---
name: HumanoidStateType
last_updated: 2026-06-19T03:26:26Z
type: enum
summary: "Describes the physics control states within the Humanoid."
---

# HumanoidStateType

Describes the physics control states within the Humanoid.

**Type:** enum

## Description

Identifies, reads and sets the physics control state of a [Humanoid](/docs/reference/engine/classes/Humanoid.md).
[Humanoid:GetState()](/docs/reference/engine/classes/Humanoid.md) and [Humanoid:ChangeState()](/docs/reference/engine/classes/Humanoid.md) methods, as
well as the [Humanoid.StateChanged](/docs/reference/engine/classes/Humanoid.md) event currently use this Enum.

Some states only allow manual setting, and allow a developer to make the
Humanoid relinquish control of its character.

When altering the Humanoid of a player, this should be done from a
[LocalScript](/docs/reference/engine/classes/LocalScript.md) ran by that player on their local client. Certain states
only work when set by the owner process (client or server). (Dead for example)

## Items

| Name | Value | Description |
|------|-------|-------------|
| `FallingDown` | 0 | The Humanoid has been tripped, and will attempt to get up in a few moments. |
| `Ragdoll` | 1 | (Deprecated) The Humanoid has been hit by a fast moving object (uncontrolled falling). _The Humanoid can recover from this._ This state has to be set and unset manually using [Humanoid:ChangeState()](/docs/reference/engine/classes/Humanoid.md). |
| `GettingUp` | 2 | The Humanoid is getting back on their feet after FallingDown or Ragdoll. |
| `Jumping` | 3 | The Humanoid just jumped. (Check [Humanoid.Jump](/docs/reference/engine/classes/Humanoid.md)). This state lasts only briefly. This state normally transitions into either Landed, if on the ground, or Freefall, if still in the air. |
| `Swimming` | 4 | The Humanoid is currently swimming in [Terrain](/docs/reference/engine/classes/Terrain.md) water. |
| `Freefall` | 5 | The Humanoid is currently freefalling (jumped from a height or fell off a ledge). |
| `Flying` | 6 | When set, the Humanoid won't be animated, as with the [Humanoid.PlatformStand](/docs/reference/engine/classes/Humanoid.md) property. This state lasts as long as the player flies. |
| `Landed` | 7 | The Humanoid touched the ground after a Freefall. This state lasts only briefly. |
| `Running` | 8 | Currently running while on the ground. |
| `RunningNoPhysics` | 10 | (Deprecated) Currently running and not near other physical objects. |
| `StrafingNoPhysics` | 11 | Not currently used with default Humanoid. Cannot be set with [Humanoid:ChangeState()](/docs/reference/engine/classes/Humanoid.md). |
| `Climbing` | 12 | The Humanoid is climbing (e.g. up a [TrussPart](/docs/reference/engine/classes/TrussPart.md) or ladder). |
| `Seated` | 13 | The Humanoid is currently sitting in a Seat or VehicleSeat. Check the [Humanoid.Sit](/docs/reference/engine/classes/Humanoid.md) property. |
| `PlatformStanding` | 14 | The Humanoid is platformstanding. Check the [Humanoid.PlatformStand](/docs/reference/engine/classes/Humanoid.md) property. |
| `Dead` | 15 | The Humanoid died. Changing a Humanoid's state to this state will kill it. |
| `Physics` | 16 | The Humanoid doesn't apply any force on its own and will not automatically transition to any other state. This state has to be set and unset manually using [Humanoid:ChangeState()](/docs/reference/engine/classes/Humanoid.md). |
| `None` | 18 | Unusable placeholder in case an unknown state gets triggered internally. |