# Roblox Creator Documentation > Documentation for building experiences, avatars, and cloud integrations on the Roblox platform using Roblox Studio and the Luau programming language. Roblox is a platform where millions of people create and share 3D experiences. Creators use Roblox Studio (the IDE) and Luau (the scripting language) to build games, experiences, and avatar items. The platform provides Engine APIs for in-experience scripting and Open Cloud APIs for server-side integrations. - Full content (single file): /docs/llms-full.txt - This index: /docs/llms.txt - Engine API index: /docs/reference/engine/llms.txt - Open Cloud API index: /docs/cloud/llms.txt - Deprecated API inventory: /docs/reference/engine/deprecated.md --- ## For Code Agents: Start Here Before reading further, route yourself to the right sub-index: | I want to... | Go to | |---|---| | Write Luau scripts **inside** a Roblox experience | [Engine API index](/docs/reference/engine/llms.txt) | | Call Roblox REST APIs from an **external server or tool** | [Open Cloud API index](/docs/cloud/llms.txt) | > **Common mistake**: The Engine API and Open Cloud API are completely separate systems. > Engine APIs are Luau objects accessed via `game:GetService()` inside a running experience. > Open Cloud APIs are HTTP endpoints called with `x-api-key` from outside Roblox entirely. > Using the wrong sub-index will produce non-functional code. --- ## Overview - [Get started with experiences on Roblox](/docs/en-us/experiences.md): Learn how to create Roblox experiences with guides, tutorials, and code samples. - [Create avatar items](/docs/en-us/avatar.md): Create and upload avatar characters, clothing, and accessories to the Roblox Marketplace. - [Resources](/docs/en-us/avatar/resources.md): Get all the resources you need to build characters and accessories. - [Create and access millions of assets](/docs/en-us/assets.md): Learn how to create and sell assets on Roblox. - [Assets](/docs/en-us/projects/assets.md): An overview of how assets work on the platform. - [Asset Manager](/docs/en-us/projects/assets/manager.md): The Asset Manager lets you manage places and bulk import assets into your experience. - [Packages](/docs/en-us/projects/assets/packages.md): Packages allow you to reuse single assets or asset hierarchies across experiences. - [Asset privacy](/docs/en-us/projects/assets/privacy.md): Reference for the Roblox asset privacy system. Explains which asset types Asset Privacy affects (Images, Decals, Meshes - [Creator Store](/docs/en-us/production/creator-store.md): The Creator Store is where you can find all assets for public use in your experiences. - [Cloud API reference](/docs/en-us/cloud.md): Get comprehensive API reference documentation for Open Cloud. - [Open Cloud guides](/docs/en-us/cloud/guides.md): In addition to using Engine and Studio tools to create experiences on Roblox, you can automate your internal workflows, - [Patterns](/docs/en-us/cloud/reference/patterns.md): Explains considerations and guidelines for making proper requests to Open Cloud endpoints and interpreting responses. ## Create - [Creation overview](/docs/en-us/creation.md): Learn everything you need to know about creating on Roblox. - [Projects](/docs/en-us/projects.md): An overview of projects and experiences in Roblox. - [3D workspace](/docs/en-us/workspace.md): Describes the workspace container service, which holds all objects that exist in the 3D world. - [Scripting](/docs/en-us/scripting.md): An introduction to scripting in Roblox with the Luau programming language. - [Lighting and effects](/docs/en-us/environment.md): Create more immersive environments through lighting, atmospheres, and special effects. - [Users and players](/docs/en-us/players.md): How users, players, and characters work together in a Roblox game. - [Characters](/docs/en-us/characters.md): Characters are interactive models that interact with the world or other users. - [Input](/docs/en-us/input.md): Summary of cross-platform input on Roblox and implementation guidelines. - [Audio](/docs/en-us/audio.md): An overview of audio features on Roblox. - [User interface](/docs/en-us/ui.md): Explore the wide variety of user interface elements that players can interact with. - [Animation in Roblox](/docs/en-us/animation.md): An overview of all animation tools in Roblox Studio. - [Matchmaking](/docs/en-us/matchmaking.md): Match players to servers inside your experience. - [Performance optimization](/docs/en-us/performance-optimization.md): Introduces the performance optimization process for games on Roblox. - [Choose between cloud services](/docs/en-us/cloud-services/data-stores-vs-memory-stores.md): When to use standard data stores, ordered data stores, memory stores, secrets stores, and configs. - [Roblox for Unity developers](/docs/en-us/unity.md): If you're an experienced Unity developer, use this page to get oriented with Roblox. - [Roblox for Unreal developers](/docs/en-us/unreal.md): If you're an experienced Unreal developer, use this page to get oriented with Roblox. - [Validation Errors](/docs/en-us/art/validation-errors.md): A list of all validation errors that can occur when uploading avatar items to the Marketplace. - [Avatar in-experience creation](/docs/en-us/avatar/in-experience-creation.md): Explains how to use AvatarCreationService to prompt users to create and purchase avatars from within your experience. - [Photo-to-Avatar generation](/docs/en-us/avatar/avatar-generation.md): Explains how to use AvatarCreationService AvatarGeneration APIs to prompt users to generate Avatars from photos in exper ## Projects - [Create and publish experiences and places](/docs/en-us/production/publishing/publish-experiences-and-places.md): Explains how to create and publish experiences. - [Cross-platform development](/docs/en-us/projects/cross-platform.md): Consolidated overview of cross-platform recommendations to help you design a Roblox experience that's accessible and enj - [Data model](/docs/en-us/projects/data-model.md): Explains the hierarchy of objects that describe everything about a place. - [Groups (teams)](/docs/en-us/projects/groups.md): Explains Roblox groups and how to collaborate with multiple creators on the same experience. - [Script Sync](/docs/en-us/scripting/sync.md): Use Studio's Script Sync feature to edit your Luau scripts on your local disk using an external text editor or your favo ## Experiences and places - [Configure experiences and places](/docs/en-us/projects/configure-experiences.md): Explains how to configure experiences. - [Release experience updates](/docs/en-us/projects/update-experiences.md): Explains how to release updates for experiences. - [Experience ownership transfer](/docs/en-us/projects/experience-ownership-transfer.md): Transfer ownership of an experience to other Roblox users or groups. - [Place files](/docs/en-us/projects/place-files.md): Learn how to manage and optimize your place files in Roblox. ## Architecture - [Client-server runtime](/docs/en-us/projects/client-server.md): An overview of the client-server model in Roblox. - [Instance streaming](/docs/en-us/workspace/streaming.md): Instance streaming allows the Roblox engine to dynamically load and unload 3D content in regions of the world. - [Server authority model](/docs/en-us/projects/server-authority.md): The server authority model lets you build responsive cheat-free competitive experiences such as FPS, racing, sports, and ## Instance streaming - [Instance streaming techniques](/docs/en-us/workspace/streaming/techniques.md): Techniques for using in-experience instance streaming efficiently and effectively. ## Server authority - [Server authority techniques](/docs/en-us/projects/server-authority/techniques.md): Techniques for creating high-quality, smooth, multiplayer experiences using the server authority model. ## Work in teams - [Collaboration](/docs/en-us/projects/collaboration.md): Studio's built-in collaboration tools let creators contribute independently, or work together with a team. - [Activity History](/docs/en-us/projects/activity-history.md): Activity History is a log of key configuration, publish, and edit activities within a place. - [Version History](/docs/en-us/projects/version-history.md): Manage saved and published versions of a place with Version History. ## File-based workflows - [Third-party tools](/docs/en-us/projects/external-tools.md): These popular tools for managing Roblox projects as a set of local files can enhance developer productivity. ## 3D workspace - [Parts](/docs/en-us/parts.md): Parts are Roblox's primary building blocks. - [Meshes](/docs/en-us/parts/meshes.md): Meshes are a collection of vertices, edges, and faces that make up 3D objects. - [Models](/docs/en-us/parts/models.md): Models are container objects for geometric groupings like parts, Motor6D objects, and other models. - [Procedural models](/docs/en-us/parts/procedural-models.md): Procedural models let you build parameter-driven 3D objects using code or AI. - [Materials](/docs/en-us/parts/materials.md): Materials determine objects' visual appearance and physical properties. - [Environmental terrain](/docs/en-us/parts/terrain.md): Explore how to generate and sculpt realistic terrain environments such as mountains, bodies of water, grass-covered hill - [Physics](/docs/en-us/physics.md): Overview of Roblox's rigid body physics engine, assemblies, and constraints. - [Effects](/docs/en-us/effects.md): Learn how to add visual effects to your experiences. - [Customize the camera](/docs/en-us/workspace/camera.md): Explains how to configure an experience's camera settings. - [Model generation](/docs/en-us/parts/model-generation.md): How text prompts and preset schemas can generate both static 3D assets and fully functional models such as vehicles that ## Parts - [Solid modeling](/docs/en-us/parts/solid-modeling.md): Solid modeling is the process of joining parts together to form complex shapes. - [Textures and decals](/docs/en-us/parts/textures-decals.md): Textures and decals are images you can place on object surfaces. ## Physics - [Assemblies](/docs/en-us/physics/assemblies.md): Explains physical assemblies and how they behave in Roblox's rigid body physics engine. - [Network ownership](/docs/en-us/physics/network-ownership.md): Learn how the Roblox Engine utilizes network ownership to improve physical responsiveness for players. - [Mechanical constraints](/docs/en-us/physics/mechanical-constraints.md): Mechanical constraints behave as conceptual mechanical connections such as hinges, springs, and motors. - [Mover constraints](/docs/en-us/physics/mover-constraints.md): Mover constraints apply force or torque to move one or more assemblies. - [Sleep system](/docs/en-us/physics/sleep-system.md): Explore how the sleep system automatically prevents unnecessary simulation of non-moving parts. - [Adaptive timestepping](/docs/en-us/physics/adaptive-timestepping.md): Adaptive timestepping automatically assigns physical parts to varying simulation timesteps. - [Roblox units](/docs/en-us/physics/units.md): Explore the physical units used in Roblox and how they convert to metric units. - [Create moving objects](/docs/en-us/tutorials/use-case-tutorials/physics/create-moving-objects.md): Explains the process of creating dynamic motion by moving objects. - [Create spinning objects](/docs/en-us/tutorials/use-case-tutorials/physics/create-spinning-objects.md): Explains the process of creating dynamic motion by spinning objects. ## Mechanical constraints - [BallSocket](/docs/en-us/physics/constraints/ball-socket.md): BallSocketConstraint forces its two attachments into the same position and allows them to freely rotate about all three - [Hinge](/docs/en-us/physics/constraints/hinge.md): HingeConstraint allows its two attachments to rotate about one axis, with optional assigned power for motor or servo beh - [Prismatic](/docs/en-us/physics/constraints/prismatic.md): PrismaticConstraint allows two attachments to slide along one axis but not rotate, with optional assigned power for mech - [Cylindrical](/docs/en-us/physics/constraints/cylindrical.md): CylindricalConstraint allows its attachments to slide along one axis and rotate about another axis, with optional assign - [Spring](/docs/en-us/physics/constraints/spring.md): SpringConstraint applies a force on its attachments based on spring and damper behavior, with an optional minimum/maximu - [TorsionSpring](/docs/en-us/physics/constraints/torsion-spring.md): TorsionSpringConstraint applies torque based on a relative angle and relative angular velocity, in an attempt to bring t - [Universal](/docs/en-us/physics/constraints/universal.md): UniversalConstraint ensures two axes on two assemblies remain perpendicular, useful for applications such as vehicle pow - [Rope](/docs/en-us/physics/constraints/rope.md): RopeConstraint prevents two attachments from separating further than a defined length, with optional behavior as an exte - [Rod](/docs/en-us/physics/constraints/rod.md): RodConstraint keeps two attachments separated by a defined length, with optional limits on rotational tilt. - [Plane](/docs/en-us/physics/constraints/plane.md): PlaneConstraint moves two attachments into a position/orientation along a plane, and both attachments remain free to tra - [Weld](/docs/en-us/physics/constraints/weld.md): WeldConstraint attaches two BaseParts together and ensures they stay in the same relative position and orientation to ea - [Rigid](/docs/en-us/physics/constraints/rigid.md): RigidConstraint connects two attachments with zero offset. - [NoCollision](/docs/en-us/physics/constraints/no-collision.md): NoCollisionConstraint prevents collisions between two specific parts, but those parts may still register collisions with ## Mover constraints - [LinearVelocity](/docs/en-us/physics/constraints/linear-velocity.md): The LinearVelocity constraint applies force on an assembly to maintain a constant velocity along a 3D vector, line, or 2 - [AngularVelocity](/docs/en-us/physics/constraints/angular-velocity.md): The AngularVelocity constraint applies torque on an assembly to maintain a constant angular velocity. - [AlignPosition](/docs/en-us/physics/constraints/align-position.md): The AlignPosition constraint applies force to move two attachments together, or to move one attachment to a goal positio - [AlignOrientation](/docs/en-us/physics/constraints/align-orientation.md): The AlignOrientation constraint applies torque to align two attachments, or to align one attachment with a goal orientat - [VectorForce](/docs/en-us/physics/constraints/vector-force.md): The VectorForce constraint applies constant linear force on an assembly. - [Torque](/docs/en-us/physics/constraints/torque.md): The Torque constraint applies constant torque on an assembly from its center of mass. - [LineForce](/docs/en-us/physics/constraints/line-force.md): The LineForce constraint applies force along the theoretical line connecting its two attachments. - [AnimationConstraint](/docs/en-us/physics/constraints/animation.md): AnimationConstraint aligns two base parts with an animate-able kinematic or force-based joint. ## Effects - [Light sources](/docs/en-us/effects/light-sources.md): Light sources simulate realistic lighting from objects such as torches, spotlights, and screens. - [Particle emitters](/docs/en-us/effects/particle-emitters.md): Particle emitters emit 2D images to simulate special effects like fire, smoke, and sparks. - [Beams](/docs/en-us/effects/beams.md): Beams create a visual, animatable effect between two attachments. - [Trails](/docs/en-us/effects/trails.md): Trails create visual motion effects as an object moves through space. - [Highlighting objects](/docs/en-us/effects/highlighting.md): Highlighting objects lets you call attention to specific objects within your experience. ## Spatial data - [CFrames](/docs/en-us/workspace/cframes.md): CFrames, or Coordinate Frames, are a data type that you can use to rotate and position objects in the 3D space. - [Collisions](/docs/en-us/workspace/collisions.md): Explains methods to detect physical collisions, handle collision events, and fine-tune which objects collide with others - [Raycasting](/docs/en-us/workspace/raycasting.md): Raycasting allows you to detect collisions and determine the position of objects. ## Scripting - [Script types and locations](/docs/en-us/scripting/locations.md): How scripts run in Roblox, and how location impacts that behavior. - [Reuse code](/docs/en-us/scripting/module.md): How to use module scripts to reuse code. - [Services](/docs/en-us/scripting/services.md): Services provide pre-built functionality in the Roblox Engine. - [Properties and attributes](/docs/en-us/scripting/attributes.md): How to use scripts to manipulate object properties and attributes. - [Events](/docs/en-us/scripting/events.md): Provides an overview of events and a summary of Roblox's built-in events. - [Luau](/docs/en-us/luau.md): Luau is the scripting language creators use in Roblox Studio. ## Events - [Deferred engine events](/docs/en-us/scripting/events/deferred.md): Deferred engine events defer event handlers until certain resumption points. - [Bindable events and callbacks](/docs/en-us/scripting/events/bindable.md): Bindable events and callbacks allow for back-and-forth communication on the same side of the client-server boundary. - [Remote events and callbacks](/docs/en-us/scripting/events/remote.md): Remote network events and callbacks allow for back-and-forth communication across the client-server boundary. ## Advanced - [Schedule code](/docs/en-us/scripting/scheduler.md): Explains how to schedule code so it executes after a specific action or cycle has completed. - [Parallel Luau](/docs/en-us/scripting/multithreading.md): Parallel Luau runs code on multiple threads simultaneously. - [Native code generation](/docs/en-us/luau/native-code-gen.md): Luau Native Code Generation allows Luau code to be translated directly to CPU machine code. - [Script capabilities](/docs/en-us/scripting/capabilities.md): Script capabilities let you control which actions scripts can perform. ## Security - [Security and cheat mitigation tactics](/docs/en-us/scripting/security/security-tactics.md): Explore security tactics and cheat mitigation tactics for Roblox experiences. - [Defensive design tactics](/docs/en-us/scripting/security/defensive-design.md): Understand fundamentals of design that help prevent cheaters and exploiters from ruining the playing experience. - [Securing the client-server boundary](/docs/en-us/scripting/security/client-server-boundary.md): Best practices client-server actions to protect your experience from attack vectors. - [Network ownership, movement validation, and physics](/docs/en-us/scripting/security/network-ownership.md): Learn about network ownership and its relationship to assemblies, physics, and more. - [Access control and confidentiality](/docs/en-us/scripting/security/access-control.md): Learn what information and assets are visible to the client and secure them against exploiters. - [Vulnerabilities from third-party assets](/docs/en-us/scripting/security/third-party-vulnerabilities.md): Learn about vulnerability vectors from third-party assets. - [Server-side detection and consequencing](/docs/en-us/scripting/security/server-side-detection.md): Find ways to respond to abusive looking behavior and respond accordingly. ## Types - [Nil](/docs/en-us/luau/nil.md): Data type representing non-existence or nothingness. - [Booleans](/docs/en-us/luau/booleans.md): Data type having a value of either true or false. - [Numbers](/docs/en-us/luau/numbers.md): A double-precision floating-point number. - [Strings](/docs/en-us/luau/strings.md): A sequence of characters, such as letters, numbers, and symbols. - [Tables](/docs/en-us/luau/tables.md): Data type which can store multiple values of any non-nil type, including booleans, numbers, strings, functions, and othe - [Enums](/docs/en-us/luau/enums.md): A fixed list of items (enumeration). - [Tuples](/docs/en-us/luau/tuples.md): Tuples are lists of values. - [Userdata](/docs/en-us/luau/userdata.md): Arbitrary C/C++ data that exists in Luau. ## Data structures - [Queues](/docs/en-us/luau/queues.md): Queues are data structures that follow the First In First Out (FIFO) principle. - [Stacks](/docs/en-us/luau/stacks.md): Stacks are data structures that follow the Last in First Out (LIFO) principle. - [Metatables](/docs/en-us/luau/metatables.md): Metatables attach powerful metamethods to tables, allowing for manipulation like indexing, addition, and concatenation. ## Features - [Luau comments](/docs/en-us/luau/comments.md): Comments are text that the Luau parser ignores at runtime. - [Variables](/docs/en-us/luau/variables.md): A name that holds a value. - [Scope](/docs/en-us/luau/scope.md): The scope of a variable or function is the block of code that can access it. - [Operators](/docs/en-us/luau/operators.md): Operators are symbols for performing an operation or conditional evaluation. - [Control structures](/docs/en-us/luau/control-structures.md): Control structures are statements that manage the flow of Luau code execution. - [Functions](/docs/en-us/luau/functions.md): Functions are blocks of code that can execute multiple times on command. - [Type coercion](/docs/en-us/luau/type-coercion.md): Type coercion in Luau allows for arithmetic, concatenation, and assignment of differently typed values. - [Type checking](/docs/en-us/luau/type-checking.md): Luau uses gradual typing through the use of type annotations and inference. ## Environment - [Global lighting](/docs/en-us/environment/lighting.md): Explains how to customize the global lighting with the Lighting service. - [Atmospheric effects](/docs/en-us/environment/atmosphere.md): Atmospheric effects simulate realistic environments by scattering sunlight in unique ways. - [Dynamic clouds](/docs/en-us/environment/clouds.md): Dynamic Clouds render realistic, customizable clouds that drift slowly across the sky. - [Global wind](/docs/en-us/environment/global-wind.md): The global wind vector sets the direction and strength that wind blows through an experience, affecting terrain grass, d - [Post-processing effects](/docs/en-us/environment/post-processing-effects.md): Post-processing effects are customizable filters that quickly enrich the visuals of an experience. - [Skyboxes](/docs/en-us/environment/skybox.md): Skyboxes are cubes made up of six individual images that create an immersive background. ## Players - [Teleport between places](/docs/en-us/projects/teleport.md): Explains how to use TeleportService to teleport users between different places in your experience. - [Implement teams](/docs/en-us/players/teams.md): The Teams service allows you assign players to different teams within your experience. - [In-game tools](/docs/en-us/players/tools.md): Create in-game tools for your players. - [In-experience leaderboards](/docs/en-us/players/leaderboards.md): In-experience Leaderboards let you display user information to all users in the experience, such as top scores. - [Loading screens](/docs/en-us/players/loading-screens.md): Explains the process of customizing the loading screen when users are connecting to your experience. ## Player UI - [Avatar Editor Service](/docs/en-us/players/avatar-editor.md): The Avatar Editor Service allows access to a user's avatar and inventory and Marketplace. - [Avatar Inspect Menu](/docs/en-us/players/avatar-inspect-menu.md): The Avatar Inspect Menu allows users to view other users' avatars, try on items, make purchases. - [Avatar Context Menu](/docs/en-us/players/avatar-context-menu.md): The Avatar Context Menu (ACM) allows users to interact and customize actions with others in their experience. - [Disable default UI](/docs/en-us/players/disable-ui.md): Explains the process of disabling Roblox's default user interface elements. ## Characters - [Character appearance](/docs/en-us/characters/appearance.md): Customize your in-experience character appearance and properties. - [Character Controller Library](/docs/en-us/characters/character-controller-library.md): The Character Controller Library (CCL) is a modular framework for building character movement and behaviors through attr - [Character name/health display](/docs/en-us/characters/name-health-display.md): You can customize character UI, like name and health displays, using Class.Humanoid. - [Adaptive Animation](/docs/en-us/characters/adaptive-animation.md): Set up your character rig to support universal sets of animations and emotes. - [Emotes](/docs/en-us/characters/emotes.md): Emotes are character animations used through chat commands, or accessing the emotes menu. - [Moods](/docs/en-us/art/characters/facial-animation/moods.md): Moods are a type of facial animation that loop indefinitely, allowing users to express persistent facial emotion. - [Pathfinding](/docs/en-us/characters/pathfinding.md): Pathfinding is the process of moving a character or object (agent) along a logical path to reach a destination. - [R6 to R15 Adapter](/docs/en-us/characters/r6-to-r15-adapter.md): The R6 to R15 adapter enables R15 avatar characters to join your R6 experience. - [Avatar characters](/docs/en-us/art/characters.md): All Roblox users are represented by an avatar character which can be customized with body parts, accessories, and clothe - [Character specifications](/docs/en-us/art/characters/specifications.md): Character specification lists the specific technical requirements for custom characters created outside of Studio. - [Avatar project files and references](/docs/en-us/art/characters/project-files.md): Download various character-related project files and reference files. - [Character body export settings](/docs/en-us/art/characters/export-settings.md): Use the appropriate export settings in Maya and Blender to generate Studio-ready .fbx files. - [Import character bodies](/docs/en-us/art/characters/import.md): Use the Importer to add third-party models to Studio before testing, using, or uploading the character model. ## Character Controller Library - [Abilities](/docs/en-us/characters/character-controller-library/abilities.md): Abilities in the Character Controller Library (CCL) evaluate what a character can do, as well as enable flexible behavio - [Controllers](/docs/en-us/characters/character-controller-library/controllers.md): Controllers in the Character Controller Library (CCL) handle the physical simulation of the character and its interactio ## Input - [Input Action System](/docs/en-us/input/input-action-system.md): The cross-platform Input Action System lets you connect actions and arrange bindings across various hardware inputs at e - [Mouse and keyboard input](/docs/en-us/input/mouse-and-keyboard.md): Explains Roblox support for computer mice and keyboards. - [Mobile input](/docs/en-us/input/mobile.md): Explains Roblox support for mobile devices. - [Gamepad input](/docs/en-us/input/gamepad.md): Explains how to accept input from USB gamepads, such as Xbox and PlayStation controllers. ## Audio - [Audio assets](/docs/en-us/audio/assets.md): Explore how to find and import audio assets for use in your experiences. - [Audio objects](/docs/en-us/audio/objects.md): An overview of modular audio objects on Roblox. - [Audio effects](/docs/en-us/audio/effects.md): Audio effects modify or enhance audio streams in your experiences. - [Add 2D audio](/docs/en-us/tutorials/use-case-tutorials/audio/add-2D-audio.md): Explains how to add non-directional audio to your experiences. - [Add 3D audio](/docs/en-us/tutorials/use-case-tutorials/audio/add-3D-audio.md): Explains how to add directional audio to your experiences. - [Add voice chat](/docs/en-us/tutorials/use-case-tutorials/audio/add-voice-chat.md): Explains how to add different forms of voice chat to your experiences. - [Add text-to-speech](/docs/en-us/tutorials/use-case-tutorials/audio/add-text-to-speech.md): Explains how to add text-to-speech audio to your experiences. - [Add speech-to-text](/docs/en-us/tutorials/use-case-tutorials/audio/speech-to-text.md): Explains how to add speech-to-text audio to your experiences. ## Legacy - [Sound objects](/docs/en-us/sound/objects.md): Sound objects are legacy instances that emit sound within an experience. - [Sound groups](/docs/en-us/sound/groups.md): Legacy audio mixers that group multiple Sound objects so you can control the properties of multiple audio signals at onc - [Dynamic effects](/docs/en-us/sound/dynamic-effects.md): Legacy effects that modify or enhance Sound objects in your experiences. ## User interface - [On-screen UI containers](/docs/en-us/ui/on-screen-containers.md): Learn how to display UI objects on a user's screen. - [In-experience UI containers](/docs/en-us/ui/in-experience-containers.md): In-experience UI containers hold SurfaceGuis, BillboardGuis, and GuiObjects that you want to display in the 3D space. - [Position and size UI objects](/docs/en-us/ui/position-and-size.md): Explains the process of positioning, sizing, and ordering UI objects on a player's screen. - [UI appearance modifiers](/docs/en-us/ui/appearance-modifiers.md): Explains how to use appearance modifiers to customize basic user interface objects. - [Size modifiers and constraints](/docs/en-us/ui/size-modifiers.md): Explains how use size modifiers and size constraints with user interface objects. - [UI animation/tweens](/docs/en-us/ui/animation.md): Explains how to animate GuiObjects using the process of tweening. - [UI 9-slice design](/docs/en-us/ui/9-slice.md): UI 9-slice design lets you create UI elements of varying sizes without distorting the borders or corners. - [Rich text markup](/docs/en-us/ui/rich-text.md): Rich Text Markup are simple markup tags to style sections of a string. - [Text filtering](/docs/en-us/ui/text-filtering.md): Text filtering prevents users from seeing inappropriate language and blocks personally identifiable information. ## UI objects - [Text & image labels](/docs/en-us/ui/labels.md): Explore how labels display customizable text and images in user interfaces. - [Text & image buttons](/docs/en-us/ui/buttons.md): Buttons allow users to prompt an action. - [Frames](/docs/en-us/ui/frames.md): Frames are basic containers for UI objects. - [Scrolling frames](/docs/en-us/ui/scrolling-frames.md): ScrollingFrames feature built-in scrolling interactivity and are ideal for displaying a lot of information in a confined - [Viewport frames](/docs/en-us/ui/viewport-frames.md): ViewportFrames use a camera to render 3D objects into a 2D viewport. - [Video frames](/docs/en-us/ui/video-frames.md): Video assets used on VideoFrame instances allow for video playback in experiences. - [Text input fields](/docs/en-us/ui/text-input.md): Text input fields allow users to input text from their physical or on-screen keyboard. - [2D paths](/docs/en-us/ui/2D-paths.md): The Path2D instance, along with its API methods and properties, lets you implement 2D splines and 2D curved lines. - [Proximity prompts](/docs/en-us/ui/proximity-prompts.md): Proximity Prompts allow users to trigger actions when they approach objects in the 3D space. - [UI drag detectors](/docs/en-us/ui/ui-drag-detectors.md): UI drag detectors facilitate and encourage interaction with 2D user interface elements in an experience, such as sliders - [3D drag detectors](/docs/en-us/ui/3D-drag-detectors.md): 3D drag detectors facilitate and encourage interaction with 3D objects in an experience, such as opening doors and drawe ## Layout structures - [List and flex layouts](/docs/en-us/ui/list-flex-layouts.md): How to use list layouts and flex settings for highly responsive user interfaces. - [Grid and table layouts](/docs/en-us/ui/grid-table-layouts.md): How to use grid and table layouts for highly structured user interfaces. - [Page layouts](/docs/en-us/ui/page-layouts.md): Explore how page layouts organize interface content into distinct pages. ## UI styling - [UI styling](/docs/en-us/ui/styling.md): Explore how stylesheets let you declare and globally apply overrides to UI instance properties. - [Style Editor](/docs/en-us/ui/styling/editor.md): Explore the built-in Style Editor, a comprehensive tool that allows you to create, manage, and apply UI styles for Roblo - [UI styling compatibility](/docs/en-us/ui/styling/compatibility.md): Outlines all of the classes and associated properties which can be styled. - [CSS Comparisons](/docs/en-us/ui/styling/css-comparisons.md): Explore how CSS concepts map to Roblox UI styling concepts. ## Create animations - [Animation Editor](/docs/en-us/animation/editor.md): Animation Editor allows you to design and publish custom animations on rigs. - [Curve Editor](/docs/en-us/animation/curve-editor.md): Curve Editor is a curve-based animation editing interface that lets you see and modify a rig's position and orientation. - [Animation Graph Editor](/docs/en-us/animation/graph-editor.md): The animation graph editor is a visual, node-based tool that lets you build complex animation logic. - [Animation events](/docs/en-us/animation/events.md): Animation Events are markers across the timeline span in the Animation Editor. - [Animation capture](/docs/en-us/animation/capture.md): Animation Capture in the Animation Editor allows you to generate high-quality, realistic animations for faces and bodies - [Inverse Kinematics](/docs/en-us/animation/inverse-kinematics.md): Inverse Kinematics is a technique in computer animation to make characters move and interact with their environment. ## Animation - [Use animations](/docs/en-us/animation/using.md): Explains the process of playing animations through scripts, and replacing default animations. - [Export avatar animations from Maya](/docs/en-us/art/characters/export-avatar-animations-from-maya.md): Explains the process for exporting avatar animations from Maya. - [Animate heads](/docs/en-us/art/characters/facial-animation/animate-heads.md): You can create facial animations for a character with live heads using the Animation Editor. ## Chat - [Voice Chat](/docs/en-us/chat/voice-chat.md): Explains how to use the Voice Chat feature. - [Text chat overview](/docs/en-us/chat/in-experience-text-chat.md): TextChatService lets players communicate with each other using text-based messages in live sessions. ## Text chat - [Chat system guidelines](/docs/en-us/chat/guidelines.md): Important guidelines for using the in-experience text chat feature. - [Preset system guidelines](/docs/en-us/chat/preset-system-guidelines.md): Guidelines for implementing preset systems that comply with Roblox Community Standards and Terms of Use. - [Customize the chat window](/docs/en-us/chat/chat-window.md): Customize the chat window and message UI of your in-experience text chat. - [Cross-server chat](/docs/en-us/chat/cross-server-chat.md): Cross-server chat allows players to interact with others across different servers. - [Customize bubble chat](/docs/en-us/chat/bubble-chat.md): The text chat system allows users to communicate and socialize with each other. - [Custom text chat UI](/docs/en-us/chat/examples/simple-custom-frontend-ui.md): Example of how to create a simple frontend UI powered with TextChatService. ## Examples - [Assign chat tags](/docs/en-us/chat/examples/group-chat-tags.md): Example of how to assign chat tags to players based on their membership in a group. - [Proximity-based chat](/docs/en-us/chat/examples/proximity-chat.md): Learn how to implement exclusive chat for users who are close to each other in locations using the TextChatService. - [Custom text chat commands](/docs/en-us/chat/examples/custom-text-chat-commands.md): Learn how to create custom chat commands. - [Rate-limited text inputs](/docs/en-us/chat/examples/rate-limit-public-text-inputs.md): Learn how to implement a rate limit for any text field that might be used by players to conduct a conversation. ## Matchmaking - [Server scoring](/docs/en-us/matchmaking/scoring.md): How matchmaking uses scoring to match players to servers. - [Attributes and signals](/docs/en-us/matchmaking/attributes-and-signals.md): Attributes and signals define the player and server data used in matchmaking, including both Roblox-provided signals and - [Customize your matchmaking configuration](/docs/en-us/matchmaking/customize-matchmaking.md): Use custom matchmaking to match players based on attributes like their skill level, their age and language, and their ga - [Matchmaking analytics](/docs/en-us/matchmaking/analytics.md): Use matchmaking analytics to analyze your matchmaking configurations. - [Matchmaking glossary](/docs/en-us/matchmaking/glossary.md): Glossary of matchmaking terms. ## Performance optimization - [Design for performance](/docs/en-us/performance-optimization/design.md): Outlines performance best practices to follow as you build a new game. - [Identify performance issues](/docs/en-us/performance-optimization/identify.md): Explains how to use Roblox tools to identify performance issues. - [MicroProfiler](/docs/en-us/performance-optimization/microprofiler.md): The MicroProfiler is a Studio and client tool for optimizing your games on Roblox. - [Scene Analysis](/docs/en-us/performance-optimization/scene-analysis.md): Use the Scene Analysis tool to identify and resolve performance issues in your experience. Check script memory, unparent - [Improve performance](/docs/en-us/performance-optimization/improve.md): Lists common performance problems and steps to mitigate them. - [Monitor performance](/docs/en-us/performance-optimization/monitor.md): Explains how to use the Performance Dashboard to monitor your games. ## MicroProfiler - [MicroProfiler modes](/docs/en-us/performance-optimization/microprofiler/modes.md): The MicroProfiler includes several different modes, all of which offer different ways to understand your game's performa - [Task scheduler](/docs/en-us/performance-optimization/microprofiler/task-scheduler.md): Task Scheduler coordinates tasks done in each frame as the game runs. - [Tag reference](/docs/en-us/performance-optimization/microprofiler/tag-table.md): A list of tags for the MicroProfiler. - [Network usage](/docs/en-us/performance-optimization/microprofiler/network.md): The MicroProfiler provides detailed information on network usage within your game. - [MicroProfiler walkthrough](/docs/en-us/performance-optimization/microprofiler/use-microprofiler.md): Explains how using the MicroProfiler can help you optimize portions of your game. ## Cloud services - [Data stores](/docs/en-us/cloud-services/data-stores.md): How to implement data stores (DataStores) to store persistent data. - [Memory stores](/docs/en-us/cloud-services/memory-stores.md): Explains how to implement memory store data structures to store frequent in-memory data. - [Secrets stores](/docs/en-us/cloud-services/secrets.md): Securely manage API keys, passwords, and assess tokens for third-party services with your game's secrets store. - [In-game HTTP requests](/docs/en-us/cloud-services/http-service.md): Use HttpService to send HTTP requests to third-party web services and Open Cloud. - [Extended Services](/docs/en-us/cloud-services/extended-services.md): Extended Services is a platform that lets you manage your free and paid services. - [Cross-server messaging](/docs/en-us/cloud-services/cross-server-messaging.md): Cross-server messaging enables you to communicate with other servers or client instances of your experience. ## Data stores - [Data Stores Manager](/docs/en-us/cloud-services/data-stores/data-stores-manager.md): The Data Stores Manager helps you monitor your data stores (DataStores) on Creator Hub. - [Data store versioning, listing, and caching](/docs/en-us/cloud-services/data-stores/versioning-listing-and-caching.md): How to manage data stores (DataStores) through versioning, listing, and caching. - [Data store error codes and limits](/docs/en-us/cloud-services/data-stores/error-codes-and-limits.md): Error codes you might encounter and limits you might hit when using data stores (DataStores) to store data. - [Data store observability](/docs/en-us/cloud-services/data-stores/observability.md): Explains how to use the observability dashboard for data stores (DataStores). - [Best practices for data stores](/docs/en-us/cloud-services/data-stores/best-practices.md): Guidelines that help you manage your data and data stores (DataStores) more efficiently. - [Data store right to be forgotten (RTBF)](/docs/en-us/cloud-services/data-stores/right-to-be-forgotten.md): Configure automated deletion of data store keys and stores when you receive a right-to-be-forgotten request, using the D - [Implement player data and purchasing systems](/docs/en-us/cloud-services/data-stores/player-data-purchasing.md): Guide for implementing player data and purchase handling systems. - [Handle Open Cloud data store requests](/docs/en-us/cloud/guides/data-stores/request-handling.md): Explains how to handle Open Cloud API requests for data stores. - [Rate limits and throttling](/docs/en-us/cloud/guides/data-stores/throttling.md): Covers rate limits for the Open Cloud v2 Data Stores API. ## Memory stores - [Memory store sorted map](/docs/en-us/cloud-services/memory-stores/sorted-map.md): Explains how to implement the sorted map data structure for memory stores. - [Memory store queue](/docs/en-us/cloud-services/memory-stores/queue.md): Explains how to implement the queue data structure for memory stores. - [Memory store hash map](/docs/en-us/cloud-services/memory-stores/hash-map.md): Explains how to implement the hash map data structure for memory stores. - [Memory store observability](/docs/en-us/cloud-services/memory-stores/observability.md): Explains how to use the observability dashboard for memory stores. - [Partitions and data distribution](/docs/en-us/cloud-services/memory-stores/per-partition-limits.md): Explains the concept of a partition and per-partition limits. - [Best practices when designing MemoryStore data structures](/docs/en-us/cloud-services/memory-stores/best-practices.md): Explains how to best design data structures to reduce the chance of experiencing throttling. ## Scale - [Discovery](/docs/en-us/discovery.md): Explains how users discover experiences on the Roblox platform. - [Design experiences on Roblox](/docs/en-us/production/game-design.md): Design experiences on Roblox ## Charts page - [Genres](/docs/en-us/production/publishing/experience-genres.md): Genres help users better discover and understand the content of your experience. - [Icons](/docs/en-us/production/publishing/experience-icons.md): Icons are an important factor in helping users recognize your experience and grow its brand. - [Thumbnails](/docs/en-us/production/publishing/thumbnails.md): Thumbnail images and videos appear on the Roblox home page and at the top of an experience's detail page to showcase fea - [Badges](/docs/en-us/production/publishing/badges.md): Badges are a special award you can gift users when they meet a goal within your experience. ## Discovery - [Experience events and updates](/docs/en-us/production/promotion/experience-events.md): Explore how to create and promote time-based events for your experience, as well as announce experience updates to opted - [Recommendation systems](/docs/en-us/production/recommendation.md): Use Roblox's built-in recommendation systems to create personalized curated content for individual users. - [Player invite prompts](/docs/en-us/production/promotion/invite-prompts.md): Invite prompts are prompts sent to the player of an experience to invite their friends to join them. - [Friend referral system](/docs/en-us/production/promotion/referral-system.md): Use referral links to track and reward players that have successfully invited other players into your experience, and pl - [Experience notifications](/docs/en-us/production/promotion/experience-notifications.md): Send experience notifications within your experience with Luau APIs. Experience notifications are a way for users to kee - [Social media links](/docs/en-us/production/promotion/social-media-links.md): Explains how to engage with your audience by promoting your experience on social media. - [Share links](/docs/en-us/production/promotion/share-links.md): How to create and use share links to promote your experiences and track acquisition metrics. ## Localization - [Localization](/docs/en-us/production/localization.md): An overview of localization tools you can use to make sure all users can understand and enjoy content within experiences - [Localize with scripting](/docs/en-us/production/localization/localize-with-scripting.md): Explains how to use localization APIs for specialized translation tasks. - [Work with translators](/docs/en-us/production/localization/work-with-translators.md): Explains the benefit of working with a native speaker to assist with localization efforts. - [Language codes](/docs/en-us/production/localization/language-codes.md): Language codes are languages you can specify by locale ID to support multi-lingual support. ## Automatic translation - [Automatic translation](/docs/en-us/production/localization/automatic-translations.md): Roblox's easy to use automatic translation features allow you to quickly begin supporting various language translations - [Automatically translate dynamic content](/docs/en-us/production/localization/auto-translate-dynamic-content.md): Explain how to generate translations in real time for dynamic content. ## Manual translations - [Manual translations](/docs/en-us/production/localization/manual-translations.md): Learn how to manually add, edit, and remove entries to your experience's cloud localization table. - [Add source content](/docs/en-us/production/localization/add-source-content.md): Learn how to manually add, edit, and remove entries to your experience's cloud localization table. - [Remove content](/docs/en-us/production/localization/remove-content.md): Learn how to manually add, edit, and remove entries to your experience's cloud localization table. - [Add translations](/docs/en-us/production/localization/add-translations.md): Learn how to manually add, edit, and remove entries to your experience's cloud localization table. - [Translate dynamic content](/docs/en-us/production/localization/translate-dynamic-content.md): Explains how to use Parameters in localization tables to translate specific parts of content. ## Design your experience - [Design for Roblox](/docs/en-us/production/game-design/design-for-roblox.md): Explains overall concepts for designing experiences on Roblox. - [The Roblox user base](/docs/en-us/production/roblox-user-base.md): Explains the distinct qualities of Roblox's user base and culture. - [Core loops](/docs/en-us/production/game-design/core-loops.md): Core Loops - [Prototyping](/docs/en-us/production/game-design/prototyping.md): Prototyping ## Build your experience - [Onboarding](/docs/en-us/production/game-design/onboarding.md): Learn how to design and optimize the First-Time User Experience (FTUE) using data-driven iteration. - [Onboarding techniques](/docs/en-us/production/game-design/onboarding-techniques.md): Onboarding - [Introduction to quest design](/docs/en-us/production/game-design/introduction-to-quest-design.md): Introduction to Quest Design, achievements, and dailies. - [UI and UX design](/docs/en-us/production/game-design/ui-ux-design.md): UI and UX design in Roblox - [Accessibility guidelines](/docs/en-us/production/publishing/accessibility.md): Explains the practice of designing products and services to be usable by people with disabilities. - [Adaptive design guidelines](/docs/en-us/production/publishing/adaptive-design.md): Guidelines to help you deliver best-in-class experiences that intelligently adapt to any device and input type to reach ## Adaptive design guidelines - [Console development guidelines](/docs/en-us/production/publishing/console-guidelines.md): Explains design requirements to follow for publishing an experience to consoles. - [VR guidelines](/docs/en-us/production/publishing/vr-guidelines.md): Guidelines on publishing an experience for VR devices. ## Support your experience - [LiveOps essentials](/docs/en-us/production/game-design/liveops-essentials.md): LiveOps Essentials is an overview of what live ops are and how to think about designing them effectively. - [LiveOps planning](/docs/en-us/production/game-design/liveops-planning.md): LiveOps Essentials is an overview of what live ops are and how to think about designing them effectively. - [Analyze and experiment](/docs/en-us/production/game-design/analytics-essentials.md): Analytics essentials - [Content updates](/docs/en-us/production/game-design/content-updates.md): Content updates ## Monetize - [Monetize your experiences](/docs/en-us/monetize-experiences.md): An overview of monetization tools for experiences. - [Monetization](/docs/en-us/production/monetization.md): Monetization is a part of Roblox's overall structure to provide value to creators. - [Use Iconic IP on Roblox](/docs/en-us/ip-licensing.md): Learn how to scale on Roblox. - [Advertising for creators](/docs/en-us/production/promotion/advertise.md): Grow your player base, increase your earnings, and invest in your growth. - [Monetize avatar items](/docs/en-us/monetize-avatar.md): An overview of virtual items and the Marketplace. - [Marketplace fees and commissions](/docs/en-us/marketplace/marketplace-fees-and-commissions.md): Explains upload fees and commission from selling accessories and clothes on the Marketplace. - [Avatar items](/docs/en-us/production/monetization/avatar-items.md): Sell community created Avatar items exclusively through your experience. - [Avatar creation token](/docs/en-us/production/monetization/avatar-creation-token.md): Enable users to create and purchase avatar items in experience. - [Sponsored items](/docs/en-us/production/promotion/sponsor-items.md): Sponsoring items allows you to increase the discoverability of 3D user-generated content within the Marketplace. ## Earn - [Roblox Developer Exchange Program](/docs/en-us/production/monetization/developer-exchange.md): The Roblox Developer Exchange Program allows eligible creators to exchange their Earned Robux for real-world local curre - [Creator Rewards](/docs/en-us/creator-rewards.md): Learn how to earn Robux for creating engaging experiences and growing the platform. - [Roblox Plus](/docs/en-us/production/monetization/roblox-plus.md): Roblox Plus gives you additional ways to earn from your games by rewarding engagement and purchases from Plus subscriber - [Robux transfers](/docs/en-us/production/monetization/robux-transfers.md): Explains how to implement Robux transfers inside your game. - [Private servers](/docs/en-us/production/monetization/private-servers.md): Private servers are a subscription-based feature that allows users to decide who can play an experience with them. - [Subscriptions](/docs/en-us/production/monetization/subscriptions.md): Subscriptions within experiences let you offer users recurring benefits for a monthly fee. - [Passes](/docs/en-us/production/monetization/passes.md): Passes let you charge users a one-time Robux fee to access privileges inside your game. - [Developer Products](/docs/en-us/production/monetization/developer-products.md): Developer Products let you charge users a Robux fee for items or abilities that they can access and use inside your game - [Commerce products](/docs/en-us/production/monetization/commerce-products.md): Commerce products let you enable real-world purchases through your experience. - [Paid access in Robux](/docs/en-us/production/monetization/paid-access-robux.md): Paid access lets you charge users a one-time fee in Robux to access your experience. - [Paid access in local currency](/docs/en-us/production/monetization/paid-access-local-currency.md): Paid access lets you charge users a one-time fee in their local currency to access your experience. - [Price optimization](/docs/en-us/production/monetization/price-optimization.md): Price optimization finds the best price points for your passes and developer products, helping you earn more money over - [Regional Pricing](/docs/en-us/production/monetization/regional-pricing.md): Regional pricing adjusts the price of your items based on a user's region. ## Developer Exchange Program - [U.S. 18+ exchange rate](/docs/en-us/production/monetization/18-plus-devex-rate.md) ## License - [Get started as a rights holder](/docs/en-us/ip-licensing/get-started.md): Get started with IP tools as a rights holder. - [IP licensing for creators](/docs/en-us/ip-licensing/creators.md): How to use IP licensing as a creator. - [FAQ and guidelines](/docs/en-us/ip-licensing/faq.md): Frequently asked questions and guidelines about IP licensing tools. - [Glossary](/docs/en-us/ip-licensing/glossary.md): Glossary of IP licensing terms. ## Tools for rights holders - [License Manager](/docs/en-us/ip-licensing/license-manager.md): How to use IP licensing as a rights holder. - [Rights Manager](/docs/en-us/production/publishing/rights-manager.md): How to request the removal of IP infringing experiences, avatar items, and assets hosted on Roblox. ## Advertise - [Ads Manager](/docs/en-us/production/promotion/ads-manager.md): The Ads Manager is where you can manage ad campaigns, ads reporting, and ads billings and payments in one place. - [Ad integrations](/docs/en-us/production/promotion/ad-integrations.md): Ad integrations are advertisements that aren't part of Roblox's built-in ad products and that promote products or servic - [Immersive ads](/docs/en-us/production/monetization/immersive-ads.md): Immersive ads allow you insert ad units into your experience that programmatically serve ad content. - [Rewarded video ads](/docs/en-us/production/promotion/rewarded-video-ads.md): Immersive ads allow you insert ad units into your experience that programmatically serve ad content. ## Classic clothing - [Classic clothing](/docs/en-us/art/classic-clothing.md): Classic clothing are decals you can apply to a classic character model's surface. You can create classic clothing items - [Test classic clothing](/docs/en-us/art/test-classic-clothing.md): How to test your classic clothing items before uploading them to the Marketplace. - [Upload classic clothing](/docs/en-us/art/upload-classic-clothing.md): How to upload your classic clothing to the Marketplace and check moderation status. ## Accessories - [Rigid accessories](/docs/en-us/art/accessories.md): Rigid accessories are basic 3D cosmetics users can equip and wear on their avatar character. - [Rigid accessory specifications](/docs/en-us/art/accessories/specifications.md): Rigid accessory specifications lists the specific technical requirements for basic avatar accessories. - [Body scale and proportions](/docs/en-us/art/accessories/body-scale.md): Avatars come in 3 different standard sizes, Classic, Rthro, Rthro Slender. - [Rigid accessory export settings](/docs/en-us/art/accessories/export-settings.md): Use the appropriate export settings in Maya and Blender to generate Studio-ready .fbx files. - [Import rigid accessories](/docs/en-us/art/accessories/importing.md): Use the Importer to add third-party models to Studio before using the Accessory Fitting Tool to convert the model to an ## Clothing - [Layered clothing](/docs/en-us/art/accessories/layered-clothing.md): Layered clothing are cosmetic accessories that stretch, fit, and layer over any body type simulating real-life clothing. - [Clothing specifications](/docs/en-us/art/accessories/clothing-specifications.md): Layered clothing specifications lists the specific technical requirements for the visible mesh, cages, and proper riggin - [Accessory project files and references](/docs/en-us/art/accessories/project-files.md): Download various accessory-related project files and reference files. - [Caging best practices](/docs/en-us/art/accessories/caging-best-practices.md): In-depth description and images of various caging best practices for layered clothing. - [Layered clothing export settings](/docs/en-us/art/accessories/clothing-export-settings.md): Use the appropriate export settings in Maya and Blender to generate Studio-ready .fbx files. - [Import clothing accessories](/docs/en-us/art/accessories/import-clothing.md): Use the Importer to add third-party models to Studio before using the Accessory Fitting Tool to convert the model to an - [Pants](/docs/en-us/reference/engine/classes/Pants.md): Displays a Pants texture from the Roblox website to display on a - [Shirt](/docs/en-us/reference/engine/classes/Shirt.md): Displays a shirt texture on a `Class.Humanoid` rig. ## Heads - [Heads](/docs/en-us/art/characters/facial-animation.md): Facial animations enable avatars to create dynamic facial expressions. - [Head validation](/docs/en-us/art/characters/head-validation.md): In-depth details on how Roblox validates head assets - [Head specifications](/docs/en-us/art/characters/head-specifications.md): In-depth details on expected head schemas for Marketplace - [Face caging best practices](/docs/en-us/art/characters/face-caging-best-practices.md): Tips on optimizing face cages for your avatars. - [Test heads in Studio](/docs/en-us/art/characters/facial-animation/use-heads-in-studio.md): If you have a model with a live head, you can import the model into Studio, equip face accessories, and create and save - [FACS poses reference](/docs/en-us/art/characters/facial-animation/facs-poses-reference.md): The Facial Action Coding System (FACS) ensures that all face animations have a common pose reference and can create simi ## Emotes - [Emotes](/docs/en-us/art/emotes.md): All Roblox users are represented by an avatar character which can be customized with body parts, accessories, and clothe - [Emotes specifications](/docs/en-us/art/emotes/specifications.md): Character specification lists the specific technical requirements for custom characters created outside of Studio. - [Animation export settings](/docs/en-us/art/emotes/export-settings.md): Use the appropriate export settings in Maya and Blender to generate Studio-ready .fbx files. - [Import and configure animations](/docs/en-us/art/emotes/import.md): Use the Importer to add third-party models to Studio before testing, using, or uploading the character model. ## Makeup - [Makeup](/docs/en-us/makeup.md): Makeup is a cosmetic look made up of multiple facial textures and optional eyebrow and eyelashes. - [Makeup specifications](/docs/en-us/makeup/specifications.md): Makeup is a cosmetic look made up of multiple facial textures and optional eyebrow and eyelashes. - [Reassign textures](/docs/en-us/makeup/reassign-textures.md): To import custom makeup, replace the existing textures on the head template with your custom textures. - [Import into Studio](/docs/en-us/makeup/import.md): Makeup is a cosmetic look made up of multiple facial textures and optional eyebrow and eyelashes. ## Publish - [Marketplace overview](/docs/en-us/marketplace.md): Understand how to create and sell items on the Marketplace, including policies, fees and commissions, and managing IP. - [Publish to Marketplace](/docs/en-us/marketplace/publish-to-marketplace.md): Explains how to publish user-generated content to the Marketplace. - [UGC Homestore](/docs/en-us/marketplace/homestore.md): Showcase and sell your published avatar items in a easily customizable shop template. - [Upload and publish](/docs/en-us/art/accessories/creating-rigid/publishing.md): Before selling your accessory, upload the accessory for validation and moderation. ## Avatar Setup - [Avatar Setup](/docs/en-us/avatar-setup.md): The Avatar Setup tool helps accelerate the avatar character, clothing, and accessory creation process by automatically p - [Avatar Setup model requirements](/docs/en-us/avatar-setup/auto-setup-requirements.md): The Avatar Setup tool previews animations, clothing, accessories, and body constructs on avatar rigs, directly in Studio ## More Studio tools - [Importer](/docs/en-us/studio/importer.md): Importer imports third-party .fbx, .gltf, and .obj 3D model assets into Studio. - [Accessory Fitting Tool](/docs/en-us/art/accessories/accessory-fitting-tool.md): The Accessory Fitting Tool lets you adjust and test custom accessory models on different body types, animations, or cust - [Automatic Skinning Transfer](/docs/en-us/art/accessories/automatic-skinning-transfer.md): Automatic Skinning Transfer can create deformation data for character accessories without manual skinning. - [Custom thumbnails](/docs/en-us/marketplace/custom-thumbnails.md): Explains how to create your own custom thumbnail for marketplace items. ## 3rd party add-ons - [Roblox Blender plugin](/docs/en-us/art/modeling/roblox-blender-plugin.md): The Roblox Blender plugin allows you to transfer assets directly from Blender to Studio. - [Calisthenics Tool](/docs/en-us/art/modeling/calisthenics-tool.md): Calisthenics Tool is a Blender plugin that you can use to verify skinning quality of an asset. - [Clothing Validation Tool](/docs/en-us/art/accessories/validation-tool.md): The Layered Clothing Validation Tool checks for common clothing creation issues in Blender or Maya before exporting. ## Policies and Guidelines - [Marketplace policy](/docs/en-us/marketplace/marketplace-policy.md): Marketplace Requirements lists the specific requirements for Marketplace Assets. - [Marketplace asset categories](/docs/en-us/marketplace/categories.md): Reference of all supported Marketplace asset categories and a brief description of each. - [Intellectual property for avatar items](/docs/en-us/marketplace/intellectual-property.md): Explains protected intellectual property, both for individual and Roblox creations. - [Moderation](/docs/en-us/marketplace/moderation.md): Provides information on the moderation policy and process for Marketplace items. - [Frequently asked questions](/docs/en-us/marketplace/frequently-asked-questions.md): Marketplace FAQ providing answers and resources for common questions. ## Manage - [Toolbox](/docs/en-us/projects/assets/toolbox.md): The Toolbox contains a selection of assets made by Roblox or Roblox community members. - [Creator Store queries](/docs/en-us/projects/assets/api.md): Creator Store Queries let you externally query the Creator Store and Marketplace Catalog. ## Creation tools - [3D art and Studio](/docs/en-us/art/overview-studio.md): An overview of fundamental 3D art tools, concepts, workflows, and resources for Roblox Studio. - [In-Experience asset creation](/docs/en-us/projects/assets/in-experience-asset-creation.md): Explains how to allow users to create and save assets in your experience. ## Third-party software - [Work with third-party software](/docs/en-us/art/overview-dcc.md): An overview of how to incorporate content created from other software into Studio. - [Blender](/docs/en-us/art/blender.md): Learn about Blender tools. - [Reaper](/docs/en-us/art/reaper.md): Learn about Reaper tools. ## 3D Art - [3D art in Roblox](/docs/en-us/art.md): An overview of 3D art tools, resources, and workflows for creators of all experience levels. - [Reimport](/docs/en-us/art/modeling/reimport.md): Reimport allows you to update an existing custom mesh and textures without generating a new instance. - [3D Export](/docs/en-us/art/modeling/gltf-export.md): Importer imports third-party .fbx, .gltf, and .obj 3D model assets into Studio. ## Modeling - [Custom 3D assets](/docs/en-us/art/modeling.md): External modeling is the use of a third-party modeling software to create custom 3D assets. - [General specifications](/docs/en-us/art/modeling/specifications.md): Lists the specific technical requirements for custom models created outside of Studio. - [Modeling project files and references](/docs/en-us/art/modeling/project-files.md): Download various modeling-related project files and reference files. - [Rigging and skinning](/docs/en-us/art/modeling/rigging.md): Rigging and skinning is a modeling process that connects an armature to a mesh, allowing it to be animated or posed in S - [Export settings](/docs/en-us/art/modeling/export-requirements.md): Use the appropriate export settings in Maya and Blender to generate Studio-ready .fbx files. - [Create neon signs](/docs/en-us/tutorials/use-case-tutorials/modeling/create-neon-signs.md): Explains how to create neon signage to draw attention to something in an experience. - [Assemble modular environments](/docs/en-us/tutorials/use-case-tutorials/modeling/assemble-modular-environments.md): Explains how to configure and assemble reusable assets that seamlessly snap together. - [Modeling setup](/docs/en-us/art/accessories/creating/modeling-setup.md): Setup your Blender environment with the correct files and templates to model efficiently. - [Trim clothing shape](/docs/en-us/art/accessories/creating/trimming.md): Create the general shape of your clothing item by removing unnecessary sections of your duplicated mesh. - [Sculpt detail](/docs/en-us/art/accessories/creating/sculpting.md): Use Blender's sculpting and simulation tools to add detail to your clothing shape. - [Make mesh watertight](/docs/en-us/art/accessories/creating/watertight.md): Seal off your geometry to ensure that there are no angles where the interior backfaces of your object are exposed. - [Modeling best practices](/docs/en-us/art/characters/creating/modeling-best-practices.md): Understand important modeling concepts to prevent major issues before any modeling steps. - [Modeling tips](/docs/en-us/art/characters/creating/modeling-tips.md): Use these Blender modeling tips to expedite your character creation. - [Sculpt the head](/docs/en-us/art/characters/creating/sculpting.md): Use Blender's sculpting tools to make unique changes to the shape of your character. ## Texturing - [Texture specifications](/docs/en-us/art/modeling/texture-specifications.md): Texture Specifications lists the specific technical requirements and best practices for custom textures created outside - [Blender and Maya texture settings](/docs/en-us/art/modeling/assign-textures.md): Learn to assign basic or PBR textures in Blender or Maya to natively import into Studio. - [PBR textures](/docs/en-us/art/modeling/surface-appearance.md): PBR textures are advanced textures using multiple texture maps. - [Material references](/docs/en-us/art/modeling/material-reference.md): PBR texture examples and various texture map values. - [Create seams and unwrap](/docs/en-us/art/accessories/creating/unwrapping.md): Use Blender's seams and unwrapping functionality to project your 3D surface on a 2D texture plane. - [Create texture map](/docs/en-us/art/accessories/creating/texture-map.md): Generate a 2D texture map image that you can save your texture painting to. - [Texture painting](/docs/en-us/art/accessories/creating/texture-painting.md): Use Blender's Texture Painting tools to apply a surface appearance to your clothing item. - [Texturing setup](/docs/en-us/art/characters/creating/texturing-setup.md): Set up Blender to optimize your project for texturing the eyes and face of your template. - [Texturing eyes](/docs/en-us/art/characters/creating/texturing-eyes.md): Use Blender's texture painting tools to apply a custom surface appearance on your character's eyes. - [Texturing face](/docs/en-us/art/characters/creating/texturing-face.md): Use Blender to apply a custom surface appearance on your character's face. - [PBR textures (optional)](/docs/en-us/art/characters/creating/texturing-pbr.md): PBR textures are high-definition texture maps that can elevate your custom characters. ## Code samples - [Code samples](/docs/en-us/samples.md): Use Code Samples as reference and learning tools for various Studio features. ## Feature packages - [Feature packages](/docs/en-us/resources/feature-packages.md): Feature Packages let you drag and drop fully functional, customizable features directly into your experiences. - [Bundles package](/docs/en-us/resources/feature-packages/bundles.md): Learn about the bundles feature package. - [Missions package](/docs/en-us/resources/feature-packages/missions.md): Learn about the missions feature package. - [Season passes package](/docs/en-us/resources/feature-packages/season-passes.md): Learn about the season passes feature package. - [Engagement rewards](/docs/en-us/resources/feature-packages/engagement-rewards.md): Learn about the engagement rewards feature package. - [Changelog](/docs/en-us/resources/feature-packages/changelog.md): Learn about updates to all feature packages. ## Developer modules - [Developer modules](/docs/en-us/resources/modules.md): Developer modules let you easily add powerful social features to your experiences. - [Selfie Mode](/docs/en-us/resources/modules/selfie-mode.md): The Selfie Mode module lets players capture screenshots to commemorate fun moments. - [Merch Booth](/docs/en-us/resources/modules/merch-booth.md): The Merch Booth module lets you sell avatar assets, passes, and products directly in an experience. - [Friends Locator](/docs/en-us/resources/modules/friends-locator.md): The Friends Locator module lets players easily find and teleport to their friends inside a place. - [Profile Card](/docs/en-us/resources/modules/profile-card.md): The Profile Card module lets players see more information about other players in an experience. - [Emote Bar](/docs/en-us/resources/modules/emote-bar.md): The Emote Bar module aims to provide players an accessible, customizable way to socially interact. - [Spawn With Friends](/docs/en-us/resources/modules/spawn-with-friends.md): The Spawn With Friends module automatically moves spawning players near one of their friends. - [Photo Booth](/docs/en-us/resources/modules/photo-booth.md): The Photo Booth module lets players strike a unique pose with a background. - [Surface Art](/docs/en-us/resources/modules/surface-art.md): The Surface Art module lets players literally leave their mark in an experience. - [Scavenger Hunt](/docs/en-us/resources/modules/scavenger-hunt.md): The Scavenger Hunt module gives players an inherently gamified way to explore an experience. - [Social Interactions](/docs/en-us/resources/modules/social-interactions.md): The Social Interactions module lets avatars better express themselves and their natural movements. - [Event Sequencer](/docs/en-us/resources/modules/event-sequencer.md): Event Sequencer is a powerful framework for building live, cross-server events and cutscenes. ## Scripting libraries - [Scripting libraries](/docs/en-us/resources/scripting-libraries.md): Scripting Libraries give quick access to useful utilities and tools. ## Projects and kits - [Templates](/docs/en-us/resources/templates.md): Templates provide a set of default objects you can use as the foundation for your experiences. - [Roblox Connect project](/docs/en-us/resources/roblox-connect.md): Explore Roblox Connect, an experience where you can call a friend and have a conversation as your avatars, together in a - [Plant reference project](/docs/en-us/resources/plant-reference-project.md): A deep dive into building of the Plant experience, an experience where players plant seeds and harvest plants. ## Resources - [The Mystery of Duvall Drive](/docs/en-us/resources/the-mystery-of-duvall-drive.md): The Mystery of Duvall Drive is a showcase demo with accompanying documentation on the concepts and processes used during - [Beyond the Dark](/docs/en-us/resources/beyond-the-dark.md): Beyond the Dark is a showcase demo with accompanying documentation on the concepts and processes used during development - [Battle Royale](/docs/en-us/resources/battle-royale.md): Battle Royale is an example game-kit with instructions on specific gameplay implementations. - [Weapons kit](/docs/en-us/resources/weapons-kit.md): The Weapons Kit assists in creating competitive combat-based experiences. - [NPC kit](/docs/en-us/resources/npc-kit.md): The NPC Kit provides several pre-built, customizable NPCs for use an any experience. - [Roblox educators](/docs/en-us/education/resources/roblox-educators.md): A list of schools, summer camps, and online educators offering Roblox in education for students and parents. - [Marketing materials](/docs/en-us/education/resources/marketing-materials.md): Marketing materials for educators using Roblox in the classroom. Includes high quality renders and logos. - [Roblox for the AP CSP Create Performance Task](/docs/en-us/education/resources/roblox-for-the-ap-csp-create-performance-task.md): Recommendations on how to incorporate Roblox Studio and Luau into a classroom for use in the AP CSP Create Performance T - [Create bundled installers](/docs/en-us/education/support/creating-bundled-installers.md): Install Roblox Studio on multiple computers for schools or summer camps. ## The Mystery of Duvall Drive - [Construct the house](/docs/en-us/resources/the-mystery-of-duvall-drive/construct-the-house.md): Explains the design process for house in The Mystery of Duvall Drive. - [Materialize the world](/docs/en-us/resources/the-mystery-of-duvall-drive/materialize-the-world.md): Explains the use of materials and textures in The Mystery of Duvall Drive. - [Immersive narrative](/docs/en-us/resources/the-mystery-of-duvall-drive/immersive-narrative.md): Explains the narrative concepts used in The Mystery of Duvall Drive. - [Stream in immersion](/docs/en-us/resources/the-mystery-of-duvall-drive/stream-in-immersion.md): Explains the use of instance streaming The Mystery of Duvall Drive. - [Develop a moving world](/docs/en-us/resources/the-mystery-of-duvall-drive/develop-a-moving-world.md): Explains the environmental design concepts used in The Mystery of Duvall Drive. - [Design dark soundscapes](/docs/en-us/resources/the-mystery-of-duvall-drive/design-dark-soundscapes.md): Explains the design concepts for gloomy soundscapes in The Mystery of Duvall Drive. - [Technical overview](/docs/en-us/resources/the-mystery-of-duvall-drive/technical-overview.md): Explains the fundamental design and gameplay systems in The Mystery of Duvall Drive. ## Technical overview - [Main design requirements](/docs/en-us/resources/the-mystery-of-duvall-drive/main-design-requirements.md): Explains the fundamental design concepts used in The Mystery of Duvall Drive. - [Foundational gameplay systems](/docs/en-us/resources/the-mystery-of-duvall-drive/foundational-gameplay-systems.md): Explains the gameplay design used in The Mystery of Duvall Drive. - [Supporting systems](/docs/en-us/resources/the-mystery-of-duvall-drive/supporting-systems.md): Explains the supporting systems and functions in The Mystery of Duvall Drive. ## Beyond the Dark - [Building architecture](/docs/en-us/resources/beyond-the-dark/building-architecture.md): Explains the design concepts for architecture in Beyond The Dark. - [Custom characters](/docs/en-us/resources/beyond-the-dark/custom-characters.md): Explains the design concepts and systems for characters in Beyond The Dark. - [Layered clothing example](/docs/en-us/resources/beyond-the-dark/layered-clothing.md): Explains the concepts for applying layered clothing in Beyond The Dark. - [Sound design](/docs/en-us/resources/beyond-the-dark/sound-design.md): Explains the design concepts for sound in Beyond The Dark. - [User interface](/docs/en-us/resources/beyond-the-dark/user-interface.md): Explains the design concepts for user-interface effects in Beyond The Dark. ## Battle Royale - [Installation and setup](/docs/en-us/resources/battle-royale/installation-and-setup.md): Explains the installation and setup details for the Battle Royale game kit. - [Run the game](/docs/en-us/resources/battle-royale/run-the-game.md): Explains the playtest instructions for the Battle Royale game kit. - [Core scripts](/docs/en-us/resources/battle-royale/core-scripts.md): Explains the two scripts responsible for the Battle Royale gameplay loop. - [Pickup system](/docs/en-us/resources/battle-royale/pickup-system.md): Explains the pickup system for the Battle Royale game kit. - [Building system](/docs/en-us/resources/battle-royale/building-system.md): Explains the process of creating a building system in the Battle Royale kit. - [Minimap system](/docs/en-us/resources/battle-royale/minimap-system.md): Explains the minimap implementation details for the Battle Royale game kit. - [The storm](/docs/en-us/resources/battle-royale/the-storm.md): Explains the implementation details for the storm feature in the Battle Royale game kit. ## Engine API - [Roblox Engine classes](/docs/en-us/reference/engine/classes.md): Classes represent core objects and services in the Roblox Engine. They contain properties, methods, events, and callback - [Roblox Engine data types](/docs/en-us/reference/engine/datatypes.md): Data types are types unique to the Roblox Engine. They can contain constructors, properties, and methods. - [Roblox Engine enums](/docs/en-us/reference/engine/enums.md): Enums are groups of constants that define preset values that you can use with other APIs. - [Roblox Engine globals](/docs/en-us/reference/engine/globals.md): Globals are functions or properties that you can use in any script. Luau globals are native to Luau while Roblox globals - [Roblox Engine libraries](/docs/en-us/reference/engine/libraries.md): Libraries are groups of functions that you can use to manipulate built-in data types. ## Classes - [Object](/docs/en-us/reference/engine/classes/Object.md): `Object` is the base class for all classes in the Roblox class hierarchy. ## Object - [Capture](/docs/en-us/reference/engine/classes/Capture.md): A class which defines a piece of content, such as a screenshot or video, taken - [ConfigSnapshot](/docs/en-us/reference/engine/classes/ConfigSnapshot.md): A snapshot of configuration values at a given version. Can be player-specific. - [EditableImage](/docs/en-us/reference/engine/classes/EditableImage.md): Object which allows for the runtime creation and manipulation of images. - [EditableMesh](/docs/en-us/reference/engine/classes/EditableMesh.md): Object which allows for the runtime creation and manipulation of meshes. - [Instance](/docs/en-us/reference/engine/classes/Instance.md): `Instance` is the base class for all classes in the Roblox class hierarchy - [MLSession](/docs/en-us/reference/engine/classes/MLSession.md) - [PluginConnection](/docs/en-us/reference/engine/classes/PluginConnection.md): Encapsulates a connection between the current data model and another for - [VideoSampler](/docs/en-us/reference/engine/classes/VideoSampler.md): An object for sampling frames from video content. - [VirtualInput](/docs/en-us/reference/engine/classes/VirtualInput.md): Simulates mouse, keyboard, and pointer input as if it were performed by a real - [WebStreamClient](/docs/en-us/reference/engine/classes/WebStreamClient.md): Maintains a streaming connection. ## Capture - [ScreenshotCapture](/docs/en-us/reference/engine/classes/ScreenshotCapture.md): A child class of `Class.Capture` for screenshots. - [VideoCapture](/docs/en-us/reference/engine/classes/VideoCapture.md): A child class of `Class.Capture` for videos. ## Instance - [AccessoryDescription](/docs/en-us/reference/engine/classes/AccessoryDescription.md): Describes the appearance of an `Class.Accessory` for the - [Accoutrement](/docs/en-us/reference/engine/classes/Accoutrement.md): An object that can attach to a player's character. - [AdPortal](/docs/en-us/reference/engine/classes/AdPortal.md) - [AdService](/docs/en-us/reference/engine/classes/AdService.md): A class that allows the display of mobile video ads. - [AdvancedDragger](/docs/en-us/reference/engine/classes/AdvancedDragger.md): An unfinished advanced variant of the `Class.Dragger` class. - [AnalyticsService](/docs/en-us/reference/engine/classes/AnalyticsService.md): Collection of methods that allows you to track how users interact with your - [Animation](/docs/en-us/reference/engine/classes/Animation.md): References an animation asset which can be loaded by an - [AnimationClip](/docs/en-us/reference/engine/classes/AnimationClip.md): Represents all types of animation data that the Roblox animation system can - [AnimationClipProvider](/docs/en-us/reference/engine/classes/AnimationClipProvider.md): Provides functions to load and preview `Class.AnimationClip|AnimationClips`. - [AnimationController](/docs/en-us/reference/engine/classes/AnimationController.md): Allows animations to be loaded and applied to a character or model in place of - [AnimationFromVideoCreatorService](/docs/en-us/reference/engine/classes/AnimationFromVideoCreatorService.md) - [AnimationNodeDefinition](/docs/en-us/reference/engine/classes/AnimationNodeDefinition.md) - [AnimationRigData](/docs/en-us/reference/engine/classes/AnimationRigData.md): Used to store information regarding the model an animation was authored for. - [AnimationTrack](/docs/en-us/reference/engine/classes/AnimationTrack.md): Controls the playback of an animation on an `Class.Animator`. - [Animator](/docs/en-us/reference/engine/classes/Animator.md): Responsible for the playback and replication of `Class.Animation|Animations`. - [Annotation](/docs/en-us/reference/engine/classes/Annotation.md) - [AssetDeliveryProxy](/docs/en-us/reference/engine/classes/AssetDeliveryProxy.md) - [AssetPatchSettings](/docs/en-us/reference/engine/classes/AssetPatchSettings.md) - [AssetService](/docs/en-us/reference/engine/classes/AssetService.md): A non-replicated service that handles asset-related queries to the Roblox web - [Atmosphere](/docs/en-us/reference/engine/classes/Atmosphere.md): The `Class.Atmosphere` object pushes Roblox closer toward realistic - [Attachment](/docs/en-us/reference/engine/classes/Attachment.md): Defines a point and orientation relative to an ancestor `Class.PVInstance`, - [AudioAnalyzer](/docs/en-us/reference/engine/classes/AudioAnalyzer.md): Takes measurements from audio streams that are connected to it via one or more - [AudioChannelMixer](/docs/en-us/reference/engine/classes/AudioChannelMixer.md): Combines multiple audio streams into a single, multichannel audio stream. - [AudioChannelSplitter](/docs/en-us/reference/engine/classes/AudioChannelSplitter.md): Splits an audio stream into component channels so that each can be processed - [AudioChorus](/docs/en-us/reference/engine/classes/AudioChorus.md): Makes an audio stream sound more voluminous. If applied to a single voice, it - [AudioCompressor](/docs/en-us/reference/engine/classes/AudioCompressor.md): Adjusts the dynamic range of input streams. - [AudioDeviceInput](/docs/en-us/reference/engine/classes/AudioDeviceInput.md): Produces audio streams from physical devices, such as microphones. - [AudioDeviceOutput](/docs/en-us/reference/engine/classes/AudioDeviceOutput.md): Accepts audio streams to be rendered out to physical hardware devices such as - [AudioDistortion](/docs/en-us/reference/engine/classes/AudioDistortion.md): Distorts audio streams, making them sound fuzzier, grittier, and louder. - [AudioEcho](/docs/en-us/reference/engine/classes/AudioEcho.md): Overlays delayed copies of audio streams. - [AudioEmitter](/docs/en-us/reference/engine/classes/AudioEmitter.md): Emits audio streams into the world. - [AudioEqualizer](/docs/en-us/reference/engine/classes/AudioEqualizer.md): Adjusts the frequency content of audio streams. - [AudioFader](/docs/en-us/reference/engine/classes/AudioFader.md): Adjusts the volume of audio streams. - [AudioFilter](/docs/en-us/reference/engine/classes/AudioFilter.md): Adjusts the frequency content of audio streams. - [AudioFlanger](/docs/en-us/reference/engine/classes/AudioFlanger.md): Imparts a whooshing or sweeping sound on audio streams. - [AudioGate](/docs/en-us/reference/engine/classes/AudioGate.md): Mutes audio streams that fall below a certain volume threshold. - [AudioLimiter](/docs/en-us/reference/engine/classes/AudioLimiter.md): Limits how loud audio streams are allowed to be. - [AudioListener](/docs/en-us/reference/engine/classes/AudioListener.md): Records an audio stream from its surrounding - [AudioPitchShifter](/docs/en-us/reference/engine/classes/AudioPitchShifter.md): Adjusts the perceived pitch of audio streams. - [AudioPlayer](/docs/en-us/reference/engine/classes/AudioPlayer.md): Used to play audio assets. - [AudioRecorder](/docs/en-us/reference/engine/classes/AudioRecorder.md): Records audio streams in-experience. - [AudioReverb](/docs/en-us/reference/engine/classes/AudioReverb.md): Reverberates audio streams. - [AudioSearchParams](/docs/en-us/reference/engine/classes/AudioSearchParams.md): Instance to be passed to `Class.AssetService:SearchAudioAsync()` to search for - [AudioSpeechToText](/docs/en-us/reference/engine/classes/AudioSpeechToText.md): Converts spoken audio into text. - [AudioTextToSpeech](/docs/en-us/reference/engine/classes/AudioTextToSpeech.md): Plays text as speech audio. - [AudioTremolo](/docs/en-us/reference/engine/classes/AudioTremolo.md): Creates a trembling effect on a sound by varying the volume of the sound up - [AvatarCreationService](/docs/en-us/reference/engine/classes/AvatarCreationService.md): A service to support developer avatar creators. - [AvatarEditorService](/docs/en-us/reference/engine/classes/AvatarEditorService.md): A service to support developer Avatar Editors. - [Backpack](/docs/en-us/reference/engine/classes/Backpack.md): A container object that holds a player's inventory. Any `Class.Tool` in a - [BadgeService](/docs/en-us/reference/engine/classes/BadgeService.md): Provides information on badges and awards them. - [BaseCoreGuiConfiguration](/docs/en-us/reference/engine/classes/BaseCoreGuiConfiguration.md) - [BasePlayerGui](/docs/en-us/reference/engine/classes/BasePlayerGui.md): `BasePlayerGui` is an abstract class which the GUI drawing storage classes - [BaseRemoteEvent](/docs/en-us/reference/engine/classes/BaseRemoteEvent.md) - [BaseWrap](/docs/en-us/reference/engine/classes/BaseWrap.md): The base class for `Class.WrapTarget` and `Class.WrapLayer` objects. Note that - [Beam](/docs/en-us/reference/engine/classes/Beam.md): Connects two `Class.Attachment|Attachments` by drawing a texture between them. - [BindableEvent](/docs/en-us/reference/engine/classes/BindableEvent.md): An object which enables custom events through asynchronous one-way - [BindableFunction](/docs/en-us/reference/engine/classes/BindableFunction.md): An object which allows for synchronous two-way communication between scripts - [BodyMover](/docs/en-us/reference/engine/classes/BodyMover.md): Base class for objects that continually exert forces to assemblies. - [BodyPartDescription](/docs/en-us/reference/engine/classes/BodyPartDescription.md): Describes the appearance of an avatar body part for the - [BrowserService](/docs/en-us/reference/engine/classes/BrowserService.md) - [CacheableContentProvider](/docs/en-us/reference/engine/classes/CacheableContentProvider.md): A variant of the `Class.ContentProvider` that caches assets that have already - [CaptureService](/docs/en-us/reference/engine/classes/CaptureService.md): A service which provides control over screenshot and video capture features. - [ChangeHistoryService](/docs/en-us/reference/engine/classes/ChangeHistoryService.md): **Must** be used by plugins to communicate to Studio how to undo and redo the - [CharacterAppearance](/docs/en-us/reference/engine/classes/CharacterAppearance.md): The base class for objects that change the character's appearance, such as the - [Chat](/docs/en-us/reference/engine/classes/Chat.md): Houses the Luau code responsible for running the legacy chat system. - [ClickDetector](/docs/en-us/reference/engine/classes/ClickDetector.md): An object that provides user input on in-experience `Class.BasePart|BaseParts` - [Clouds](/docs/en-us/reference/engine/classes/Clouds.md): Renders realistic clouds that drift slowly across the sky. - [ClusterPacketCache](/docs/en-us/reference/engine/classes/ClusterPacketCache.md): An internal service meant to cache cluster packets. - [CollectionService](/docs/en-us/reference/engine/classes/CollectionService.md): A service which manages instance collections using assigned tags. - [CommerceService](/docs/en-us/reference/engine/classes/CommerceService.md): Supports real-world purchases that you can bundle with digital benefits. - [CompositeValueCurve](/docs/en-us/reference/engine/classes/CompositeValueCurve.md): An animation curve that groups child `Class.FloatCurve|FloatCurves` which each - [ConfigService](/docs/en-us/reference/engine/classes/ConfigService.md): A game service that gives access to in-experience configuration with updates - [Configuration](/docs/en-us/reference/engine/classes/Configuration.md): A container object designed to hold value objects. Makes values used in - [ConfigureServerService](/docs/en-us/reference/engine/classes/ConfigureServerService.md) - [Constraint](/docs/en-us/reference/engine/classes/Constraint.md): The base class for constraint-based objects. - [ContentProvider](/docs/en-us/reference/engine/classes/ContentProvider.md): Service that is used to load content, or assets, into a game. - [ContextActionService](/docs/en-us/reference/engine/classes/ContextActionService.md): A service used to bind user input to contextual actions. - [Controller](/docs/en-us/reference/engine/classes/Controller.md): The base class for controller objects, such as the `Class.HumanoidController` - [ControllerBase](/docs/en-us/reference/engine/classes/ControllerBase.md) - [ControllerManager](/docs/en-us/reference/engine/classes/ControllerManager.md): Manages simulated motion control for its assigned - [ControllerService](/docs/en-us/reference/engine/classes/ControllerService.md): Container class for the `Class.HumanoidController` among other classes. - [CookiesService](/docs/en-us/reference/engine/classes/CookiesService.md): A backend service used by Roblox to control HTTP cookies. Its functions are - [CoreGuiConfiguration](/docs/en-us/reference/engine/classes/CoreGuiConfiguration.md) - [CoreScriptDebuggingManagerHelper](/docs/en-us/reference/engine/classes/CoreScriptDebuggingManagerHelper.md) - [CreatorStoreService](/docs/en-us/reference/engine/classes/CreatorStoreService.md) - [CustomEvent](/docs/en-us/reference/engine/classes/CustomEvent.md) - [CustomEventReceiver](/docs/en-us/reference/engine/classes/CustomEventReceiver.md) - [CustomLog](/docs/en-us/reference/engine/classes/CustomLog.md) - [DataModelMesh](/docs/en-us/reference/engine/classes/DataModelMesh.md): The DataModelMesh is an abstract class from which mesh classes descend. - [DataModelSession](/docs/en-us/reference/engine/classes/DataModelSession.md) - [DataStoreGetOptions](/docs/en-us/reference/engine/classes/DataStoreGetOptions.md) - [DataStoreIncrementOptions](/docs/en-us/reference/engine/classes/DataStoreIncrementOptions.md): Specifies additional parameters for a `Class.GlobalDataStore:IncrementAsync()` - [DataStoreInfo](/docs/en-us/reference/engine/classes/DataStoreInfo.md): Object describing data store information. - [DataStoreKey](/docs/en-us/reference/engine/classes/DataStoreKey.md): Object representing a key on a `Class.DataStoreKeyPages` object. - [DataStoreKeyInfo](/docs/en-us/reference/engine/classes/DataStoreKeyInfo.md): An object specifying information about a particular version of the key. - [DataStoreObjectVersionInfo](/docs/en-us/reference/engine/classes/DataStoreObjectVersionInfo.md): An instance describing version information for a key. - [DataStoreOptions](/docs/en-us/reference/engine/classes/DataStoreOptions.md): Object used to provide additional parameters to - [DataStoreService](/docs/en-us/reference/engine/classes/DataStoreService.md): A game service that gives access to persistent data storage across places in a - [DataStoreSetOptions](/docs/en-us/reference/engine/classes/DataStoreSetOptions.md): Specifies additional parameters for a `Class.GlobalDataStore:SetAsync()` call. - [Debris](/docs/en-us/reference/engine/classes/Debris.md): Allows scheduling the guaranteed destruction of an object without yielding. - [DebugSettings](/docs/en-us/reference/engine/classes/DebugSettings.md): Collection of various developer-facing diagnostics information. - [Dialog](/docs/en-us/reference/engine/classes/Dialog.md): Creates NPC billboard-style dialog bubbles. - [DialogChoice](/docs/en-us/reference/engine/classes/DialogChoice.md): Used to craft the further choices available to players who have started a - [DigitsRigDescription](/docs/en-us/reference/engine/classes/DigitsRigDescription.md): Enables interoperability of animations across hand rigs and drives the hand - [DraftsService](/docs/en-us/reference/engine/classes/DraftsService.md) - [Dragger](/docs/en-us/reference/engine/classes/Dragger.md): A helper object used to create tools that can drag parts. - [DraggerService](/docs/en-us/reference/engine/classes/DraggerService.md) - [EncodingService](/docs/en-us/reference/engine/classes/EncodingService.md): Service providing common encoding, hashing, and compression methods. - [EulerRotationCurve](/docs/en-us/reference/engine/classes/EulerRotationCurve.md): Represents a 3D rotation curve through a group of three - [ExperienceInviteOptions](/docs/en-us/reference/engine/classes/ExperienceInviteOptions.md): Used to customize a player invite prompt. - [ExperienceNotificationService](/docs/en-us/reference/engine/classes/ExperienceNotificationService.md): Service containing methods to validate users and prompt them to enable - [Explosion](/docs/en-us/reference/engine/classes/Explosion.md): Applies force to `Class.BasePart|BaseParts` within the explosion's - [FaceControls](/docs/en-us/reference/engine/classes/FaceControls.md): The `Class.FaceControls` object defines a set of properties for controlling - [FaceInstance](/docs/en-us/reference/engine/classes/FaceInstance.md): An abstract class from which the `Class.Decal` and `Class.Texture` classes - [Feature](/docs/en-us/reference/engine/classes/Feature.md): The base class for the legacy motor system. - [FeatureRestrictionManager](/docs/en-us/reference/engine/classes/FeatureRestrictionManager.md) - [File](/docs/en-us/reference/engine/classes/File.md): An asset loaded from a file on disk. - [Fire](/docs/en-us/reference/engine/classes/Fire.md): A preconfigured particle emitter with the visual aesthetic of fire. - [FlagStandService](/docs/en-us/reference/engine/classes/FlagStandService.md): An internal service responsible for handling the now deprecated - [FloatCurve](/docs/en-us/reference/engine/classes/FloatCurve.md): A sorted list of time-value pairs that define a curve. Used to animate a - [Folder](/docs/en-us/reference/engine/classes/Folder.md): A simple container used to hold and organize Roblox instances. - [ForceField](/docs/en-us/reference/engine/classes/ForceField.md): Protects a `Class.Humanoid` from taking damage dealt through the - [FriendService](/docs/en-us/reference/engine/classes/FriendService.md): An internal service which is used to send, cancel, accept and decline friend - [FunctionalTest](/docs/en-us/reference/engine/classes/FunctionalTest.md) - [GamePassService](/docs/en-us/reference/engine/classes/GamePassService.md): A service associated with the legacy game pass system. Use - [GameSettings](/docs/en-us/reference/engine/classes/GameSettings.md): A container for miscellaneous in-game options. - [GamepadService](/docs/en-us/reference/engine/classes/GamepadService.md): The GamepadService is internally responsible for handling inputs from various - [GenerationService](/docs/en-us/reference/engine/classes/GenerationService.md): Service that allows developers to generate 3D objects from text prompts. - [GenericChallengeService](/docs/en-us/reference/engine/classes/GenericChallengeService.md) - [Geometry](/docs/en-us/reference/engine/classes/Geometry.md): An internal Roblox service which cannot be used by developers. - [GeometryService](/docs/en-us/reference/engine/classes/GeometryService.md): Service containing geometric operations. - [GetTextBoundsParams](/docs/en-us/reference/engine/classes/GetTextBoundsParams.md): Use with `Class.TextService:GetTextBoundsAsync()` to measure the size of text. - [GlobalDataStore](/docs/en-us/reference/engine/classes/GlobalDataStore.md): An object that exposes methods to access a single data store. - [GroupService](/docs/en-us/reference/engine/classes/GroupService.md): GroupService is a service that allows developers to fetch information about a - [GuiBase](/docs/en-us/reference/engine/classes/GuiBase.md): GuiBase is an abstract class which most graphical user interface objects - [GuiService](/docs/en-us/reference/engine/classes/GuiService.md): Offers numerous properties and methods for working with - [GuidRegistryService](/docs/en-us/reference/engine/classes/GuidRegistryService.md): An internal service, whose functionality is not accessible to developers. - [HapticEffect](/docs/en-us/reference/engine/classes/HapticEffect.md): Modern controllers and devices have motors built‑in to provide haptic - [HapticService](/docs/en-us/reference/engine/classes/HapticService.md): Provides haptic feedback to controllers and devices. - [HeapProfilerService](/docs/en-us/reference/engine/classes/HeapProfilerService.md) - [HeightmapImporterService](/docs/en-us/reference/engine/classes/HeightmapImporterService.md) - [HiddenSurfaceRemovalAsset](/docs/en-us/reference/engine/classes/HiddenSurfaceRemovalAsset.md) - [Highlight](/docs/en-us/reference/engine/classes/Highlight.md): A visual effect which you can use to call attention to a specific object - [Hopper](/docs/en-us/reference/engine/classes/Hopper.md): Hopper is the original name of the StarterPack service. - [HttpRbxApiService](/docs/en-us/reference/engine/classes/HttpRbxApiService.md): An internal service whose functionality is not available to developers. - [HttpService](/docs/en-us/reference/engine/classes/HttpService.md): Allows sending HTTP requests and provides various web-related and JSON - [Humanoid](/docs/en-us/reference/engine/classes/Humanoid.md): A special object that gives models the functionality of a character. - [HumanoidDescription](/docs/en-us/reference/engine/classes/HumanoidDescription.md): Describes the appearance of a Humanoid character including body parts, - [HumanoidRigDescription](/docs/en-us/reference/engine/classes/HumanoidRigDescription.md): Stores the joint mapping, reference T-pose and per-joint properties for a - [IKControl](/docs/en-us/reference/engine/classes/IKControl.md): Specifies a control to generate a procedural animation pose using Inverse - [ILegacyStudioBridge](/docs/en-us/reference/engine/classes/ILegacyStudioBridge.md) - [IncrementalPatchBuilder](/docs/en-us/reference/engine/classes/IncrementalPatchBuilder.md) - [InputAction](/docs/en-us/reference/engine/classes/InputAction.md): Defines a gameplay action mechanic. These actions are then mapped to hardware - [InputBinding](/docs/en-us/reference/engine/classes/InputBinding.md): Defines which hardware binding should trigger the parent `Class.InputAction`. - [InputContext](/docs/en-us/reference/engine/classes/InputContext.md): Collection of actions which holds related actions and defines how they - [InputObject](/docs/en-us/reference/engine/classes/InputObject.md): An object created when an input begins that describes a particular user input. - [InsertService](/docs/en-us/reference/engine/classes/InsertService.md): Used to insert assets from the Roblox website. - [InstanceFileSyncService](/docs/en-us/reference/engine/classes/InstanceFileSyncService.md): A service for interacting with file sync from a plugin. - [JointInstance](/docs/en-us/reference/engine/classes/JointInstance.md): The base class for joints. - [JointsService](/docs/en-us/reference/engine/classes/JointsService.md): A service that stores joints created by surface connections. - [KeyboardService](/docs/en-us/reference/engine/classes/KeyboardService.md) - [Keyframe](/docs/en-us/reference/engine/classes/Keyframe.md): A Keyframe holds the `Class.Pose|Poses` applied to joints in a `Class.Model` - [KeyframeMarker](/docs/en-us/reference/engine/classes/KeyframeMarker.md): An instance meant to represent an event that will eventually be fired when a - [KeyframeSequenceProvider](/docs/en-us/reference/engine/classes/KeyframeSequenceProvider.md): Provides functions to load and preview `Class.KeyframeSequence`. - [Light](/docs/en-us/reference/engine/classes/Light.md): Light is a root class for dynamic lighting related objects. - [Lighting](/docs/en-us/reference/engine/classes/Lighting.md): The `Lighting` service controls global lighting in an experience. It includes - [LocalizationService](/docs/en-us/reference/engine/classes/LocalizationService.md): Handles automated translation. - [LocalizationTable](/docs/en-us/reference/engine/classes/LocalizationTable.md): A LocalizationTable is a database of translations. It contains source strings - [LogService](/docs/en-us/reference/engine/classes/LogService.md): A service that allows you to read outputted text. - [LoginService](/docs/en-us/reference/engine/classes/LoginService.md): An internal service whose functionality is not available to developers. - [LuaSettings](/docs/en-us/reference/engine/classes/LuaSettings.md): The LuaSettings allows you to change certain properties, in regards to how - [LuaSourceContainer](/docs/en-us/reference/engine/classes/LuaSourceContainer.md): The base class for all objects which contain Luau code. - [LuaWebService](/docs/en-us/reference/engine/classes/LuaWebService.md): An internal service, which is responsible for retrieving HTTP data from - [MLService](/docs/en-us/reference/engine/classes/MLService.md) - [MakeupDescription](/docs/en-us/reference/engine/classes/MakeupDescription.md): Describes the appearance of a makeup item for the `Class.HumanoidDescription`. - [MarkerCurve](/docs/en-us/reference/engine/classes/MarkerCurve.md): Represents a list of strings markers in chronological order. - [MarketplaceService](/docs/en-us/reference/engine/classes/MarketplaceService.md): The service responsible for in-experience transactions. - [MatchmakingService](/docs/en-us/reference/engine/classes/MatchmakingService.md): The service responsible for managing custom matchmaking data. - [MaterialService](/docs/en-us/reference/engine/classes/MaterialService.md): The game service responsible for managing materials. - [MaterialVariant](/docs/en-us/reference/engine/classes/MaterialVariant.md): Represent a variant of a Material. - [MemStorageConnection](/docs/en-us/reference/engine/classes/MemStorageConnection.md) - [MemStorageService](/docs/en-us/reference/engine/classes/MemStorageService.md) - [MemoryStoreHashMap](/docs/en-us/reference/engine/classes/MemoryStoreHashMap.md): Provides access to a hash map within `Class.MemoryStoreService`. - [MemoryStoreQueue](/docs/en-us/reference/engine/classes/MemoryStoreQueue.md): Provides access to a queue within MemoryStore. - [MemoryStoreService](/docs/en-us/reference/engine/classes/MemoryStoreService.md): Exposes methods to access specific primitives within MemoryStore. - [MemoryStoreSortedMap](/docs/en-us/reference/engine/classes/MemoryStoreSortedMap.md): Provides access to a sorted map within `Class.MemoryStoreService`. - [Message](/docs/en-us/reference/engine/classes/Message.md): Fills the entire screen with a semi-transparent grey background, with centered - [MessagingService](/docs/en-us/reference/engine/classes/MessagingService.md): Allows servers of the same experience to communicate with each other. - [MicroProfilerService](/docs/en-us/reference/engine/classes/MicroProfilerService.md) - [ModerationService](/docs/en-us/reference/engine/classes/ModerationService.md) - [Mouse](/docs/en-us/reference/engine/classes/Mouse.md): Legacy object that contains members useful for pointer input. - [MouseService](/docs/en-us/reference/engine/classes/MouseService.md) - [MultipleDocumentInterfaceInstance](/docs/en-us/reference/engine/classes/MultipleDocumentInterfaceInstance.md) - [NetworkMarker](/docs/en-us/reference/engine/classes/NetworkMarker.md): The NetworkMarker is used to tell the client when the server has finished - [NetworkPeer](/docs/en-us/reference/engine/classes/NetworkPeer.md): The `NetworkPeer` object is the most basic class of the network objects. - [NetworkReplicator](/docs/en-us/reference/engine/classes/NetworkReplicator.md): An object which handles the replication of other objects either from the - [NetworkSettings](/docs/en-us/reference/engine/classes/NetworkSettings.md): Settings related to networked engine behaviors. - [NoCollisionConstraint](/docs/en-us/reference/engine/classes/NoCollisionConstraint.md): An instance used to prevent collisions between two specific parts. - [NotificationService](/docs/en-us/reference/engine/classes/NotificationService.md): An internal service which cannot be used by developers. - [OpenCloudApiV1](/docs/en-us/reference/engine/classes/OpenCloudApiV1.md) - [OpenCloudService](/docs/en-us/reference/engine/classes/OpenCloudService.md) - [PVInstance](/docs/en-us/reference/engine/classes/PVInstance.md): Abstract class for all objects that have a physical location in the world. - [PackageLink](/docs/en-us/reference/engine/classes/PackageLink.md): Links a `Class.DataModel` instance to a corresponding asset in the cloud. - [PackageService](/docs/en-us/reference/engine/classes/PackageService.md) - [Pages](/docs/en-us/reference/engine/classes/Pages.md): An abstract class for pages objects. - [PartOperationAsset](/docs/en-us/reference/engine/classes/PartOperationAsset.md): An internal service which cannot be used by developers. - [ParticleEmitter](/docs/en-us/reference/engine/classes/ParticleEmitter.md): A special object that emits customizable 2D particles into the world. - [PatchBundlerFileWatch](/docs/en-us/reference/engine/classes/PatchBundlerFileWatch.md) - [PatchMapping](/docs/en-us/reference/engine/classes/PatchMapping.md) - [Path](/docs/en-us/reference/engine/classes/Path.md): Stores the result of paths created by `Class.PathfindingService:CreatePath()`. - [PathfindingLink](/docs/en-us/reference/engine/classes/PathfindingLink.md): Connects two locations which otherwise by default are unconnected. - [PathfindingModifier](/docs/en-us/reference/engine/classes/PathfindingModifier.md): Modifiers used to represent space that has a higher or lower cost to be - [PathfindingService](/docs/en-us/reference/engine/classes/PathfindingService.md): Used to find logical paths between two points. - [PermissionsService](/docs/en-us/reference/engine/classes/PermissionsService.md) - [PhysicsService](/docs/en-us/reference/engine/classes/PhysicsService.md): `Class.PhysicsService` primarily contains methods for working with **collision - [PhysicsSettings](/docs/en-us/reference/engine/classes/PhysicsSettings.md): The PhysicsSettings is a singleton class, which lets you view debugging - [PlacesService](/docs/en-us/reference/engine/classes/PlacesService.md) - [Player](/docs/en-us/reference/engine/classes/Player.md): An object that represents a presently connected client to the experience. - [PlayerScripts](/docs/en-us/reference/engine/classes/PlayerScripts.md): A container for client-side scripts to be run inside `Class.Player` objects - [PlayerViewService](/docs/en-us/reference/engine/classes/PlayerViewService.md): Provides a way to get additional information about a player's view. - [Players](/docs/en-us/reference/engine/classes/Players.md): A service that contains presently connected `Class.Player` objects. - [Plugin](/docs/en-us/reference/engine/classes/Plugin.md): `Plugin` is the main object responsible for creating custom Studio widgets, - [PluginAction](/docs/en-us/reference/engine/classes/PluginAction.md): `PluginAction` represents a generic performable action in Studio with no - [PluginCapabilities](/docs/en-us/reference/engine/classes/PluginCapabilities.md) - [PluginConnectionService](/docs/en-us/reference/engine/classes/PluginConnectionService.md): This service is used by plugins to communicate with other instances of - [PluginDebugService](/docs/en-us/reference/engine/classes/PluginDebugService.md) - [PluginDragEvent](/docs/en-us/reference/engine/classes/PluginDragEvent.md) - [PluginGuiService](/docs/en-us/reference/engine/classes/PluginGuiService.md): A service that stores `Class.PluginGui` objects to be displayed in Roblox - [PluginManagementService](/docs/en-us/reference/engine/classes/PluginManagementService.md) - [PluginManager](/docs/en-us/reference/engine/classes/PluginManager.md): `PluginManager` is a deprecated singleton that was previously required to - [PluginManagerInterface](/docs/en-us/reference/engine/classes/PluginManagerInterface.md) - [PluginMenu](/docs/en-us/reference/engine/classes/PluginMenu.md): A context menu that can be shown in Studio. Displays a list of - [PluginToolbar](/docs/en-us/reference/engine/classes/PluginToolbar.md): A `PluginToolbar` object is created by calling the - [PluginToolbarButton](/docs/en-us/reference/engine/classes/PluginToolbarButton.md): A `PluginToolbarButton` object is created through the - [PointsService](/docs/en-us/reference/engine/classes/PointsService.md): This service controls the points award system used to showcase a player's - [PolicyService](/docs/en-us/reference/engine/classes/PolicyService.md): Helps you query information regarding policy compliance for players around the - [PoseBase](/docs/en-us/reference/engine/classes/PoseBase.md): Base class of all 'Pose Instance' objects. - [PostEffect](/docs/en-us/reference/engine/classes/PostEffect.md): Abstract base class for post-processing effects. - [ProcessInstancePhysicsService](/docs/en-us/reference/engine/classes/ProcessInstancePhysicsService.md) - [ProximityPrompt](/docs/en-us/reference/engine/classes/ProximityPrompt.md): An object that lets you prompt players to interact with an object in the 3D - [ProximityPromptService](/docs/en-us/reference/engine/classes/ProximityPromptService.md): Allows developers to interact with `Class.ProximityPrompt` objects in a global - [PublishService](/docs/en-us/reference/engine/classes/PublishService.md) - [RecommendationService](/docs/en-us/reference/engine/classes/RecommendationService.md): A service that provides an interface for you to manage and display - [ReflectionMetadata](/docs/en-us/reference/engine/classes/ReflectionMetadata.md): A currently unused object whose functionality was split into - [ReflectionMetadataCallbacks](/docs/en-us/reference/engine/classes/ReflectionMetadataCallbacks.md): Acts as a `Class.Folder` containing information about callbacks for a - [ReflectionMetadataClasses](/docs/en-us/reference/engine/classes/ReflectionMetadataClasses.md): An internal object which cannot be used by developers. - [ReflectionMetadataEnums](/docs/en-us/reference/engine/classes/ReflectionMetadataEnums.md): Acts as a `Class.Folder` for `Class.ReflectionMetadataEnum` objects. - [ReflectionMetadataEvents](/docs/en-us/reference/engine/classes/ReflectionMetadataEvents.md): Acts as a `Class.Folder` containing information about events for a - [ReflectionMetadataFunctions](/docs/en-us/reference/engine/classes/ReflectionMetadataFunctions.md): Acts as a `Class.Folder` containing information about functions for a - [ReflectionMetadataItem](/docs/en-us/reference/engine/classes/ReflectionMetadataItem.md): Acts as abstract properties for generic information about Classes, Members, - [ReflectionMetadataProperties](/docs/en-us/reference/engine/classes/ReflectionMetadataProperties.md): Acts as a `Class.Folder` containing information about properties for a - [ReflectionMetadataYieldFunctions](/docs/en-us/reference/engine/classes/ReflectionMetadataYieldFunctions.md): Acts as a `Class.Folder` containing information about yielding functions for a - [ReflectionService](/docs/en-us/reference/engine/classes/ReflectionService.md): `ReflectionService` allows scripts to query the engine for details about its - [RemoteCommandService](/docs/en-us/reference/engine/classes/RemoteCommandService.md) - [RemoteDebuggerServer](/docs/en-us/reference/engine/classes/RemoteDebuggerServer.md) - [RemoteFunction](/docs/en-us/reference/engine/classes/RemoteFunction.md): An object which facilitates synchronous, two-way communication across the - [RenderSettings](/docs/en-us/reference/engine/classes/RenderSettings.md): `RenderSettings` is a singleton class which lets developers debug components - [RenderingTest](/docs/en-us/reference/engine/classes/RenderingTest.md): An internal testing utility for the rendering pipeline. - [ReplicatedFirst](/docs/en-us/reference/engine/classes/ReplicatedFirst.md): A container whose contents are replicated to all clients (but not back to the - [ReplicatedStorage](/docs/en-us/reference/engine/classes/ReplicatedStorage.md): A container service for objects that are replicated to all clients. - [RotationCurve](/docs/en-us/reference/engine/classes/RotationCurve.md): Represents a sequence of rotations and the interpolation curve between them. - [RunService](/docs/en-us/reference/engine/classes/RunService.md): Service responsible for all runtime activity and progression of time. - [SceneAnalysisService](/docs/en-us/reference/engine/classes/SceneAnalysisService.md): Provides programmatic access to the - [ScreenshotHud](/docs/en-us/reference/engine/classes/ScreenshotHud.md): A 2D user interface that allows users to capture and save screenshots to their - [ScriptBuilder](/docs/en-us/reference/engine/classes/ScriptBuilder.md) - [ScriptContext](/docs/en-us/reference/engine/classes/ScriptContext.md): This service controls all `Class.BaseScript` objects. Most of the properties - [ScriptDocument](/docs/en-us/reference/engine/classes/ScriptDocument.md): A `Class.ScriptDocument` instance is a proxy of the document of a Studio - [ScriptEditorService](/docs/en-us/reference/engine/classes/ScriptEditorService.md): This service is used for interacting with `Class.ScriptDocument` instances. - [ScriptProfilerService](/docs/en-us/reference/engine/classes/ScriptProfilerService.md) - [ScriptService](/docs/en-us/reference/engine/classes/ScriptService.md): An unimplemented service that has zero functionality, in a similar manner to - [Selection](/docs/en-us/reference/engine/classes/Selection.md): The Selection service controls the `Class.Instance|Instances` that are - [SelectionHighlightManager](/docs/en-us/reference/engine/classes/SelectionHighlightManager.md) - [SensorBase](/docs/en-us/reference/engine/classes/SensorBase.md): An abstract class for various sensor instance types. - [SerializationService](/docs/en-us/reference/engine/classes/SerializationService.md) - [ServerScriptService](/docs/en-us/reference/engine/classes/ServerScriptService.md): A container service for server-only `Class.Script` objects. - [ServerStorage](/docs/en-us/reference/engine/classes/ServerStorage.md): A container whose contents are only accessible on the server. Objects - [ServiceProvider](/docs/en-us/reference/engine/classes/ServiceProvider.md): A ServiceProvider is an abstract class, which stores, and provides certain - [ServiceVisibilityService](/docs/en-us/reference/engine/classes/ServiceVisibilityService.md) - [SessionCheckService](/docs/en-us/reference/engine/classes/SessionCheckService.md) - [SharedTableRegistry](/docs/en-us/reference/engine/classes/SharedTableRegistry.md): Provides a global registry of named `Datatype.SharedTable` objects. - [Sky](/docs/en-us/reference/engine/classes/Sky.md): Changes the default appearance of the experience's sky. - [Smoke](/docs/en-us/reference/engine/classes/Smoke.md): A particle emitter with the visual aesthetic of smoke. - [SmoothVoxelsUpgraderService](/docs/en-us/reference/engine/classes/SmoothVoxelsUpgraderService.md) - [SocialService](/docs/en-us/reference/engine/classes/SocialService.md): Facilitates social functions that impact relationships made on the Roblox - [Sound](/docs/en-us/reference/engine/classes/Sound.md): An object that emits sound. This object can be placed within a - [SoundEffect](/docs/en-us/reference/engine/classes/SoundEffect.md): SoundEffect is the base class that all other sound effects derive from. A - [SoundGroup](/docs/en-us/reference/engine/classes/SoundGroup.md): A `Class.SoundGroup` is used to manage the volume and sound effects on - [SoundService](/docs/en-us/reference/engine/classes/SoundService.md): A service that determines various aspects of how the audio engine works. Most - [Sparkles](/docs/en-us/reference/engine/classes/Sparkles.md): A particle emitter with the visual aesthetic of sparkles. - [SpawnerService](/docs/en-us/reference/engine/classes/SpawnerService.md): An internal service that is responsible for the behavior of - [StandalonePluginScripts](/docs/en-us/reference/engine/classes/StandalonePluginScripts.md): **StandalonePluginScripts** is a container of `Class.Script|Scripts` to be run - [StarterGear](/docs/en-us/reference/engine/classes/StarterGear.md): If the game allows gear, `StarterGear` is a container automatically inserted - [StarterPack](/docs/en-us/reference/engine/classes/StarterPack.md): A container whose contents are copied into each player's `Class.Backpack` when - [StarterPlayer](/docs/en-us/reference/engine/classes/StarterPlayer.md): A service which allows the defaults of properties in the `Class.Player` object - [StarterPlayerScripts](/docs/en-us/reference/engine/classes/StarterPlayerScripts.md): A container for objects to be copied to a Player's PlayerScripts when they - [StartupMessageService](/docs/en-us/reference/engine/classes/StartupMessageService.md) - [Stats](/docs/en-us/reference/engine/classes/Stats.md): Performance metrics for a game. - [StatsItem](/docs/en-us/reference/engine/classes/StatsItem.md): A single performance metric. - [StopWatchReporter](/docs/en-us/reference/engine/classes/StopWatchReporter.md) - [Studio](/docs/en-us/reference/engine/classes/Studio.md): The Studio object is a settings object that is exclusive to Roblox Studio. It - [StudioCaptureService](/docs/en-us/reference/engine/classes/StudioCaptureService.md) - [StudioDeviceSimulatorService](/docs/en-us/reference/engine/classes/StudioDeviceSimulatorService.md): Service allowing you to control Studio's Device Simulator. - [StudioScreenshotCapture](/docs/en-us/reference/engine/classes/StudioScreenshotCapture.md) - [StudioService](/docs/en-us/reference/engine/classes/StudioService.md): Provides access to configuration of Roblox Studio and allows importing files - [StudioTestService](/docs/en-us/reference/engine/classes/StudioTestService.md): Service allowing plugins to automate and customize Test and Run mode testing. - [StudioTheme](/docs/en-us/reference/engine/classes/StudioTheme.md) - [StyleBase](/docs/en-us/reference/engine/classes/StyleBase.md): The base class for `Class.StyleSheet` and `Class.StyleRule`. - [StyleDerive](/docs/en-us/reference/engine/classes/StyleDerive.md): When parented to a `Class.StyleSheet`, references another `Class.StyleSheet` - [StyleLink](/docs/en-us/reference/engine/classes/StyleLink.md): Links a `Class.StyleSheet` to the instance tree whose root is the parent of - [StyleQuery](/docs/en-us/reference/engine/classes/StyleQuery.md): Instance used to set conditions such as `"MaxSize"` and `"PreferredInput"` for - [SurfaceAppearance](/docs/en-us/reference/engine/classes/SurfaceAppearance.md): An object that allows developers to override the appearance of a MeshPart with - [TaskScheduler](/docs/en-us/reference/engine/classes/TaskScheduler.md): Collection of settings for the _Task Scheduler_ feature. - [Team](/docs/en-us/reference/engine/classes/Team.md): The `Class.Team` class represents a faction in a Roblox place. The only valid - [TeamCreateData](/docs/en-us/reference/engine/classes/TeamCreateData.md) - [TeamCreateService](/docs/en-us/reference/engine/classes/TeamCreateService.md) - [Teams](/docs/en-us/reference/engine/classes/Teams.md): The Teams service holds a game's `Class.Team` objects. `Class.Team` objects - [TeleportAsyncResult](/docs/en-us/reference/engine/classes/TeleportAsyncResult.md): The return structure of the `TeleportAsync` function call. - [TeleportOptions](/docs/en-us/reference/engine/classes/TeleportOptions.md): Optional input arguments to the `Class.TeleportService:TeleportAsync()` - [TeleportService](/docs/en-us/reference/engine/classes/TeleportService.md): Enables transporting `Class.Player|Players` between places and servers. For - [TerrainDetail](/docs/en-us/reference/engine/classes/TerrainDetail.md): Determines appearance of a certain terrain face direction. - [TerrainRegion](/docs/en-us/reference/engine/classes/TerrainRegion.md): A TerrainRegion is a snapshot of `Class.Terrain` retrieved from the - [TestService](/docs/en-us/reference/engine/classes/TestService.md): A service used by Roblox to run controlled tests of the engine. It is - [TextBoxService](/docs/en-us/reference/engine/classes/TextBoxService.md) - [TextChannel](/docs/en-us/reference/engine/classes/TextChannel.md): Represents a text chat channel. - [TextChatCommand](/docs/en-us/reference/engine/classes/TextChatCommand.md): Represents a text chat command. - [TextChatConfigurations](/docs/en-us/reference/engine/classes/TextChatConfigurations.md): The parental class of all text chat configurations. - [TextChatMessage](/docs/en-us/reference/engine/classes/TextChatMessage.md): A data object representing a text chat message. - [TextChatMessageProperties](/docs/en-us/reference/engine/classes/TextChatMessageProperties.md): Overrides `Class.TextChatMessage` properties when returned by callbacks - [TextChatService](/docs/en-us/reference/engine/classes/TextChatService.md): A service handling in-experience text chat. - [TextFilterResult](/docs/en-us/reference/engine/classes/TextFilterResult.md): Represents the result of a call to `Class.TextService:FilterStringAsync()`. - [TextFilterTranslatedResult](/docs/en-us/reference/engine/classes/TextFilterTranslatedResult.md) - [TextGenerator](/docs/en-us/reference/engine/classes/TextGenerator.md): Gives access to a large language model for text generation. - [TextService](/docs/en-us/reference/engine/classes/TextService.md): Service internally responsible for handling the display of text. - [TextSource](/docs/en-us/reference/engine/classes/TextSource.md): Represents a speaker in a `Class.TextChannel`. - [TimerService](/docs/en-us/reference/engine/classes/TimerService.md): An internal service responsible for scheduling timed events. It is used by the - [TouchInputService](/docs/en-us/reference/engine/classes/TouchInputService.md): An internal service responsible for touch inputs on mobile devices. - [TouchTransmitter](/docs/en-us/reference/engine/classes/TouchTransmitter.md): An internal object used by networking and replication code to transmit - [Trail](/docs/en-us/reference/engine/classes/Trail.md): Used to create a trail effect between two attachments. - [Translator](/docs/en-us/reference/engine/classes/Translator.md): The role of a Translator is to manufacture/return strings localized for the - [TweenBase](/docs/en-us/reference/engine/classes/TweenBase.md): Abstract base class for in-between interpolation handlers. `Class.Tween` - [TweenService](/docs/en-us/reference/engine/classes/TweenService.md): Used to create `Class.Tween|Tweens` which interpolate, or tween, the - [UGCValidationService](/docs/en-us/reference/engine/classes/UGCValidationService.md) - [UIBase](/docs/en-us/reference/engine/classes/UIBase.md): `Class.UIBase` is the base class for UI layout and constraint classes. - [UniqueIdLookupService](/docs/en-us/reference/engine/classes/UniqueIdLookupService.md) - [UserGameSettings](/docs/en-us/reference/engine/classes/UserGameSettings.md): The UserGameSettings is a singleton class found inside of the - [UserInputService](/docs/en-us/reference/engine/classes/UserInputService.md): `UserInputService` is primarily used to detect the input types available on a - [UserService](/docs/en-us/reference/engine/classes/UserService.md): A service that handles queries regarding users on the Roblox platform. - [VRService](/docs/en-us/reference/engine/classes/VRService.md): Service responsible for handling interactions between Roblox and Virtual - [VRStatusService](/docs/en-us/reference/engine/classes/VRStatusService.md) - [ValueBase](/docs/en-us/reference/engine/classes/ValueBase.md): Base class of all "value instance" objects. - [ValueCurve](/docs/en-us/reference/engine/classes/ValueCurve.md): A sorted list of time-value pairs that define a curve. Used to animate a any - [Vector3Curve](/docs/en-us/reference/engine/classes/Vector3Curve.md): Represents a 3D vector curve, grouping three `Class.FloatCurve` instances. - [VideoCaptureService](/docs/en-us/reference/engine/classes/VideoCaptureService.md) - [VideoPlayer](/docs/en-us/reference/engine/classes/VideoPlayer.md): Used to play video assets. - [VideoService](/docs/en-us/reference/engine/classes/VideoService.md): An internal service that offers no functionality to developers. - [VirtualInputManager](/docs/en-us/reference/engine/classes/VirtualInputManager.md): An internal service that offers no functionality to developers. - [VirtualUser](/docs/en-us/reference/engine/classes/VirtualUser.md): VirtualUser is a service that allows you to record the inputs of a user, and - [VisibilityCheckDispatcher](/docs/en-us/reference/engine/classes/VisibilityCheckDispatcher.md) - [Visit](/docs/en-us/reference/engine/classes/Visit.md): The Visit service is a backend service used by Roblox. Its functions are not - [VisualizationMode](/docs/en-us/reference/engine/classes/VisualizationMode.md) - [VisualizationModeCategory](/docs/en-us/reference/engine/classes/VisualizationModeCategory.md) - [VisualizationModeService](/docs/en-us/reference/engine/classes/VisualizationModeService.md) - [VoiceChatService](/docs/en-us/reference/engine/classes/VoiceChatService.md): **VoiceChatService** is responsible for voice chat's high-level functionality. - [WeldConstraint](/docs/en-us/reference/engine/classes/WeldConstraint.md): Connects two `Class.BasePart|BaseParts` together such that their relative - [Wire](/docs/en-us/reference/engine/classes/Wire.md): Connects one or more `Class.Instance|Instances` to form a processing graph of - [WrapTextureTransfer](/docs/en-us/reference/engine/classes/WrapTextureTransfer.md): `Class.WrapTextureTransfer` allows a parent `Class.Decal` to be wrapped around ## Accoutrement - [Accessory](/docs/en-us/reference/engine/classes/Accessory.md): An item that a Character can wear. - [Hat](/docs/en-us/reference/engine/classes/Hat.md) ## AnimationClip - [CurveAnimation](/docs/en-us/reference/engine/classes/CurveAnimation.md): Stores animation data in the form of curves for each individual channel to - [KeyframeSequence](/docs/en-us/reference/engine/classes/KeyframeSequence.md): This object stores all of the `Class.Keyframe|Keyframes` and other data for ## Annotation - [WorkspaceAnnotation](/docs/en-us/reference/engine/classes/WorkspaceAnnotation.md) ## Attachment - [Bone](/docs/en-us/reference/engine/classes/Bone.md): Bones are non-rendered objects that drive the movement of one or more parts ## BaseCoreGuiConfiguration - [CapturesViewConfiguration](/docs/en-us/reference/engine/classes/CapturesViewConfiguration.md) - [PlayerListConfiguration](/docs/en-us/reference/engine/classes/PlayerListConfiguration.md) - [SelfViewConfiguration](/docs/en-us/reference/engine/classes/SelfViewConfiguration.md) ## BasePlayerGui - [CoreGui](/docs/en-us/reference/engine/classes/CoreGui.md): The CoreGui is a service used to store Guis created in-game by Roblox for the - [PlayerGui](/docs/en-us/reference/engine/classes/PlayerGui.md): A container that holds a player's UI. - [StarterGui](/docs/en-us/reference/engine/classes/StarterGui.md): A container for `Class.LayerCollector` objects to be copied into the ## BaseRemoteEvent - [RemoteEvent](/docs/en-us/reference/engine/classes/RemoteEvent.md): An object which facilitates asynchronous, one-way communication across the - [UnreliableRemoteEvent](/docs/en-us/reference/engine/classes/UnreliableRemoteEvent.md): An object which facilitates asynchronous, unordered and unreliable, one-way ## BaseWrap - [WrapDeformer](/docs/en-us/reference/engine/classes/WrapDeformer.md): Allows for the real-time deformation of a `Class.MeshPart`. - [WrapLayer](/docs/en-us/reference/engine/classes/WrapLayer.md): The WrapLayer object defines a 3D accessory's inner and outer surfaces and - [WrapTarget](/docs/en-us/reference/engine/classes/WrapTarget.md): The WrapTarget object defines a target. A target is the 3D body with only an ## BodyMover - [BodyAngularVelocity](/docs/en-us/reference/engine/classes/BodyAngularVelocity.md): Applies a torque to maintain a constant angular velocity. - [BodyForce](/docs/en-us/reference/engine/classes/BodyForce.md): Applies a constant force to an object. - [BodyGyro](/docs/en-us/reference/engine/classes/BodyGyro.md): Applies a torque to maintain a constant orientation. - [BodyPosition](/docs/en-us/reference/engine/classes/BodyPosition.md): Applies a force to maintain a constant position. - [BodyThrust](/docs/en-us/reference/engine/classes/BodyThrust.md): Applies a constant force to an object at a specific point. - [BodyVelocity](/docs/en-us/reference/engine/classes/BodyVelocity.md): Applies a force to maintain a constant velocity. - [RocketPropulsion](/docs/en-us/reference/engine/classes/RocketPropulsion.md): Applies a force so that an assembly follows and faces a target part. ## CacheableContentProvider - [HSRDataContentProvider](/docs/en-us/reference/engine/classes/HSRDataContentProvider.md) - [MeshContentProvider](/docs/en-us/reference/engine/classes/MeshContentProvider.md): An internal Roblox service that is responsible for fetching, parsing and - [SlimContentProvider](/docs/en-us/reference/engine/classes/SlimContentProvider.md) - [SolidModelContentProvider](/docs/en-us/reference/engine/classes/SolidModelContentProvider.md): An internal service which serves no functionality to developers. ## CharacterAppearance - [BodyColors](/docs/en-us/reference/engine/classes/BodyColors.md): For a Humanoid character, the BodyColors will specify the colors for the - [CharacterMesh](/docs/en-us/reference/engine/classes/CharacterMesh.md): Modifies the appearance of an R6 body part. - [Clothing](/docs/en-us/reference/engine/classes/Clothing.md): Clothing is the base class for the `Class.Shirt` and `Class.Pants` clothing - [ShirtGraphic](/docs/en-us/reference/engine/classes/ShirtGraphic.md): Applies a texture to the front surface of a character's torso, used to display - [Skin](/docs/en-us/reference/engine/classes/Skin.md): Historically changed the colors of body parts to match the ## ClickDetector - [DragDetector](/docs/en-us/reference/engine/classes/DragDetector.md): Instance which facilitates and encourages interaction with 3D objects in an ## Constraint - [AlignOrientation](/docs/en-us/reference/engine/classes/AlignOrientation.md): Constraint which applies torque to align two attachments, or to align one - [AlignPosition](/docs/en-us/reference/engine/classes/AlignPosition.md): Constraint which applies force to move two attachments together, or to move - [AngularVelocity](/docs/en-us/reference/engine/classes/AngularVelocity.md): Applies torque on an assembly to maintain a constant angular velocity. - [AnimationConstraint](/docs/en-us/reference/engine/classes/AnimationConstraint.md): Aligns two `Class.BasePart|BaseParts` with an animate-able kinematic or - [BallSocketConstraint](/docs/en-us/reference/engine/classes/BallSocketConstraint.md): Forces its two attachments into the same position and allows them to freely - [HingeConstraint](/docs/en-us/reference/engine/classes/HingeConstraint.md): Constrains its attachments to rotate about a single axis. - [LineForce](/docs/en-us/reference/engine/classes/LineForce.md): Applies a force along the theoretical line connecting its two - [LinearVelocity](/docs/en-us/reference/engine/classes/LinearVelocity.md): Applies force on an assembly to maintain a constant linear velocity. - [PlaneConstraint](/docs/en-us/reference/engine/classes/PlaneConstraint.md): Moves its attachments into a position/orientation along a plane whose normal - [RigidConstraint](/docs/en-us/reference/engine/classes/RigidConstraint.md): Creates a rigid connection between two `Class.Attachment|Attachments` or - [RodConstraint](/docs/en-us/reference/engine/classes/RodConstraint.md): Keeps two attachments separated by its defined - [RopeConstraint](/docs/en-us/reference/engine/classes/RopeConstraint.md): Simulates rope dynamics, preventing two attachments from separating further - [SlidingBallConstraint](/docs/en-us/reference/engine/classes/SlidingBallConstraint.md): The base class for constraints that allow their attachments to slide along an - [SpringConstraint](/docs/en-us/reference/engine/classes/SpringConstraint.md): Simulates spring and damper behavior between two attachments. - [Torque](/docs/en-us/reference/engine/classes/Torque.md): Applies constant torque to an assembly from its center of mass. - [TorsionSpringConstraint](/docs/en-us/reference/engine/classes/TorsionSpringConstraint.md): A rotational spring that opposes the angular motion between two axes. - [UniversalConstraint](/docs/en-us/reference/engine/classes/UniversalConstraint.md): Ensures two axes on two bodies remain perpendicular. - [VectorForce](/docs/en-us/reference/engine/classes/VectorForce.md): Applies constant force to an assembly. ## PlaneConstraint - [Plane](/docs/en-us/reference/engine/classes/Plane.md): Constrains Attachment0 and Attachment1 such that both points lie in a plane ## SlidingBallConstraint - [CylindricalConstraint](/docs/en-us/reference/engine/classes/CylindricalConstraint.md): Constrains two attachments on two parts to have a relative linear and - [PrismaticConstraint](/docs/en-us/reference/engine/classes/PrismaticConstraint.md): Constraint which creates a rigid joint between two ## Controller - [HumanoidController](/docs/en-us/reference/engine/classes/HumanoidController.md): A HumanoidController is an internal object responsible for translating - [SkateboardController](/docs/en-us/reference/engine/classes/SkateboardController.md): A SkateboardController is an object responsible for translating PlayerActions - [VehicleController](/docs/en-us/reference/engine/classes/VehicleController.md): A VehicleController is an object responsible for translating ## ControllerBase - [AirController](/docs/en-us/reference/engine/classes/AirController.md) - [ClimbController](/docs/en-us/reference/engine/classes/ClimbController.md) - [GroundController](/docs/en-us/reference/engine/classes/GroundController.md) - [SwimController](/docs/en-us/reference/engine/classes/SwimController.md) ## DataModelMesh - [BevelMesh](/docs/en-us/reference/engine/classes/BevelMesh.md): An abstract class that `Class.BlockMesh` and `Class.CylinderMesh` inherit - [FileMesh](/docs/en-us/reference/engine/classes/FileMesh.md): The FileMesh object applies a mesh to a `Class.BasePart` when parented to it. ## BevelMesh - [BlockMesh](/docs/en-us/reference/engine/classes/BlockMesh.md): The BlockMesh object applies a 'brick' mesh to the `Class.BasePart` it is - [CylinderMesh](/docs/en-us/reference/engine/classes/CylinderMesh.md): The CylinderMesh object applies a 'cylinder' mesh to the `Class.BasePart` it ## FileMesh - [SpecialMesh](/docs/en-us/reference/engine/classes/SpecialMesh.md): The `Class.SpecialMesh` object applies a mesh to a `Class.BasePart` depending ## FaceInstance - [Decal](/docs/en-us/reference/engine/classes/Decal.md): Applies an image texture to a face of a parent `Class.BasePart`. ## Decal - [Texture](/docs/en-us/reference/engine/classes/Texture.md): Applies a repeating image texture to the face of a parent `Class.BasePart`. ## Feature - [Hole](/docs/en-us/reference/engine/classes/Hole.md): A Hole is an unused type of surface joint. It can be connected to a - [MotorFeature](/docs/en-us/reference/engine/classes/MotorFeature.md): A MotorFeature is an unused type of surface joint. It can be connected to a ## Folder - [GeneratedFolder](/docs/en-us/reference/engine/classes/GeneratedFolder.md): A container that stores `Class.ProceduralModel` generation results. ## GlobalDataStore - [DataStore](/docs/en-us/reference/engine/classes/DataStore.md): See [Data stores](../../../cloud-services/data-stores/index.md) for an - [OrderedDataStore](/docs/en-us/reference/engine/classes/OrderedDataStore.md): A GlobalDataStore that also allows for ordered data store entries. ## GuiBase - [GuiBase2d](/docs/en-us/reference/engine/classes/GuiBase2d.md): An abstract class inherited by 2D `Class.GuiObject|GuiObjects`. - [GuiBase3d](/docs/en-us/reference/engine/classes/GuiBase3d.md): An abstract class for 3D GUI elements that are rendered in the world. - [Path2D](/docs/en-us/reference/engine/classes/Path2D.md): `Path2D` is a UI instance that represents a 2D spline. It can be placed under ## GuiBase2d - [GuiObject](/docs/en-us/reference/engine/classes/GuiObject.md): An abstract class for all 2D user interface objects. - [LayerCollector](/docs/en-us/reference/engine/classes/LayerCollector.md): The base class of 2D UI containers which render `Class.GuiObject|GuiObjects` ## GuiObject - [CanvasGroup](/docs/en-us/reference/engine/classes/CanvasGroup.md): Blends descendants as a group with color/transparency. - [Frame](/docs/en-us/reference/engine/classes/Frame.md): A `Class.GuiObject` that renders as a plain rectangle, generally used as a - [GuiButton](/docs/en-us/reference/engine/classes/GuiButton.md): An abstract class for interactive 2D user interface elements. - [GuiLabel](/docs/en-us/reference/engine/classes/GuiLabel.md): An abstract class for non-interactive 2D user interface elements. - [ScrollingFrame](/docs/en-us/reference/engine/classes/ScrollingFrame.md): `ScrollingFrame` is a special `Class.Frame` type with built-in scrolling - [TextBox](/docs/en-us/reference/engine/classes/TextBox.md): A 2D user interface element that displays player-editable text. - [VideoDisplay](/docs/en-us/reference/engine/classes/VideoDisplay.md): A GUI object that displays video content from a connected `Class.VideoPlayer`. - [VideoFrame](/docs/en-us/reference/engine/classes/VideoFrame.md): A GUI object that renders a rectangle, like a `Class.Frame` does, with a - [ViewportFrame](/docs/en-us/reference/engine/classes/ViewportFrame.md): `Class.GuiObject` that renders 3D objects inside its bounds. ## GuiButton - [ImageButton](/docs/en-us/reference/engine/classes/ImageButton.md): A 2D user interface element that displays an interactive image. - [TextButton](/docs/en-us/reference/engine/classes/TextButton.md): A 2D user interface element that displays interactive text. ## GuiLabel - [ImageLabel](/docs/en-us/reference/engine/classes/ImageLabel.md): A 2D user interface element that displays a single non-interactive image. - [TextLabel](/docs/en-us/reference/engine/classes/TextLabel.md): A 2D user interface element that displays non-interactive text. ## LayerCollector - [BillboardGui](/docs/en-us/reference/engine/classes/BillboardGui.md): A container for `Class.GuiObject|GuiObjects` that renders in 3D space facing - [PluginGui](/docs/en-us/reference/engine/classes/PluginGui.md): PluginGui is an abstract class for GUIs that allow the display of - [ScreenGui](/docs/en-us/reference/engine/classes/ScreenGui.md): Primary container of on-screen 2D user interface elements. - [SurfaceGuiBase](/docs/en-us/reference/engine/classes/SurfaceGuiBase.md) ## PluginGui - [DockWidgetPluginGui](/docs/en-us/reference/engine/classes/DockWidgetPluginGui.md): **DockWidgetPluginGui** is a `Class.PluginGui` that displays its contents - [QWidgetPluginGui](/docs/en-us/reference/engine/classes/QWidgetPluginGui.md) ## ScreenGui - [GuiMain](/docs/en-us/reference/engine/classes/GuiMain.md): The original name of the `Class.ScreenGui`. ## SurfaceGuiBase - [AdGui](/docs/en-us/reference/engine/classes/AdGui.md) - [SurfaceGui](/docs/en-us/reference/engine/classes/SurfaceGui.md): Container for GuiObjects that are rendered on the surface of a part. ## GuiBase3d - [FloorWire](/docs/en-us/reference/engine/classes/FloorWire.md): A FloorWire attempts to make a wire from two of its properties: - [InstanceAdornment](/docs/en-us/reference/engine/classes/InstanceAdornment.md): A base class for all objects that adorn `Class.Instance` classes. - [PVAdornment](/docs/en-us/reference/engine/classes/PVAdornment.md): An abstract class of which the inheritors can be adorned to objects of the - [PartAdornment](/docs/en-us/reference/engine/classes/PartAdornment.md): An abstract class for GUI elements that are adorned to (displayed as attached - [SelectionLasso](/docs/en-us/reference/engine/classes/SelectionLasso.md): Abstract class for `Class.SelectionPartLasso` and `Class.SelectionPartLasso`. ## InstanceAdornment - [SelectionBox](/docs/en-us/reference/engine/classes/SelectionBox.md): Renders a 3D box around its `Class.PVAdornment.Adornee|Adornee`. ## PVAdornment - [HandleAdornment](/docs/en-us/reference/engine/classes/HandleAdornment.md): An abstract class inherited by 3D handle adornments. - [SelectionSphere](/docs/en-us/reference/engine/classes/SelectionSphere.md): Renders a 3D sphere around its `Class.PVAdornment.Adornee|Adornee`. ## HandleAdornment - [BoxHandleAdornment](/docs/en-us/reference/engine/classes/BoxHandleAdornment.md): A box-shaped handle that can be adorned to a `Class.BasePart`. - [ConeHandleAdornment](/docs/en-us/reference/engine/classes/ConeHandleAdornment.md): A cone-shaped handle that can be adorned to a `Class.BasePart`. - [CylinderHandleAdornment](/docs/en-us/reference/engine/classes/CylinderHandleAdornment.md): A cylinder-shaped handle that can be adorned to a `Class.BasePart`. - [ImageHandleAdornment](/docs/en-us/reference/engine/classes/ImageHandleAdornment.md): An image handle that can be adorned to a `Class.BasePart`. - [LineHandleAdornment](/docs/en-us/reference/engine/classes/LineHandleAdornment.md): A line-shaped handle that can be adorned to a `Class.BasePart`. - [PyramidHandleAdornment](/docs/en-us/reference/engine/classes/PyramidHandleAdornment.md): A pyramid-shaped handle that can be adorned to a `Class.BasePart`. - [SphereHandleAdornment](/docs/en-us/reference/engine/classes/SphereHandleAdornment.md): A sphere-shaped handle that can be adorned to a `Class.BasePart`. - [WireframeHandleAdornment](/docs/en-us/reference/engine/classes/WireframeHandleAdornment.md): Renders a wireframe adornment consisting of one or more lines onto a ## PartAdornment - [HandlesBase](/docs/en-us/reference/engine/classes/HandlesBase.md): An abstract class for Handle objects, such as `Class.ArcHandles` and - [SurfaceSelection](/docs/en-us/reference/engine/classes/SurfaceSelection.md): Highlights a face of a surface in a configurable color. ## HandlesBase - [ArcHandles](/docs/en-us/reference/engine/classes/ArcHandles.md): The `Class.ArcHandles` object places 3D arc handles around any 3D object that - [Handles](/docs/en-us/reference/engine/classes/Handles.md): Places 3D handles around any object that its `Class.Handles.Adornee|Adornee` ## SelectionLasso - [SelectionPartLasso](/docs/en-us/reference/engine/classes/SelectionPartLasso.md): An instance used to display a "lasso" between a `Class.Humanoid` Torso and a - [SelectionPointLasso](/docs/en-us/reference/engine/classes/SelectionPointLasso.md): A 3D GUI object which displays a lasso between the defined Humanoid and a ## JointInstance - [DynamicRotate](/docs/en-us/reference/engine/classes/DynamicRotate.md): The base class for classic motor joints. - [Glue](/docs/en-us/reference/engine/classes/Glue.md): Glue is a type of joint that can break when enough force is applied. - [ManualSurfaceJointInstance](/docs/en-us/reference/engine/classes/ManualSurfaceJointInstance.md): ManualSurfaceJointInstance is the base class for `Class.ManualGlue` and - [Motor](/docs/en-us/reference/engine/classes/Motor.md): Makes a movable `Class.JointInstance` between two parts. - [Rotate](/docs/en-us/reference/engine/classes/Rotate.md): The **Rotate** object is used to allow rotation between two parts. Most - [Snap](/docs/en-us/reference/engine/classes/Snap.md): Holds two parts together and functions identically to `Class.Weld`. - [VelocityMotor](/docs/en-us/reference/engine/classes/VelocityMotor.md): The VelocityMotor is a special type of joint that works similarly to a - [Weld](/docs/en-us/reference/engine/classes/Weld.md): An object used to hold two objects together in a relative position, regardless ## DynamicRotate - [RotateP](/docs/en-us/reference/engine/classes/RotateP.md): A **RotateP** object joins two parts together and allows rotation about a set - [RotateV](/docs/en-us/reference/engine/classes/RotateV.md): A **RotateV** object joins two parts together and allows rotation about a set ## ManualSurfaceJointInstance - [ManualGlue](/docs/en-us/reference/engine/classes/ManualGlue.md): ManualGlue is a joint created in a similar manner to the `Class.ManualWeld` - [ManualWeld](/docs/en-us/reference/engine/classes/ManualWeld.md): Holds two parts together and functions identically to `Class.Weld`. ## Motor - [Motor6D](/docs/en-us/reference/engine/classes/Motor6D.md): Creates an animatable joint between two `Class.BasePart|BaseParts`. ## Light - [PointLight](/docs/en-us/reference/engine/classes/PointLight.md): A light source that emits illumination from a single point. - [SpotLight](/docs/en-us/reference/engine/classes/SpotLight.md): A light source that emits light directionally in the shape of a cone with a - [SurfaceLight](/docs/en-us/reference/engine/classes/SurfaceLight.md): A light source that emits illumination of a specified color and brightness ## LuaSourceContainer - [BaseScript](/docs/en-us/reference/engine/classes/BaseScript.md): The base class for all script objects which run automatically. - [ModuleScript](/docs/en-us/reference/engine/classes/ModuleScript.md): A script type that runs once when `Global.LuaGlobals.require()` is called with ## BaseScript - [Script](/docs/en-us/reference/engine/classes/Script.md): An object that contains and runs Luau code on the server. ## Script - [LocalScript](/docs/en-us/reference/engine/classes/LocalScript.md): An object that contains and runs Luau code on the client (player's device) - [Create a coin collection mechanic](/docs/en-us/tutorials/curriculums/core/scripting/script-game-behavior.md): Explains how to implement event-driven logic in an experience. - [Record and display player data](/docs/en-us/tutorials/curriculums/core/scripting/record-and-display-player-data.md): Explains how to store and retrieve individual player data in an experience and display it visually through a leaderboard - [Create player hazards](/docs/en-us/tutorials/curriculums/core/scripting/create-player-hazards.md): Explains how to create player hazards by modifying player behavior and creating a player life cycle. - [Script an upgrade button](/docs/en-us/tutorials/curriculums/core/scripting/script-an-upgrade-button.md): Explains how to communicate with the Roblox server and handle GUI interactions. ## Message - [Hint](/docs/en-us/reference/engine/classes/Hint.md): A Hint is an object that creates a small black bar at the very top of the ## Mouse - [PlayerMouse](/docs/en-us/reference/engine/classes/PlayerMouse.md): The PlayerMouse behaves identically to the `Class.Mouse` object that is - [PluginMouse](/docs/en-us/reference/engine/classes/PluginMouse.md): The PluginMouse object gives `Class.Plugin|Plugins` access to the mouse. It ## NetworkPeer - [NetworkClient](/docs/en-us/reference/engine/classes/NetworkClient.md): This service is responsible for connecting a client to a server. - [NetworkServer](/docs/en-us/reference/engine/classes/NetworkServer.md): The `Class.NetworkServer` stores all the `Class.NetworkReplicator` in the game ## NetworkReplicator - [ClientReplicator](/docs/en-us/reference/engine/classes/ClientReplicator.md): The ClientReplicator is in charge of replicating changes from the server over - [ServerReplicator](/docs/en-us/reference/engine/classes/ServerReplicator.md): The ServerReplicator's job is to replicate changes from other clients and the ## PVInstance - [BasePart](/docs/en-us/reference/engine/classes/BasePart.md): The abstract base class for in-world objects that physically interact. - [Camera](/docs/en-us/reference/engine/classes/Camera.md): A class which defines a view of the 3D world. - [Model](/docs/en-us/reference/engine/classes/Model.md): Models are container objects, meaning they group objects together. They are ## BasePart - [CornerWedgePart](/docs/en-us/reference/engine/classes/CornerWedgePart.md): This is a corner piece which has the same properties as a `Class.Part`. - [FormFactorPart](/docs/en-us/reference/engine/classes/FormFactorPart.md): The FormFactorPart class is an abstract class. It inherits from the BasePart - [Terrain](/docs/en-us/reference/engine/classes/Terrain.md): `Terrain` lets you to create dynamically morphable environments. - [TriangleMeshPart](/docs/en-us/reference/engine/classes/TriangleMeshPart.md): Abstract intermediate class that manages physical geometry properties for - [TrussPart](/docs/en-us/reference/engine/classes/TrussPart.md): Similar to a `Class.Part` but with a different visual - [VehicleSeat](/docs/en-us/reference/engine/classes/VehicleSeat.md): A seat object that can be used to control a vehicle. ## FormFactorPart - [Part](/docs/en-us/reference/engine/classes/Part.md): A common type of `Class.BasePart` that comes in different primitive shapes. - [WedgePart](/docs/en-us/reference/engine/classes/WedgePart.md): A type of `Class.BasePart` that has a wedge shape. ## Part - [FlagStand](/docs/en-us/reference/engine/classes/FlagStand.md): The FlagStand object helps you make 'capture the flag' style games. - [Platform](/docs/en-us/reference/engine/classes/Platform.md): Historically a form of `Class.Seat` that wouldn't place the player in a - [Seat](/docs/en-us/reference/engine/classes/Seat.md): A type of `Class.BasePart` that characters can 'sit' in. When a character - [SkateboardPlatform](/docs/en-us/reference/engine/classes/SkateboardPlatform.md): A SkateboardPlatform can be used to create a skateboard. When characters get - [SpawnLocation](/docs/en-us/reference/engine/classes/SpawnLocation.md): `Class.SpawnLocation|SpawnLocations`, or "spawns" determine where a ## TriangleMeshPart - [MeshPart](/docs/en-us/reference/engine/classes/MeshPart.md): A form of `Class.BasePart` that includes a physically simulated custom mesh. - [PartOperation](/docs/en-us/reference/engine/classes/PartOperation.md): An abstract class that all parts based on solid modeling inherit from. ## PartOperation - [IntersectOperation](/docs/en-us/reference/engine/classes/IntersectOperation.md): Result of parts that have been intersected into a single solid model. - [NegateOperation](/docs/en-us/reference/engine/classes/NegateOperation.md): Result of a part that has been negated for use in solid modeling. - [UnionOperation](/docs/en-us/reference/engine/classes/UnionOperation.md): Result of parts that have been joined together into a single solid model. ## Model - [Actor](/docs/en-us/reference/engine/classes/Actor.md): An `Class.Actor` is a container for code that can be safely split into its own - [BackpackItem](/docs/en-us/reference/engine/classes/BackpackItem.md): BackpackItem is an abstract class for backpack items such as HopperBins and - [ProceduralModel](/docs/en-us/reference/engine/classes/ProceduralModel.md): Procedural models support edit-time procedural generation. Instead of manually - [Status](/docs/en-us/reference/engine/classes/Status.md): An unfinished object which offers no functionality to developers. - [WorldRoot](/docs/en-us/reference/engine/classes/WorldRoot.md): Base class for handling physics simulation and 3D spatial queries. - [Box modeling](/docs/en-us/art/accessories/creating-rigid/modeling-setup.md): Create your basic rigid accessory model in Blender. ## BackpackItem - [HopperBin](/docs/en-us/reference/engine/classes/HopperBin.md): HopperBins are an outdated system for creating tools that can be used by a - [Tool](/docs/en-us/reference/engine/classes/Tool.md): An object, such as a weapon, that can be equipped by a `Class.Humanoid`. ## Tool - [Flag](/docs/en-us/reference/engine/classes/Flag.md): The Flag object helps you make 'capture the flag' style games. ## WorldRoot - [Workspace](/docs/en-us/reference/engine/classes/Workspace.md): **Workspace** houses 3D objects which are rendered to the 3D world. Objects - [WorldModel](/docs/en-us/reference/engine/classes/WorldModel.md): Extends limited physics for its children on to a parent `Class.ViewportFrame`. ## Pages - [AudioPages](/docs/en-us/reference/engine/classes/AudioPages.md): A special version of the `Class.Pages` class returned by - [BanHistoryPages](/docs/en-us/reference/engine/classes/BanHistoryPages.md): Returned by `Class.Players:GetBanHistoryAsync` to view the entire ban and - [CapturesPages](/docs/en-us/reference/engine/classes/CapturesPages.md): A special version of the `Class.Pages` class returned by - [CatalogPages](/docs/en-us/reference/engine/classes/CatalogPages.md) - [DataStoreKeyPages](/docs/en-us/reference/engine/classes/DataStoreKeyPages.md): A special type of `Class.Pages` object whose pages contain - [DataStoreListingPages](/docs/en-us/reference/engine/classes/DataStoreListingPages.md): A special type of `Class.Pages` object whose pages contain - [DataStorePages](/docs/en-us/reference/engine/classes/DataStorePages.md): A `Class.Pages` object that allows iteration through `Class.OrderedDataStore` - [DataStoreVersionPages](/docs/en-us/reference/engine/classes/DataStoreVersionPages.md): A special type of `Class.Pages` object whose pages contain - [FriendPages](/docs/en-us/reference/engine/classes/FriendPages.md): A special version of `Class.Pages` that contains information about a player's - [InventoryPages](/docs/en-us/reference/engine/classes/InventoryPages.md): The InventoryPages class is used in the case of iterating over a specific - [MemoryStoreHashMapPages](/docs/en-us/reference/engine/classes/MemoryStoreHashMapPages.md): A special type of `Class.Pages` object whose pages contain key-value pairs - [OutfitPages](/docs/en-us/reference/engine/classes/OutfitPages.md): The `OutfitPages` class is used in the case of iterating over a user's - [RecommendationPages](/docs/en-us/reference/engine/classes/RecommendationPages.md): A special version of the `Class.Pages` class returned by - [StandardPages](/docs/en-us/reference/engine/classes/StandardPages.md): A generic version of the Pages class, which may contain variable data, ## PoseBase - [NumberPose](/docs/en-us/reference/engine/classes/NumberPose.md): Holds the value applied to a specific FACS control. - [Pose](/docs/en-us/reference/engine/classes/Pose.md): Holds the `Datatype.CFrame` applied to the `Class.Motor6D` connected to its ## PostEffect - [BloomEffect](/docs/en-us/reference/engine/classes/BloomEffect.md): Simulates the camera viewing a very bright light. - [BlurEffect](/docs/en-us/reference/engine/classes/BlurEffect.md): Applies a blur to the entire game world. - [ColorCorrectionEffect](/docs/en-us/reference/engine/classes/ColorCorrectionEffect.md): Adjusts color-related properties of the rendered world like saturation, tint, - [ColorGradingEffect](/docs/en-us/reference/engine/classes/ColorGradingEffect.md): Modifies how color values calculated by the renderer should be converted to - [DepthOfFieldEffect](/docs/en-us/reference/engine/classes/DepthOfFieldEffect.md): Simulates a camera lens by blurring parts of a scene not in focus. - [SunRaysEffect](/docs/en-us/reference/engine/classes/SunRaysEffect.md): Renders dynamic rays from the sun. ## ReflectionMetadataItem - [ReflectionMetadataClass](/docs/en-us/reference/engine/classes/ReflectionMetadataClass.md): Registers information about a class, and its members. Should be parented to - [ReflectionMetadataEnum](/docs/en-us/reference/engine/classes/ReflectionMetadataEnum.md): Registers information about an `Datatype.Enum` and its EnumItems. - [ReflectionMetadataEnumItem](/docs/en-us/reference/engine/classes/ReflectionMetadataEnumItem.md): Contains information about a specific EnumItem embedded within an Enum. - [ReflectionMetadataMember](/docs/en-us/reference/engine/classes/ReflectionMetadataMember.md): An internal object which cannot be used by developers. ## ScriptBuilder - [SyncScriptBuilder](/docs/en-us/reference/engine/classes/SyncScriptBuilder.md) ## SensorBase - [AtmosphereSensor](/docs/en-us/reference/engine/classes/AtmosphereSensor.md): A `Class.SensorBase` that outputs data about the - [BuoyancySensor](/docs/en-us/reference/engine/classes/BuoyancySensor.md): A `Class.SensorBase` that outputs data about how its `Class.BasePart` is - [ControllerSensor](/docs/en-us/reference/engine/classes/ControllerSensor.md) - [FluidForceSensor](/docs/en-us/reference/engine/classes/FluidForceSensor.md): A `Class.SensorBase` that outputs `Class.FluidForceSensor.Force|Force`, ## ControllerSensor - [ControllerPartSensor](/docs/en-us/reference/engine/classes/ControllerPartSensor.md): A `Class.SensorBase` that outputs data about another `Class.BasePart` based on ## ServiceProvider - [DataModel](/docs/en-us/reference/engine/classes/DataModel.md): The root of Roblox's parent-child hierarchy. Its direct children are services, - [GenericSettings](/docs/en-us/reference/engine/classes/GenericSettings.md): The abstract class for settings database classes. ## GenericSettings - [GlobalSettings](/docs/en-us/reference/engine/classes/GlobalSettings.md): Collection of menu settings for Roblox Studio. - [UserSettings](/docs/en-us/reference/engine/classes/UserSettings.md): A singleton object that houses basic user settings, which persist across all ## SoundEffect - [ChorusSoundEffect](/docs/en-us/reference/engine/classes/ChorusSoundEffect.md): Makes audio more voluminous by simulating multiple voices playing the same - [CompressorSoundEffect](/docs/en-us/reference/engine/classes/CompressorSoundEffect.md): Adjusts the dynamic range of audio. - [DistortionSoundEffect](/docs/en-us/reference/engine/classes/DistortionSoundEffect.md): Distorts audio, making it sound fuzzier and overdriven. - [EchoSoundEffect](/docs/en-us/reference/engine/classes/EchoSoundEffect.md): Adds delayed repetitions of a sound with diminishing volume. - [EqualizerSoundEffect](/docs/en-us/reference/engine/classes/EqualizerSoundEffect.md): Controls the volume of incoming audio across three frequency ranges. - [FlangeSoundEffect](/docs/en-us/reference/engine/classes/FlangeSoundEffect.md): Creates a sweeping or swooshing effect on a sound. - [PitchShiftSoundEffect](/docs/en-us/reference/engine/classes/PitchShiftSoundEffect.md): Adjusts the pitch of a sound without changing its playback speed. - [ReverbSoundEffect](/docs/en-us/reference/engine/classes/ReverbSoundEffect.md): Reverberates audio, simulating the effect of bouncing off walls in a room. - [TremoloSoundEffect](/docs/en-us/reference/engine/classes/TremoloSoundEffect.md): Creates a trembling effect on a sound by varying the volume of the sound up ## StarterPlayerScripts - [StarterCharacterScripts](/docs/en-us/reference/engine/classes/StarterCharacterScripts.md): Stores instances to be parented to a player's character when it spawns. ## StatsItem - [RunningAverageItemDouble](/docs/en-us/reference/engine/classes/RunningAverageItemDouble.md): Measures the runtime average of a **double** value. - [RunningAverageItemInt](/docs/en-us/reference/engine/classes/RunningAverageItemInt.md): Measures the runtime average of an **integer** value. - [RunningAverageTimeIntervalItem](/docs/en-us/reference/engine/classes/RunningAverageTimeIntervalItem.md): Measures the runtime average of a time interval value. - [TotalCountTimeIntervalItem](/docs/en-us/reference/engine/classes/TotalCountTimeIntervalItem.md): Measures a total-count-over-time interval. ## StyleBase - [StyleRule](/docs/en-us/reference/engine/classes/StyleRule.md): Defines style properties which override properties on the instances affected - [StyleSheet](/docs/en-us/reference/engine/classes/StyleSheet.md): Aggregates `Class.StyleRule|StyleRules` and can be linked to `Class.DataModel` ## TextChatConfigurations - [BubbleChatConfiguration](/docs/en-us/reference/engine/classes/BubbleChatConfiguration.md): Allows for customization of text chat bubbles through `Class.TextChatService`. - [ChannelTabsConfiguration](/docs/en-us/reference/engine/classes/ChannelTabsConfiguration.md): Configures properties of the optional channel tabs in the default chat window. - [ChatInputBarConfiguration](/docs/en-us/reference/engine/classes/ChatInputBarConfiguration.md): Configures properties of the default chat input bar. - [ChatWindowConfiguration](/docs/en-us/reference/engine/classes/ChatWindowConfiguration.md): Configures properties of the default chat window. ## TextChatMessageProperties - [BubbleChatMessageProperties](/docs/en-us/reference/engine/classes/BubbleChatMessageProperties.md) - [ChatWindowMessageProperties](/docs/en-us/reference/engine/classes/ChatWindowMessageProperties.md): Can be used to customize the appearance of text chat messages sent to the ## TweenBase - [Tween](/docs/en-us/reference/engine/classes/Tween.md): The `Class.Tween` object controls the playback of an interpolation. ## UIBase - [UIComponent](/docs/en-us/reference/engine/classes/UIComponent.md): A base class for UI constraint and layout classes. ## UIComponent - [UIConstraint](/docs/en-us/reference/engine/classes/UIConstraint.md): The base class for UI constraint classes. - [UICorner](/docs/en-us/reference/engine/classes/UICorner.md): UI modifier which applies deformation to corners of its parent - [UIDragDetector](/docs/en-us/reference/engine/classes/UIDragDetector.md): Instance which facilitates and encourages interaction with UI elements in an - [UIFlexItem](/docs/en-us/reference/engine/classes/UIFlexItem.md): Defines flex behavior for a `Class.GuiObject` within a `Class.UIListLayout`. - [UIGradient](/docs/en-us/reference/engine/classes/UIGradient.md): Applies a color and transparency gradient to the UI elements rendered by the - [UILayout](/docs/en-us/reference/engine/classes/UILayout.md): The base class for UI layout classes. - [UIPadding](/docs/en-us/reference/engine/classes/UIPadding.md): Applies padding to the borders of the parent `Class.GuiObject`. - [UIScale](/docs/en-us/reference/engine/classes/UIScale.md): An object that acts as a multiplier for the size of the parent UI element's - [UIShadow](/docs/en-us/reference/engine/classes/UIShadow.md): Renders a shadow below the parent UI instance. - [UIStroke](/docs/en-us/reference/engine/classes/UIStroke.md): Applies an outline to text or a UI border. ## UIConstraint - [UIAspectRatioConstraint](/docs/en-us/reference/engine/classes/UIAspectRatioConstraint.md): Ensures the parent UI element maintains a particular aspect ratio. - [UISizeConstraint](/docs/en-us/reference/engine/classes/UISizeConstraint.md): Ensures a `Class.GuiObject` does not become larger or smaller than the - [UITextSizeConstraint](/docs/en-us/reference/engine/classes/UITextSizeConstraint.md): Ensures that the size of text rendered by certain `Class.GuiObject` classes ## UILayout - [UIGridStyleLayout](/docs/en-us/reference/engine/classes/UIGridStyleLayout.md): The base class for grid style UI layouts. ## UIGridStyleLayout - [UIGridLayout](/docs/en-us/reference/engine/classes/UIGridLayout.md): Positions sibling UI elements by filling rows using the space of the parent UI - [UIListLayout](/docs/en-us/reference/engine/classes/UIListLayout.md): Positions sibling UI elements in rows or columns within the parent UI - [UIPageLayout](/docs/en-us/reference/engine/classes/UIPageLayout.md): Creates a paged viewing window, like the home screen of a mobile device. You - [UITableLayout](/docs/en-us/reference/engine/classes/UITableLayout.md): Lays out sibling UI elements and their child UI elements as rows/columns and ## ValueBase - [BinaryStringValue](/docs/en-us/reference/engine/classes/BinaryStringValue.md): An internal type of `Class.StringValue` object, that stores a `BinaryString` - [BoolValue](/docs/en-us/reference/engine/classes/BoolValue.md): A container object for a single boolean value. - [BrickColorValue](/docs/en-us/reference/engine/classes/BrickColorValue.md): A container object for a single BrickColor value. - [CFrameValue](/docs/en-us/reference/engine/classes/CFrameValue.md): A container object for a single CFrame value. - [Color3Value](/docs/en-us/reference/engine/classes/Color3Value.md): A container object for a single Color3 value. - [DoubleConstrainedValue](/docs/en-us/reference/engine/classes/DoubleConstrainedValue.md): An instance which is used to create a number value which can never be less - [IntConstrainedValue](/docs/en-us/reference/engine/classes/IntConstrainedValue.md): An IntConstrainedValue is used to store a value which can never be less than - [IntValue](/docs/en-us/reference/engine/classes/IntValue.md): A container object for a single integer. - [NumberValue](/docs/en-us/reference/engine/classes/NumberValue.md): A container object for a single double-precision floating point number. - [ObjectValue](/docs/en-us/reference/engine/classes/ObjectValue.md): A container object for a reference to another instance. - [RayValue](/docs/en-us/reference/engine/classes/RayValue.md): A container object for a single Ray. - [StringValue](/docs/en-us/reference/engine/classes/StringValue.md): A container object for a single string. - [Vector3Value](/docs/en-us/reference/engine/classes/Vector3Value.md): A container object for a single Vector3 value. ## Data types - [Axes](/docs/en-us/reference/engine/datatypes/Axes.md): The `Axes` data type is for the `Class.ArcHandles` class to control which - [BrickColor](/docs/en-us/reference/engine/datatypes/BrickColor.md): A data type that provides a predefined list of named colors. - [CatalogSearchParams](/docs/en-us/reference/engine/datatypes/CatalogSearchParams.md): Stores parameters used in catalog searches via - [CFrame](/docs/en-us/reference/engine/datatypes/CFrame.md): A data type that represents both a 3D position and orientation. - [Color3](/docs/en-us/reference/engine/datatypes/Color3.md): A color value comprised of red, green, and blue components. - [ColorSequence](/docs/en-us/reference/engine/datatypes/ColorSequence.md): A gradient of color values comprised of - [ColorSequenceKeypoint](/docs/en-us/reference/engine/datatypes/ColorSequenceKeypoint.md): A color and time value that represents a keypoint in a - [Content](/docs/en-us/reference/engine/datatypes/Content.md): Represents a reference to asset content stored externally or as an object - [DateTime](/docs/en-us/reference/engine/datatypes/DateTime.md): A data type that represents a moment in time. - [DockWidgetPluginGuiInfo](/docs/en-us/reference/engine/datatypes/DockWidgetPluginGuiInfo.md): Describes details for a `Class.DockWidgetPluginGui`. - [Enum](/docs/en-us/reference/engine/datatypes/Enum.md): A data type that represents an individual enum. - [EnumItem](/docs/en-us/reference/engine/datatypes/EnumItem.md): An individual item in an enum. - [Enums](/docs/en-us/reference/engine/datatypes/Enums.md): A root access point of all `Datatype.Enum|Enums`. - [Faces](/docs/en-us/reference/engine/datatypes/Faces.md): A data type containing six booleans, each representing a face of a - [FloatCurveKey](/docs/en-us/reference/engine/datatypes/FloatCurveKey.md): A time-value pair used with `Class.FloatCurve` instances. - [Font](/docs/en-us/reference/engine/datatypes/Font.md): Describes the font used to render text. - [Instance](/docs/en-us/reference/engine/datatypes/Instance.md): Holds the constructor for Instances. - [NumberRange](/docs/en-us/reference/engine/datatypes/NumberRange.md): Represents a range of numbers. - [NumberSequence](/docs/en-us/reference/engine/datatypes/NumberSequence.md): A series of floats across a period of time. - [NumberSequenceKeypoint](/docs/en-us/reference/engine/datatypes/NumberSequenceKeypoint.md): Represents keypoint within a `Datatype.NumberSequence` with a particular time, - [OverlapParams](/docs/en-us/reference/engine/datatypes/OverlapParams.md): Stores parameters used in boundary-querying functions. - [Path2DControlPoint](/docs/en-us/reference/engine/datatypes/Path2DControlPoint.md): Stores the info for a single control point used with the `Class.Path2D` - [PathWaypoint](/docs/en-us/reference/engine/datatypes/PathWaypoint.md): A description of the steps required to reach the next waypoint in a path. - [PhysicalProperties](/docs/en-us/reference/engine/datatypes/PhysicalProperties.md): Describes properties that affect the physical behavior of a `Class.BasePart`. - [Random](/docs/en-us/reference/engine/datatypes/Random.md): Generates pseudorandom numbers and directions. - [Ray](/docs/en-us/reference/engine/datatypes/Ray.md): Represents a line with a starting point that casts infinitely in a specific - [RaycastParams](/docs/en-us/reference/engine/datatypes/RaycastParams.md): A container for parameters used in raycasting operations. - [RaycastResult](/docs/en-us/reference/engine/datatypes/RaycastResult.md): Stores results from a raycast operation. - [RBXScriptConnection](/docs/en-us/reference/engine/datatypes/RBXScriptConnection.md): A connection between an `Datatype.RBXScriptSignal` and a function. - [RBXScriptSignal](/docs/en-us/reference/engine/datatypes/RBXScriptSignal.md): An object that runs connected functions upon a specific occurrence. - [Rect](/docs/en-us/reference/engine/datatypes/Rect.md): A value that represents a two-dimensional rectangle. - [Region3](/docs/en-us/reference/engine/datatypes/Region3.md): Describes a rectangular volume in 3D space. - [Region3int16](/docs/en-us/reference/engine/datatypes/Region3int16.md): Represents a Region3 stored as two boundaries as opposed to position and size - [RotationCurveKey](/docs/en-us/reference/engine/datatypes/RotationCurveKey.md): A time-value pair used with `Class.RotationCurve` instances. - [Secret](/docs/en-us/reference/engine/datatypes/Secret.md): Stores secret non-printable content. - [SecurityCapabilities](/docs/en-us/reference/engine/datatypes/SecurityCapabilities.md): A set of `Enum.SecurityCapability` items. See - [SharedTable](/docs/en-us/reference/engine/datatypes/SharedTable.md): Provides sharable, table-like storage for key/value pairs. - [TweenInfo](/docs/en-us/reference/engine/datatypes/TweenInfo.md): Stores parameters for `Class.Tween|Tweens`. - [UDim](/docs/en-us/reference/engine/datatypes/UDim.md): Represents a one-dimensional value with two components, a relative scale and - [UDim2](/docs/en-us/reference/engine/datatypes/UDim2.md): Represents a two-dimensional value where each dimension is composed of a - [ValueCurveKey](/docs/en-us/reference/engine/datatypes/ValueCurveKey.md): A time-value pair used with `Class.ValueCurve` instances. - [Vector2](/docs/en-us/reference/engine/datatypes/Vector2.md): Represents a 2D value with direction and magnitude. - [Vector2int16](/docs/en-us/reference/engine/datatypes/Vector2int16.md): Represents a Vector2 with signed 16-bit integers for components. - [Vector3](/docs/en-us/reference/engine/datatypes/Vector3.md): Represents a 3D value with a direction and magnitude. - [Vector3int16](/docs/en-us/reference/engine/datatypes/Vector3int16.md): A Vector3 with signed 16-bit integers for components. ## Enums - [AccessModifierType](/docs/en-us/reference/engine/enums/AccessModifierType.md) - [AccessoryType](/docs/en-us/reference/engine/enums/AccessoryType.md): A subset of AssetTypes which are relevant to only accessories. - [ActionOnAutoResumeSync](/docs/en-us/reference/engine/enums/ActionOnAutoResumeSync.md) - [ActionOnStopSync](/docs/en-us/reference/engine/enums/ActionOnStopSync.md) - [ActionType](/docs/en-us/reference/engine/enums/ActionType.md) - [ActivePayerStatus](/docs/en-us/reference/engine/enums/ActivePayerStatus.md): Describes a player's payer status bucket for the current experience. - [ActuatorRelativeTo](/docs/en-us/reference/engine/enums/ActuatorRelativeTo.md): The CFrame value in which the body mover constraint is expressed. - [ActuatorType](/docs/en-us/reference/engine/enums/ActuatorType.md): The active physics component of the constraint. - [AdAvailabilityResult](/docs/en-us/reference/engine/enums/AdAvailabilityResult.md) - [AdEventType](/docs/en-us/reference/engine/enums/AdEventType.md) - [AdFormat](/docs/en-us/reference/engine/enums/AdFormat.md) - [AdornCullingMode](/docs/en-us/reference/engine/enums/AdornCullingMode.md): Culling method used for adornments. - [AdornShading](/docs/en-us/reference/engine/enums/AdornShading.md) - [AdShape](/docs/en-us/reference/engine/enums/AdShape.md): Describes the form factor of an ad in an `Class.AdGui`. There is currently - [AdTeleportMethod](/docs/en-us/reference/engine/enums/AdTeleportMethod.md) - [AdUIEventType](/docs/en-us/reference/engine/enums/AdUIEventType.md) - [AdUIType](/docs/en-us/reference/engine/enums/AdUIType.md) - [AdUnitStatus](/docs/en-us/reference/engine/enums/AdUnitStatus.md): Exposes the status of an immersive ad. - [AlignType](/docs/en-us/reference/engine/enums/AlignType.md): An enum that specifies how the constraint will attempt to align the body - [AlphaMode](/docs/en-us/reference/engine/enums/AlphaMode.md): Used by `Class.SurfaceAppearance.AlphaMode` to determine how the alpha channel - [AnalyticsCustomFieldKeys](/docs/en-us/reference/engine/enums/AnalyticsCustomFieldKeys.md): Used to form a dictionary of custom fields to provide breakdowns in - [AnalyticsEconomyAction](/docs/en-us/reference/engine/enums/AnalyticsEconomyAction.md): This enum is used as an argument in - [AnalyticsEconomyFlowType](/docs/en-us/reference/engine/enums/AnalyticsEconomyFlowType.md) - [AnalyticsEconomyTransactionType](/docs/en-us/reference/engine/enums/AnalyticsEconomyTransactionType.md) - [AnalyticsLogLevel](/docs/en-us/reference/engine/enums/AnalyticsLogLevel.md): This enum is used as an argument in `Class.AnalyticsService.LogEvent` to - [AnalyticsProgressionStatus](/docs/en-us/reference/engine/enums/AnalyticsProgressionStatus.md): This enum is used as an argument in - [AnalyticsProgressionType](/docs/en-us/reference/engine/enums/AnalyticsProgressionType.md) - [AnimationClipFromVideoStatus](/docs/en-us/reference/engine/enums/AnimationClipFromVideoStatus.md) - [AnimationNodeType](/docs/en-us/reference/engine/enums/AnimationNodeType.md) - [AnimationPriority](/docs/en-us/reference/engine/enums/AnimationPriority.md): The AnimationPriority Enum determines how concurrently-playing AnimationTracks - [AnimatorRetargetingMode](/docs/en-us/reference/engine/enums/AnimatorRetargetingMode.md): Animation Retargeting setting. - [AnnotationEditingMode](/docs/en-us/reference/engine/enums/AnnotationEditingMode.md) - [AnnotationRequestStatus](/docs/en-us/reference/engine/enums/AnnotationRequestStatus.md) - [AnnotationRequestType](/docs/en-us/reference/engine/enums/AnnotationRequestType.md) - [AntiAliasing](/docs/en-us/reference/engine/enums/AntiAliasing.md): Determines whether anti-aliasing is applied when drawing on the instance. - [AppLifecycleManagerState](/docs/en-us/reference/engine/enums/AppLifecycleManagerState.md) - [ApplyStrokeMode](/docs/en-us/reference/engine/enums/ApplyStrokeMode.md): Used by `Class.UIStroke.ApplyStrokeMode` to determine where to apply the - [AppShellActionType](/docs/en-us/reference/engine/enums/AppShellActionType.md) - [AppShellFeature](/docs/en-us/reference/engine/enums/AppShellFeature.md) - [AppUpdateStatus](/docs/en-us/reference/engine/enums/AppUpdateStatus.md) - [AspectType](/docs/en-us/reference/engine/enums/AspectType.md): Used by `Class.UIAspectRatioConstraint.AspectType` to control sizing behavior. - [AssetCreatorType](/docs/en-us/reference/engine/enums/AssetCreatorType.md) - [AssetFetchStatus](/docs/en-us/reference/engine/enums/AssetFetchStatus.md) - [AssetType](/docs/en-us/reference/engine/enums/AssetType.md): This Enum can be used to match the AssetTypeId from - [AssetTypeVerification](/docs/en-us/reference/engine/enums/AssetTypeVerification.md): Determines the asset type verification mode. - [AudioApiRollout](/docs/en-us/reference/engine/enums/AudioApiRollout.md): Used to determine whether voice chat is represented and controlled by - [AudioCaptureMode](/docs/en-us/reference/engine/enums/AudioCaptureMode.md) - [AudioChannelLayout](/docs/en-us/reference/engine/enums/AudioChannelLayout.md): Describes the channel layout of an audio stream. - [AudioFilterType](/docs/en-us/reference/engine/enums/AudioFilterType.md): Filter types used for `Class.AudioFilter` instances. - [AudioSimulationFidelity](/docs/en-us/reference/engine/enums/AudioSimulationFidelity.md): Enum which determines how detailed audio simulation should be for - [AudioSubType](/docs/en-us/reference/engine/enums/AudioSubType.md): The categorization of an audio asset. - [AudioWindowSize](/docs/en-us/reference/engine/enums/AudioWindowSize.md): For audio effects that use some internal buffering, determines the window-size - [AuthorityMode](/docs/en-us/reference/engine/enums/AuthorityMode.md): Enum used with `Class.Workspace.AuthorityMode`. - [AutoIndentRule](/docs/en-us/reference/engine/enums/AutoIndentRule.md) - [AutomaticSize](/docs/en-us/reference/engine/enums/AutomaticSize.md): UI objects with `Class.GuiObject.AutomaticSize|AutomaticSize` enabled will - [AvatarAssetType](/docs/en-us/reference/engine/enums/AvatarAssetType.md): Describes the asset types that an avatar can equip. - [AvatarChatServiceFeature](/docs/en-us/reference/engine/enums/AvatarChatServiceFeature.md) - [AvatarContextMenuOption](/docs/en-us/reference/engine/enums/AvatarContextMenuOption.md) - [AvatarItemType](/docs/en-us/reference/engine/enums/AvatarItemType.md): The type (Asset or Bundle) of avatar items. - [AvatarPromptResult](/docs/en-us/reference/engine/enums/AvatarPromptResult.md): The result of prompt operations of `Class.AvatarEditorService`. - [AvatarSettingsAccessoryLimitMethod](/docs/en-us/reference/engine/enums/AvatarSettingsAccessoryLimitMethod.md) - [AvatarSettingsAccessoryMode](/docs/en-us/reference/engine/enums/AvatarSettingsAccessoryMode.md) - [AvatarSettingsAnimationClipsMode](/docs/en-us/reference/engine/enums/AvatarSettingsAnimationClipsMode.md) - [AvatarSettingsAnimationPacksMode](/docs/en-us/reference/engine/enums/AvatarSettingsAnimationPacksMode.md) - [AvatarSettingsAppearanceMode](/docs/en-us/reference/engine/enums/AvatarSettingsAppearanceMode.md) - [AvatarSettingsBuildMode](/docs/en-us/reference/engine/enums/AvatarSettingsBuildMode.md) - [AvatarSettingsClothingMode](/docs/en-us/reference/engine/enums/AvatarSettingsClothingMode.md) - [AvatarSettingsCollisionMode](/docs/en-us/reference/engine/enums/AvatarSettingsCollisionMode.md) - [AvatarSettingsCustomAccessoryMode](/docs/en-us/reference/engine/enums/AvatarSettingsCustomAccessoryMode.md) - [AvatarSettingsCustomBodyType](/docs/en-us/reference/engine/enums/AvatarSettingsCustomBodyType.md) - [AvatarSettingsCustomClothingMode](/docs/en-us/reference/engine/enums/AvatarSettingsCustomClothingMode.md) - [AvatarSettingsHitAndTouchDetectionMode](/docs/en-us/reference/engine/enums/AvatarSettingsHitAndTouchDetectionMode.md) - [AvatarSettingsJumpMode](/docs/en-us/reference/engine/enums/AvatarSettingsJumpMode.md) - [AvatarSettingsLegacyCollisionMode](/docs/en-us/reference/engine/enums/AvatarSettingsLegacyCollisionMode.md) - [AvatarSettingsScaleMode](/docs/en-us/reference/engine/enums/AvatarSettingsScaleMode.md) - [AvatarThumbnailCustomizationType](/docs/en-us/reference/engine/enums/AvatarThumbnailCustomizationType.md) - [AvatarUnificationMode](/docs/en-us/reference/engine/enums/AvatarUnificationMode.md): Controls whether the R6 to R15 adapter is active, allowing R15 avatars to join - [Axis](/docs/en-us/reference/engine/enums/Axis.md): One of the 3D axes. - [BenefitType](/docs/en-us/reference/engine/enums/BenefitType.md) - [BinType](/docs/en-us/reference/engine/enums/BinType.md) - [BodyPart](/docs/en-us/reference/engine/enums/BodyPart.md): The BodyPart Enum determines which BodyPart a `Class.CharacterMesh` affects. - [BodyPartR15](/docs/en-us/reference/engine/enums/BodyPartR15.md): BodyPartR15 is an enum with entries for each of the 15 body parts of an R15 - [BorderMode](/docs/en-us/reference/engine/enums/BorderMode.md): Used by `Class.GuiObject.BorderMode` to determine where borders are placed. - [BorderStrokePosition](/docs/en-us/reference/engine/enums/BorderStrokePosition.md): Used by `Class.UIStroke.BorderStrokePosition` to determine the stroke's - [BreakpointRemoveReason](/docs/en-us/reference/engine/enums/BreakpointRemoveReason.md): Reason that a breakpoint was removed. - [BreakReason](/docs/en-us/reference/engine/enums/BreakReason.md): Reason for the breakpoint hit. - [BulkMoveMode](/docs/en-us/reference/engine/enums/BulkMoveMode.md) - [BundleType](/docs/en-us/reference/engine/enums/BundleType.md): The type of a bundle of assets. - [Button](/docs/en-us/reference/engine/enums/Button.md): One of the buttons used by `Class.Controller`. - [ButtonStyle](/docs/en-us/reference/engine/enums/ButtonStyle.md): Used by `Class.GuiButton.Style` to set a special hardcoded appearance. - [CageType](/docs/en-us/reference/engine/enums/CageType.md) - [CameraMode](/docs/en-us/reference/engine/enums/CameraMode.md): Used to set `Class.Player.CameraMode` to determine when first person and third - [CameraNavigationModel](/docs/en-us/reference/engine/enums/CameraNavigationModel.md) - [CameraPanMode](/docs/en-us/reference/engine/enums/CameraPanMode.md): The CameraPanMode Enum represents the available pan modes for - [CameraSpeedAdjustBinding](/docs/en-us/reference/engine/enums/CameraSpeedAdjustBinding.md) - [CameraType](/docs/en-us/reference/engine/enums/CameraType.md): Describes the camera behavior mode if using the default PlayerScripts. - [CaptureGalleryPermission](/docs/en-us/reference/engine/enums/CaptureGalleryPermission.md): Used to specify the scope of permissions for accessing the user's capture - [CaptureType](/docs/en-us/reference/engine/enums/CaptureType.md) - [CatalogCategoryFilter](/docs/en-us/reference/engine/enums/CatalogCategoryFilter.md) - [CatalogSortAggregation](/docs/en-us/reference/engine/enums/CatalogSortAggregation.md) - [CatalogSortType](/docs/en-us/reference/engine/enums/CatalogSortType.md) - [CellBlock](/docs/en-us/reference/engine/enums/CellBlock.md) - [CellMaterial](/docs/en-us/reference/engine/enums/CellMaterial.md) - [CellOrientation](/docs/en-us/reference/engine/enums/CellOrientation.md) - [CenterDialogType](/docs/en-us/reference/engine/enums/CenterDialogType.md) - [CharacterControlMode](/docs/en-us/reference/engine/enums/CharacterControlMode.md) - [ChatCallbackType](/docs/en-us/reference/engine/enums/ChatCallbackType.md) - [ChatColor](/docs/en-us/reference/engine/enums/ChatColor.md): Describes the chat color. - [ChatMode](/docs/en-us/reference/engine/enums/ChatMode.md): Controls the methods of communication available to a player. - [ChatPrivacyMode](/docs/en-us/reference/engine/enums/ChatPrivacyMode.md): Internally controls the user's chat privacy settings. - [ChatRestrictionStatus](/docs/en-us/reference/engine/enums/ChatRestrictionStatus.md) - [ChatStyle](/docs/en-us/reference/engine/enums/ChatStyle.md): The ChatStyle Enum is used to set the style of `Class.Chat` used in a game via - [ChatVersion](/docs/en-us/reference/engine/enums/ChatVersion.md): Determines whether `Class.TextChatService` should be fully enabled or to allow - [ClientAnimatorThrottlingMode](/docs/en-us/reference/engine/enums/ClientAnimatorThrottlingMode.md): An Enum describing various animation throttling modes on clients. - [CloseReason](/docs/en-us/reference/engine/enums/CloseReason.md): Specifies the reason for the experience server shutdown. - [CollaboratorStatus](/docs/en-us/reference/engine/enums/CollaboratorStatus.md) - [CollisionFidelity](/docs/en-us/reference/engine/enums/CollisionFidelity.md): Determines behavior of the collision hitbox for `Class.MeshPart` and - [CommandPermission](/docs/en-us/reference/engine/enums/CommandPermission.md) - [CompileTarget](/docs/en-us/reference/engine/enums/CompileTarget.md) - [CompletionAcceptanceBehavior](/docs/en-us/reference/engine/enums/CompletionAcceptanceBehavior.md) - [CompletionItemKind](/docs/en-us/reference/engine/enums/CompletionItemKind.md) - [CompletionItemTag](/docs/en-us/reference/engine/enums/CompletionItemTag.md): Determines the tags for completion items in - [CompletionTriggerKind](/docs/en-us/reference/engine/enums/CompletionTriggerKind.md) - [CompositeValueCurveType](/docs/en-us/reference/engine/enums/CompositeValueCurveType.md): Describes the type of value animated by a `Class.CompositeValueCurve`. - [CompressionAlgorithm](/docs/en-us/reference/engine/enums/CompressionAlgorithm.md): A compression algorithm to use in `Class.EncodingService` methods. - [ComputerCameraMovementMode](/docs/en-us/reference/engine/enums/ComputerCameraMovementMode.md): The camera movement mode currently in-use by the client. - [ComputerMovementMode](/docs/en-us/reference/engine/enums/ComputerMovementMode.md): The computer movement type in-use by the client. - [ConfigSnapshotErrorState](/docs/en-us/reference/engine/enums/ConfigSnapshotErrorState.md) - [ConnectionError](/docs/en-us/reference/engine/enums/ConnectionError.md) - [ConnectionState](/docs/en-us/reference/engine/enums/ConnectionState.md): Used to determine the connection state of the client to the game server. - [ContentSourceType](/docs/en-us/reference/engine/enums/ContentSourceType.md): The source type of a `Datatype.Content` value. - [ContextActionPriority](/docs/en-us/reference/engine/enums/ContextActionPriority.md): Describes the priority of a context action. - [ContextActionResult](/docs/en-us/reference/engine/enums/ContextActionResult.md): Describes whether a contextual action should sink or pass input events. - [ControlMode](/docs/en-us/reference/engine/enums/ControlMode.md): The ControlMode Enum sets how the player is controlled. - [CoreGuiType](/docs/en-us/reference/engine/enums/CoreGuiType.md): Represents all available `Class.CoreGui` "types" such as the `Class.Backpack` - [CreateAssetResult](/docs/en-us/reference/engine/enums/CreateAssetResult.md) - [CreateContentResult](/docs/en-us/reference/engine/enums/CreateContentResult.md) - [CreateOutfitFailure](/docs/en-us/reference/engine/enums/CreateOutfitFailure.md) - [CreatorType](/docs/en-us/reference/engine/enums/CreatorType.md): The ownership type of the open place. - [CreatorTypeFilter](/docs/en-us/reference/engine/enums/CreatorTypeFilter.md) - [CurrencyType](/docs/en-us/reference/engine/enums/CurrencyType.md): The CurrencyType Enum is used with `Class.MarketplaceService` to set the - [CustomCameraMode](/docs/en-us/reference/engine/enums/CustomCameraMode.md): Changes the player's camera mode. - [DataStoreRequestType](/docs/en-us/reference/engine/enums/DataStoreRequestType.md): Indicates the type of data store request being made. - [DebuggerEndReason](/docs/en-us/reference/engine/enums/DebuggerEndReason.md): Reason for the end of the debugger session. - [DebuggerExceptionBreakMode](/docs/en-us/reference/engine/enums/DebuggerExceptionBreakMode.md) - [DebuggerFrameType](/docs/en-us/reference/engine/enums/DebuggerFrameType.md): Call stack frame type. - [DebuggerPauseReason](/docs/en-us/reference/engine/enums/DebuggerPauseReason.md): Reason that the DataModel was paused. - [DebuggerStatus](/docs/en-us/reference/engine/enums/DebuggerStatus.md): Result of a debugger request. - [DefaultScriptSyncFileType](/docs/en-us/reference/engine/enums/DefaultScriptSyncFileType.md) - [DevCameraOcclusionMode](/docs/en-us/reference/engine/enums/DevCameraOcclusionMode.md): Determines how the default camera handles objects that are in-between the - [DevComputerCameraMovementMode](/docs/en-us/reference/engine/enums/DevComputerCameraMovementMode.md): Overwrites the player's camera movement mode setting on a computer. - [DevComputerMovementMode](/docs/en-us/reference/engine/enums/DevComputerMovementMode.md): Sets the movement mode of players who are playing on computers. - [DeveloperMemoryTag](/docs/en-us/reference/engine/enums/DeveloperMemoryTag.md): A memory tracking category. - [DeviceFeatureType](/docs/en-us/reference/engine/enums/DeviceFeatureType.md) - [DeviceForm](/docs/en-us/reference/engine/enums/DeviceForm.md) - [DeviceLevel](/docs/en-us/reference/engine/enums/DeviceLevel.md) - [DeviceSimulatorScalingMode](/docs/en-us/reference/engine/enums/DeviceSimulatorScalingMode.md) - [DeviceType](/docs/en-us/reference/engine/enums/DeviceType.md): Device category of the client. - [DevTouchCameraMovementMode](/docs/en-us/reference/engine/enums/DevTouchCameraMovementMode.md): Overwrites the camera mode if the player is on a touch device. - [DevTouchMovementMode](/docs/en-us/reference/engine/enums/DevTouchMovementMode.md): Overrides the movement mode of players who are playing on touch-enabled - [DialogBehaviorType](/docs/en-us/reference/engine/enums/DialogBehaviorType.md): Controls whether multiple people can use this dialog, or only one person at a - [DialogPurpose](/docs/en-us/reference/engine/enums/DialogPurpose.md): The DialogPurpose enum is used to set the icon of a `Class.Dialog`. - [DialogTone](/docs/en-us/reference/engine/enums/DialogTone.md): Sets the `Class.Dialog.Tone` of a `Class.Dialog` object, which influences how - [DigitsRigDescriptionSide](/docs/en-us/reference/engine/enums/DigitsRigDescriptionSide.md) - [DisplaySize](/docs/en-us/reference/engine/enums/DisplaySize.md): This enum is used with `Class.GuiService.ViewportDisplaySize` to indicate the - [DominantAxis](/docs/en-us/reference/engine/enums/DominantAxis.md): Used by `Class.UIAspectRatioConstraint.DominantAxis` for resizing the object - [DraftStatusCode](/docs/en-us/reference/engine/enums/DraftStatusCode.md) - [DragDetectorDragStyle](/docs/en-us/reference/engine/enums/DragDetectorDragStyle.md): Used with `Class.DragDetector` as the paradigm to generate proposed motion, - [DragDetectorPermissionPolicy](/docs/en-us/reference/engine/enums/DragDetectorPermissionPolicy.md): Used to control the permission level for which players can interact with a - [DragDetectorResponseStyle](/docs/en-us/reference/engine/enums/DragDetectorResponseStyle.md): Describes how the clicked object will be treated once the desired motion has - [DraggerCoordinateSpace](/docs/en-us/reference/engine/enums/DraggerCoordinateSpace.md) - [DraggerMovementMode](/docs/en-us/reference/engine/enums/DraggerMovementMode.md) - [DraggingScrollBar](/docs/en-us/reference/engine/enums/DraggingScrollBar.md) - [EasingDirection](/docs/en-us/reference/engine/enums/EasingDirection.md): Enum used with `Datatype.TweenInfo.new()` to control the direction - [EasingStyle](/docs/en-us/reference/engine/enums/EasingStyle.md): Enum used with `Datatype.TweenInfo|TweenInfo.new` to control the motion of a - [ElasticBehavior](/docs/en-us/reference/engine/enums/ElasticBehavior.md): This enum is used by `Class.ScrollingFrame.ElasticBehavior` to control when - [EnviromentalPhysicsThrottle](/docs/en-us/reference/engine/enums/EnviromentalPhysicsThrottle.md): Used to control the throttle rate of Roblox's physics engine. - [ExperienceAuthScope](/docs/en-us/reference/engine/enums/ExperienceAuthScope.md) - [ExperienceEventStatus](/docs/en-us/reference/engine/enums/ExperienceEventStatus.md): Represents the lifecycle state of an experience event returned by - [ExplosionType](/docs/en-us/reference/engine/enums/ExplosionType.md): The ExplosionType Enum is used to set the `Class.Explosion.ExplosionType` - [ExternalEditorMode](/docs/en-us/reference/engine/enums/ExternalEditorMode.md) - [FacialAgeEstimationResultType](/docs/en-us/reference/engine/enums/FacialAgeEstimationResultType.md) - [FacialAnimationStreamingState](/docs/en-us/reference/engine/enums/FacialAnimationStreamingState.md) - [FacsActionUnit](/docs/en-us/reference/engine/enums/FacsActionUnit.md) - [FACSDataLod](/docs/en-us/reference/engine/enums/FACSDataLod.md) - [FieldOfViewMode](/docs/en-us/reference/engine/enums/FieldOfViewMode.md) - [FileMode](/docs/en-us/reference/engine/enums/FileMode.md) - [FileSystemWalkMode](/docs/en-us/reference/engine/enums/FileSystemWalkMode.md) - [FillDirection](/docs/en-us/reference/engine/enums/FillDirection.md): Used by `Class.UIGridStyleLayout.FillDirection` to control which direction - [FilterErrorType](/docs/en-us/reference/engine/enums/FilterErrorType.md) - [FilterResult](/docs/en-us/reference/engine/enums/FilterResult.md): Used to determine the result of a text filter request. - [FinishRecordingOperation](/docs/en-us/reference/engine/enums/FinishRecordingOperation.md) - [FluidFidelity](/docs/en-us/reference/engine/enums/FluidFidelity.md): Determines the geometric representation used to compute aerodynamic forces. - [FluidForces](/docs/en-us/reference/engine/enums/FluidForces.md): Controls the enablement of aerodynamic forces on parts and assemblies in the - [Font](/docs/en-us/reference/engine/enums/Font.md): The `Font` enum is used in `Class.TextBox`, `Class.TextLabel`, - [FontSize](/docs/en-us/reference/engine/enums/FontSize.md): The `FontSize` enum controls the font size of text in `Class.TextBox`, - [FontStyle](/docs/en-us/reference/engine/enums/FontStyle.md): Describes whether a `Datatype.Font` style is normal or italic. - [FontWeight](/docs/en-us/reference/engine/enums/FontWeight.md): Describes how thick a `Datatype.Font` is. - [ForceLimitMode](/docs/en-us/reference/engine/enums/ForceLimitMode.md): The **ForceLimitMode** enum determines how the maximum force for a constraint - [FormFactor](/docs/en-us/reference/engine/enums/FormFactor.md): The FormFactor Enum for `Class.FormFactorPart.FormFactor`. - [FramerateManagerMode](/docs/en-us/reference/engine/enums/FramerateManagerMode.md) - [FrameStyle](/docs/en-us/reference/engine/enums/FrameStyle.md): Used to set the style of a `Class.Frame`. - [FriendRequestEvent](/docs/en-us/reference/engine/enums/FriendRequestEvent.md): Describes the event when a player sends or responds to a friend request. This - [FriendStatus](/docs/en-us/reference/engine/enums/FriendStatus.md): Determines the friend status between two players. This is used by the in-game - [FunctionalTestResult](/docs/en-us/reference/engine/enums/FunctionalTestResult.md): Status of a single functional test run. - [GameAvatarType](/docs/en-us/reference/engine/enums/GameAvatarType.md): Value indicating which type of avatar an experience uses. - [GamepadType](/docs/en-us/reference/engine/enums/GamepadType.md) - [GearGenreSetting](/docs/en-us/reference/engine/enums/GearGenreSetting.md): The GearGenreSetting Enum sets what types of gear are allowed in a place. - [GearType](/docs/en-us/reference/engine/enums/GearType.md): The GearType Enum is used as an argument in - [Genre](/docs/en-us/reference/engine/enums/Genre.md): Used to represent the type of game. - [GraphicsMode](/docs/en-us/reference/engine/enums/GraphicsMode.md): Used to set the graphics API that Roblox uses to render the game. - [GraphicsOptimizationMode](/docs/en-us/reference/engine/enums/GraphicsOptimizationMode.md) - [GroupMembershipStatus](/docs/en-us/reference/engine/enums/GroupMembershipStatus.md): Defines the possible outcomes of the `Class.GroupService:PromptJoinAsync()` - [GuiState](/docs/en-us/reference/engine/enums/GuiState.md) - [GuiType](/docs/en-us/reference/engine/enums/GuiType.md) - [HandlesStyle](/docs/en-us/reference/engine/enums/HandlesStyle.md) - [HapticEffectType](/docs/en-us/reference/engine/enums/HapticEffectType.md): Enum used alongside `Class.HapticEffect.Type`. - [HashAlgorithm](/docs/en-us/reference/engine/enums/HashAlgorithm.md): A Cryptographic hash function to use in `Class.EncodingService` methods. - [HighlightDepthMode](/docs/en-us/reference/engine/enums/HighlightDepthMode.md): Controls how the `Class.Highlight` effect displays with respect to other - [HorizontalAlignment](/docs/en-us/reference/engine/enums/HorizontalAlignment.md): Used by `Class.UIGridStyleLayout.HorizontalAlignment` to align the layout - [HoverAnimateSpeed](/docs/en-us/reference/engine/enums/HoverAnimateSpeed.md): Specifies how frequently the hover animation flashes. - [HttpCachePolicy](/docs/en-us/reference/engine/enums/HttpCachePolicy.md) - [HttpCompression](/docs/en-us/reference/engine/enums/HttpCompression.md) - [HttpContentType](/docs/en-us/reference/engine/enums/HttpContentType.md): Specifies the value of the HTTP Content-Type header which describes the HTTP - [HttpError](/docs/en-us/reference/engine/enums/HttpError.md) - [HttpRequestType](/docs/en-us/reference/engine/enums/HttpRequestType.md) - [HumanoidCollisionType](/docs/en-us/reference/engine/enums/HumanoidCollisionType.md): The collision `Class.Humanoid` uses. - [HumanoidDisplayDistanceType](/docs/en-us/reference/engine/enums/HumanoidDisplayDistanceType.md): HumanoidDisplayDistanceType determines how - [HumanoidHealthDisplayType](/docs/en-us/reference/engine/enums/HumanoidHealthDisplayType.md): Controls under what circumstances the `Class.Humanoid` health bar is - [HumanoidRigType](/docs/en-us/reference/engine/enums/HumanoidRigType.md): Describes whether or not a character is using the new R15 rig, or the legacy - [HumanoidStateType](/docs/en-us/reference/engine/enums/HumanoidStateType.md): Describes the physics control states within the Humanoid. - [IKCollisionsMode](/docs/en-us/reference/engine/enums/IKCollisionsMode.md) - [IKControlConstraintSupport](/docs/en-us/reference/engine/enums/IKControlConstraintSupport.md): Values for `Class.Workspace.IKControlConstraintSupport`. Sets the support for - [IKControlType](/docs/en-us/reference/engine/enums/IKControlType.md): Used on `Class.IKControl` to specify their `Class.IKControl.Type|Type`, to - [ImageAlphaType](/docs/en-us/reference/engine/enums/ImageAlphaType.md): Enum for determining if the alpha or color is locked while combining two - [ImageCombineType](/docs/en-us/reference/engine/enums/ImageCombineType.md): Enum for determining how two images are combined together. - [InfoType](/docs/en-us/reference/engine/enums/InfoType.md): Used to represent the possible information formats returnable by - [InitialDockState](/docs/en-us/reference/engine/enums/InitialDockState.md): Describes the initial docking state of a `Class.DockWidgetPluginGui`. - [InOut](/docs/en-us/reference/engine/enums/InOut.md): The InOut Enum is used to set where the object is on the side of its parent. - [InputActionType](/docs/en-us/reference/engine/enums/InputActionType.md): This enum is used by `Class.InputAction.Type` to determine which input data - [InputSink](/docs/en-us/reference/engine/enums/InputSink.md) - [InputType](/docs/en-us/reference/engine/enums/InputType.md): The InputType Enum controls the SurfaceInputs of `Class.Part`. - [InstanceFileSyncStatus](/docs/en-us/reference/engine/enums/InstanceFileSyncStatus.md): Describes the file sync status of an Instance. - [IntermediateMeshGenerationResult](/docs/en-us/reference/engine/enums/IntermediateMeshGenerationResult.md) - [InterpolationThrottlingMode](/docs/en-us/reference/engine/enums/InterpolationThrottlingMode.md) - [InviteState](/docs/en-us/reference/engine/enums/InviteState.md): Describes a player's call invite state. - [ItemLineAlignment](/docs/en-us/reference/engine/enums/ItemLineAlignment.md): Used for `Class.UIListLayout.ItemLineAlignment` and - [IXPLoadingStatus](/docs/en-us/reference/engine/enums/IXPLoadingStatus.md) - [JoinSource](/docs/en-us/reference/engine/enums/JoinSource.md) - [JointCreationMode](/docs/en-us/reference/engine/enums/JointCreationMode.md): The way joints are created between two surfaces. - [KeyCode](/docs/en-us/reference/engine/enums/KeyCode.md): Byte keycodes that represent the key or button involved in user input. - [KeyInterpolationMode](/docs/en-us/reference/engine/enums/KeyInterpolationMode.md): Describes the interpolation method between two keys. - [KeywordFilterType](/docs/en-us/reference/engine/enums/KeywordFilterType.md): Determines if a filter is 'inclusive' or 'exclusive'. - [Language](/docs/en-us/reference/engine/enums/Language.md) - [LeftRight](/docs/en-us/reference/engine/enums/LeftRight.md): The LeftRight Enum is used to set where the object is on the side of its - [LexemeType](/docs/en-us/reference/engine/enums/LexemeType.md) - [LightingStyle](/docs/en-us/reference/engine/enums/LightingStyle.md): Enum used by `Class.Lighting.LightingStyle` to indicate the artistic intent - [Limb](/docs/en-us/reference/engine/enums/Limb.md): Describes which limb a particular Instance belongs to (assuming the Instance - [LineJoinMode](/docs/en-us/reference/engine/enums/LineJoinMode.md): This enum is used by `Class.UIStroke.LineJoinMode` to determine how corners - [ListDisplayMode](/docs/en-us/reference/engine/enums/ListDisplayMode.md): Used to set the scrolling mode of the Advanced Objects tab. - [ListenerLocation](/docs/en-us/reference/engine/enums/ListenerLocation.md): Enum used with `Class.SoundService.DefaultListenerLocation` to determine where - [ListenerType](/docs/en-us/reference/engine/enums/ListenerType.md): Defines where and how the listener is positioned when picking up spatial - [LiveEditingAtomicUpdateResponse](/docs/en-us/reference/engine/enums/LiveEditingAtomicUpdateResponse.md) - [LiveEditingBroadcastMessageType](/docs/en-us/reference/engine/enums/LiveEditingBroadcastMessageType.md) - [LoadCharacterLayeredClothing](/docs/en-us/reference/engine/enums/LoadCharacterLayeredClothing.md): Indicates whether characters spawning into an experience will have layered - [LoadDynamicHeads](/docs/en-us/reference/engine/enums/LoadDynamicHeads.md) - [LocationType](/docs/en-us/reference/engine/enums/LocationType.md) - [LuauTypeCheckMode](/docs/en-us/reference/engine/enums/LuauTypeCheckMode.md): The Luau type checking mode for scripts in the experience. - [MakeupType](/docs/en-us/reference/engine/enums/MakeupType.md) - [MarketplaceBulkPurchasePromptStatus](/docs/en-us/reference/engine/enums/MarketplaceBulkPurchasePromptStatus.md): The status of the BulkPurchasePrompt after player interaction. - [MarketplaceItemPurchaseStatus](/docs/en-us/reference/engine/enums/MarketplaceItemPurchaseStatus.md): The status of the item purchase through MarketplaceService. - [MarketplaceProductType](/docs/en-us/reference/engine/enums/MarketplaceProductType.md): Indicates if an avatar item is an asset or bundle. Used with - [MarkupKind](/docs/en-us/reference/engine/enums/MarkupKind.md) - [MatchmakingType](/docs/en-us/reference/engine/enums/MatchmakingType.md): Used with `Class.DataModel.MatchmakingType` to represent how players in the - [Material](/docs/en-us/reference/engine/enums/Material.md): Materials used for parts and/or terrain. - [MaterialPattern](/docs/en-us/reference/engine/enums/MaterialPattern.md): Describes the pattern of material. Affects texture tiling method. - [MembershipType](/docs/en-us/reference/engine/enums/MembershipType.md): The membership type of a Player. - [MeshPartDetailLevel](/docs/en-us/reference/engine/enums/MeshPartDetailLevel.md): The level of detail of `MeshParts` displayed in Studio. - [MeshPartHeadsAndAccessories](/docs/en-us/reference/engine/enums/MeshPartHeadsAndAccessories.md): Controls the `Class.Workspace.MeshPartHeadsAndAccessories` feature. - [MeshScaleUnit](/docs/en-us/reference/engine/enums/MeshScaleUnit.md) - [MeshType](/docs/en-us/reference/engine/enums/MeshType.md): The MeshType Enum is used to set what type of mesh the `Class.SpecialMesh` is. - [MessageType](/docs/en-us/reference/engine/enums/MessageType.md): Message category and severity level. - [ModelLevelOfDetail](/docs/en-us/reference/engine/enums/ModelLevelOfDetail.md): Controls the level of detail for `Class.Model|Models` in experiences with - [ModelStreamingBehavior](/docs/en-us/reference/engine/enums/ModelStreamingBehavior.md): Controls how `Class.Model|Models` are sent to clients in experiences with - [ModelStreamingMode](/docs/en-us/reference/engine/enums/ModelStreamingMode.md): Controls stream in and out behavior of a model. - [ModerationStatus](/docs/en-us/reference/engine/enums/ModerationStatus.md) - [ModifierKey](/docs/en-us/reference/engine/enums/ModifierKey.md) - [MouseBehavior](/docs/en-us/reference/engine/enums/MouseBehavior.md): Sets the user's mouse behavior. - [MoveState](/docs/en-us/reference/engine/enums/MoveState.md): Represents the state of a `Class.SkateboardPlatform`. - [MuteState](/docs/en-us/reference/engine/enums/MuteState.md) - [NameOcclusion](/docs/en-us/reference/engine/enums/NameOcclusion.md): The NameOcclusion Enum is used to set the `Class.Humanoid.NameOcclusion` - [NegateOperationHiddenHistory](/docs/en-us/reference/engine/enums/NegateOperationHiddenHistory.md) - [NetworkOwnership](/docs/en-us/reference/engine/enums/NetworkOwnership.md): Defines how simulation authority is determined for the Network Ownership - [NetworkStatus](/docs/en-us/reference/engine/enums/NetworkStatus.md) - [NoiseType](/docs/en-us/reference/engine/enums/NoiseType.md) - [NormalId](/docs/en-us/reference/engine/enums/NormalId.md): The NormalId Enum sets which side/face of a Part is used. - [NotificationButtonType](/docs/en-us/reference/engine/enums/NotificationButtonType.md) - [OperationType](/docs/en-us/reference/engine/enums/OperationType.md) - [OrientationAlignmentMode](/docs/en-us/reference/engine/enums/OrientationAlignmentMode.md): The OrientationAlignmentMode Enum is used to select the number of - [OutfitSource](/docs/en-us/reference/engine/enums/OutfitSource.md) - [OutfitType](/docs/en-us/reference/engine/enums/OutfitType.md) - [OutputLayoutMode](/docs/en-us/reference/engine/enums/OutputLayoutMode.md): Sets the layout mode of the output. - [OverrideMouseIconBehavior](/docs/en-us/reference/engine/enums/OverrideMouseIconBehavior.md): Overrides the behavior of the mouse icon to either force that it is always - [PackagePermission](/docs/en-us/reference/engine/enums/PackagePermission.md): Indicates the current user's or group roleset's permission to the package. - [ParticleEmitterShape](/docs/en-us/reference/engine/enums/ParticleEmitterShape.md) - [ParticleEmitterShapeInOut](/docs/en-us/reference/engine/enums/ParticleEmitterShapeInOut.md) - [ParticleEmitterShapeStyle](/docs/en-us/reference/engine/enums/ParticleEmitterShapeStyle.md) - [ParticleFlipbookLayout](/docs/en-us/reference/engine/enums/ParticleFlipbookLayout.md): Determines the layout of the flipbook texture. - [ParticleFlipbookMode](/docs/en-us/reference/engine/enums/ParticleFlipbookMode.md): Determines the type of the flipbook animation. - [ParticleFlipbookTextureCompatible](/docs/en-us/reference/engine/enums/ParticleFlipbookTextureCompatible.md) - [ParticleOrientation](/docs/en-us/reference/engine/enums/ParticleOrientation.md) - [PartType](/docs/en-us/reference/engine/enums/PartType.md): Controls the `Class.Part.Shape` of an object. - [PathfindingUseImprovedSearch](/docs/en-us/reference/engine/enums/PathfindingUseImprovedSearch.md): Controls whether `Class.PathfindingService` uses an improved search algorithm. - [PathStatus](/docs/en-us/reference/engine/enums/PathStatus.md): The success of a `Class.Path` generated by `Class.PathfindingService`. - [PathWaypointAction](/docs/en-us/reference/engine/enums/PathWaypointAction.md): Describes the action to take when a `Datatype.PathWaypoint` is reached. - [PeoplePageLayout](/docs/en-us/reference/engine/enums/PeoplePageLayout.md) - [PermissionLevelShown](/docs/en-us/reference/engine/enums/PermissionLevelShown.md): Used to set the highest permission level that APIs have to have in order to be - [PhysicalConstraintType](/docs/en-us/reference/engine/enums/PhysicalConstraintType.md) - [PhysicsSimulationRate](/docs/en-us/reference/engine/enums/PhysicsSimulationRate.md) - [PhysicsSteppingMethod](/docs/en-us/reference/engine/enums/PhysicsSteppingMethod.md) - [Platform](/docs/en-us/reference/engine/enums/Platform.md): Host operating system of the client. - [PlaybackState](/docs/en-us/reference/engine/enums/PlaybackState.md): Describes the current state of a `Class.Tween` in its - [PlayerActions](/docs/en-us/reference/engine/enums/PlayerActions.md): References a movement action taken by a player. - [PlayerCharacterDestroyBehavior](/docs/en-us/reference/engine/enums/PlayerCharacterDestroyBehavior.md): Controls destruction behavior when a player character is removed. - [PlayerChatType](/docs/en-us/reference/engine/enums/PlayerChatType.md): Determines the style of a chat message. - [PlayerDataErrorState](/docs/en-us/reference/engine/enums/PlayerDataErrorState.md) - [PlayerDataLoadFailureBehavior](/docs/en-us/reference/engine/enums/PlayerDataLoadFailureBehavior.md) - [PlayerExitReason](/docs/en-us/reference/engine/enums/PlayerExitReason.md): An enum that specifies the reason for **Players.PlayerRemoving** signal. - [PlayerPlatformSpenderStatus](/docs/en-us/reference/engine/enums/PlayerPlatformSpenderStatus.md): Describes a player's platform-wide spender status bucket. - [PluginConnectionTargetType](/docs/en-us/reference/engine/enums/PluginConnectionTargetType.md): An enum describing the possible relationships a target data model of a - [PoseEasingDirection](/docs/en-us/reference/engine/enums/PoseEasingDirection.md): Used exclusively by Pose.EasingDirection to specify direction of the - [PoseEasingStyle](/docs/en-us/reference/engine/enums/PoseEasingStyle.md) - [PositionAlignmentMode](/docs/en-us/reference/engine/enums/PositionAlignmentMode.md): The PositionAlignmentMode Enum is used to select the number of - [PredictionMode](/docs/en-us/reference/engine/enums/PredictionMode.md): Enum used with `Class.RunService:SetPredictionMode()` to define the prediction - [PredictionStatus](/docs/en-us/reference/engine/enums/PredictionStatus.md): Enum used with `Class.RunService:GetPredictionStatus()` to check the status of - [PreferredInput](/docs/en-us/reference/engine/enums/PreferredInput.md): This enum is used with `Class.UserInputService.PreferredInput` to indicate the - [PreferredTextSize](/docs/en-us/reference/engine/enums/PreferredTextSize.md): This enum is used with `Class.GuiService.PreferredTextSize` to indicate the - [PrimalPhysicsSolver](/docs/en-us/reference/engine/enums/PrimalPhysicsSolver.md): Controls whether the experimental Primal Physics Solver is enabled. - [PrimitiveType](/docs/en-us/reference/engine/enums/PrimitiveType.md) - [PrivilegeType](/docs/en-us/reference/engine/enums/PrivilegeType.md) - [ProductLocationRestriction](/docs/en-us/reference/engine/enums/ProductLocationRestriction.md) - [ProductPurchaseChannel](/docs/en-us/reference/engine/enums/ProductPurchaseChannel.md): Enum which works with `Class.MarketplaceService` to represent how the - [ProductPurchaseDecision](/docs/en-us/reference/engine/enums/ProductPurchaseDecision.md): The `ProductPurchaseDecisionEnum` works with `Class.MarketplaceService` to - [PromptCreateAssetResult](/docs/en-us/reference/engine/enums/PromptCreateAssetResult.md) - [PromptCreateAvatarResult](/docs/en-us/reference/engine/enums/PromptCreateAvatarResult.md) - [PromptExperienceDetailsResult](/docs/en-us/reference/engine/enums/PromptExperienceDetailsResult.md) - [PromptPublishAssetResult](/docs/en-us/reference/engine/enums/PromptPublishAssetResult.md) - [PropertyStatus](/docs/en-us/reference/engine/enums/PropertyStatus.md) - [ProximityPromptExclusivity](/docs/en-us/reference/engine/enums/ProximityPromptExclusivity.md) - [ProximityPromptInputType](/docs/en-us/reference/engine/enums/ProximityPromptInputType.md) - [ProximityPromptStyle](/docs/en-us/reference/engine/enums/ProximityPromptStyle.md) - [QualityLevel](/docs/en-us/reference/engine/enums/QualityLevel.md): Controls the rendering quality of the game. - [R15CollisionType](/docs/en-us/reference/engine/enums/R15CollisionType.md): Collision behavior type for a R15 character. - [RaycastFilterType](/docs/en-us/reference/engine/enums/RaycastFilterType.md): Used in a `Datatype.RaycastParams` object to determine how its - [ReadCapturesFromGalleryResult](/docs/en-us/reference/engine/enums/ReadCapturesFromGalleryResult.md): Represents the result of reading captures from a user's gallery. - [ReceiptDecision](/docs/en-us/reference/engine/enums/ReceiptDecision.md): `ReceiptDecision` works with `Class.MarketplaceService` to indicate the - [ReceiptType](/docs/en-us/reference/engine/enums/ReceiptType.md): `ReceiptType` is used to work with server-sided receipt processing. - [RecommendationActionType](/docs/en-us/reference/engine/enums/RecommendationActionType.md) - [RecommendationDepartureIntent](/docs/en-us/reference/engine/enums/RecommendationDepartureIntent.md): This enum captures the user's intent when leaving a view—whether the - [RecommendationImpressionType](/docs/en-us/reference/engine/enums/RecommendationImpressionType.md) - [RecommendationItemContentType](/docs/en-us/reference/engine/enums/RecommendationItemContentType.md): This enum describes the content type of the recommendation item. It is - [RecommendationItemVisibility](/docs/en-us/reference/engine/enums/RecommendationItemVisibility.md) - [RecommendationPreferenceTargetType](/docs/en-us/reference/engine/enums/RecommendationPreferenceTargetType.md): The kind of entity a preference signal targets when logged via - [RecommendationPreferenceType](/docs/en-us/reference/engine/enums/RecommendationPreferenceType.md): The type of preference signal logged via - [RejectCharacterDeletions](/docs/en-us/reference/engine/enums/RejectCharacterDeletions.md): Controls whether the server rejects client attempts to delete player - [RenderFidelity](/docs/en-us/reference/engine/enums/RenderFidelity.md): Determines the level of detail that solid modeled and mesh parts will be shown - [RenderingCacheOptimizationMode](/docs/en-us/reference/engine/enums/RenderingCacheOptimizationMode.md): Controls rendering cache optimization behavior. - [RenderingTestComparisonMethod](/docs/en-us/reference/engine/enums/RenderingTestComparisonMethod.md) - [RenderPriority](/docs/en-us/reference/engine/enums/RenderPriority.md): A list of standard reserved values in BindToRenderStep. - [ReplicateInstanceDestroySetting](/docs/en-us/reference/engine/enums/ReplicateInstanceDestroySetting.md): Controls how `Instance:Destroy()` calls are replicated from server to clients. - [ResamplerMode](/docs/en-us/reference/engine/enums/ResamplerMode.md): Determines the image filtering used. - [ReservedHighlightId](/docs/en-us/reference/engine/enums/ReservedHighlightId.md) - [RestPose](/docs/en-us/reference/engine/enums/RestPose.md) - [ReturnKeyType](/docs/en-us/reference/engine/enums/ReturnKeyType.md) - [ReverbType](/docs/en-us/reference/engine/enums/ReverbType.md): The ReverbType Enum allows you to make audio in your game sound different, - [RibbonTool](/docs/en-us/reference/engine/enums/RibbonTool.md) - [RigScale](/docs/en-us/reference/engine/enums/RigScale.md) - [RigType](/docs/en-us/reference/engine/enums/RigType.md): The type of rig being imported with the 3D Importer. - [RollOffMode](/docs/en-us/reference/engine/enums/RollOffMode.md): How `Class.Sound|Sounds` parented to a `Class.BasePart` or `Class.Attachment` - [RolloutState](/docs/en-us/reference/engine/enums/RolloutState.md): A three-phase rollout state used to opt in or out of engine features. - [RotationOrder](/docs/en-us/reference/engine/enums/RotationOrder.md): The order of rotation axes used for Euler angles encoding of rotations. - [RotationType](/docs/en-us/reference/engine/enums/RotationType.md) - [RsvpStatus](/docs/en-us/reference/engine/enums/RsvpStatus.md) - [RtlTextSupport](/docs/en-us/reference/engine/enums/RtlTextSupport.md) - [RunContext](/docs/en-us/reference/engine/enums/RunContext.md) - [RunState](/docs/en-us/reference/engine/enums/RunState.md) - [RuntimeUndoBehavior](/docs/en-us/reference/engine/enums/RuntimeUndoBehavior.md) - [SafeAreaCompatibility](/docs/en-us/reference/engine/enums/SafeAreaCompatibility.md): Describes how descendants of a `Class.ScreenGui` adapt to screens with - [SalesTypeFilter](/docs/en-us/reference/engine/enums/SalesTypeFilter.md) - [SandboxedInstanceMode](/docs/en-us/reference/engine/enums/SandboxedInstanceMode.md): Controls whether sandboxed instance mode (script capabilities) is enabled. - [SaveAvatarThumbnailCustomizationFailure](/docs/en-us/reference/engine/enums/SaveAvatarThumbnailCustomizationFailure.md) - [SavedQualitySetting](/docs/en-us/reference/engine/enums/SavedQualitySetting.md) - [SaveFilter](/docs/en-us/reference/engine/enums/SaveFilter.md): Used by `Class.DataModel.SavePlace` to determine the type of save operation - [ScaleType](/docs/en-us/reference/engine/enums/ScaleType.md): Determines how an image (of a `Class.ImageLabel` or `Class.ImageButton`) is - [ScopeCheckResult](/docs/en-us/reference/engine/enums/ScopeCheckResult.md) - [ScreenInsets](/docs/en-us/reference/engine/enums/ScreenInsets.md): Insets associated with various screen safe areas. - [ScreenOrientation](/docs/en-us/reference/engine/enums/ScreenOrientation.md): The preference of in-game screen orientation on hand-held devices. - [ScrollBarInset](/docs/en-us/reference/engine/enums/ScrollBarInset.md): This enum is used with `Class.ScrollingFrame.HorizontalScrollBarInset` and - [ScrollingDirection](/docs/en-us/reference/engine/enums/ScrollingDirection.md): This enum is used by `Class.ScrollingFrame.ScrollingDirection` to specify the - [SecurityCapability](/docs/en-us/reference/engine/enums/SecurityCapability.md) - [SelectionBehavior](/docs/en-us/reference/engine/enums/SelectionBehavior.md): Customization options for gamepad selection when - [SelectionRenderMode](/docs/en-us/reference/engine/enums/SelectionRenderMode.md) - [SelfViewPosition](/docs/en-us/reference/engine/enums/SelfViewPosition.md): Defines the screen location of the current player's self view. - [SensorMode](/docs/en-us/reference/engine/enums/SensorMode.md) - [SensorUpdateType](/docs/en-us/reference/engine/enums/SensorUpdateType.md) - [ServerLiveEditingMode](/docs/en-us/reference/engine/enums/ServerLiveEditingMode.md) - [ServiceVisibility](/docs/en-us/reference/engine/enums/ServiceVisibility.md) - [Severity](/docs/en-us/reference/engine/enums/Severity.md) - [ShowAdResult](/docs/en-us/reference/engine/enums/ShowAdResult.md) - [SignalBehavior](/docs/en-us/reference/engine/enums/SignalBehavior.md): Determines when the engine resumes event handlers. - [SizeConstraint](/docs/en-us/reference/engine/enums/SizeConstraint.md): Used to constrain the scale of a GUI object. - [SolverConvergenceMetricType](/docs/en-us/reference/engine/enums/SolverConvergenceMetricType.md) - [SolverConvergenceVisualizationMode](/docs/en-us/reference/engine/enums/SolverConvergenceVisualizationMode.md) - [SortDirection](/docs/en-us/reference/engine/enums/SortDirection.md) - [SortOrder](/docs/en-us/reference/engine/enums/SortOrder.md): Used by `Class.UIGridStyleLayout.SortOrder` to order the elements in the - [SpecialKey](/docs/en-us/reference/engine/enums/SpecialKey.md) - [StartCorner](/docs/en-us/reference/engine/enums/StartCorner.md): Used by `Class.UIGridLayout.StartCorner` to decide where the first element is - [StateObjectFieldType](/docs/en-us/reference/engine/enums/StateObjectFieldType.md) - [Status](/docs/en-us/reference/engine/enums/Status.md): This enum was used with the unfinished `Class.Status` library. - [StepFrequency](/docs/en-us/reference/engine/enums/StepFrequency.md): Enum used with `Class.RunService:BindToSimulation()` to indicate the frequency - [StreamingIntegrityMode](/docs/en-us/reference/engine/enums/StreamingIntegrityMode.md): Determines how a user's client should handle not having enough content - [StreamingPauseMode](/docs/en-us/reference/engine/enums/StreamingPauseMode.md): Determines how a client should handle not having enough content streamed in to - [StreamOutBehavior](/docs/en-us/reference/engine/enums/StreamOutBehavior.md): Determines how content is streamed out from `Class.Player` clients. - [StrokeSizingMode](/docs/en-us/reference/engine/enums/StrokeSizingMode.md): Used by `Class.UIStroke.StrokeSizingMode` to determine whether the stroke's - [StudioCaptureBufferStatus](/docs/en-us/reference/engine/enums/StudioCaptureBufferStatus.md) - [StudioCaptureScreenshotFormat](/docs/en-us/reference/engine/enums/StudioCaptureScreenshotFormat.md) - [StudioCloseMode](/docs/en-us/reference/engine/enums/StudioCloseMode.md) - [StudioDataModelType](/docs/en-us/reference/engine/enums/StudioDataModelType.md) - [StudioPlaceUpdateFailureReason](/docs/en-us/reference/engine/enums/StudioPlaceUpdateFailureReason.md) - [StudioScriptEditorColorCategories](/docs/en-us/reference/engine/enums/StudioScriptEditorColorCategories.md) - [StudioScriptEditorColorPresets](/docs/en-us/reference/engine/enums/StudioScriptEditorColorPresets.md) - [StudioStyleGuideColor](/docs/en-us/reference/engine/enums/StudioStyleGuideColor.md) - [StudioStyleGuideModifier](/docs/en-us/reference/engine/enums/StudioStyleGuideModifier.md) - [Style](/docs/en-us/reference/engine/enums/Style.md): The Style Enum is used to set what style of supports the `Class.TrussPart` - [SubscriptionExpirationReason](/docs/en-us/reference/engine/enums/SubscriptionExpirationReason.md) - [SubscriptionPaymentStatus](/docs/en-us/reference/engine/enums/SubscriptionPaymentStatus.md) - [SubscriptionPeriod](/docs/en-us/reference/engine/enums/SubscriptionPeriod.md) - [SubscriptionState](/docs/en-us/reference/engine/enums/SubscriptionState.md) - [SurfaceConstraint](/docs/en-us/reference/engine/enums/SurfaceConstraint.md): This item is deprecated and is replaced by the `Enum.SurfaceType` enum. - [SurfaceGuiShape](/docs/en-us/reference/engine/enums/SurfaceGuiShape.md) - [SurfaceGuiSizingMode](/docs/en-us/reference/engine/enums/SurfaceGuiSizingMode.md): Used by `Class.SurfaceGui.SizingMode` to control the sizing behavior of a - [SurfaceType](/docs/en-us/reference/engine/enums/SurfaceType.md): Used to determine how a surface should be displayed on a part and how - [SwipeDirection](/docs/en-us/reference/engine/enums/SwipeDirection.md): The direction that a user is swiping on their touch screen. - [SystemThemeValue](/docs/en-us/reference/engine/enums/SystemThemeValue.md) - [TableMajorAxis](/docs/en-us/reference/engine/enums/TableMajorAxis.md): Used by `Class.UITableLayout.MajorAxis` to decide whether direct siblings are - [TeamCreateErrorState](/docs/en-us/reference/engine/enums/TeamCreateErrorState.md) - [Technology](/docs/en-us/reference/engine/enums/Technology.md): Enum used by `Class.Lighting.Technology` to represent the different lighting - [TeleportMethod](/docs/en-us/reference/engine/enums/TeleportMethod.md) - [TeleportResult](/docs/en-us/reference/engine/enums/TeleportResult.md): Describes the result of a teleport. - [TeleportState](/docs/en-us/reference/engine/enums/TeleportState.md): Determines the current teleportation state of a player. - [TeleportType](/docs/en-us/reference/engine/enums/TeleportType.md): Determines the type of teleport destination for a `Class.TeleportService` - [TerrainAcquisitionMethod](/docs/en-us/reference/engine/enums/TerrainAcquisitionMethod.md) - [TerrainFace](/docs/en-us/reference/engine/enums/TerrainFace.md) - [TextChatMessageStatus](/docs/en-us/reference/engine/enums/TextChatMessageStatus.md): Indicates the status of a `Class.TextChatMessage`. - [TextDirection](/docs/en-us/reference/engine/enums/TextDirection.md) - [TextFilterContext](/docs/en-us/reference/engine/enums/TextFilterContext.md) - [TextInputType](/docs/en-us/reference/engine/enums/TextInputType.md) - [TextTruncate](/docs/en-us/reference/engine/enums/TextTruncate.md): Controls the truncation of text when using the `TextTruncate` property. - [TextureMode](/docs/en-us/reference/engine/enums/TextureMode.md): Describes how the texture of a `Class.Trail` or `Class.Beam` behaves. - [TextureQueryType](/docs/en-us/reference/engine/enums/TextureQueryType.md): Used to get memory information about textures. - [TextXAlignment](/docs/en-us/reference/engine/enums/TextXAlignment.md): Determines horizontal alignment of text. - [TextYAlignment](/docs/en-us/reference/engine/enums/TextYAlignment.md): Determines vertical alignment of text. - [ThreadPoolConfig](/docs/en-us/reference/engine/enums/ThreadPoolConfig.md): Thread pooling scheme for the task scheduler. - [ThrottlingPriority](/docs/en-us/reference/engine/enums/ThrottlingPriority.md): Amount of throttling to apply. - [ThumbnailSize](/docs/en-us/reference/engine/enums/ThumbnailSize.md): Describes the resolution of a user thumbnail being returned by - [ThumbnailType](/docs/en-us/reference/engine/enums/ThumbnailType.md): Describes the type of user thumbnail that should be returned by - [TickCountSampleMethod](/docs/en-us/reference/engine/enums/TickCountSampleMethod.md): Controls the precision of a timer. - [TonemapperPreset](/docs/en-us/reference/engine/enums/TonemapperPreset.md) - [TopBottom](/docs/en-us/reference/engine/enums/TopBottom.md): Sets where the object is on the side of its parent. - [TouchCameraMovementMode](/docs/en-us/reference/engine/enums/TouchCameraMovementMode.md): Changes the touch camera movement mode currently in-use by the client using a - [TouchMovementMode](/docs/en-us/reference/engine/enums/TouchMovementMode.md): The movement mode used by a client with a TouchEnabled device. - [TrackerError](/docs/en-us/reference/engine/enums/TrackerError.md) - [TrackerExtrapolationFlagMode](/docs/en-us/reference/engine/enums/TrackerExtrapolationFlagMode.md) - [TrackerFaceTrackingStatus](/docs/en-us/reference/engine/enums/TrackerFaceTrackingStatus.md) - [TrackerLodFlagMode](/docs/en-us/reference/engine/enums/TrackerLodFlagMode.md) - [TrackerLodValueMode](/docs/en-us/reference/engine/enums/TrackerLodValueMode.md) - [TrackerMode](/docs/en-us/reference/engine/enums/TrackerMode.md) - [TrackerPromptEvent](/docs/en-us/reference/engine/enums/TrackerPromptEvent.md) - [TrackerType](/docs/en-us/reference/engine/enums/TrackerType.md) - [TriStateBoolean](/docs/en-us/reference/engine/enums/TriStateBoolean.md) - [TweenStatus](/docs/en-us/reference/engine/enums/TweenStatus.md): The completion status of a `Class.GuiObject` tween function. - [UICaptureMode](/docs/en-us/reference/engine/enums/UICaptureMode.md): Used to determine what UI elements should be captured with - [UIDragDetectorBoundingBehavior](/docs/en-us/reference/engine/enums/UIDragDetectorBoundingBehavior.md): Used with `Class.UIDragDetector` to determine bounding behavior of the dragged - [UIDragDetectorDragRelativity](/docs/en-us/reference/engine/enums/UIDragDetectorDragRelativity.md): Used with `Class.DragDetector` to set the paradigm which defines the - [UIDragDetectorDragSpace](/docs/en-us/reference/engine/enums/UIDragDetectorDragSpace.md): Used with `Class.DragDetector` to set the paradigm which defines the space of - [UIDragDetectorDragStyle](/docs/en-us/reference/engine/enums/UIDragDetectorDragStyle.md): Used with `Class.UIDragDetector` as the paradigm to generate proposed motion, - [UIDragDetectorResponseStyle](/docs/en-us/reference/engine/enums/UIDragDetectorResponseStyle.md): Describes how the clicked `Class.GuiObject` will be treated once the desired - [UIDragSpeedAxisMapping](/docs/en-us/reference/engine/enums/UIDragSpeedAxisMapping.md): Used with `Class.UIDragDetector.UIDragSpeedAxisMapping` to determine the - [UIFlexAlignment](/docs/en-us/reference/engine/enums/UIFlexAlignment.md): In a `Class.UIListLayout` flex layout, specifies how to distribute extra space - [UIFlexMode](/docs/en-us/reference/engine/enums/UIFlexMode.md): Used with `Class.UIFlexItem.FlexMode` to define how the parent - [UiMessageType](/docs/en-us/reference/engine/enums/UiMessageType.md): Controls the UI message under the `Class.GuiService`. - [UITheme](/docs/en-us/reference/engine/enums/UITheme.md) - [UploadCaptureResult](/docs/en-us/reference/engine/enums/UploadCaptureResult.md): Represents the result of uploading a capture to the asset system. - [UsageContext](/docs/en-us/reference/engine/enums/UsageContext.md) - [UserCFrame](/docs/en-us/reference/engine/enums/UserCFrame.md): Determines what body part is being tracked by a VR device, and what its CFrame - [UserInputState](/docs/en-us/reference/engine/enums/UserInputState.md): This enum describes the state of an input that is currently or was recently - [UserInputType](/docs/en-us/reference/engine/enums/UserInputType.md): Describes the type of a user input event. - [VelocityConstraintMode](/docs/en-us/reference/engine/enums/VelocityConstraintMode.md): The velocity constraint mode property controls how the linear velocity of the - [VerticalAlignment](/docs/en-us/reference/engine/enums/VerticalAlignment.md): Used by `Class.UIGridStyleLayout.VerticalAlignment` to align the layout - [VerticalScrollBarPosition](/docs/en-us/reference/engine/enums/VerticalScrollBarPosition.md): This enum is used for `Class.ScrollingFrame.VerticalScrollBarPosition` to - [VibrationMotor](/docs/en-us/reference/engine/enums/VibrationMotor.md): Describes various types of haptic motor sizes and locations. - [VideoCaptureResult](/docs/en-us/reference/engine/enums/VideoCaptureResult.md) - [VideoCaptureStartedResult](/docs/en-us/reference/engine/enums/VideoCaptureStartedResult.md) - [VideoDeviceCaptureQuality](/docs/en-us/reference/engine/enums/VideoDeviceCaptureQuality.md) - [VideoError](/docs/en-us/reference/engine/enums/VideoError.md) - [VideoSampleSize](/docs/en-us/reference/engine/enums/VideoSampleSize.md): The size of textures produced by `Class.VideoSampler`. - [ViewMode](/docs/en-us/reference/engine/enums/ViewMode.md) - [VirtualCursorMode](/docs/en-us/reference/engine/enums/VirtualCursorMode.md): Enables Virtual Cursor mode within an experience. - [VirtualInputMode](/docs/en-us/reference/engine/enums/VirtualInputMode.md) - [VoiceChatDistanceAttenuationType](/docs/en-us/reference/engine/enums/VoiceChatDistanceAttenuationType.md): Enum used for preset distance attenuation curve options in the default voice - [VoiceChatState](/docs/en-us/reference/engine/enums/VoiceChatState.md) - [VoiceControlPath](/docs/en-us/reference/engine/enums/VoiceControlPath.md) - [VolumetricAudio](/docs/en-us/reference/engine/enums/VolumetricAudio.md): Controls how the engine renders volumetric audio effects. - [VRComfortSetting](/docs/en-us/reference/engine/enums/VRComfortSetting.md) - [VRControllerModelMode](/docs/en-us/reference/engine/enums/VRControllerModelMode.md) - [VRDeviceType](/docs/en-us/reference/engine/enums/VRDeviceType.md) - [VRLaserPointerMode](/docs/en-us/reference/engine/enums/VRLaserPointerMode.md) - [VRSafetyBubbleMode](/docs/en-us/reference/engine/enums/VRSafetyBubbleMode.md) - [VRScaling](/docs/en-us/reference/engine/enums/VRScaling.md) - [VRSessionState](/docs/en-us/reference/engine/enums/VRSessionState.md) - [VRTouchpad](/docs/en-us/reference/engine/enums/VRTouchpad.md): Used to universally identify a VR touchpad that is used by either the left, or - [VRTouchpadMode](/docs/en-us/reference/engine/enums/VRTouchpadMode.md): Used to identify the behavior of a specified VR touchpad. - [WaterDirection](/docs/en-us/reference/engine/enums/WaterDirection.md): This Enum was once used to set the direction of `Class.Terrain` water. - [WaterForce](/docs/en-us/reference/engine/enums/WaterForce.md): The WaterForce Enum is used to work with `Class.Terrain` water cells. - [WebSocketState](/docs/en-us/reference/engine/enums/WebSocketState.md) - [WebStreamClientState](/docs/en-us/reference/engine/enums/WebStreamClientState.md): WebStreamClientState indicates the current state of a WebStreamClient object. - [WebStreamClientType](/docs/en-us/reference/engine/enums/WebStreamClientType.md): Specifies what type of streaming to use when creating a - [WeldConstraintPreserve](/docs/en-us/reference/engine/enums/WeldConstraintPreserve.md) - [WhenUserFirstPlayed](/docs/en-us/reference/engine/enums/WhenUserFirstPlayed.md): Describes when a player first played the current experience, represented as a - [WhisperChatPrivacyMode](/docs/en-us/reference/engine/enums/WhisperChatPrivacyMode.md) - [WrapLayerAutoSkin](/docs/en-us/reference/engine/enums/WrapLayerAutoSkin.md) - [WrapLayerDebugMode](/docs/en-us/reference/engine/enums/WrapLayerDebugMode.md): The Studio-only property for quickly visualizing and debugging meshes with - [WrapTargetDebugMode](/docs/en-us/reference/engine/enums/WrapTargetDebugMode.md): The Studio-only property for quickly visualizing and debugging meshes with - [ZIndexBehavior](/docs/en-us/reference/engine/enums/ZIndexBehavior.md): Used by `Class.LayerCollector.ZIndexBehavior` to control how the ## Globals - [Luau globals](/docs/en-us/reference/engine/globals/LuaGlobals.md): A list of functions and variables that are native to Luau. - [Roblox globals](/docs/en-us/reference/engine/globals/RobloxGlobals.md): Built-in functions and constants unique to Roblox. ## Libraries - [bit32](/docs/en-us/reference/engine/libraries/bit32.md): A library of functions to perform bitwise operations. - [buffer](/docs/en-us/reference/engine/libraries/buffer.md): A library of buffer functions. - [coroutine](/docs/en-us/reference/engine/libraries/coroutine.md): A function that executes alongside the main thread. - [debug](/docs/en-us/reference/engine/libraries/debug.md): This library provides functions useful for debugging and profiling code. - [math](/docs/en-us/reference/engine/libraries/math.md): A library of math functions. - [os](/docs/en-us/reference/engine/libraries/os.md): This library provides functions related to time and date. - [string](/docs/en-us/reference/engine/libraries/string.md): Provides generic functions to manipulate strings. - [table](/docs/en-us/reference/engine/libraries/table.md): A library of table functions. - [task](/docs/en-us/reference/engine/libraries/task.md): Allows for functions and threads to be coordinated with the engine's - [utf8](/docs/en-us/reference/engine/libraries/utf8.md): This library provides basic support for `UTF-8` encoding. - [vector](/docs/en-us/reference/engine/libraries/vector.md): A library of vector functions. ## Guides - [Open Cloud data stores](/docs/en-us/cloud/guides/data-stores.md): Explains how to use Open Cloud APIs to access and modify data stores. - [Usage guide for assets](/docs/en-us/cloud/guides/usage-assets.md): Explains how to use Open Cloud Web APIs for assets to support usage such as uploading and updating. - [Experience configs](/docs/en-us/cloud/guides/configs.md): Use Open Cloud to read and update experience configs programmatically. This guide walks through creating configs, publis - [Secrets stores](/docs/en-us/cloud/guides/secrets-store.md): Covers usage for the Secrets store API. - [User inventories](/docs/en-us/cloud/guides/inventory.md): Covers core use cases for the Inventory API, such as verifying that a user owns a particular item and filtering return v - [Engine instances](/docs/en-us/cloud/guides/instance.md): Explains how to use Open Cloud APIs to access the Roblox Engine Instances. - [User notifications](/docs/en-us/cloud/guides/experience-notifications.md): Use Open Cloud to send experience notifications to users. Help players keep up with their favorite experiences through t - [Messaging usage guide](/docs/en-us/cloud/guides/usage-messaging.md): Explains how to use Open Cloud Messaging Service API to support cross-server messaging. - [Usage guide for place publishing](/docs/en-us/cloud/guides/usage-place-publishing.md): Explains how to use Open Cloud Place Publishing API to publish places programmatically with version control. ## Webhooks - [Webhook notifications](/docs/en-us/cloud/webhooks/webhook-notifications.md): Explains how to set up webhooks to automate your notification management workflow. - [Automate right to erasure requests](/docs/en-us/cloud/webhooks/automate-right-to-erasure.md): Explains how to automate Right to Erasure requests with webhooks and Open Cloud APIs for data stores. ## Common components - [Types](/docs/en-us/cloud/reference/types.md): Explains the different data types of Open Cloud web APIs. - [Errors](/docs/en-us/cloud/reference/errors.md): Defines the errors that are returned by Open Cloud APIs - [Rate limits](/docs/en-us/cloud/reference/rate-limits.md): Explains rate limiting on Open Cloud endpoints. - [OpenAPI document](/docs/en-us/cloud/reference/openapi.md): Provides a link to a OpenAPI document for the Roblox Cloud APIs that is compliant to the OpenAPI specification. - [Scopes](/docs/en-us/cloud/reference/scopes.md): List of Roblox Cloud scopes and their corresponding endpoints. - [Risk levels](/docs/en-us/cloud/reference/risk-levels.md): Explains the risk level classifications for Open Cloud API endpoints and their behavior in the "try it out" feature. ## Authentication - [Manage API keys](/docs/en-us/cloud/auth/api-keys.md): Explains how to create API keys and add permissions to use Open Cloud web APIs for your experience. - [OAuth 2.0 overview](/docs/en-us/cloud/auth/oauth2-overview.md): Introduces the 3rd-party app creation support with OAuth 2.0 authorization framework. ## OAuth 2.0 - [OAuth 2.0 app registration](/docs/en-us/cloud/auth/oauth2-registration.md): Explains how to register an app and how the review workflow works. - [OAuth 2.0 app implementation](/docs/en-us/cloud/auth/oauth2-develop.md): Introduces OAuth 2.0 authentication implementation. - [OAuth 2.0 sample app](/docs/en-us/cloud/auth/oauth2-sample.md): Provides a working OAuth 2.0 sample application. - [OAuth 2.0 authentication](/docs/en-us/cloud/auth/oauth2-reference.md): Describes how to make authenticated calls to Open Cloud with API keys and OAuth 2.0 ## Roblox Studio - [Roblox Studio](/docs/en-us/studio.md): An overview of Roblox Studio, the all-in-one IDE for Roblox creation. - [Roblox Studio setup](/docs/en-us/studio/setup.md): Explains how to install Roblox Studio on your system. - [Studio interface](/docs/en-us/studio/ui-overview.md): User interface overview for Roblox Studio, the essential building tool for Roblox experiences. - [Assistant for Studio](/docs/en-us/assistant/guide.md): How to use Assistant to help build, grow, and monetize your creations in Studio. - [Connect to the Roblox Studio MCP server](/docs/en-us/studio/mcp.md): Learn how to connect your AI coding tools to Roblox Studio, enabling them to read your game structure, edit scripts, ins ## Assistant - [Assistant prompt guide and examples](/docs/en-us/assistant/prompt-engineering.md): Get tips and tricks on how best to prompt Roblox's AI Assistant to get the best results. ## Building tools - [Align tool](/docs/en-us/studio/align-tool.md): The Align tool lets you align objects or groups of objects along the X, Y, or Z axes. - [Pivot tools](/docs/en-us/studio/pivot-tools.md): Pivot tools and properties give you full control over the points around which objects rotate and translate. - [Terrain Editor](/docs/en-us/studio/terrain-editor.md): The Terrain Editor tools generate and sculpt realistic terrain environments such as mountains, bodies of water, grass-co - [Material Generator](/docs/en-us/studio/material-generator.md): The Material Generator is designed to create material variants from text entries. - [Texture Generator](/docs/en-us/studio/texture-generator.md): The Texture Generator tool quickly creates custom textures for meshes through text prompts. - [Rig Generator](/docs/en-us/studio/rig-builder.md): The Rig Generator tool lets you insert pre-built character models. ## Scripting tools - [Script Editor](/docs/en-us/studio/script-editor.md): Roblox's built-in, fully-featured script editor includes modern conveniences like autocomplete, code highlighting, and m - [Debugging](/docs/en-us/studio/debugging.md): Debugging tools help you resolve errors and inspect scripts line-by-line as they run. ## Testing tools - [Studio testing modes](/docs/en-us/studio/testing-modes.md): Explore the built-in Studio testing modes for experiences. - [Output](/docs/en-us/studio/output.md): The Output window in Roblox Studio displays error messages, calls to print(), and calls to warn(). - [Developer Console](/docs/en-us/studio/developer-console.md): Developer Console is a tool for debugging your experience during testing or in production. ## Developer Console - [Script Profiler](/docs/en-us/studio/optimization/scriptprofiler.md): Script Profiler is a tool within the Developer Console that records profiling sessions of all running scripts. - [Memory usage](/docs/en-us/studio/optimization/memory-usage.md): Use Memory and Luau Heap tools within the Developer Console to monitor the memory usage of your experience. ## UI reference - [Explorer window](/docs/en-us/studio/explorer.md): The Explorer window shows a hierarchical list of every instance inside an experience. - [Properties window](/docs/en-us/studio/properties.md): The Properties window lets you adjust properties of a selected object to change how it looks and behaves. - [Experience Settings](/docs/en-us/studio/experience-settings.md): The Experience Settings window contains Studio-level settings and customization options for an experience. - [Avatar Settings](/docs/en-us/studio/avatar-settings.md): The Avatar Settings window contains all Studio-level settings and customization options for an experience. - [Studio command-line interface](/docs/en-us/studio/command-line-interface.md): Roblox Studio supports command-line arguments that let you start Studio in a variety of ways and access special Studio f ## Plugins - [Studio plugins](/docs/en-us/studio/plugins.md): Explains how to create, publish, and monetize extensions to Studio that add custom functionality. - [Studio widgets](/docs/en-us/studio/build-studio-widgets.md): Building custom widgets in Studio allows you to customize workflows and views. ## Analytics - [Analytics](/docs/en-us/production/analytics.md): An overview of analytics features to track an experience's growth, retention, and other metrics. - [Get started with analytics](/docs/en-us/production/analytics/get-started.md): Explains how to interpret and improve acquisition metrics for your experience. ## Monitor - [Analytics insights](/docs/en-us/production/analytics/insights.md): How to use insights to dive deeper into player feedback and your experience's performance. - [Error Report](/docs/en-us/production/analytics/error-report.md): Explains how error reports can help you improve your experience. - [Server crashes chart](/docs/en-us/production/analytics/crashes.md): Explains how to identify the root cause of server crashes using the Crashes chart and server memory snapshots. ## Adjust and experiment - [Experience configs](/docs/en-us/production/configs.md): Configs let you update in-game values without restarting your servers. - [Experiments](/docs/en-us/production/experiments.md): Experiments let you run A/B tests within your experiences. ## Dashboards - [Analytics dashboard](/docs/en-us/production/analytics/analytics-dashboard.md): The analytics dashboard helps you measure and gain insight into your experience's performance. - [Performance](/docs/en-us/production/analytics/performance.md): Explains how to improve performance analytics metrics for your experience. - [Retention](/docs/en-us/production/analytics/retention.md): Explains how to improve retention metrics for your experience. - [Engagement](/docs/en-us/production/analytics/engagement.md): Explains how to improve engagement metrics for your experience. - [Acquisition](/docs/en-us/production/analytics/acquisition.md): Explains how to interpret and improve acquisition metrics for your experience. - [Demographics](/docs/en-us/production/analytics/demographics.md): Explains how to interpret and improve demographics metrics for your experience. - [Feedback](/docs/en-us/production/analytics/feedback.md): How to monitor and disseminate player feedback for your experience. - [Monetization](/docs/en-us/production/analytics/monetization.md): Explains how to improve monetization metrics for your experience. - [Bans](/docs/en-us/production/bans.md): The Creator Hub Bans dashboard lets you ban users and manage bans. ## Event types - [Event types](/docs/en-us/production/analytics/event-types.md): Overview of using event types to track user sources, sinks and milestones in your experience. - [Economy events](/docs/en-us/production/analytics/economy-events.md): Use economy events to visualize your experience's economy and track user sources, sinks and wallets. - [Funnel events](/docs/en-us/production/analytics/funnel-events.md): Use funnel events to visualize user progression through key milestones in your experience. - [Custom events](/docs/en-us/production/analytics/custom-events.md): Custom Events let you track and aggregate unique metrics to your experience. - [Custom fields](/docs/en-us/production/analytics/custom-fields.md): Use custom fields as an additional analytics tool to track unique milestones in your experience. ## Platform - [Get Started](/docs/en-us/get-started.md): A guide for new Roblox developers. Explains why to develop on Roblox the platform, and how to get started. - [The social 3D creation platform](/docs/en-us/platform.md): Explains the things you can create on Roblox. - [Reach a massive global audience](/docs/en-us/scale.md): Learn how to scale on Roblox. - [Turn your creativity into income on Roblox](/docs/en-us/monetize.md): Learn how to monetize on Roblox. ## Get Started - [Why should I develop on Roblox?](/docs/en-us/get-started/why-build-on-roblox.md): Reasons to build on the Roblox platform—audience, tools, and opportunity. - [How is Roblox different from other platforms?](/docs/en-us/get-started/how-is-roblox-different.md): Frictionless play, community collaboration, and reach beyond Roblox. - [What tools does Roblox provide?](/docs/en-us/get-started/tools.md): Roblox Studio, Creator Hub, AI Assistant, matchmaking, discovery, and more. - [How do I make money?](/docs/en-us/get-started/monetization.md): Creator Rewards, in-experience purchases, subscriptions, UGC, immersive ads, and more. - [Recommended strategies](/docs/en-us/get-started/strategies.md): Set your game up for success, build and test your MVP, and iterate. - [Get started creating on Roblox](/docs/en-us/get-started/creating.md): Learn how to create experiences and avatar items quickly on Roblox - [Resources](/docs/en-us/get-started/resources.md): Get started with these resources, community feedback, growth strategies, and RDC. ## Guidelines and policies - [How you can help us make Roblox safer](/docs/en-us/safety.md): Roblox is a 3D creation platform that provides everything you need to build, test, distribute, and monetize 3D creations - [Content maturity and compliance](/docs/en-us/production/promotion/content-maturity.md): Explains how to accurately disclose content in experiences to receive appropriate maturity labels and content descriptor - [Roblox Kids and Select](/docs/en-us/production/publishing/kids-and-select.md): Explains the Roblox Kids and Select account types and the publishing requirements for reaching audiences under 16. - [Regional Content Availability](/docs/en-us/production/promotion/regional-content-availability.md): Explains why experiences or assets may not be available in every country. - [About GDPR and CCPA](/docs/en-us/production/publishing/about-GDPR-and-CCPA.md): Explains the General Data Protection Regulation and California Consumer Privacy Act. - [DMCA guidelines](/docs/en-us/production/publishing/dmca-guidelines.md): Explains copyright law and the details of DMCA claims. - [Experiences with Generative AI](/docs/en-us/generative-AI.md) - [AI data sharing](/docs/en-us/ai-data-sharing.md): Understand AI data sharing policies and how to update your preferences. - [Account verification](/docs/en-us/production/publishing/account-verification.md): Explains how to verify your Roblox account. - [Group guidelines](/docs/en-us/projects/group-guidelines.md): Rules and owner accountability for Roblox groups. - [Paid random items policy guidelines](/docs/en-us/production/monetization/paid-random-items.md): Summarizes Roblox's policy for offering paid random items in a game. ## Get started - [Start learning with tutorials](/docs/en-us/tutorials.md): Learn how to create Roblox experiences, avatars, and avatar items with use case tutorials, curriculum paths, and videos. - [Core curriculum](/docs/en-us/tutorials/curriculums/core.md): Learn the technical and creative essentials to building Roblox experiences. - [Coding fundamentals](/docs/en-us/tutorials/fundamentals/coding-1/coding-fundamentals.md): Teaches the basics of coding with Luau. ## Brand new to Studio? - [Learn about Studio](/docs/en-us/tutorials/curriculums/studio.md): Learn the basics of creating an account, downloading Studio, and navigating its UI. - [Intro to building](/docs/en-us/tutorials/curriculums/building.md): Learn the basics of building experiences. - [Intro to coding](/docs/en-us/tutorials/curriculums/coding.md): Learn the basics of coding for experiences. - [Intro to VFX art](/docs/en-us/tutorials/curriculums/artist.md): Learn the basics of creating special effects for experiences. - [Intro to animation](/docs/en-us/tutorials/curriculums/animator.md): Learn the basics of animating characters. ## Learn about Studio - [Create Roblox account](/docs/en-us/tutorials/curriculums/studio/create-account.md): Explains how to create a Roblox account. - [Install Roblox Studio](/docs/en-us/tutorials/curriculums/studio/install-studio.md): Explains how to install Studio on your Windows or Mac computer. - [Explore Studio UI](/docs/en-us/tutorials/curriculums/studio/explore-ui.md): Explains how to navigate Studio's fundamental UI. - [Next steps](/docs/en-us/tutorials/curriculums/studio/next-steps.md): Explains ways to continue learning about creating in Studio. ## Learn to build an obby - [Get started](/docs/en-us/tutorials/curriculums/building/get-started.md): Explains how to get started with opening a project. - [Work with parts](/docs/en-us/tutorials/curriculums/building/work-with-parts.md): Explains how to insert and customize parts for your obby. - [AI Assistant](/docs/en-us/tutorials/curriculums/building/code-with-assistant.md): Explains how use AI Assistant prompts to add code to your obby. - [Test and save](/docs/en-us/tutorials/curriculums/building/test-and-save.md): Explains how to playtest and save your obby experience. - [Next steps](/docs/en-us/tutorials/curriculums/building/next-steps.md): Explains ways to continue learning about building in Studio. ## Learn to code - [Get started](/docs/en-us/tutorials/curriculums/coding/get-started.md): Explains how to get started with opening a project. - [Work with variables](/docs/en-us/tutorials/curriculums/coding/work-with-variables.md): Explains how to work with variables to create a story experience. - [Test and save](/docs/en-us/tutorials/curriculums/coding/test-and-save.md): Explains how to playtest and save your story experience. - [Customize strings](/docs/en-us/tutorials/curriculums/coding/customize-strings.md): Explains how to customize the strings for your story. - [Next steps](/docs/en-us/tutorials/curriculums/coding/next-steps.md): Explains ways to continue learning about coding in Studio. ## Learn to create VFX art - [Get started](/docs/en-us/tutorials/curriculums/artist/get-started.md): Explains how to get started with opening a project. - [Work with particle emitters](/docs/en-us/tutorials/curriculums/artist/work-with-particle-emitters.md): Explains how to work with particle emitters to create special effects for a carnival experience. - [Test and save](/docs/en-us/tutorials/curriculums/artist/test-and-save.md): Explains how to playtest and save your carnival experience. - [Next steps](/docs/en-us/tutorials/curriculums/artist/next-steps.md): Explains ways to continue learning about creating special effects in Studio. ## Learn to animate - [Get started](/docs/en-us/tutorials/curriculums/animator/get-started.md): Explains how to get started with opening a project. - [Work with the Animation Editor](/docs/en-us/tutorials/curriculums/animator/work-with-the-animation-editor.md): Explains how to work with the Animation Editor to create a custom animation. - [Play your animation](/docs/en-us/tutorials/curriculums/animator/play-your-animation.md): Explains how to export and replace a default character animation with your custom animation. - [Test and save](/docs/en-us/tutorials/curriculums/animator/test-and-save.md): Explains how to playtest and save your fitness experience. - [Next steps](/docs/en-us/tutorials/curriculums/animator/next-steps.md): Explains ways to continue learning about creating animations in Studio. ## Build - [Create a project](/docs/en-us/tutorials/curriculums/core/building/create-a-project.md): This part of the tutorial gets you started with creating a project. - [Create an environment with terrain](/docs/en-us/tutorials/curriculums/core/building/create-an-environment-with-terrain.md): Explains how to create the island where players spawn using Studio's terrain tools. - [Greybox a playable area](/docs/en-us/tutorials/curriculums/core/building/greybox-a-playable-area.md): Explains how to use Studio's solid modeling tools to plan out the basic structure of your platforms. ## Polish - [Create basic visual effects](/docs/en-us/tutorials/curriculums/core/building/create-basic-visual-effects.md): Explains how to create two different kinds of visual effect using particle emitters. - [Customize global lighting](/docs/en-us/tutorials/curriculums/core/building/customize-global-lighting.md): Explains how to use global lighting settings to refine the look and feel of your experience. - [Apply polished assets](/docs/en-us/tutorials/curriculums/core/building/apply-polished-assets.md): Explains how to finish your scene by replacing simple parts with complex, imported models. ## Coding fundamentals - [Variables and objects](/docs/en-us/tutorials/fundamentals/coding-1/landing.md): Learn how to start coding in Roblox Studio in this tutorial series. - [Functions and events](/docs/en-us/tutorials/fundamentals/coding-2/functions-and-events.md): Landing page for chapter on coding functions in Luau and using events on Roblox. - [Conditionals](/docs/en-us/tutorials/fundamentals/coding-3/landing.md): A tutorial series on how to use if statements in Luau within Roblox Studio. - [Loops](/docs/en-us/tutorials/fundamentals/coding-4/landing.md): Learn how to use loops like while and for loops in this tutorial series for Roblox Studio. Great for beginners learning - [Arrays and dictionaries](/docs/en-us/tutorials/fundamentals/coding-5/landing.md): Learn how to store data in tables with arrays and dictionaries in Luau. - [Organizing code](/docs/en-us/tutorials/fundamentals/coding-6/landing.md): Roblox module scripts are one way of organizing code. This series covers how they work and how to implement them in an e ## Variables & objects - [Create a script](/docs/en-us/tutorials/fundamentals/coding-1/create-a-script.md): Learn how to create a script in Roblox Studio using Luau. Great for beginners interested in coding or computer science o - [Object properties](/docs/en-us/tutorials/fundamentals/coding-1/object-properties.md): Learn how to use Luau to change the appearance properties of different objects, such as color and shape. - [Parents and children](/docs/en-us/tutorials/fundamentals/coding-1/parents-and-children.md): Practice navigating object hierarchies instead of using specific names in your code. ## Functions and events - [Code a function](/docs/en-us/tutorials/fundamentals/coding-2/code-a-function.md): What a function is, and how to code a function in Luau - [Use parameters and events](/docs/en-us/tutorials/fundamentals/coding-2/use-parameters-and-events.md): How to pass information into functions using parameters and arguments. Also covers connecting functions to events. - [Parameters practice - buttons](/docs/en-us/tutorials/fundamentals/coding-2/parameters-practice-buttons.md): Practice connecting functions to events by creating a button that activates a bridge. - [Multiple parameters and arguments](/docs/en-us/tutorials/fundamentals/coding-2/multiple-parameters-and-arguments.md): Pass multiple pieces of information into a function in Luau using arguments and parameters. ## Conditionals - [Intro to if statements](/docs/en-us/tutorials/fundamentals/coding-3/intro-to-if-statements.md): Learn how to code if statements in Luau. - [If/then practice with traps](/docs/en-us/tutorials/fundamentals/coding-3/traps-with-if-statements.md): Create a trap that sets the player's health to zero with Luau. - [Evaluate multiple statements](/docs/en-us/tutorials/fundamentals/coding-3/powerups-with-if-statements.md): How to use the and keyword to evaluate more than one statement at a time in Roblox Luau. - [Multiple conditions](/docs/en-us/tutorials/fundamentals/coding-3/multiple-conditions.md): Learn how to use elseif and else to create more complex control structures in Luau. - [Else/if practice with giving points](/docs/en-us/tutorials/fundamentals/coding-3/give-points.md): Create a part that gives players points using if and else statements in Luau. ## Loops - [Repeat code with while loops](/docs/en-us/tutorials/fundamentals/coding-4/repeat-code-with-while-loops.md): Learn how to use while loops with Roblox's Luau language in this computer science lesson. - [Intro to for loops](/docs/en-us/tutorials/fundamentals/coding-4/intro-to-for-loops.md): Use for loops to repeat code in this lesson for Luau. This lesson explains how for loops work and includes practice scri - [Glow lights with for loops](/docs/en-us/tutorials/fundamentals/coding-4/glow-lights-with-for-loops.md): Create glowing lights in Roblox Studio using a for loop. This practical example teaches computer science with Roblox. - [Loops practice - create a timed bridge](/docs/en-us/tutorials/fundamentals/coding-4/create-a-timed-bridge.md): Make a bridge that disappears to add challenge to a Roblox experience. Combine for loops and while loops in this compute - [Nested loops](/docs/en-us/tutorials/fundamentals/coding-4/nested-loops.md): Learn how to use nested loops. This computer science lesson uses Luau to combine multiple nested for loops. ## Dictionaries and arrays - [Intro to arrays](/docs/en-us/tutorials/fundamentals/coding-5/intro-to-arrays.md): Learn how to use arrays in Luau to store multiple values at a time. This tutorial shows how to create and change arrays - [Loops and arrays](/docs/en-us/tutorials/fundamentals/coding-5/loops-and-arrays.md): Learn how to iterate, or go through, arrays in Luau using loops. - [Make changes to arrays](/docs/en-us/tutorials/fundamentals/coding-5/make-changes-to-arrays.md): Learn how to add, remove, and find values in an array in Luau using tables. - [Intro to dictionaries](/docs/en-us/tutorials/fundamentals/coding-5/intro-to-dictionaries.md): Learn how to use a dictionary table to tag values within data sets. - [pairs and ipairs](/docs/en-us/tutorials/fundamentals/coding-5/pairs-and-ipairs.md): pairs() and ipairs() are used to go through Luau tables. This lesson covers how to code them for a script and when to us - [Return values from tables](/docs/en-us/tutorials/fundamentals/coding-5/return-values-from-tables.md): Learn how to write a search function using pairs and ipairs to return values from tables in Luau. ## Organize code - [Intro to module scripts](/docs/en-us/tutorials/fundamentals/coding-6/intro-to-module-scripts.md): Learn key concepts around organizing and reusing code in Roblox with modular scripts. - [Create with module scripts](/docs/en-us/tutorials/fundamentals/coding-6/create-with-module-scripts.md): Apply your knowledge of modular scripts in Roblox with this practical example. - [Coding concept - abstraction](/docs/en-us/tutorials/fundamentals/coding-6/coding-concept-abstraction.md): Abstractions in computer science are simplified representations of a larger idea or concept. This is used for computer s - [Coding concept - algorithms](/docs/en-us/tutorials/fundamentals/coding-6/coding-concept-algorithms.md): Algorithms in computer science are a series of steps used to determine an outcome. This is used for computer science AP ## Intermediate tutorials - [Use case tutorials](/docs/en-us/tutorials/use-case-tutorials/use-case-tutorial-overview.md): An overview of creation use case tutorials covering topics like modeling, UI, and visual effects. ## User interfaces - [Create HUD meters](/docs/en-us/tutorials/use-case-tutorials/ui/create-hud-meters.md): Learn how to build a custom HUD meter to replace the default character health meter. - [Create interactive UI](/docs/en-us/tutorials/use-case-tutorials/ui/interactive-ui.md): Learn how to build interactive UI and connect stateful scripts to power it. - [Proximity prompts](/docs/en-us/tutorials/use-case-tutorials/ui/proximity-prompts.md): The process for creating an interactive prompt that triggers an action on user input. - [Create score bars](/docs/en-us/tutorials/use-case-tutorials/ui/create-a-score-bar.md): The process for creating a score bar UI that displays current player information. ## Lighting - [Enhance indoor environments with realistic lighting](/docs/en-us/tutorials/use-case-tutorials/lighting/enhance-indoor-environments.md): Explains how to leverage realistic lighting to enhance indoor environments. - [Enhance outdoor environments with realistic lighting](/docs/en-us/tutorials/use-case-tutorials/lighting/enhance-outdoor-environments.md): Explains how to leverage realistic lighting to enhance outdoor environments. ## VFX - [Create laser beams with VFX](/docs/en-us/tutorials/use-case-tutorials/vfx/laser-traps-with-beams.md): A tutorial on creating a laser beam that sets an avatar's health to 0 on impact. - [Create waterfalls with VFX](/docs/en-us/tutorials/use-case-tutorials/vfx/create-waterfalls.md): The process of creating waterfalls to elevate your visual and gameplay requirements. - [Create volcanic eruptions with VFX](/docs/en-us/tutorials/use-case-tutorials/vfx/create-volcanoes.md): The process of creating volcanoes to elevate your visual and gameplay requirements. - [Create explosions with VFX](/docs/en-us/tutorials/use-case-tutorials/vfx/use-particles-for-explosions.md): The process for creating a trap that emits a burst of particles when it kills a player. ## In Studio - [Create character animations](/docs/en-us/tutorials/use-case-tutorials/animation/create-an-animation.md): The process for using the Animation Editor to create custom character animations. - [Play character animations](/docs/en-us/tutorials/use-case-tutorials/animation/play-character-animations.md): The process for changing default character animations and triggering custom animations. ## In Blender - [Rig a simple mesh](/docs/en-us/art/modeling/rig-a-simple-mesh.md): Explains the process for rigging a basic model in Blender. - [Skin a simple mesh](/docs/en-us/art/modeling/skin-a-simple-mesh.md): Explains the process for skinning a basic model in Blender. - [Rig a humanoid model](/docs/en-us/art/modeling/rig-a-humanoid-model.md): Explains the process for rigging a humanoid R15 model in Blender. - [Skin a humanoid model](/docs/en-us/art/modeling/skin-a-humanoid-model.md): Explains the process for skinning a humanoid R15 model in Blender. ## Basic gameplay - [Introduction to scripting](/docs/en-us/tutorials/use-case-tutorials/scripting/basic-scripting/intro-to-scripting.md): The process for creating a basic script that makes a platform disappear. - [Deadly lava](/docs/en-us/tutorials/use-case-tutorials/scripting/basic-scripting/deadly-lava.md): The process for creating a lava floor that kills players on contact. - [Fading trap](/docs/en-us/tutorials/use-case-tutorials/scripting/basic-scripting/fading-trap.md): The process for creating a platform that fades away when a player steps on it. - [Score points](/docs/en-us/tutorials/use-case-tutorials/scripting/basic-scripting/score-points.md): The process for creating a scoring system to award and track points for players. ## Intermediate gameplay - [Create a health pickup](/docs/en-us/tutorials/use-case-tutorials/scripting/intermediate-scripting/create-a-health-pickup.md): The process for creating a pickup that restores health. - [Create player tools](/docs/en-us/tutorials/use-case-tutorials/scripting/intermediate-scripting/create-player-tools.md): The process for creating and customizing Tools that players can equip and use. - [Hit detection with lasers](/docs/en-us/tutorials/use-case-tutorials/scripting/intermediate-scripting/hit-detection-with-lasers.md): The process for casting a laser from a blaster and detecting collision. ## Input and camera - [Control the user's camera](/docs/en-us/tutorials/use-case-tutorials/input-and-camera/control-the-users-camera.md): Explains how to customize the default camera view for a user. - [Detect user input](/docs/en-us/tutorials/use-case-tutorials/input-and-camera/detect-user-input.md): Explains how to customize and connect user input to actions. ## Data storage - [Save player data with standard data stores](/docs/en-us/tutorials/use-case-tutorials/data-storage/save-player-data.md): Create basic standard data stores to save, store, and load player data. - [Create a custom leaderboard with ordered data stores](/docs/en-us/tutorials/use-case-tutorials/data-storage/create-leaderboard.md): Use ordered data stores to track and rank players by the amount of gold they have collected. ## Avatar items - [Accessories from an existing model](/docs/en-us/art/accessories/from-existing.md): This tutorial covers the basic steps required to publish a custom asset on the Marketplace. - [Rigging and caging models (Blender)](/docs/en-us/art/accessories/rig-and-cage-existing-models.md): Convert a 3D model into a layered 3D model in Blender before importing and converting the model into Studio as an Access - [Create basic heads](/docs/en-us/art/characters/facial-animation/create-basic-heads.md): The process of creating a basic animatable head in Blender. - [Create face accessories](/docs/en-us/art/characters/facial-animation/create-face-accessories.md): Face accessories are 3D accessories that move and animate with a live head. - [Publish bodies with eyelashes and eyebrows](/docs/en-us/art/accessories/publish-eyebrows-eyelashes.md): Eyelashes and eyebrows are optional accessory items you can equip to an avatar to publish in the Marketplace. - [Testing characters](/docs/en-us/art/characters/testing.md): Verify the important aspects of your character model in Blender and in Studio. ## Test characters - [Test in Blender](/docs/en-us/art/characters/testing/blender.md): Verify the important aspects of your character model in Blender before importing into Studio. - [Test in Studio](/docs/en-us/art/characters/testing/studio.md): Verify the important aspects of your character model in a custom Studio test experience. ## Advanced paths - [Advanced curriculum paths](/docs/en-us/tutorials/curriculums/curriculum-overview.md): An overview of creation curriculum paths covering topics like modeling, scripting, and gameplay logic. - [Environmental art curriculum](/docs/en-us/tutorials/curriculums/environmental-art.md): Learn how to build 3D environments that enhance your experience's gameplay. - [Gameplay scripting curriculum](/docs/en-us/tutorials/curriculums/gameplay-scripting.md): Learn how to implement and organize a complex scripting project. - [User interface design curriculum](/docs/en-us/tutorials/curriculums/user-interface-design.md): Learn best practices for creating user interfaces, including displaying critical information and implementing an art sty - [Rigid accessory creation](/docs/en-us/art/accessories/creating-rigid.md): This tutorial covers the basic steps required to publish a custom asset on the Marketplace. - [Basic clothing creation](/docs/en-us/art/accessories/creating.md): This tutorial covers the basic steps required in Blender to Studio-ready clothing assets from scratch. - [Create with templates](/docs/en-us/art/characters/creating.md): Use Roblox's supplied template models to create your own unique avatar character in Blender. ## Environmental art curriculum - [Greybox your environment](/docs/en-us/tutorials/curriculums/environmental-art/greybox-your-environment.md): Explains how to greybox the laser tag environment using basic parts. - [Develop polished assets](/docs/en-us/tutorials/curriculums/environmental-art/develop-polished-assets.md): Explains the high-level concepts regarding how to design and develop polished assets. - [Assemble an asset library](/docs/en-us/tutorials/curriculums/environmental-art/assemble-an-asset-library.md): Explains how to import and configure your assets within a central location in your experience. - [Construct your world](/docs/en-us/tutorials/curriculums/environmental-art/construct-your-world.md): Explains how to utilize your asset library, configure additional elements of the 3D space to bring your world to life. - [Optimize your experience](/docs/en-us/tutorials/curriculums/environmental-art/optimize-your-experience.md): Explains how to configure your assets and Studio settings to improve frame rate and performance levels. ## Gameplay scripting curriculum - [Create teams](/docs/en-us/tutorials/curriculums/gameplay-scripting/create-teams.md): Explains how separate players into teams as they join an experience. - [Spawn and respawn](/docs/en-us/tutorials/curriculums/gameplay-scripting/spawn-respawn.md): Explains how spawning and respawning works in a laser tag experience. - [Add rounds](/docs/en-us/tutorials/curriculums/gameplay-scripting/add-rounds.md): Explains how to implement round-based behavior. - [Implement blaster behavior](/docs/en-us/tutorials/curriculums/gameplay-scripting/implement-blasters.md): Explains end-to-end how a blast mechanic works in a laser tag experience. - [Detect hits](/docs/en-us/tutorials/curriculums/gameplay-scripting/detect-hits.md): Explains how hit detection works in a laser tag experience. ## UI design curriculum - [Choose an art style](/docs/en-us/tutorials/curriculums/user-interface-design/choose-an-art-style.md): Explains how to greybox the laser tag environment using basic parts. - [Wireframe your layouts](/docs/en-us/tutorials/curriculums/user-interface-design/wireframe-your-layouts.md): Explains how to greybox the laser tag environment using basic parts. - [Implement designs in Studio](/docs/en-us/tutorials/curriculums/user-interface-design/implement-designs-in-studio.md): Explains how to greybox the laser tag environment using basic parts. ## Texture - [Texture painting](/docs/en-us/art/accessories/creating-rigid/texturing.md): Covers the process of associating PBR textures to rigid accessories in Blender. ## Export - [Export from Blender](/docs/en-us/art/accessories/creating-rigid/exporting.md): Use Blender's .fbx exporter with the correct settings to create a Studio-ready asset. - [Export](/docs/en-us/art/accessories/creating/exporting.md): Use Blender's FBX export with specific settings when exporting a clothing asset. - [Export textures](/docs/en-us/art/characters/creating/export-textures.md): Export your character textures from Blender using the correct settings and processes. - [Export character model](/docs/en-us/art/characters/creating/export-character.md): Export your character model from Blender using the correct settings and processes. ## Import - [Use Studio's Importer](/docs/en-us/art/accessories/creating-rigid/importing.md): Use Studio's Importer to import a third-party 3D model into Studio. - [Use the Accessory Fitting Tool](/docs/en-us/art/accessories/creating-rigid/converting.md): Use the Accessory Fitting Tool to convert your model to a rigid accessory. ## Rigging - [Armature setup](/docs/en-us/art/accessories/creating/armature-setup.md): Transfer and parent an armature template to your custom clothing Blender project. - [Test poses](/docs/en-us/art/accessories/creating/test-poses.md): Test your poses after rigging a clothing item to ensure the clothes bend and deform correctly. ## Caging - [Caging setup](/docs/en-us/art/accessories/creating/caging-setup.md): Isolate your outer cage meshes and hide extra objects before modifying your clothing cage. - [Modify outer cage](/docs/en-us/art/accessories/creating/modify-cage.md): Modify the outer cage to fit tightly over your clothing item. - [Caging character head](/docs/en-us/art/characters/creating/caging.md): Cage your avatar characters in Blender to support layerable accessories and clothing. ## Import and convert - [Import](/docs/en-us/art/accessories/creating/importing.md): Use the Importer to import your custom accessory into Studio. - [Convert](/docs/en-us/art/accessories/creating/converting.md): Use the Accessory Fitting Tool to convert a Model object to an Accessory. ## Project setup - [Template files](/docs/en-us/art/characters/creating/template-files.md): Roblox provides template models to create your own unique avatar character in Blender. - [Template head structure](/docs/en-us/art/characters/creating/head-objects.md): Each Roblox avatar template contains modular separate pieces that must later be combined or removed. - [Blender configuration](/docs/en-us/art/characters/creating/blender-configurations.md): Roblox avatar template projects have several helper configurations and settings to help expedite the character creation ## Cleanup - [Combine head geometry](/docs/en-us/art/characters/creating/combine-head-geometry.md): When creating characters in Blender, you must combine the head geometry to a single object. - [Remove extra bones](/docs/en-us/art/characters/creating/remove-extra-bones.md): When creating characters in Blender, you must remove the extra head bones included in the template. - [Verify attachment placement](/docs/en-us/art/characters/creating/verify-attachments.md): When creating characters in Blender, the character model requires minor attachment adjustments to be Studio-ready. - [Final checks](/docs/en-us/art/characters/creating/final-checks.md): Before exporting, verify that your model meets Studio's requirements. ## Creator Programs - [Creator programs](/docs/en-us/creator-programs.md): Roblox offers various programs for creators on the platform to provide additional support and exposure. This page includ - [Brand Developer Directory and Roblox Partner Program](/docs/en-us/creator-programs/brand-developer-directory.md): The Brand Developer Directory promotes developers with a history of creating engaging experiences on the platform and pa - [Community Feedback Program](/docs/en-us/creator-programs/feedback.md): The Community Feedback Program is designed to gather a diverse group of active and trusted creators to collaborate and w - [Community Safety Council](/docs/en-us/creator-programs/safety-council.md): The Community Safety Council is a group of creators that increase awareness of community concerns on the platform direct - [Creator Events](/docs/en-us/creator-programs/creator-events.md): Explains how to be an event organizer through the Roblox Creator Events program to host virtual events. - [Creator Spotlights](/docs/en-us/creator-programs/spotlights.md): Creator Spotlights are in-depth DevForum articles that celebrate the awesome things our creators accomplish. - [Developer Awards](/docs/en-us/creator-programs/developer-awards.md): Developer Awards is a data-driven program designed to reward developers for reaching significant milestones. - [Inspire](/docs/en-us/creator-programs/inspire.md): Inspire is an annual global online event where creators come together to exchange ideas, learn from workshops, and colla - [Learn & Explore Sort](/docs/en-us/creator-programs/learn-explore-sort.md): The Learn and Explore sort highlights experiences that let users learn in an engaging way. - [Roblox Brand Link](/docs/en-us/creator-programs/managed-brand-integrations.md): The Roblox Brand Link program is for creators interested in brand integrations. - [Roblox Developers Conference (RDC)](/docs/en-us/creator-programs/rdc.md): RDC is an invite-only, hybrid (in-person and virtual) event that brings together Roblox developers, brands, and creators - [Roblox Incubator](/docs/en-us/creator-programs/incubator.md): Roblox Incubator is a six-month, milestone-driven program that helps experienced teams refine promising concepts into po - [Roblox Innovation Awards](/docs/en-us/creator-programs/innovation-awards.md): Roblox Innovation Awards is an annual event celebrating the most innovative creators, video stars, and experiences. - [Roblox Jumpstart](/docs/en-us/creator-programs/jumpstart.md): Roblox Jumpstart is a program that helps developers who are new to Roblox to learn the platform, and experienced develop - [Roblox Research Panel](/docs/en-us/creator-programs/research-panel.md): The Roblox Research Panel is an exclusive program where people can share their opinions and insights to help improve Rob - [Standout Games](/docs/en-us/creator-programs/standout-games.md): Standout Games is a daily curation of the best novel games on the platform. - [Today's Picks on Marketplace](/docs/en-us/creator-programs/todays-picks-marketplace.md): Today's Picks on Marketplace is a curated sort with items selected each day by a team of in-house curators. - [Creator Affiliate Pilot Program](/docs/en-us/creator-programs/creator-affiliate.md): The Creator Affiliate Pilot Program rewards creators for bringing new users to Roblox. - [Notable Translators Program](/docs/en-us/creator-programs/notable-translators.md): The Notable Translators Program aims to give more visibility to dedicated and skilled community translators who want to - [Today's Picks on Home](/docs/en-us/creator-programs/todays-picks-home.md): Today's Picks on Home is a curation of the best experiences on a daily basis. ## Educator training - [Educator onboarding](/docs/en-us/education/educator-onboarding/landing.md): Learn how to get started teaching with Roblox in the classroom. Get your students to create accounts, learn lessons to u ## Educator onboarding - [Intro to Roblox](/docs/en-us/education/educator-onboarding/1-intro-to-roblox.md): Written for educators, learn what Roblox is as a platform, how Roblox is educational, and safety features for students. - [Play on Roblox](/docs/en-us/education/educator-onboarding/2-playing-on-roblox.md): For educators, learn how to play Roblox. This covers creating an account, learning controls, and common terms found on R - [Set up a classroom](/docs/en-us/education/educator-onboarding/3-setting-up-a-roblox-classroom.md): For teachers and educators, learn how to set up Roblox in the classroom. This article covers getting student accounts an - [Run a classroom](/docs/en-us/education/educator-onboarding/4-running-classrooms.md): Covers running a Roblox class with topics such as class management, collaboration options, and student evaluations. - [Next steps](/docs/en-us/education/educator-onboarding/5-next-steps.md): A page of resources to get started with Roblox in the classroom for teachers. Includes Roblox handouts, presentations, a ## Classroom facilitation - [Intro to digital civility](/docs/en-us/education/resources/intro-to-digital-civility.md): Digital Civility is a set of skills and behaviors that create positive online experiences. - [Intro to digital safety](/docs/en-us/education/resources/intro-to-digital-safety.md): Learn how to protect personal and private information. - [Teach remotely with Roblox Studio](/docs/en-us/education/resources/teaching-remotely.md): Collaboration and creation tools to bring students for distance learning. - [Private servers for classroom use](/docs/en-us/education/support/private-servers-for-classroom-use.md): Private servers in Roblox are used so students can only interact with those chosen by teachers. - [Best practices for collaboration](/docs/en-us/education/resources/collaboration-best-practices.md): Learn best practices for creating classrooms that foster collaboration and education. - [Best practices for the classroom](/docs/en-us/education/resources/classroom-best-practices.md): For teachers, best practices for running Roblox in a classroom. Includes tips to make teaching with Roblox fun and easy. ## Unit lessons - [Intro to coding and game design](/docs/en-us/education/lesson-plans/intro-to-game-and-coding.md): Learn how to build an obstacle course and code color changing blocks. - [Digital citizenship with Roblox](/docs/en-us/education/lesson-plans/digital-citizenship/landing.md): Learn digital citizenship with Roblox. A full course created for middle to high school students. ## Digital citizenship - [Intro to Roblox](/docs/en-us/education/lesson-plans/digital-citizenship/intro-to-roblox.md): Learn digital citizenship with Roblox. A full course created for middle to high school students. This session introduces - [Being a digital citizen](/docs/en-us/education/lesson-plans/digital-citizenship/being-a-digital-citizen.md): Learn digital citizenship with Roblox. A full course created for middle to high school students. This session introduces - [Create your first civil and safe game on Roblox](/docs/en-us/education/lesson-plans/digital-citizenship/civil-and-safe-game.md): Learn about civility and safety with Roblox. A full course created for middle to high school students. This session intr - [Lights and polish](/docs/en-us/education/lesson-plans/digital-citizenship/lights-and-polish.md): Learn digital citizenship with Roblox. A full course created for middle to high school students. This session has studen - [Coding fundamentals](/docs/en-us/education/lesson-plans/digital-citizenship/coding-fundamentals.md): Learn digital citizenship with Roblox. A full course created for middle to high school students. This session has studen - [Animate characters](/docs/en-us/education/lesson-plans/digital-citizenship/animating-characters.md): Learn digital citizenship with Roblox. A full course created for middle to high school students. This session has studen - [Finish projects](/docs/en-us/education/lesson-plans/digital-citizenship/finishing-projects.md): Learn digital citizenship with Roblox. A full course created for middle to high school students. For the last session, s ## Activity lessons - [Create Your Own Game on Roblox - 1 Hour Activity Plan](/docs/en-us/education/lesson-plans/build-an-obby-lesson.md): A classroom activity plan demonstrating how to create an obby using Roblox Studio and AI assistance. - [Animate in Roblox](/docs/en-us/education/lesson-plans/animate-in-roblox-lesson.md): Learn about animation and study how the human body moves. - [Code a story game](/docs/en-us/education/lesson-plans/story-games-lesson.md): Learn to code a story game as part of the Hour of Codeā„¢ initiative. ## Lesson plans - [Classroom resources](/docs/en-us/education/resources/resources-landing.md): Resources to help you get started teaching with Roblox in the classroom. - [Frequently asked questions](/docs/en-us/education/resources/frequently-asked-questions-education.md): Common questions for educators, such as hardware requirements, costs associated, and suggested age ranges. ## Education developers - [Get started for developers](/docs/en-us/education/resources/getting-started-for-developers-education.md): Learn how to develop educational experiences and games on Roblox. - [Design educational experiences](/docs/en-us/education/developer/designing-educational-experiences.md): Learn how to get started creating educational experiences and games using Roblox. - [Plan for educational settings](/docs/en-us/education/developer/planning-for-educational-settings.md): Covers how to design educational games and experiences for classes and teachers. Includes information on user needs, com - [Beta test experiences](/docs/en-us/education/developer/beta-testing-experiences.md): Learn common methods of beta testing on Roblox, recommended for success metrics, and options for community feedback. ## Courses - [Courses](/docs/en-us/courses.md): Structured learning paths for creating on Roblox ## Tutorials - [Create your first experience](/docs/en-us/tutorials/first-experience.md): Explains the process of creating your first experience in Roblox Studio. - [In-game sounds](/docs/en-us/tutorials/use-case-tutorials/audio/in-game-sounds.md): The process for creating positional and feedback sounds to enhance an experience. - [Play background music](/docs/en-us/tutorials/use-case-tutorials/audio/play-background-music.md): The process for creating background music in your experience. - [Create flickering lights](/docs/en-us/tutorials/use-case-tutorials/lighting/create-flickering-lights.md): Explains the process of creating flickering local light sources in your experience. - [Light with props](/docs/en-us/tutorials/use-case-tutorials/lighting/light-with-props.md): The process for creating light sources out of props. - [Build a ferris wheel](/docs/en-us/tutorials/use-case-tutorials/physics/build-a-ferris-wheel.md): The process for creating a ferris wheel using a motor. - [Build a hinged door](/docs/en-us/tutorials/use-case-tutorials/physics/build-a-hinged-door.md): The process for creating a door using a HingeConstraint. - [Create elevators](/docs/en-us/tutorials/use-case-tutorials/physics/create-elevators.md): The process for creating moving platforms to move users from one area to another. - [Save data](/docs/en-us/tutorials/use-case-tutorials/scripting/intermediate-scripting/save-data.md): The process for creating a basic data store to save, store, and read data back. - [Basic particle effects](/docs/en-us/tutorials/use-case-tutorials/vfx/basic-particle-effects.md): The process of creating particles to elevate the visual effects in your experience. - [Custom particle effects](/docs/en-us/tutorials/use-case-tutorials/vfx/custom-particle-effects.md): The process for creating a multicolor plume of smoke from an active volcano. ## Scripting with Luau - [Luau and C# comparison](/docs/en-us/luau/luau-csharp-comparison.md): Explains the similarities and differences between the C# and Luau programming languages. - [Debounce patterns](/docs/en-us/scripting/debounce.md): Debounce patterns are coding techniques that prevent a function from running too many times. - [Luau and C# comparison](/docs/en-us/luau/luau-csharp-comparison.md): Explains the similarities and differences between the C# and Luau programming languages. - [Debounce patterns](/docs/en-us/scripting/debounce.md): Debounce patterns are coding techniques that prevent a function from running too many times. ## Engine API Reference Luau API reference for classes, enums, datatypes, and libraries available in Roblox. - [Roblox Engine API reference](/docs/en-us/reference/engine/overview.md): This API reference documents all of Roblox's classes, data types, enumerations, functions, events, callbacks, and proper ## Open Cloud APIs - [Asset delivery](/docs/en-us/cloud/api/asset-delivery.md): Asset delivery API on Roblox Cloud. - [Asset permissions](/docs/en-us/cloud/api/asset-permissions.md): Asset permissions API on Roblox Cloud. - [Badges](/docs/en-us/cloud/api/badges.md): Badges API on Roblox Cloud. - [Develop](/docs/en-us/cloud/api/develop.md): Develop API on Roblox Cloud. - [Developer products](/docs/en-us/cloud/api/developer-products.md): Developer products API on Roblox Cloud. - [Followings](/docs/en-us/cloud/api/followings.md): Followings API on Roblox Cloud. - [Game internationalization](/docs/en-us/cloud/api/game-internationalization.md): Game internationalization API on Roblox Cloud. - [Game passes](/docs/en-us/cloud/api/game-passes.md): Game passes API on Roblox Cloud. - [Followings](/docs/en-us/cloud/api/groups.md): Followings API on Roblox Cloud. - [Localization tables](/docs/en-us/cloud/api/localization.md): Game internationalization API on Roblox Cloud. - [Open eval](/docs/en-us/cloud/api/open-eval.md): Open eval API on Roblox Cloud. - [Publish](/docs/en-us/cloud/api/publish.md): Publish API on Roblox Cloud. - [Secrets store service](/docs/en-us/cloud/api/secrets-store.md): Use Open Cloud to manage secrets for your universe. - [Toolbox service](/docs/en-us/cloud/api/toolbox-service.md): Search Creator Store assets on Roblox Cloud. - [Account Information Api v1](/docs/en-us/cloud/legacy/accountinformation/v1.md) - [AccountSettings Api v1](/docs/en-us/cloud/legacy/accountsettings/v1.md) - [AdConfiguration Api v2](/docs/en-us/cloud/legacy/adconfiguration/v2.md) - [Asset Delivery Api v1](/docs/en-us/cloud/legacy/assetdelivery/v1.md) - [Asset Delivery Api v2](/docs/en-us/cloud/legacy/assetdelivery/v2.md) - [Authentication Api v1](/docs/en-us/cloud/legacy/auth/v1.md) - [Authentication Api v2](/docs/en-us/cloud/legacy/auth/v2.md) - [Authentication Api v3](/docs/en-us/cloud/legacy/auth/v3.md) - [Avatar Api v1](/docs/en-us/cloud/legacy/avatar/v1.md) - [Avatar Api v2](/docs/en-us/cloud/legacy/avatar/v2.md) - [Avatar Api v3](/docs/en-us/cloud/legacy/avatar/v3.md) - [Avatar Api v4](/docs/en-us/cloud/legacy/avatar/v4.md) - [Badges Api v1](/docs/en-us/cloud/legacy/badges/v1.md) - [Catalog Api v1](/docs/en-us/cloud/legacy/catalog/v1.md) - [Catalog Api v2](/docs/en-us/cloud/legacy/catalog/v2.md) - [ClientSettings Api v1](/docs/en-us/cloud/legacy/clientsettings/v1.md) - [ClientSettings Api v2](/docs/en-us/cloud/legacy/clientsettings/v2.md) - [Contacts Api v1](/docs/en-us/cloud/legacy/contacts/v1.md) - [Develop Api v1](/docs/en-us/cloud/legacy/develop/v1.md) - [Develop Api v2](/docs/en-us/cloud/legacy/develop/v2.md) - [Economy Api v1](/docs/en-us/cloud/legacy/economy/v1.md) - [Roblox.EconomyCreatorStats.Api v1](/docs/en-us/cloud/legacy/economycreatorstats/v1.md) - [EngagementPayouts Api v1](/docs/en-us/cloud/legacy/engagementpayouts/v1.md) - [Followings Api v1](/docs/en-us/cloud/legacy/followings/v1.md) - [Followings Api v2](/docs/en-us/cloud/legacy/followings/v2.md) - [Friends Api v1](/docs/en-us/cloud/legacy/friends/v1.md) - [GameInternationalization Api v1](/docs/en-us/cloud/legacy/gameinternationalization/v1.md) - [GameInternationalization Api v2](/docs/en-us/cloud/legacy/gameinternationalization/v2.md) - [Games Api v1](/docs/en-us/cloud/legacy/games/v1.md) - [Games Api v2](/docs/en-us/cloud/legacy/games/v2.md) - [Groups Api v1](/docs/en-us/cloud/legacy/groups/v1.md) - [Groups Api v2](/docs/en-us/cloud/legacy/groups/v2.md) - [Inventory Api v1](/docs/en-us/cloud/legacy/inventory/v1.md) - [Inventory Api v2](/docs/en-us/cloud/legacy/inventory/v2.md) - [ItemConfiguration Api v1](/docs/en-us/cloud/legacy/itemconfiguration/v1.md) - [Locale Api v1](/docs/en-us/cloud/legacy/locale/v1.md) - [LocalizationTables Api v1](/docs/en-us/cloud/legacy/localizationtables/v1.md) - [Matchmaking Api v1](/docs/en-us/cloud/legacy/matchmaking/v1.md) - [Notifications Api v2](/docs/en-us/cloud/legacy/notifications/v2.md) - [PremiumFeatures Api v1](/docs/en-us/cloud/legacy/premiumfeatures/v1.md) - [presence-api](/docs/en-us/cloud/legacy/presence/v1.md) - [PrivateMessages Api v1](/docs/en-us/cloud/legacy/privatemessages/v1.md) - [Publish Api v1](/docs/en-us/cloud/legacy/publish/v1.md) - [Thumbnails Api v1](/docs/en-us/cloud/legacy/thumbnails/v1.md) - [ThumbnailsResizer Api v1](/docs/en-us/cloud/legacy/thumbnailsresizer/v1.md) - [Trades Api v1](/docs/en-us/cloud/legacy/trades/v1.md) - [Trades Api v2](/docs/en-us/cloud/legacy/trades/v2.md) - [TranslationRoles Api v1](/docs/en-us/cloud/legacy/translationroles/v1.md) - [TwoStepVerification Api v1](/docs/en-us/cloud/legacy/twostepverification/v1.md) - [Users Api v1](/docs/en-us/cloud/legacy/users/v1.md) ## Avatar - [Tutorials](/docs/en-us/avatar/tutorials.md): Get all the tutorials you need to build characters and accessories. - [Avatar Lab Preview disclaimer](/docs/en-us/avatar/avatar-lab-disclaimer.md): Policy and other notices regarding the Avatar Lab Preview experience. ## Art & 3D Modeling - [Classic and Dynamic head comparison](/docs/en-us/art/characters/head-comparison.md): The Avatar Validation Tool checks for common character model issues in Blender. - [Manually Update Catalog Heads](/docs/en-us/art/characters/manually-update-catalog-heads.md): Instructions for creators who need to re-upload their head for validation. - [Blender validation tool](/docs/en-us/art/characters/validation-tool.md): The Avatar Validation Tool checks for common character model issues in Blender. ## Production & Monetization - [Production](/docs/en-us/production.md): An overview of topics to consider once you finish creating your experience. - [Engagement-based payouts](/docs/en-us/production/monetization/engagement-based-payouts.md): Engagement-based payouts allow you to earn Robux based on the share of time Roblox Premium members engage in your experi - [Advertise on Roblox](/docs/en-us/production/promotion/advertise-on-roblox.md): An overview of advertising opportunities on the platform. - [Advertising standards](/docs/en-us/production/promotion/comply-with-advertising-standards.md): Explains ad content, disclosure, data privacy, user safety, and ad system integrity requirements. - [Deep links](/docs/en-us/production/promotion/deeplinks.md): Deep links let you launch experiences and send users directly to a specific place with custom launch data. - [Experience guidelines](/docs/en-us/production/promotion/experience-guidelines.md): Explains how to provide accurate descriptions of experiences to determine accurate experience ratings. - [Promotion](/docs/en-us/production/promotion.md): An overview of promotional tools you can use to promote your experiences, avatar items, and social media. - [Ads Manager reporting and billing](/docs/en-us/production/promotion/reporting-and-billing.md): The reporting and billing tools in the Ads Manager help you effectively manage your ad campaigns. - [Search ads](/docs/en-us/production/promotion/search-ads.md): Search ads promote experiences in the search results of Roblox's experience catalog. - [Experience descriptions](/docs/en-us/production/publishing/descriptions.md): Experimental guidelines for writing experience descriptions to improve discovery and search engine performance. - [Balance virtual economies](/docs/en-us/production/game-design/balance-virtual-economies.md): Balancing Virtual Economies - [Contextual purchases](/docs/en-us/production/game-design/contextual-purchases.md): Contextual Purchases - [Monetization foundations](/docs/en-us/production/game-design/monetization-foundations.md): Monetization foundations - [Season pass design](/docs/en-us/production/game-design/season-pass-design.md): Teaches you about best practice guidance on designing season packs. - [Starter pack design](/docs/en-us/production/game-design/starter-pack-design.md): Teaches you about best practice guidance on designing starter packs. - [Subscription design](/docs/en-us/production/game-design/subscription-design.md): Learn how to effectively design subscriptions on Roblox. ## Sound - [Sound](/docs/en-us/sound.md): An overview of legacy Sound objects and effects. ## Education - [Buy upgrades](/docs/en-us/education/adventure-game-series/buying-upgrades.md): Part of the Adventure Game Series in Roblox. Code a script to sell items in a Roblox experience. - [Code the leaderboard](/docs/en-us/education/adventure-game-series/code-the-leaderboard.md): Part of the Adventure Game Series in Roblox. Create a leaderboard in Roblox Studio to track player items. - [Collect items](/docs/en-us/education/adventure-game-series/collect-items.md): Part of the Adventure Game Series in Roblox. Code a tool to collect items. - [Create the map](/docs/en-us/education/adventure-game-series/create-the-map.md): Part of the Adventure Game Series in Roblox. Learn how to use terrain tools in Roblox Studio. - [Finish the project](/docs/en-us/education/adventure-game-series/finishing-the-project.md): Part of the Adventure Game Series in Roblox. Finish the project by adjusting scripts. - [Create an adventure game](/docs/en-us/education/adventure-game-series/landing.md): How to make a game in Roblox Studio. Learn to design and code an adventure experience for Roblox as a beginner. - [Sell items](/docs/en-us/education/adventure-game-series/selling-items.md): Part of the Adventure Game Series in Roblox. Code how to sell items in a Roblox experience. - [Cleanup and reset](/docs/en-us/education/battle-royale-series/cleanup-and-reset.md): Create a battle royale experience in Roblox Studio. Finish coding the scripts. - [Code the game loop](/docs/en-us/education/battle-royale-series/coding-the-game-loop.md): Create a battle royale experience in Roblox Studio. Code a round manager for a game. - [Create a GUI](/docs/en-us/education/battle-royale-series/creating-a-gui.md): Create a battle royale experience in Roblox Studio. Create and code a GUI that displays a game status during a match. - [End matches](/docs/en-us/education/battle-royale-series/ending-matches.md): Create a battle royale experience in Roblox Studio. Write scripts that handle victory conditions or time running out. - [Finish the project](/docs/en-us/education/battle-royale-series/finishing-the-project.md): Create a battle royale experience in Roblox Studio. Wrap up the project with map improvements. - [Create a Battle Royale](/docs/en-us/education/battle-royale-series/landing.md): How to make a game in Roblox Studio. Learn to design and code a battle royale experience for Roblox as a beginner. - [Manage players](/docs/en-us/education/battle-royale-series/managing-players.md): Create a battle royale experience in Roblox Studio. Write scripts that handle player spawning and equipment. - [Battle Royale](/docs/en-us/education/battle-royale-series/project-setup.md): Create a Battle Royale experience in Roblox Studio. Learn coding in Roblox and how to make a game. - [Timers and events](/docs/en-us/education/battle-royale-series/timers-and-events.md): Create a battle royale experience in Roblox Studio. Code a timer and use bindable events for a match based game. - [Build one half](/docs/en-us/education/build-it-play-it-create-and-destroy/build-one-half.md): Part of the Create and Destroy series. Work on finishing a map for the multiplayer experience. - [Build the roads](/docs/en-us/education/build-it-play-it-create-and-destroy/build-the-roads.md): Part of the Create and Destroy series. Place roads to continue building a city in Roblox Studio. - [Buildings and props](/docs/en-us/education/build-it-play-it-create-and-destroy/buildings-and-props.md): Part of the Create and Destroy series. Add building and props to decorate a city. - [Take the challenge!](/docs/en-us/education/build-it-play-it-create-and-destroy/challenge-1.md): Complete the first Create and Destroy challenge to get a free Roblox avatar item. - [Take the challenge!](/docs/en-us/education/build-it-play-it-create-and-destroy/challenge-2.md): Complete the second Create and Destroy challenge to get a free Roblox avatar item. - [Take the challenge!](/docs/en-us/education/build-it-play-it-create-and-destroy/challenge-3.md): Complete the third Create and Destroy challenge to get a free Roblox avatar item. - [Change the script](/docs/en-us/education/build-it-play-it-create-and-destroy/change-the-script.md): Part of the Create and Destroy series. Learn how to open and change a script in Roblox Studio. - [Complete the city](/docs/en-us/education/build-it-play-it-create-and-destroy/complete-the-city.md): Part of the Create and Destroy series. Finish creating a city for the multiplayer experience. - [Create and destroy](/docs/en-us/education/build-it-play-it-create-and-destroy/designing-a-map.md): Part of the Create and Destroy series. Create a map in Roblox Studio. - [Finish the challenge](/docs/en-us/education/build-it-play-it-create-and-destroy/finish-the-challenge.md): Part of the Create and Destroy series. - [Island terrain](/docs/en-us/education/build-it-play-it-create-and-destroy/island-terrain.md): Part of the Create and Destroy series. Learn how to open the Terrain Editor. - [Create and destroy](/docs/en-us/education/build-it-play-it-create-and-destroy/landing.md): Get started creating games and experiences in Roblox. Create a multiplayer game where you destroy buildings for points. - [Playtest the map](/docs/en-us/education/build-it-play-it-create-and-destroy/playtest-the-map.md): Part of the Create and Destroy series. Playtest the map to see how it looks in-game. - [Save and publish](/docs/en-us/education/build-it-play-it-create-and-destroy/save-and-publish.md): Part of the Create and Destroy series. Learn how to save and publish a Roblox experience. - [Snap to grid](/docs/en-us/education/build-it-play-it-create-and-destroy/snap-to-grid.md): Part of the Create and Destroy series. Learn how to use the snap to grid settings in Roblox Studio. - [Terrain tools](/docs/en-us/education/build-it-play-it-create-and-destroy/terrain-tools.md): Part of the Create and Destroy series. Learn how to use Terrain Tools in Roblox Studio to make an island. - [Add new models](/docs/en-us/education/build-it-play-it-galactic-speedway/add-new-models.md): Learn how to import more parts into Roblox Studio to customize the spaceship you built in the Build It Play It Galactic - [Add to the garage](/docs/en-us/education/build-it-play-it-galactic-speedway/add-to-the-garage.md): Learn how to add your custom spaceship to the garage using the Roblox Studio Explorer as part of the Roblox Build It Pla - [Add wings](/docs/en-us/education/build-it-play-it-galactic-speedway/adding-wings.md): Learn how to use the Roblox Studio Move and Rotate tools to add wings to your spaceship in the Build It Play It Galactic - [Colors and textures](/docs/en-us/education/build-it-play-it-galactic-speedway/colors-and-textures.md): Learn how to add custom textures to your spaceship parts in Roblox Studio as part of the Build It Play It Galactic Speed - [Customize and share](/docs/en-us/education/build-it-play-it-galactic-speedway/customize-and-share.md): Learn how to modify a Luau script in Roblox Studio to customize how your spaceship handles and flies in the Build It Pla - [Design the world](/docs/en-us/education/build-it-play-it-galactic-speedway/design-the-world.md): Learn how to use the Roblox Studio terrain tools to customize the racetrack world in the Build It Play It Galactic Speed - [Design your speeder](/docs/en-us/education/build-it-play-it-galactic-speedway/designing-your-speeder.md): Learn the high level process of designing a spaceship in Roblox Studio, as well as how to move the Studio camera so you - [Duplicate and design](/docs/en-us/education/build-it-play-it-galactic-speedway/duplicate-and-design.md): Learn how to duplicate parts and add decorations to spaceship in Roblox Studio as part of the Build It Play It Galactic - [Get off the ground](/docs/en-us/education/build-it-play-it-galactic-speedway/get-off-the-ground.md): Learn how to download and set up your project using a Roblox Studio template for the Build It Play It Galactic Speedway - [Go beyond the challenge](/docs/en-us/education/build-it-play-it-galactic-speedway/go-beyond-the-challenge.md): Pick what you would like to learn next in the Build It Play It Galactic Speedway challenge to further customize your gam - [Going for a race](/docs/en-us/education/build-it-play-it-galactic-speedway/going-for-a-race.md): Learn how to race your spaceship in the Roblox Build It Play It and customize your published game so that your friends c - [Group the parts](/docs/en-us/education/build-it-play-it-galactic-speedway/grouping-the-parts.md): Learn how to group parts together to create models in Roblox Studio as part of the Build It Play It Galactic Speedway ch - [Galactic Speedway](/docs/en-us/education/build-it-play-it-galactic-speedway/main-page.md): Learn how to build your own custom spaceship models in Roblox Studio as part of the Build It Play It Galactic Speedway c - [Move the body](/docs/en-us/education/build-it-play-it-galactic-speedway/moving-the-body.md): Learn how to move parts in Roblox Studio to build your own spaceship as part of the Build It Play It Galactic Speedway c - [Save and publish](/docs/en-us/education/build-it-play-it-galactic-speedway/save-and-publish.md): Learn how to save all the progress you have made building a spaceship in the Roblox Build It Play It Galactic Speedway c - [Share your speeders](/docs/en-us/education/build-it-play-it-galactic-speedway/sharing-your-speeders.md): Learn how to share the spaceship models you build in Roblox Studio as part of the Build It Play It Galactic Speedway cha - [Take flight](/docs/en-us/education/build-it-play-it-galactic-speedway/take-flight.md): Learn the character movement and flight controls for the Roblox Build It Play It Galactic Speedway template. - [Take the challenge](/docs/en-us/education/build-it-play-it-galactic-speedway/take-the-challenge-2.md): Take the second challenge of Roblox Build It Play It Galactic Speedway and earn the Scrap Metal Hard Hat avatar item and - [Take the challenge](/docs/en-us/education/build-it-play-it-galactic-speedway/take-the-challenge-3.md): Take the third challenge of Roblox Build It Play It Galactic Speedway and earn the Alien Friend avatar item and Taking t - [Take the challenge](/docs/en-us/education/build-it-play-it-galactic-speedway/take-the-challenge.md): Take the first challenge of Roblox Build It Play It Galactic Speedway and earn the Supernova Pauldrons avatar item and G - [Test the speeder](/docs/en-us/education/build-it-play-it-galactic-speedway/test-the-speeder.md): Learn how to take your custom built spaceship on a test flight in Roblox Studio as part of the Build It Play It Galactic - [Add animations](/docs/en-us/education/build-it-play-it-island-of-move/adding-animations.md): Learn how to make animations in Roblox Studio with step by step tutorials in this one hour challenge. Use scripts to add - [Add new models](/docs/en-us/education/build-it-play-it-island-of-move/adding-new-models.md): Part of the Roblox Build It, Play It Challenge - Island of Move. Decorate the template. - [Add the second pose](/docs/en-us/education/build-it-play-it-island-of-move/adding-the-second-pose.md): Part of the Roblox Build It, Play It Challenge - Island of Move. Create the second pose. - [Animate parts](/docs/en-us/education/build-it-play-it-island-of-move/animating-parts.md): Learn how to move parts in Roblox Studio by coding tweens. Rotate, scale, and change the colors of objects. - [Animations and feedback](/docs/en-us/education/build-it-play-it-island-of-move/animations-and-feedback.md): Learn how to make animations in Roblox Studio with step by step tutorials in this one hour challenge. Start by creating - [Island of Move](/docs/en-us/education/build-it-play-it-island-of-move/beginner-landing-page.md): Learn how to use Roblox Studio to make games and experiences. This lesson shows you how to animate to make your own simu - [Challenge checkpoint](/docs/en-us/education/build-it-play-it-island-of-move/challenge-checkpoint-2.md): Complete the second Island of Move challenge to earn free Roblox avatar items. - [Challenge checkpoint](/docs/en-us/education/build-it-play-it-island-of-move/challenge-checkpoint-3.md): Complete the third Island of Move challenge to earn free Roblox avatar items. - [Challenge checkpoint](/docs/en-us/education/build-it-play-it-island-of-move/challenge-checkpoint.md): Complete the first Island of Move challenge to earn free Roblox avatar items. - [Change the animation](/docs/en-us/education/build-it-play-it-island-of-move/change-the-animation.md): Part of the Roblox Build It, Play It Challenge - Island of Move. Swap the default walk animation with your own. - [Create the first pose](/docs/en-us/education/build-it-play-it-island-of-move/create-the-first-pose.md): Part of the Roblox Build It, Play It Challenge - Island of Move. Start the first pose of the animation. - [Create animations](/docs/en-us/education/build-it-play-it-island-of-move/creating-animations.md): Part of the Roblox Build It, Play It Challenge - Island of Move. Learn how to start creating animations. - [Design poses](/docs/en-us/education/build-it-play-it-island-of-move/designing-poses.md): Learn how to make animations in Roblox Studio with step by step tutorials in this one hour challenge. Design a pose for - [Export animations](/docs/en-us/education/build-it-play-it-island-of-move/exporting-animations.md): Part of the Roblox Build It, Play It Challenge - Island of Move. Export the animation to use in Roblox. - [Go beyond the challenge](/docs/en-us/education/build-it-play-it-island-of-move/go-beyond-the-challenge.md): Part of the Roblox Build It, Play It Challenge - Island of Move. Finish the challenge. - [Invite friends to play](/docs/en-us/education/build-it-play-it-island-of-move/invite-friends-to-play.md): Part of the Roblox Build It, Play It Challenge - Island of Move. Share the final experience with others. - [Island of move](/docs/en-us/education/build-it-play-it-island-of-move/landing.md): Learn how to make animations in Roblox Studio with step by step tutorials in this one hour challenge. - [Loop animations](/docs/en-us/education/build-it-play-it-island-of-move/looping-animations.md): Part of the Roblox Build It, Play It Challenge - Island of Move. Learn how to loop the animation. - [Open the template](/docs/en-us/education/build-it-play-it-island-of-move/opening-the-template.md): Part of the Roblox Build It, Play It Challenge - Island of Move. Open the template for the movement simulator. - [Personalize the game](/docs/en-us/education/build-it-play-it-island-of-move/personalize-the-game.md): Part of the Roblox Build It, Play It Challenge - Island of Move. Customize the template script. - [Save and publish](/docs/en-us/education/build-it-play-it-island-of-move/save-and-publish.md): Part of the Roblox Build It, Play It Challenge - Island of Move. Save the project. - [Export and Import Animations](/docs/en-us/education/build-it-play-it-island-of-move/sharing-animations.md): Part of the Roblox Build It, Play It Challenge - Island of Move. Export animations to share with other developers. - [Test the game](/docs/en-us/education/build-it-play-it-island-of-move/test-the-game.md): Part of the Roblox Build It, Play It Challenge - Island of Move. Test the game experience you'll create. - [Add scripts](/docs/en-us/education/build-it-play-it-mansion-of-wonder/adding-scripts.md): Learn how to use Luau code to manipulate beams and emitters to add tutorial mechanics to your game in the Roblox Build I - [Become an artist](/docs/en-us/education/build-it-play-it-mansion-of-wonder/become-an-artist.md): Start learning to become a visual effects artist using Roblox Studio through the Build It Play It Mansion of Wonders cha - [Welcome to Build It, Play It!](/docs/en-us/education/build-it-play-it-mansion-of-wonder/beginner-landing-page.md): Start learning how to add particle effects to your Roblox experiences by taking the Build It Play It Mansion of Wonder c - [Challenge checkpoint](/docs/en-us/education/build-it-play-it-mansion-of-wonder/challenge-checkpoint-2.md): Earn the second set of rewards in Roblox's Build It Play It Mansion of Wonders -- the Ghastly Aura avatar item and Alche - [Challenge checkpoint](/docs/en-us/education/build-it-play-it-mansion-of-wonder/challenge-checkpoint-3.md): Earn the third set of rewards in Roblox's Build It Play It Mansion of Wonders -- the Tomes of the Magus avatar item and - [Challenge checkpoint](/docs/en-us/education/build-it-play-it-mansion-of-wonder/challenge-checkpoint.md): Earn the first rewards in Roblox's Build It Play It Mansion of Wonders -- the Artist Backpack avatar item and Conjurer o - [Connect the beam](/docs/en-us/education/build-it-play-it-mansion-of-wonder/connect-the-beam.md): Learn how to connect a beam effect in Roblox Studio, and to configure its properties to customize it to your game's need - [Create a sparkler](/docs/en-us/education/build-it-play-it-mansion-of-wonder/creating-a-sparkler.md): Learn how to attach a particle emitter to a player-carried tool in Roblox Studio. Once you are finished, Earn the fourth - [Create engaging experiences](/docs/en-us/education/build-it-play-it-mansion-of-wonder/creating-engaging-experiences.md): Start learning how to add a tutorial using beam effects in Roblox Studio as part of the Build It Play It Mansion of Wond - [A player's first experience](/docs/en-us/education/build-it-play-it-mansion-of-wonder/experienced-landing-page.md): Learn why the first time user experience of a game is so important, and how you can use effects build to help a player l - [Finish the blast](/docs/en-us/education/build-it-play-it-mansion-of-wonder/finish-the-blast.md): Learn how to change the size and movement style of particles from particle emitters in Roblox Studio as part of the Buil - [Invite friends](/docs/en-us/education/build-it-play-it-mansion-of-wonder/invite-friends.md): Learn how to invite your friends to play the game you build in Roblox Studio by configuring the game's permissions. Part - [Mansion of wonder](/docs/en-us/education/build-it-play-it-mansion-of-wonder/landing-page.md): Learn how to use special effects in Roblox Studio to give players feedback or help them learn how to play your game in t - [Make final touches](/docs/en-us/education/build-it-play-it-mansion-of-wonder/make-final-touches.md): Learn how to fine tune your particle emitters in Roblox Studio by adjusting their size, speed, light emission, rotationa - [Make an explosion](/docs/en-us/education/build-it-play-it-mansion-of-wonder/making-an-explosion.md): Learn how to make and explosion effect from scratch with a custom texture using particle emitters in Roblox Studio as pa - [Next steps](/docs/en-us/education/build-it-play-it-mansion-of-wonder/next-steps-advanced.md): For advanced developers, choose what to learn next in the Roblox Build It Play It Mansion of Wonder. - [Next steps](/docs/en-us/education/build-it-play-it-mansion-of-wonder/next-steps.md): For newer developers, choose what to learn next in the Roblox Build It Play It Mansion of Wonder. - [Add particle emitters](/docs/en-us/education/build-it-play-it-mansion-of-wonder/particle-emitters.md): Learn Roblox Studio camera controls and the basics of editing particle emitters in the Build It Play It Mansion of Wonde - [Save by publishing](/docs/en-us/education/build-it-play-it-mansion-of-wonder/save-by-publishing.md): Learn how to save the projects you make in Roblox Studio for the Build it Play It Mansion of Wonders challenge. - [Test and play](/docs/en-us/education/build-it-play-it-mansion-of-wonder/test-and-play.md): Learn how to use Roblox Studio to play the Build It Play It Mansion of Wonder template game. - [Use particles for actions](/docs/en-us/education/build-it-play-it-mansion-of-wonder/using-particles-for-actions.md): Learn how to use particle effects to give players feedback to their actions, and learn several techniques to further cus - [Use textures](/docs/en-us/education/build-it-play-it-mansion-of-wonder/using-textures.md): Learn how to customize and change the texture of particle emitters in Roblox Studio as part of the Build It Play It Mans - [Code the story](/docs/en-us/education/build-it-play-it-story-games/code-the-story.md): Part of the Story Games series that teaches you to code in Roblox. Use string variables and concatenation to code the st - [Code a question](/docs/en-us/education/build-it-play-it-story-games/coding-a-question.md): Part of the Story Games series that teaches you to code in Roblox. Code the first question asked to players. - [Complete the challenge](/docs/en-us/education/build-it-play-it-story-games/complete-the-challenge.md): Part of the Story Games series that teaches you to code in Roblox. Learn how to share an experience in Roblox. - [Finish and add more](/docs/en-us/education/build-it-play-it-story-games/finish-and-add.md): Part of the Story Games series that teaches you to code in Roblox. Continue adding more to the story script. - [First challenge](/docs/en-us/education/build-it-play-it-story-games/first-challenge.md): The first part of the Story Games series that teaches you to code in Roblox. Complete a quiz to earn a free Roblox avata - [Story Games project](/docs/en-us/education/build-it-play-it-story-games/landing.md): Learn to code in Roblox with this word game. Script your first experience and learn about variables and computer science - [Open the template](/docs/en-us/education/build-it-play-it-story-games/opening-the-template.md): Part of the Story Games series that teaches you to code in Roblox. Open the template used to code the story game experie - [Second challenge](/docs/en-us/education/build-it-play-it-story-games/second-challenge.md): The second part of the Story Games series that teaches you to code in Roblox. Complete a quiz to earn a free Roblox avat - [Start coding](/docs/en-us/education/build-it-play-it-story-games/start-coding.md): Part of the Story Games series that teaches you to code in Roblox. Open the script used to manage the experience. - [Test and save](/docs/en-us/education/build-it-play-it-story-games/test-and-save.md): Part of the Story Games series that teaches you to code in Roblox. Save and publish the experience in Roblox Studio. - [Third challenge](/docs/en-us/education/build-it-play-it-story-games/third-challenge.md): The third part of the Story Games series that teaches you to code in Roblox. Complete a quiz to earn a free Roblox avata - [Write the story](/docs/en-us/education/build-it-play-it-story-games/writing-the-story.md): Part of the Story Games series that teaches you to code in Roblox. This section is brainstorming ideas for a story. - [Collaborating in Roblox](/docs/en-us/education/collaboration/collaborating-in-roblox-landing-page.md): Educators can use Roblox for collaborative learning in the classroom. Learn strategies and tips for building social-emot - [Best practices for collaboration](/docs/en-us/education/collaboration/collaboration-best-practices.md): Learn how Roblox is used in the classroom to build collaboration and communication skills among students. These tips are - [Classroom collection](/docs/en-us/education/edu-templates/classroom-collection.md): Classroom collection - [Lesson title](/docs/en-us/education/edu-templates/edu-lesson-plan-template.md): Lesson plan template - [Edu styles](/docs/en-us/education/edu-templates/edu-styles.md): Edu styles - [Series title](/docs/en-us/education/edu-templates/series-template.md): Series title - [Build It, Play It challenges](/docs/en-us/education/landing-pages/build-it-play-it.md): Get started learning Roblox Studio with these quick lessons. Build games and experiences. - [Create and Destroy](/docs/en-us/education/lesson-plans/create-and-destroy-lesson.md): Learn design thinking and world building by creating a multiplayer map where players stomp cities for points. - [Galactic Speedway](/docs/en-us/education/lesson-plans/galactic-speedway-lesson.md): Create a spaceship and race it on an alien planet. - [Roblox developer 101](/docs/en-us/education/lesson-plans/roblox-developer/landing.md): A full course of lesson plans to teach students to develop and code in Roblox. Great for beginners interested in games o - [Roblox Studio basics](/docs/en-us/education/lesson-plans/roblox-developer/roblox-developer-1.md): Part of the Roblox Developer education series. Teach students to use Roblox to build an obstacle course game. - [Coding fundamentals](/docs/en-us/education/lesson-plans/roblox-developer/roblox-developer-2.md): Part of the Roblox Developer education series. Teach students to code in Roblox with lessons for beginners. - [Adventure game part 1](/docs/en-us/education/lesson-plans/roblox-developer/roblox-developer-3.md): The first part of a Roblox Developer education series. Teach students to create an adventure game in Roblox. - [Adventure game part 2](/docs/en-us/education/lesson-plans/roblox-developer/roblox-developer-4.md): The second part of a Roblox Developer education series. Teach students to create an adventure game in Roblox. - [Adventure game part 3](/docs/en-us/education/lesson-plans/roblox-developer/roblox-developer-5.md): The third part of a Roblox Developer education series. Teach students to create an adventure game in Roblox. - [Roblox developer 101](/docs/en-us/education/lesson-plans/roblox-developer-lesson.md): Learn the basics of creating an environment and scripting gameplay elements. - [Coding concept - Abstraction](/docs/en-us/education/resources/coding-concept-abstraction.md): Learn high level coding concepts, such as abstractions and functions. - [Coding concept - Algorithms](/docs/en-us/education/resources/coding-concept-algorithms.md): Learn about algorithms and creating your own practical applications. - [Design Studio templates](/docs/en-us/education/support/designing-studio-templates.md): Educators can create templates to use in a classroom or for a lesson. Templates make it easy for students to make their - [Contact us](/docs/en-us/education/support/education-contact-form.md): Contact Roblox Education for questions regarding how our resources can be used to teach coding and more in the classroom - [Education content](/docs/en-us/education/support/education-content.md): Featured lesson plans and tutorial series. - [Get started with Roblox Education](/docs/en-us/education/support/education-getting-started.md): Learn how to get started using Roblox in the classroom. Find teacher training, get lessons, and discover experiences to - [Roblox account creation](/docs/en-us/education/support/roblox-account-creation.md): Create Roblox accounts and log into Roblox Studio. ## Other Guides - [Creator Affiliate Program](/docs/en-us/affiliates.md): Learn how to earn Robux by driving users to experiences. - [MCP servers](/docs/en-us/assistant/mcp.md): Use both the built-in Studio MCP server and third-party MCP servers to give Assistant context from external tools. - [Assistant](/docs/en-us/assistant/overview.md): Overview of Assistant, Roblox's AI helper. - [Creator Hub](/docs/en-us/creator-hub.md): The place to manage your creations on the web - [Monetize your creator assets](/docs/en-us/projects/assets/monetize.md): An overview of creator assets and the Creator Store. - [Roblox.AssetPermissionsApi](/docs/en-us/reference/cloud/asset-permissions-api/v1.md) - [Assets API](/docs/en-us/reference/cloud/assets/v1.md): You can send and receive the following request and response payloads to create assets on Roblox. For information on the - [Cloud API](/docs/en-us/reference/cloud/cloud.docs.md): The Roblox Open Cloud v2 API. This is a subset of endpoints that Roblox - [Ordered data stores (beta)](/docs/en-us/reference/cloud/datastores-api/ordered-v1.md): This page includes reference documentation for working with the Open Cloud v1 API for ordered data stores. For informati - [Standard data stores](/docs/en-us/reference/cloud/datastores-api/v1.md): This page includes reference documentation for working with the Open Cloud v1 API for standard data stores. For informat - [developer-products-api](/docs/en-us/reference/cloud/developer-products-api/v1.md) - [game-passes-http-service](/docs/en-us/reference/cloud/game-passes-http-service/v1.md) - [Messaging Service](/docs/en-us/reference/cloud/messaging-service/v1.md): This page contains reference documentation for the Open Cloud v1 Messaging Service API, which can broadcast messages acr - [OpenEvalApi](/docs/en-us/reference/cloud/open-eval-api/v1.md) - [Roblox API](/docs/en-us/reference/cloud/openapi.md): The Roblox API. See https://create.roblox.com/docs/cloud/open-cloud for more details. - [SecretsStoreService](/docs/en-us/reference/cloud/secrets-store-service/v1.md) - [Toolbox.Service](/docs/en-us/reference/cloud/toolbox-service/v1.md) - [Place publishing](/docs/en-us/reference/cloud/universes-api/v1.md): You can send and receive the following request and response payloads to publish and update your places on Roblox. For in - [Builder font license](/docs/en-us/resources/builder-font-license.md): License for using Roblox's Builder font. - [City People Cars](/docs/en-us/resources/city-people-cars.md): A reference Roblox project that includes cars, buildings, and people. - [Feedback guidelines](/docs/en-us/resources/feedback-guidelines.md): Provides guidelines for feedback on the documentation. - [Limited use license](/docs/en-us/resources/limited-use-license.md): Roblox's Limited Use License. - [What is Roblox?](/docs/en-us/what-is-roblox.md): Roblox is a 3D creation platform that provides everything you need to build, test, distribute, and monetize 3D creations - [Create on Roblox](/docs/en-us/index.md): Learn how to create Roblox experiences with guides, tutorials, and code samples.