuple`**: Checks whether you can set a part's network ownership.
- **Method `GetClosestPointOnSurface(position: Vector3): Vector3`**: Returns the closest point on the part's surface to the given point.
- **Method `GetConnectedParts(recursive?: boolean): List<BasePart>`**: Returns a table of parts connected to the object by any kind of rigid
- **Method `GetJoints(): Instances`**: Return all Joints or Constraints that is connected to this Part.
- **Method `GetMass(): float`**: Returns the value of the Mass property.
- **Method `getMass(): float`**:  *(deprecated)*
- **Method `GetNetworkOwner(): Instance`**: Returns the current player who is the network owner of this part, or `nil`
- **Method `GetNetworkOwnershipAuto(): boolean`**: Returns true if the game engine automatically decides the network owner
- **Method `GetNoCollisionConstraints(): Instances`**: 
- **Method `GetRenderCFrame(): CFrame`**: OBSOLETE. Returns a CFrame describing where the part is being rendered at. *(deprecated)*
- **Method `GetRootPart(): Instance`**: Returns the base part of an assembly of parts. *(deprecated)*
- **Method `GetTouchingParts(): Instances`**: Returns a table of all BasePart.CanCollide true parts that
- **Method `GetVelocityAtPosition(position: Vector3): Vector3`**: Returns the linear velocity of the part's assembly at the given position
- **Method `IntersectAsync(parts: Instances, collisionfidelity?: CollisionFidelity, renderFidelity?: RenderFidelity): Instance`**: Note: It is highly recommended to use the newer
- **Method `IsGrounded(): boolean`**: Returns true if the object is connected to a part that will hold it in
- **Method `MakeJoints(): ()`**: Creates a joint on any side of the object that has a surface ID that can *(deprecated)*
- **Method `makeJoints(): ()`**:  *(deprecated)*
- **Method `Resize(normalId: NormalId, deltaAmount: int): boolean`**: Changes the size of an object just like using the Studio resize tool.
- **Method `resize(normalId: NormalId, deltaAmount: int): boolean`**:  *(deprecated)*
- **Method `SetNetworkOwner(playerInstance?: Player): ()`**: Sets the given player as network owner for this and all connected parts.
- **Method `SetNetworkOwnershipAuto(): ()`**: Lets the game engine dynamically decide who will handle the part's physics
- **Method `SubtractAsync(parts: Instances, collisionfidelity?: CollisionFidelity, renderFidelity?: RenderFidelity): Instance`**: Note: It is highly recommended to use the newer
- **Method `TorqueToAngularAcceleration(torque: Vector3, angVelocity?: Vector3): Vector3`**: Returns the angular acceleration that would result from applying a given
- **Method `UnionAsync(parts: Instances, collisionfidelity?: CollisionFidelity, renderFidelity?: RenderFidelity): Instance`**: Note: It is highly recommended to use the newer
- **Event `LocalSimulationTouched`**:  *(deprecated)*
- **Event `OutfitChanged`**:  *(deprecated)*
- **Event `StoppedTouching`**:  *(deprecated)*
- **Event `Touched`**: Fires when a part touches another part as a result of physical movement.
- **Event `TouchEnded`**: Fires when a part stops touching another part as a result of physical

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

- **Property `Origin`** (`CFrame`): 
- **Property `Pivot Offset`** (`CFrame`): 
- **Method `GetPivot(): CFrame`**: Gets the pivot of a PVInstance.
- **Method `PivotTo(targetCFrame: CFrame): ()`**: Transforms the PVInstance along with all of its descendant

### 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