Humanoid

Show Deprecated

The Humanoid is a special object that gives models the functionality of a character. It grants the model with the ability to physically walk around and interact with various components of a Roblox level. Humanoids are always parented inside of a Model, and the model is expected to be an assembly of BasePart and Motor6D; the root part of the assembly is expected to be named HumanoidRootPart. It also expects a part named Head to be connected to the character's torso part, either directly or indirectly. By default, there are two official types of character rigs supplied by Roblox, each with their own set of rules:

R6

  • A basic character rig that uses 6 parts for limbs.
  • The Head part must be attached to a part named Torso, or the Humanoid will die immediately.
  • BodyPart appearances are applied using CharacterMesh objects.
  • Certain properties, such as Humanoid.LeftLeg and Humanoid.RightLeg, only work with R6.

R15

  • More complex than R6, but also far more flexible and robust.
  • Uses 15 parts for limbs.
  • The Head part must be attached to a part named UpperTorso or the Humanoid will die immediately.
  • BodyPart appearances have to be assembled directly.
  • Can be dynamically rescaled by using special NumberValue objects parented inside of the Humanoid.
  • The Humanoid will automatically create Vector3Value objects named OriginalSize inside of each limb.
  • If a NumberValue is parented inside of the Humanoid and is named one of the following, it will be used to control the scaling functionality:
    • BodyDepthScale
    • BodyHeightScale
    • BodyWidthScale
    • HeadScale

Code Samples

Walking Camera Bobble Effect

local RunService = game:GetService("RunService")
local playerModel = script.Parent
local humanoid = playerModel:WaitForChild("Humanoid")
local function updateBobbleEffect()
local now = tick()
if humanoid.MoveDirection.Magnitude > 0 then -- Is the character walking?
local velocity = humanoid.RootPart.Velocity
local bobble_X = math.cos(now * 9) / 5
local bobble_Y = math.abs(math.sin(now * 12)) / 5
local bobble = Vector3.new(bobble_X, bobble_Y, 0) * math.min(1, velocity.Magnitude / humanoid.WalkSpeed)
humanoid.CameraOffset = humanoid.CameraOffset:lerp(bobble, 0.25)
else
-- Scale down the CameraOffset so that it shifts back to its regular position.
humanoid.CameraOffset = humanoid.CameraOffset * 0.75
end
end
RunService.RenderStepped:Connect(updateBobbleEffect)

Summary

Properties

Methods

Events

Properties

AutoJumpEnabled

read parallel

AutoJumpEnabled sets whether or not the Humanoid will attempt to automatically jump over an obstacle it is walking towards.

Currently, this property only works when the following conditions are true:

  • The Humanoid's character model is the Player.Character of a Player.
  • The Player in question is using touch controls.

When a player's character spawns, the property's value matches the player's Player.AutoJumpEnabled property - which in turn matches the StarterPlayer.AutoJumpEnabled property.

Code Samples

Auto-Jump Toggle

local Players = game:GetService("Players")
local player = Players.LocalPlayer
local button = script.Parent
local function update()
-- Update button text
if player.AutoJumpEnabled then
button.Text = "Auto-Jump is ON"
else
button.Text = "Auto-Jump is OFF"
end
-- Reflect the property in the player's character, if they have one
if player.Character then
local human = player.Character:FindFirstChild("Humanoid")
if human then
human.AutoJumpEnabled = player.AutoJumpEnabled
end
end
end
local function onActivated()
-- Toggle auto-jump
player.AutoJumpEnabled = not player.AutoJumpEnabled
-- Update everything else
update()
end
button.Activated:Connect(onActivated)
update()

AutoRotate

read parallel

The AutoRotate property describes whether or not the Humanoid will automatically rotate to face in the direction they are moving. When set to true, the character model will gradually turn to face their movement direction as the Humanoid walks around. When set to false, the character model will remain fixated in its current rotation, unless a rotating force is applied to the HumanoidRootPart.

If the character model happens to be the character of a player, then the behavior of the Humanoid's rotation is influenced by the UserGameSetting's RotateType property.

When the AutoRotate property is set to true, the RotateType property has the following effects on the Humanoid's rotation:

RotationTypeBehaviorContext
MovementRelative
CameraRelativeCharacter will rotate to face in the direction of the camera.Player has their camera zoomed into first-person, or they are in shift-lock mode.

Code Samples

AutoRotate Button

local button = script.Parent
local enabled = true
local ON_COLOR = BrickColor.Green()
local OFF_COLOR = BrickColor.Red()
local function touchButton(humanoid)
if enabled then
enabled = false
button.BrickColor = OFF_COLOR
if humanoid.AutoRotate then
print(humanoid:GetFullName() .. " can no longer auto-rotate!")
humanoid.AutoRotate = false
else
print(humanoid:GetFullName() .. " can now auto-rotate!")
humanoid.AutoRotate = true
end
task.wait(1)
button.BrickColor = ON_COLOR
enabled = true
end
end
local function onTouched(hit)
local char = hit:FindFirstAncestorWhichIsA("Model")
if char then
local humanoid = char:FindFirstChildOfClass("Humanoid")
if humanoid then
touchButton(humanoid)
end
end
end
button.Touched:Connect(onTouched)
button.BrickColor = ON_COLOR

AutomaticScalingEnabled

read parallel

The Humanoid has six child scale values including BodyDepthScale, BodyHeightScale, BodyProportionScale, BodyTypeScale, BodyWidthScale, HeadScale. Changing the value of any of these causes the character's body parts and accessories to change size, but only if AutomaticScalingEnabled is true.

BreakJointsOnDeath

read parallel

Determines whether a Humanoid's joints break when in the Dead state. Defaults to true.

If it is set to false, BreakJoints will not be called on death or after death. If it is set to true, the existing break-joints-every-frame behavior will be used.

CameraOffset

read parallel

The CameraOffset property specifies an offset to the camera's subject position when its Camera.CameraSubject is set to this Humanoid.

The offset is applied in object-space, relative to the orientation of the Humanoid's HumanoidRootPart. For example, an offset Vector3 value of (0, 10, 0) offsets the player's camera to 10 studs above the player's humanoid.

Code Samples

Walking Camera Bobble Effect

local RunService = game:GetService("RunService")
local playerModel = script.Parent
local humanoid = playerModel:WaitForChild("Humanoid")
local function updateBobbleEffect()
local now = tick()
if humanoid.MoveDirection.Magnitude > 0 then -- Is the character walking?
local velocity = humanoid.RootPart.Velocity
local bobble_X = math.cos(now * 9) / 5
local bobble_Y = math.abs(math.sin(now * 12)) / 5
local bobble = Vector3.new(bobble_X, bobble_Y, 0) * math.min(1, velocity.Magnitude / humanoid.WalkSpeed)
humanoid.CameraOffset = humanoid.CameraOffset:lerp(bobble, 0.25)
else
-- Scale down the CameraOffset so that it shifts back to its regular position.
humanoid.CameraOffset = humanoid.CameraOffset * 0.75
end
end
RunService.RenderStepped:Connect(updateBobbleEffect)
read parallel

The DisplayDistanceType property controls the distance behavior of the humanoid's name and health display. This property is set using the Enum.HumanoidDisplayDistanceType enum with three available values, each with their own set of rules:

  • When set to Viewer, the humanoid sees the name/health of other humanoids within range of its own NameDisplayDistance and HealthDisplayDistance.
  • When set to Subject, the humanoid takes full control over its own name and health display through its NameDisplayDistance and HealthDisplayDistance values.
  • When set to None, the humanoid's name and health bar do not appear under any circumstances.

See Character Name/Health Display for an in-depth guide on controlling the appearance of character names and health bars.

Code Samples

Displaying a Humanoid's Health and Name

local humanoid = script.Parent
humanoid.DisplayDistanceType = Enum.HumanoidDisplayDistanceType.Viewer
humanoid.HealthDisplayDistance = 0
humanoid.NameDisplayDistance = 100

DisplayName

read parallel

DisplayName is a property that determines the Humanoid's name display when visible. By default, a new Humanoid will have the value of an empty string. If DisplayName is an empty string, the humanoid's name display will default to the humanoid's parent's name property.

Player Character Loading

When players load their character, either automatically or through the use of LoadCharacter(), the Humanoid that is created by the engine will have its DisplayName property set to the player's DisplayName property.

StarterCharacter and StarterHumanoid

When a Humanoid named StarterHumanoid is parented to StarterPlayer, or when a Humanoid is present in a Model named StarterCharacter, the DisplayName property will be respected when Characters are loaded by Players in the game. The engine will only override the DisplayName property of the Humanoid with the DisplayName property of the player if the Humanoid.DisplayName of StarterHumanoid is an empty string.

EvaluateStateMachine

read parallel

FloorMaterial

read only
not replicated
read parallel

This is a read-only property that describes the Enum.Material the Humanoid is currently standing on. It works with both regular Parts and Terrain voxels.

The code sample below demonstrates how to listen to when this property changes using Instance:GetPropertyChangedSignal(). When the material the humanoid is standing on changes, it will print a message indicating the new material being stood on.


local Humanoid = route.to.humanoid
Humanoid:GetPropertyChangedSignal("FloorMaterial"):Connect(function()
print("New value for FloorMaterial: " .. tostring(Humanoid.FloorMaterial))
end)

Caveats

  • When the Humanoid is not standing on a floor, the value of this property will be set to Air.
    • This occurs because Enum properties cannot have an empty value.
    • This can cause some confusion if a part has its material is set to Air, though in practice, parts are not supposed to use that material in the first place.
  • The character model of the Humanoid must be able to collide with the floor, or else it will not be detected.

Health

not replicated
read parallel

Health is a property that represents the current health of the Humanoid. The value is restricted to the range [0, Humanoid.MaxHealth]. If the Humanoid is dead, Health is continually set to 0.

Dealing Damage

The TakeDamage function should be used to subtract from Health. If a Humanoid has a ForceField as a sibling, the function will not lower Health.

Regeneration

If there is no Script named "Health" within StarterCharacterScripts, a passive health regeneration script is automatically inserted. This causes players' characters to spawn with the same health regeneration script, which adds 1% of MaxHealth to Health each second, while the Humanoid is not dead. To disable this health regeneration behavior, add an empty Script named "Health" to StarterCharacterScripts.

Health Bar Display

When Health is less than MaxHealth, a health bar is displayed under the Humanoid's name in-game. The display behavior of the health bar is dependent on the HealthDisplayDistance and HealthDisplayType.

A Player will not see their own name and health bar above their Character. Instead, it is displayed in the top right corner of the screen on the top bar. The health bar is visible when Health is less than MaxHealth.

Death

When the value of the character's health reaches 0, the Humanoid automatically transitions to the Dead Enum.HumanoidStateType. In this state, Health is locked to 0; however, there is no error or warning for setting the Health of a dead Humanoid to a positive nonzero value.

HealthDisplayDistance

read parallel

The HealthDisplayDistance property is a number used in conjunction with the Humanoid.DisplayDistanceType property to control the distance from which a humanoid's health bar can be seen.

See Character Name/Health Display for an in-depth guide on controlling the appearance of character names and health bars.

Code Samples

Displaying a Humanoid's Health and Name

local humanoid = script.Parent
humanoid.DisplayDistanceType = Enum.HumanoidDisplayDistanceType.Viewer
humanoid.HealthDisplayDistance = 0
humanoid.NameDisplayDistance = 100
read parallel

HealthDisplayType controls when a humanoid's health bar is allowed to be displayed. By default, this property is set to DisplayWhenDamaged, which makes the health bar only display when a humanoid's Humanoid.Health is less than its Humanoid.MaxHealth. It can also be set to AlwaysOn, which makes the health bar always display, or AlwaysOff, which prevents it from ever displaying.

This property functions independently of the humanoid's HealthDisplayDistance property, which is responsible for making the health bar fade out at certain distances. If HealthDisplayType is set to AlwaysOn, it will still fade out depending the how Humanoid.HealthDisplayDistance is configured.

See Character Name/Health Display for an in-depth guide on controlling the appearance of character names and health bars.

HipHeight

read parallel

HipHeight determines the distance (in studs) off the ground the Humanoid.RootPart should be when the Humanoid is standing. The RigType influences the way this property behaves:

HipHeight for R15 Humanoids

With R15 rigs, a suitable HipHeight is preset to ensure the height of the Humanoid.RootPart is correct. The height of the legs is not used. The overall height of the Humanoid can be described in the following formula:


Height = (0.5 * RootPart.Size.Y) + HipHeight

HipHeight for R6 Humanoids

For R6 rigs, the RootPart's height is determined by the height of the character's legs and Humanoid.RootPart. HipHeight instead describes a relative offset. The overall height of the Humanoid can be described in the following formula:


Height = LeftLeg.Size.Y + (0.5 * RootPart.Size.Y) + HipHeight

Jump

not replicated
read parallel

If true, the Humanoid jumps with an upwards force equal to the value of its Humanoid.JumpPower property or the height of Humanoid.JumpHeight, depending on the value of Humanoid.UseJumpPower.

If Humanoid.UseJumpPower is set to true, Humanoids are able to jump roughly 7.2 studs high by default, depending on both the Workspace's Workspace.Gravity, and the Humanoid.JumpPower of the humanoid itself.

If Humanoid.UseJumpPower is set to false, the height of the jump can be set explicitly with Humanoid.JumpHeight.

JumpHeight

read parallel

Provides control over the height a Humanoid jumps in studs. The starting value of this property is determined by the value of StarterPlayer.CharacterJumpHeight, which defaults to 7.2.

This property is only visible in the Properties window if Humanoid.UseJumpPower is set to false, as it would not be relevant otherwise.

This property can be used to adjust the height that a humanoid can jump, allowing developers to remove jumping, allow dynamically adjustable jump height based on character stats or raise the jump height (as if on the moon or such).

JumpPower

read parallel

Determines how much upwards force is applied to the Humanoid when jumping. The starting value of this property is determined by the value of StarterPlayer.CharacterJumpPower, which defaults to 50 and is constrained between 0 and 1000.

This property is only visible in the Properties window if Humanoid.UseJumpPower is set to true, as it would not be relevant otherwise.

Note:

  • Jumps are also influenced by the Workspace.Gravity property which determines the acceleration due to gravity.
  • Although setting this property to 0 will prevent the Humanoid from jumping, developers are advised to disable the "Jumping" state using the Humanoid:SetStateEnabled() function.

MaxHealth

read parallel

The maximum value of a Humanoid's Humanoid.Health. The value of this property is used with the value of the Humanoid.Health property to size the default health bar display.

When a Humanoid's Humanoid.Health reaches its maximum value, its health bar may not be displayed anymore, depending on its Humanoid.HealthDisplayType property, as seen below:

MaxSlopeAngle

read parallel

This property determines the maximum slope angle that a humanoid can climb. If the angle of a slope is greater than a humanoid's MaxSlopeAngle, they will slide down the slope.

When a character spawns, this property is set according to the value of StarterPlayer.CharacterMaxSlopeAngle.

The value of this property is constrained to values between 0° and 89°. It defaults to 89°, so humanoids can climb pretty much any slope they want by default.

Code Samples

Limiting The Slope a Humanoid Can Walk Up

local player = game.Players.LocalPlayer
local char = player.CharacterAdded:wait()
local h = char:FindFirstChild("Humanoid")
h.MaxSlopeAngle = 30

MoveDirection

read only
not replicated
read parallel

MoveDirection is a read-only property that describes the direction a Humanoid is walking in, as a unit vector or zero length vector. The direction is described in world space.

Because this property is read-only, it cannot be set by a Script or LocalScript.

Code Samples

Walking Camera Bobble Effect

local RunService = game:GetService("RunService")
local playerModel = script.Parent
local humanoid = playerModel:WaitForChild("Humanoid")
local function updateBobbleEffect()
local now = tick()
if humanoid.MoveDirection.Magnitude > 0 then -- Is the character walking?
local velocity = humanoid.RootPart.Velocity
local bobble_X = math.cos(now * 9) / 5
local bobble_Y = math.abs(math.sin(now * 12)) / 5
local bobble = Vector3.new(bobble_X, bobble_Y, 0) * math.min(1, velocity.Magnitude / humanoid.WalkSpeed)
humanoid.CameraOffset = humanoid.CameraOffset:lerp(bobble, 0.25)
else
-- Scale down the CameraOffset so that it shifts back to its regular position.
humanoid.CameraOffset = humanoid.CameraOffset * 0.75
end
end
RunService.RenderStepped:Connect(updateBobbleEffect)

NameDisplayDistance

read parallel

The NameDisplayDistance property is a number used in conjunction with the Humanoid.DisplayDistanceType property to control the distance from which a humanoid's name can be seen.

See Character Name/Health Display for an in-depth guide on controlling the appearance of character names and health bars.

NameOcclusion

read parallel

Controls whether a humanoid's name and health bar can be seen behind walls or other objects. This property is a Enum.NameOcclusion value and can be configured to occlude all names, enemy names, or disable occlusion entirely.

In cases where the LocalPlayer has no Humanoid associated with it, this property instead applies to the subject Humanoid.

See Character Name/Health Display for an in-depth guide on controlling the appearance of character names and health bars.

Code Samples

Occlude Player Names

local Players = game:GetService("Players")
local function onCharacterAdded(character)
local humanoid = character:WaitForChild("Humanoid")
humanoid.NamOcclusion = Enum.NameOcclusion.OccludeAll
end
local function onPlayerAdded(player)
player.CharacterAdded:Connect(onCharacterAdded)
end
Players.PlayerAdded:Connect(onPlayerAdded)

PlatformStand

read parallel

PlatformStand describes whether the Humanoid is currently in the PlatformStanding Enum.HumanoidStateType. When true, the Humanoid is in a state where it is free-falling and cannot move. This state behaves similar to sitting, except that jumping does not free the humanoid from the state.

The now-deprecated SkateboardPlatform puts the Humanoid into this state, much like how a Seat causes a sitting state.

Code Samples

Putting a Player into the PlatformStand State

local Players = game:GetService("Players")
local player = Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local humanoid = character:WaitForChild("Humanoid")
humanoid.PlatformStand = true

RequiresNeck

read parallel

Allows developers to disable the behavior where a player Character|character dies if the Neck Motor6D is removed or disconnected even momentarily. This property defaults to true.

read parallel

RigType describes whether a Humanoid is utilizing the legacy R6 character rig, or the newer R15 character rig.

The R6 rig uses 6 visible Parts while the R15 rig uses 15 visible Parts. R15 rigs have more joints than R6 rigs, making them much more versatile when being animated.

Note that if this property is set incorrectly, the Humanoid will not function correctly. For example, if a R15 humanoid's RigType is set to R6, the Humanoid will die as there is no BasePart called Torso connected to a BasePart called Head.

RootPart

read only
not replicated
read parallel

A reference to the humanoid's HumanoidRootPart object, the root driving part of the Humanoid that controls a humanoid's movement through the 3D world. This part is normally invisible.

HumanoidRootPart made visible

Note that in the case of player characters, RootPart is the same as the Model.PrimaryPart of the Player.Character model.

SeatPart

read only
not replicated
read parallel

SeatPart is a reference to the seat that a Humanoid is currently sitting in, if any. The value of this property can be either a Seat, or a VehicleSeat. It will be nil if the Humanoid is not currently sitting in a seat.

Note:

Sit

read parallel

The Sit property is a boolean that indicates whether the Humanoid is currently sitting. Humanoids can be forced into a sitting state by setting this property's value to true. If the Humanoid isn't attached to a seat while in its sitting state, it will trip over with no collision in its legs. A Humanoid can escape from the sitting state by jumping.

Note:

TargetPoint

read parallel

Do not use This property only works with Experimental Mode enabled, which has been entirely discontinued.

This property describes a 3D position in space where the Player controlling this Humanoid last clicked with a Tool equipped.

This property is primarily used by classic tools to determine what a humanoid is targeting when they activate a tool. If you give an NPC a classic rocket launcher, set their TargetPoint, and then call the tool's Tool:Activate() function, you can make the NPC fire a rocket at the target point.

UseJumpPower

read parallel

When a character spawns, this property is set according to the value of StarterPlayer.CharacterUseJumpPower which defaults to true.

When a character spawns, this property is set according to the value of StarterPlayer.CharacterUseJumpPower which defaults to true.

When jumping, with this set to true, the Humanoid.JumpHeight value is used to ensure the humanoid jumps to that height. With this set to false, the Humanoid.JumpPower value is used to apply an upward force.

WalkSpeed

read parallel

WalkSpeed is a property that describes how quickly this Humanoid is able to walk, in studs per second. This property defaults to the value of StarterPlayer.CharacterWalkSpeed, which defaults to 16, meaning a Roblox Player.Character can move 16 studs in any direction each second by default.

Note:

  • When controlled on a mobile device or a gamepad, a humanoid can walk slower than their WalkSpeed if the controlling joystick is moved closer to its center
  • Roblox's default animation script scales a humanoid's movement animations based on how fast it is moving relative to the default speed of 16 studs/sec
  • The speed the Humanoid is currently walking at can be obtained using the Humanoid.Running event
  • Movement speed is reduced to 87.5% WalkSpeed when swimming and 70% WalkSpeed when climbing

Code Samples

Freeze a Player

local Players = game:GetService("Players")
local player = Players.LocalPlayer
local character = player.CharacterAdded:Wait()
local humanoid = character:WaitForChild("Humanoid")
humanoid.WalkSpeed = 0

WalkToPart

read parallel

WalkToPart is a reference to a part that the Humanoid is trying to reach. This property is normally set when a part is passed as the 2nd argument of the Humanoid's Humanoid:MoveTo() function.

When WalkToPart is set and a humanoid is actively trying to reach the part, it will keep updating its Vector3 goal to be the position of the part, plus the Humanoid.WalkToPoint translated in object space relative to the rotation of the part.

This can be described in Lua as:


goal = humanoid.WalkToPart.CFrame:pointToObjectSpace(humanoid.WalkToPoint)

Caveats

  • Setting the value of WalkToPart isn't sufficient enough to make a humanoid start following a part.
  • The Humanoid is prompted to start attempting to reach a goal when the value of WalkToPoint is changed.
  • This may be changed in the future.
  • The reach goal state of a humanoid will timeout after 8 seconds if it doesn't reach its goal.
  • This is done so that NPCs won't get stuck waiting for Humanoid.MoveToFinished to fire.
  • If you don't want this to happen, you should repeatedly call MoveTo so that the timeout will keep resetting.

WalkToPoint

read parallel

WalkToPoint describes the 3D position in space that a humanoid is trying to reach, after having been prompted to do so by the Humanoid's Humanoid:MoveTo() function.

If a humanoid's Humanoid.WalkToPart is set, the goal is set by transforming WalkToPoint relative to the parts position and rotation. If WalkToPart is not set, then the humanoid will try to reach the 3D position specified by WalkToPoint directly.

Caveats

  • The value of WalkToPoint must be changed to a different value in order for the humanoid to start walking towards it.
  • If you want to make a humanoid walk to 0,0,0, you should use the Humanoid's MoveTo function.
  • This may be changed in the future.
  • The reach goal state of a humanoid will timeout after 8 seconds if it doesn't reach its goal.
  • This is done so that NPCs won't get stuck waiting for Humanoid.MoveToFinished to fire.
  • If you don't want this to happen, you should repeatedly call MoveTo so that the timeout will keep resetting.

Code Samples

Humanoid MoveTo Without Time out

local function moveTo(humanoid, targetPoint, andThen)
local targetReached = false
-- listen for the humanoid reaching its target
local connection
connection = humanoid.MoveToFinished:Connect(function(reached)
targetReached = true
connection:Disconnect()
connection = nil
if andThen then
andThen(reached)
end
end)
-- start walking
humanoid:MoveTo(targetPoint)
-- execute on a new thread so as to not yield function
task.spawn(function()
while not targetReached do
-- does the humanoid still exist?
if not (humanoid and humanoid.Parent) then
break
end
-- has the target changed?
if humanoid.WalkToPoint ~= targetPoint then
break
end
-- refresh the timeout
humanoid:MoveTo(targetPoint)
task.wait(6)
end
-- disconnect the connection if it is still connected
if connection then
connection:Disconnect()
connection = nil
end
end)
end
local function andThen(reached)
print((reached and "Destination reached!") or "Failed to reach destination!")
end
moveTo(script.Parent:WaitForChild("Humanoid"), Vector3.new(50, 0, 50), andThen)

Methods

AddAccessory

void

The AddAccessory function attaches the specified Accessory to the Humanoid's parent.

How are Accessories attached to Humanoids?

When this function is called, the Accessory is parented to the Humanoid's parent and then attached.

An Accessory is attached to the character by searching for an Attachment in the Humanoid's parent that shares the same name as an Attachment in the accessory's Handle Part. If one is found, the Handle part will be connected to the parent of the Attachment using a Weld. This weld will be configured so the Attachments occupy the same space.

If the required Attachment can not be found, then the Accessory will remain parented to the Humanoid's parent but it will be unattached.

Typically accessory welds are created on the server. Under certain circumstances, they can be created on the client. In these situations, client-sided calls to Humanoid.AddAccessory may not always produce the desired behavior and you can use Humanoid.BuildRigFromAttachments to force the expected weld creation.

Parameters

accessory: Instance

The Accessory to be attached.


Returns

void

Code Samples

[Humanoid] AddAccessory Example

local playerModel = script.Parent
local humanoid = playerModel:WaitForChild("Humanoid")
local clockworksShades = Instance.new("Accessory")
clockworksShades.Name = "ClockworksShades"
local handle = Instance.new("Part")
handle.Name = "Handle"
handle.Size = Vector3.new(1, 1.6, 1)
handle.Parent = clockworksShades
local faceFrontAttachment = Instance.new("Attachment")
faceFrontAttachment.Name = "FaceFrontAttachment"
faceFrontAttachment.Position = Vector3.new(0, -0.24, -0.45)
faceFrontAttachment.Parent = handle
local mesh = Instance.new("SpecialMesh")
mesh.Name = "Mesh"
mesh.Scale = Vector3.new(1, 1.3, 1)
mesh.MeshId = "rbxassetid://1577360"
mesh.TextureId = "rbxassetid://1577349"
mesh.Parent = handle
humanoid:AddAccessory(clockworksShades)

BuildRigFromAttachments

void

BuildRigFromAttachments assembles a tree of Motor6D joints for a Humanoid. Motor6D joints are required for the playback of Animations

Starting from the humanoid's Humanoid.RootPart, the function collects all Attachments parented in the current part, whose name ends with "RigAttachment". It then searches for a matching attachment in the character that shares the same name as the attachment. Using those two attachments, a Motor6D joint is generated based on the parts associated with the two attachments, and the CFrame of the attachments.

BuildRigFromAttachments also scales the character and sets body colors.

See the provided code sample below to see how this function works.


Returns

void

Code Samples

Lua Port of BuildRigFromAttachments

local function createJoint(jointName, att0, att1)
local part0, part1 = att0.Parent, att1.Parent
local newMotor = part1:FindFirstChild(jointName)
if not (newMotor and newMotor:IsA("Motor6D")) then
newMotor = Instance.new("Motor6D")
end
newMotor.Name = jointName
newMotor.Part0 = part0
newMotor.Part1 = part1
newMotor.C0 = att0.CFrame
newMotor.C1 = att1.CFrame
newMotor.Parent = part1
end
local function buildJointsFromAttachments(part, characterParts)
if not part then
return
end
-- first, loop thru all of the part's children to find attachments
for _, attachment in pairs(part:GetChildren()) do
if attachment:IsA("Attachment") then
-- only do joint build from "RigAttachments"
local attachmentName = attachment.Name
local findPos = attachmentName:find("RigAttachment")
if findPos then
-- also don't make double joints (there is the same named
-- rigattachment under two parts)
local jointName = attachmentName:sub(1, findPos - 1)
if not part:FindFirstChild(jointName) then
-- try to find other part with same rig attachment name
for _, characterPart in pairs(characterParts) do
if part ~= characterPart then
local matchingAttachment = characterPart:FindFirstChild(attachmentName)
if matchingAttachment and matchingAttachment:IsA("Attachment") then
createJoint(jointName, attachment, matchingAttachment)
buildJointsFromAttachments(characterPart, characterParts)
break
end
end
end
end
end
end
end
end
local function buildRigFromAttachments(humanoid)
local rootPart = humanoid.RootPart
assert(rootPart, "Humanoid has no HumanoidRootPart.")
local characterParts = {}
for _, descendant in ipairs(humanoid.Parent:GetDescendants()) do
if descendant:IsA("BasePart") then
table.insert(characterParts, descendant)
end
end
buildJointsFromAttachments(rootPart, characterParts)
end
local humanoid = script.Parent:WaitForChild("Humanoid")
buildRigFromAttachments(humanoid)
R15 Package Importer

local AssetService = game:GetService("AssetService")
local InsertService = game:GetService("InsertService")
local MarketplaceService = game:GetService("MarketplaceService")
local PACKAGE_ASSET_ID = 193700907 -- Circuit Breaker
local function addAttachment(part, name, position, orientation)
local attachment = Instance.new("Attachment")
attachment.Name = name
attachment.Parent = part
if position then
attachment.Position = position
end
if orientation then
attachment.Orientation = orientation
end
return attachment
end
local function createBaseCharacter()
local character = Instance.new("Model")
local humanoid = Instance.new("Humanoid")
humanoid.Parent = character
local rootPart = Instance.new("Part")
rootPart.Name = "HumanoidRootPart"
rootPart.Size = Vector3.new(2, 2, 1)
rootPart.Transparency = 1
rootPart.Parent = character
addAttachment(rootPart, "RootRigAttachment")
local head = Instance.new("Part")
head.Name = "Head"
head.Size = Vector3.new(2, 1, 1)
head.Parent = character
local headMesh = Instance.new("SpecialMesh")
headMesh.Scale = Vector3.new(1.25, 1.25, 1.25)
headMesh.MeshType = Enum.MeshType.Head
headMesh.Parent = head
local face = Instance.new("Decal")
face.Name = "face"
face.Texture = "rbxasset://textures/face.png"
face.Parent = head
addAttachment(head, "FaceCenterAttachment")
addAttachment(head, "FaceFrontAttachment", Vector3.new(0, 0, -0.6))
addAttachment(head, "HairAttachment", Vector3.new(0, 0.6, 0))
addAttachment(head, "HatAttachment", Vector3.new(0, 0.6, 0))
addAttachment(head, "NeckRigAttachment", Vector3.new(0, -0.5, 0))
return character, humanoid
end
local function createR15Package(packageAssetId)
local packageAssetInfo = MarketplaceService:GetProductInfo(packageAssetId)
local character, humanoid = createBaseCharacter()
character.Name = packageAssetInfo.Name
local assetIds = AssetService:GetAssetIdsForPackage(packageAssetId)
for _, assetId in pairs(assetIds) do
local limb = InsertService:LoadAsset(assetId)
local r15 = limb:FindFirstChild("R15")
if r15 then
for _, part in pairs(r15:GetChildren()) do
part.Parent = character
end
else
for _, child in pairs(limb:GetChildren()) do
child.Parent = character
end
end
end
humanoid:BuildRigFromAttachments()
return character
end
local r15Package = createR15Package(PACKAGE_ASSET_ID)
r15Package.Parent = workspace

ChangeState

void

This function causes the Humanoid to enter the given Enum.HumanoidStateType.

The humanoid state describes the activity the Humanoid is currently doing.

You should check the page for Enum.HumanoidStateType for more information on what particular states do as some have unintuitive names. For example, running describes a state where the Humanoid's legs are on the ground, including when stationary

Due to the default behavior of the Humanoid some states will automatically be changed when set to. For example:

  • Setting the state to 'Swimming' when the Humanoid is not in the water will lead to it being automatically set to 'GettingUp'
  • As it is unused, setting the state to 'PlatformStanding' will lead to it being automatically set to 'Running'

See also:

Parameters

The Enum.HumanoidStateType that the Humanoid is to perform.

Default Value: "None"

Returns

void

Code Samples

Double Jump

local UserInputService = game:GetService("UserInputService")
local character = script.Parent
local humanoid = character:WaitForChild("Humanoid")
local doubleJumpEnabled = false
humanoid.StateChanged:Connect(function(_oldState, newState)
if newState == Enum.HumanoidStateType.Jumping then
if not doubleJumpEnabled then
task.wait(0.2)
if humanoid:GetState() == Enum.HumanoidStateType.Freefall then
doubleJumpEnabled = true
end
end
elseif newState == Enum.HumanoidStateType.Landed then
doubleJumpEnabled = false
end
end)
UserInputService.InputBegan:Connect(function(inputObject)
if inputObject.KeyCode == Enum.KeyCode.Space then
if doubleJumpEnabled then
if humanoid:GetState() ~= Enum.HumanoidStateType.Jumping then
humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
task.spawn(function()
doubleJumpEnabled = false
end)
end
end
end
end)

EquipTool

void

This function makes the Humanoid equip the given Tool.

The below example would cause a Player to equip a tool in Workspace named 'Tool'.


local Players = game:GetService("Players")
local player = Players:FindFirstChildOfClass("Player")
if player and player.Character then
local humanoid = player.Character:FindFirstChildOfClass("Humanoid")
if humanoid then
local tool = workspace:FindFirstChild("Tool")
if tool then
humanoid:EquipTool(tool)
end
end
end

When this function is called, the humanoid will automatically unequip any Tools that it currently has equipped

Although they will be equipped, Tools for which Tool.RequiresHandle is true will not function if they have no handle, regardless if this function is used to equip them or not

See also:

Parameters

tool: Instance

The Tool to equip.


Returns

void

Code Samples

Creating a Colorful Brick Tool

local Players = game:GetService("Players")
local player = Players.LocalPlayer
local character = player.CharacterAdded:Wait()
local humanoid = character.Humanoid
-- Create a new randomly colored part at *pos* world position
local function spawnPart(position)
local part = Instance.new("Part")
part.Anchored = true
part.Size = Vector3.new(1, 1, 1)
part.Position = position
part.Parent = game.Workspace
part.BrickColor = BrickColor.random()
end
-- Spawn a new part at TargetPoint when the tool is activated
function onActivated()
spawnPart(humanoid.TargetPoint)
end
-- Make a new tool and handle and put it in the player's Backpack
local function makeTool()
-- Create tool
local tool = Instance.new("Tool")
tool.Parent = player:WaitForChild("Backpack")
-- Create tool handle
local handle = Instance.new("Part")
handle.Name = "Handle"
handle.Parent = tool
handle.BrickColor = BrickColor.random()
-- Enable and equip tool
tool.Enabled = true
humanoid:EquipTool(tool)
-- Handle tool use
tool.Activated:Connect(onActivated)
end
-- Make a new tool when the LocalScript first runs
makeTool()

GetAccessories

This function returns an array of Accessories that the Humanoid's parent is currently wearing. All Accessory objects parented to the Humanoid's parent will be included, regardless of if they are attached or not. If the humanoid is not wearing any accessories, the array will be empty.

If the Humanoid has no Accessories an empty array will be returned

See also:


Returns

An array of Accessories that are parented to the Humanoid's parent.

Code Samples

Remove Accessories After Loading

local Players = game:GetService("Players")
local function onPlayerAddedAsync(player)
local connection = player.CharacterAppearanceLoaded:Connect(function(character)
-- All accessories have loaded at this point
local numAccessories = #character:GetAccessories()
print(("Destroying %d accessories for %s"):format(numAccessories, player.Name))
local humanoid = character:FindFirstChildOfClass("Humanoid")
humanoid:RemoveAccessories()
end)
-- Make sure we disconnect our connection to the player after they leave
-- to allow the player to get garbage collected
player.AncestryChanged:Wait()
connection:Disconnect()
end
for _, player in Players:GetPlayers() do
task.spawn(onPlayerAddedAsync, player)
end
Players.PlayerAdded:Connect(onPlayerAddedAsync)

GetAppliedDescription

This blocking function returns back a copy of the Humanoid's cached HumanoidDescription, which describes its current look.

This can be used to quickly determine a player's look and to assign their look to other players using the Humanoid:ApplyDescription() function.

See also:


Returns

GetBodyPartR15

This function returns what Enum.BodyPartR15 a Part is, or Enum.BodyPartR15.Unknown if the part is not an R15 body part. This function allows developers to retrieve player body parts independent of what the actual body part names are, instead returning an Enum.

It can be used in conjunction with Humanoid:ReplaceBodyPartR15(). For example, if a player's body part touches something, this function will return get a part instance. Developers can then look up what part of the body that was, like head or arm. Then depending on what that part was, developers can either perform some gameplay action or replace that part with some other part - perhaps showing damage.

This function can be useful for games where hit location is important. For example, it can be used to determine if a player is hit in the leg and then slow them down based on the injury.

Parameters

part: Instance

The specified part being checked to see if it is an R15 body part.


Returns

The specified part's R15 body part type or unknown if the part is not a body part.

GetLimb

This function returns the Enum.Limb enum that is associated with the given Part

This function works for both R15 and R6 rigs, for example:


-- For R15
print(humanoid:GetLimb(character.LeftUpperLeg)) -- Enum.Limb.LeftLeg
print(humanoid:GetLimb(character.LeftLowerLeg)) -- Enum.Limb.LeftLeg
print(humanoid:GetLimb(character.LeftFoot)) -- Enum.Limb.LeftLeg
-- For R6
print(humanoid:GetLimb(character:FindFirstChild("Left Leg"))) -- Enum.Limb.LeftLeg

GetLimb will throw an error if the Part's parent is not set to the Humanoid's parent.

Parameters

part: Instance

The Part for which the Enum.Limb is to be retrieved.


Returns

The Enum.Limb the part corresponds with.

Code Samples

Getting a Humanoid's Limbs

local Players = game:GetService("Players")
local player = Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local humanoid = character:WaitForChild("Humanoid")
for _, child in pairs(character:GetChildren()) do
local limb = humanoid:GetLimb(child)
if limb ~= Enum.Limb.Unknown then
print(child.Name .. " is part of limb " .. limb.Name)
end
end

GetMoveVelocity

not browsable

Returns

write parallel

This function returns the Humanoid's current Enum.HumanoidStateType.

The humanoid state describes the activity the Humanoid is currently doing, such as jumping or freefalling.

See also:


Returns

Code Samples

Double Jump

local UserInputService = game:GetService("UserInputService")
local character = script.Parent
local humanoid = character:WaitForChild("Humanoid")
local doubleJumpEnabled = false
humanoid.StateChanged:Connect(function(_oldState, newState)
if newState == Enum.HumanoidStateType.Jumping then
if not doubleJumpEnabled then
task.wait(0.2)
if humanoid:GetState() == Enum.HumanoidStateType.Freefall then
doubleJumpEnabled = true
end
end
elseif newState == Enum.HumanoidStateType.Landed then
doubleJumpEnabled = false
end
end)
UserInputService.InputBegan:Connect(function(inputObject)
if inputObject.KeyCode == Enum.KeyCode.Space then
if doubleJumpEnabled then
if humanoid:GetState() ~= Enum.HumanoidStateType.Jumping then
humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
task.spawn(function()
doubleJumpEnabled = false
end)
end
end
end
end)

GetStateEnabled

write parallel

The GetStateEnabled function returns whether a Enum.HumanoidStateType is enabled for the Humanoid.

The humanoid state describes the activity the humanoid is currently doing.

When a particular Enum.HumanoidStateType is disabled, the humanoid can never enter that state. This is true regardless if the attempt to change state is made using Humanoid:ChangeState() or Roblox internal humanoid code.

See also:

Parameters


Returns

Whether the given Enum.HumanoidStateType is enabled.

Code Samples

Setting and Getting Humanoid States

local humanoid = script.Parent:WaitForChild("Humanoid")
-- Set state
humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, false)
-- Get state
print(humanoid:GetStateEnabled(Enum.HumanoidStateType.Jumping)) -- false

Move

void

This function causes the Humanoid to walk in the given Vector3 direction.

By default, the direction given is in world terms. If the relativeToCamera parameter is true however the direction given is relative to the CurrentCamera's CFrame. As the negative Z direction is considered 'forwards' in Roblox, the following code would make the Humanoid walk in the direction of the Workspace.CurrentCamera.


humanoid:Move(Vector3.new(0, 0, -1), true)

When this function is called, the Humanoid will move until the function is called again. However, if the default control scripts are being used this function will be overwritten when called on Player Characters. This can be avoided by either not using the default control scripts, or calling this function every frame using RunService:BindToRenderStep() (see example).

This function can be called on the server, but this should only be done when the server has network ownership of the Humanoid's assembly.

See also:

Parameters

moveDirection: Vector3

The direction to walk in.

relativeToCamera: bool

True if the direction parameter should be taken as relative to the Workspace.CurrentCamera.

Default Value: false

Returns

void

Code Samples

Moving a Humanoid Forwards

local RunService = game:GetService("RunService")
local Players = game:GetService("Players")
local player = Players.LocalPlayer
RunService:BindToRenderStep("move", Enum.RenderPriority.Character.Value + 1, function()
if player.Character then
local humanoid = player.Character:FindFirstChild("Humanoid")
if humanoid then
humanoid:Move(Vector3.new(0, 0, -1), true)
end
end
end)

MoveTo

void

This function causes the Humanoid to attempt to walk to the given location by setting the Humanoid.WalkToPoint and Humanoid.WalkToPart properties.

The location and part parameters correspond with what Humanoid.WalkToPoint and Humanoid.WalkToPart will be set to.

If the part parameter is specified, the Humanoid will still attempt to walk to the point. However, if the part moves then the point the Humanoid is walking to will move to be at the same position relative to the part. If the part parameter is not specified, then the position the Humanoid is walking to will not change.

The reach goal state of a humanoid will timeout after 8 seconds if it doesn't reach its goal. This is done so that NPCs won't get stuck waiting for Humanoid.MoveToFinished to fire. If you don't want this to happen, you should repeatedly call MoveTo so that the timeout will keep resetting.

MoveTo() ends if any of the following conditions apply:

Parameters

location: Vector3

The position to set Humanoid.WalkToPoint to.

part: Instance
Default Value: "nil"

Returns

void

Code Samples

Humanoid MoveTo Without Time out

local function moveTo(humanoid, targetPoint, andThen)
local targetReached = false
-- listen for the humanoid reaching its target
local connection
connection = humanoid.MoveToFinished:Connect(function(reached)
targetReached = true
connection:Disconnect()
connection = nil
if andThen then
andThen(reached)
end
end)
-- start walking
humanoid:MoveTo(targetPoint)
-- execute on a new thread so as to not yield function
task.spawn(function()
while not targetReached do
-- does the humanoid still exist?
if not (humanoid and humanoid.Parent) then
break
end
-- has the target changed?
if humanoid.WalkToPoint ~= targetPoint then
break
end
-- refresh the timeout
humanoid:MoveTo(targetPoint)
task.wait(6)
end
-- disconnect the connection if it is still connected
if connection then
connection:Disconnect()
connection = nil
end
end)
end
local function andThen(reached)
print((reached and "Destination reached!") or "Failed to reach destination!")
end
moveTo(script.Parent:WaitForChild("Humanoid"), Vector3.new(50, 0, 50), andThen)

RemoveAccessories

void

This function removes all Accessories worn by the Humanoid's parent. When this function is called, all Accessories sharing an Instance.Parent with the Humanoid will be removed. For Player Characters this will remove all hats and other accessories.

This function removes Accessories by calling Instance:Destroy() on them. This means the Parents of the accessories are set to nil and locked.

See also:


Returns

void

Code Samples

Remove Accessories After Loading

local Players = game:GetService("Players")
local function onPlayerAddedAsync(player)
local connection = player.CharacterAppearanceLoaded:Connect(function(character)
-- All accessories have loaded at this point
local numAccessories = #character:GetAccessories()
print(("Destroying %d accessories for %s"):format(numAccessories, player.Name))
local humanoid = character:FindFirstChildOfClass("Humanoid")
humanoid:RemoveAccessories()
end)
-- Make sure we disconnect our connection to the player after they leave
-- to allow the player to get garbage collected
player.AncestryChanged:Wait()
connection:Disconnect()
end
for _, player in Players:GetPlayers() do
task.spawn(onPlayerAddedAsync, player)
end
Players.PlayerAdded:Connect(onPlayerAddedAsync)

ReplaceBodyPartR15

ReplaceBodyPartR15 dynamically replaces a R15/Rthro limb part in a Humanoid with a different part. The part is automatically scaled as normal. In the image below, a R15 avatar has had their right hand replaced with a slightly larger version (also pictured).

An image of a Roblox avatar with a large right hand, replaced using ReplaceBodyPartR15. How handy

This function is useful for modifying characters during gameplay or building characters from a base rig. The related function GetBodyPartR15 can come in handy when using this function.

The name of the part passed in should match with the name of the BodyPartR15 Enum passed in.

Parameters

The body part to replace. Enum.BodyPartR15.Unknown will fail.

part: BasePart

The Part Instance which will be parented to the character.


Returns

SetStateEnabled

void

This function sets whether a given Enum.HumanoidStateType is enabled for the Humanoid.

The humanoid state describes the activity the Humanoid is currently doing.

When a particular Enum.HumanoidStateType is disabled, the Humanoid can never enter that state. This is true regardless if the attempt to change state is made using Humanoid:ChangeState() or Roblox internal Humanoid code.

Parameters

The Enum.HumanoidStateType to be enabled or disabled.

enabled: bool

True if this state is to be enabled, false if it is to be disabled.


Returns

void

Code Samples

Jump Cooldown

local character = script.Parent
local JUMP_DEBOUNCE = 1
local humanoid = character:WaitForChild("Humanoid")
local isJumping = false
humanoid.StateChanged:Connect(function(_oldState, newState)
if newState == Enum.HumanoidStateType.Jumping then
if not isJumping then
isJumping = true
humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, false)
end
elseif newState == Enum.HumanoidStateType.Landed then
if isJumping then
isJumping = false
task.wait(JUMP_DEBOUNCE)
humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, true)
end
end
end)

TakeDamage

void

This function lowers the Humanoid.Health of the Humanoid by the given amount if it is not protected by a ForceField

This function accepts negative values for the amount parameter. This will increase the humanoid's Humanoid.Health. However this will only have an effect if no ForceField is present.

How do ForceFields protect against TakeDamage

A Humanoid is considered protected by a ForceField if a ForceField meets one of the following criteria:

To do damage to a Humanoid irrespective of any ForceFields present, set Humanoid.Health directly.

For more information on how ForceFields protect Humanoids see the ForceField page

Parameters

amount: number

The damage, or amount to be deduced from the Humanoid.Health.


Returns

void

Code Samples

Damaging a Humanoid

local Players = game:GetService("Players")
local player = Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local humanoid = character:WaitForChild("Humanoid")
humanoid:TakeDamage(99)

UnequipTools

void

This function unequips any Tool currently equipped by the Humanoid

The unequipped Tool will be parented to the Backpack of the Player associated with the Humanoid.

If no Tool is equipped, this function will do nothing.

Although Tools can be equipped by NPCs (Non Player Characters), this function only works on Humanoids with a corresponding Player. This is because a Backpack object is required to parent the unequipped Tool to.

See also:


Returns

void

Code Samples

Unequip Tool Keybind

local Players = game:GetService("Players")
local ContextActionService = game:GetService("ContextActionService")
local player = Players.LocalPlayer
ContextActionService:BindAction("unequipTools", function(_, userInputState)
if userInputState == Enum.UserInputState.Begin then
if player.Character then
local humanoid = player.Character:FindFirstChildOfClass("Humanoid")
if humanoid then
humanoid:UnequipTools()
end
end
end
end, false, Enum.KeyCode.U)

ApplyDescription

void
yields

This yield function makes the character's appearance match the specification of the passed in HumanoidDescription. A copy of the passed HumanoidDescription is cached as the HumanoidDescription for the Humanoid.

It allows you to quickly set a character's appearance and store the specification of that appearance.

This function is optimized through making the assumption that only this function is used to change the appearance of the character, and no changes are made through other means between calls. If changes are made to the character between calls. Then this function may not make the character reflect the passed in HumanoidDescription accurately. If you want to use this function in conjunction with other means of updating the character, Humanoid:ApplyDescriptionReset() will always ensure the character reflects the passed in HumanoidDescription.

See also:

Parameters

humanoidDescription: HumanoidDescription

The HumanoidDescription Instance which you want to set the character to match.

assetTypeVerification: Enum.AssetTypeVerification
Default Value: "Default"

Returns

void

ApplyDescriptionReset

void
yields

This yield function makes the character's appearance match the specification of the passed in HumanoidDescription. A copy of the passed HumanoidDescription is cached as the HumanoidDescription for the Humanoid.

It allows you to quickly set a character's appearance and store the specification of that appearance.

This function will always ensure the character reflects the passed in HumanoidDescription, even if changes have been made to the character not using the HumanoidDescription system (i.e not using Humanoid:ApplyDescriptionReset() or Humanoid:ApplyDescription()). This is in contrast to Humanoid:ApplyDescription(), which is optimized and may incorrectly apply a HumanoidDescription if the character has been changed by means other than through the HumanoidDescription system.

See also:

Parameters

humanoidDescription: HumanoidDescription

The HumanoidDescription Instance which you want to set the character to match.

assetTypeVerification: Enum.AssetTypeVerification
Default Value: "Default"

Returns

void

PlayEmote

yields

If the emote could not be played because the emoteName is not found in the HumanoidDescription this API will give an error. The API will return true to indicate that the emote was played successfully.

Parameters

emoteName: string

name of the emote to play.


Returns

successfully played.

Events

Climbing

Fires when the speed at which a Humanoid is climbing changes.

Humanoids can climb up ladders made out of Parts or TrussParts.

Humanoids climb at 70% of their Humanoid.WalkSpeed.

This event will not always fire with a speed of 0 when the Humanoid stops climbing.

See also:

Parameters

speed: number

The speed at which the Humanoid is currently climbing.


Code Samples

Humanoid.Climbing

local Players = game:GetService("Players")
local function onCharacterClimbing(character, speed)
print(character.Name, "is climbing at a speed of", speed, "studs / second.")
end
local function onCharacterAdded(character)
character.Humanoid.Climbing:Connect(function(speed)
onCharacterClimbing(character, speed)
end)
end
local function onPlayerAdded(player)
player.CharacterAdded:Connect(onCharacterAdded)
end
Players.PlayerAdded:Connect(onPlayerAdded)

Died

This event fires when the Humanoid dies, usually when Humanoid.Health reaches 0. This could be caused either by disconnecting their head from their Humanoid.Torso, or directly setting the health property.

This event only fires if the Humanoid is a descendant of the Workspace. If the Dead Enum.HumanoidStateType is disabled it will not fire.


Code Samples

Humanoid.Died

local Players = game:GetService("Players")
local function onPlayerAdded(player)
local function onCharacterAdded(character)
local humanoid = character:WaitForChild("Humanoid")
local function onDied()
print(player.Name, "has died!")
end
humanoid.Died:Connect(onDied)
end
player.CharacterAdded:Connect(onCharacterAdded)
end
Players.PlayerAdded:Connect(onPlayerAdded)

FallingDown

The FallingDown event fires when the Humanoid enters and leaves the FallingDown Enum.HumanoidStateType.

The Humanoid will enter the GettingUp state 3 seconds after the FallingDown state is enabled. When this happens this event will fire with an active value of false, and Humanoid.GettingUp will fire with an active value of true.

Parameters

active: bool

Describes whether the Humanoid is entering or leaving the FallingDown Enum.HumanoidStateType.


Code Samples

Humanoid action events

local character = script.Parent
local humanoid = character:WaitForChild("Humanoid")
humanoid.Climbing:Connect(function(speed)
print("Climbing speed: ", speed)
end)
humanoid.FallingDown:Connect(function(isActive)
print("Falling down: ", isActive)
end)
humanoid.GettingUp:Connect(function(isActive)
print("Getting up: ", isActive)
end)
humanoid.Jumping:Connect(function(isActive)
print("Jumping: ", isActive)
end)
humanoid.PlatformStanding:Connect(function(isActive)
print("PlatformStanding: ", isActive)
end)
humanoid.Ragdoll:Connect(function(isActive)
print("Ragdoll: ", isActive)
end)
humanoid.Running:Connect(function(speed)
print("Running speed: ", speed)
end)
humanoid.Strafing:Connect(function(isActive)
print("Strafing: ", isActive)
end)
humanoid.Swimming:Connect(function(speed)
print("Swimming speed: ", speed)
end)

FreeFalling

This event fires when the Humanoid enters or leaves the Freefall Enum.HumanoidStateType.

The active parameter represents whether the Humanoid is entering or leaving the Freefall state.

Although the Freefall state generally ends when the Humanoid reaches the ground, this event may fire with active equal to false if the state is changed while the Humanoid is falling. For this reason, you should use Humanoid.StateChanged and listen for the Landed state to work out when a Humanoid has landed.

Parameters

active: bool

Whether the Humanoid is entering or leaving the Freefall Enum.HumanoidStateType.


Code Samples

Humanoid action events

local character = script.Parent
local humanoid = character:WaitForChild("Humanoid")
humanoid.Climbing:Connect(function(speed)
print("Climbing speed: ", speed)
end)
humanoid.FallingDown:Connect(function(isActive)
print("Falling down: ", isActive)
end)
humanoid.GettingUp:Connect(function(isActive)
print("Getting up: ", isActive)
end)
humanoid.Jumping:Connect(function(isActive)
print("Jumping: ", isActive)
end)
humanoid.PlatformStanding:Connect(function(isActive)
print("PlatformStanding: ", isActive)
end)
humanoid.Ragdoll:Connect(function(isActive)
print("Ragdoll: ", isActive)
end)
humanoid.Running:Connect(function(speed)
print("Running speed: ", speed)
end)
humanoid.Strafing:Connect(function(isActive)
print("Strafing: ", isActive)
end)
humanoid.Swimming:Connect(function(speed)
print("Swimming speed: ", speed)
end)

GettingUp

This event fires when the Humanoid enters or leaves the GettingUp Enum.HumanoidStateType.

The GettingUp Enum.HumanoidStateType is a transition state that is activated shortly after the Humanoid enters the FallingDown (3 seconds) or Ragdoll (1 second) HumanoidStateTypes.

When a Humanoid attempts to get back up, this event will first fire with an active parameter of true before shortly after firing again with an active parameter of false.

See also:

Parameters

active: bool

Whether the Humanoid is entering or leaving the GettingUp Enum.HumanoidStateType.


Code Samples

Humanoid action events

local character = script.Parent
local humanoid = character:WaitForChild("Humanoid")
humanoid.Climbing:Connect(function(speed)
print("Climbing speed: ", speed)
end)
humanoid.FallingDown:Connect(function(isActive)
print("Falling down: ", isActive)
end)
humanoid.GettingUp:Connect(function(isActive)
print("Getting up: ", isActive)
end)
humanoid.Jumping:Connect(function(isActive)
print("Jumping: ", isActive)
end)
humanoid.PlatformStanding:Connect(function(isActive)
print("PlatformStanding: ", isActive)
end)
humanoid.Ragdoll:Connect(function(isActive)
print("Ragdoll: ", isActive)
end)
humanoid.Running:Connect(function(speed)
print("Running speed: ", speed)
end)
humanoid.Strafing:Connect(function(isActive)
print("Strafing: ", isActive)
end)
humanoid.Swimming:Connect(function(speed)
print("Swimming speed: ", speed)
end)

HealthChanged

This event fires when the Humanoid.Health changes. However, it will not fire if the health is increasing from a value equal to or greater than the Humanoid.MaxHealth.

When Humanoid.Health reaches zero, the Humanoid will die and the Humanoid.Died event will fire. This event will fire with a value of zero.

Parameters

health: number

The new value of Humanoid.Health.


Code Samples

Humanoid.HealthChanged

local Players = game:GetService("Players")
local player = Players.LocalPlayer
local function onCharacterAdded(character)
local humanoid = character:WaitForChild("Humanoid")
local currentHealth = humanoid.Health
local function onHealthChanged(health)
local change = math.abs(currentHealth - health)
print("The humanoid's health", (currentHealth > health and "decreased by" or "increased by"), change)
currentHealth = health
end
humanoid.HealthChanged:Connect(onHealthChanged)
end
player.CharacterAdded:Connect(onCharacterAdded)
Health Bar

local Players = game:GetService("Players")
local player = Players.LocalPlayer
-- Paste script into a LocalScript that is
-- parented to a Frame within a Frame
local frame = script.Parent
local container = frame.Parent
container.BackgroundColor3 = Color3.new(0, 0, 0) -- black
-- This function is called when the humanoid's health changes
local function onHealthChanged()
local human = player.Character.Humanoid
local percent = human.Health / human.MaxHealth
-- Change the size of the inner bar
frame.Size = UDim2.new(percent, 0, 1, 0)
-- Change the color of the health bar
if percent < 0.1 then
frame.BackgroundColor3 = Color3.new(1, 0, 0) -- black
elseif percent < 0.4 then
frame.BackgroundColor3 = Color3.new(1, 1, 0) -- yellow
else
frame.BackgroundColor3 = Color3.new(0, 1, 0) -- green
end
end
-- This function runs is called the player spawns in
local function onCharacterAdded(character)
local human = character:WaitForChild("Humanoid")
-- Pattern: update once now, then any time the health changes
human.HealthChanged:Connect(onHealthChanged)
onHealthChanged()
end
-- Connect our spawn listener; call it if already spawned
player.CharacterAdded:Connect(onCharacterAdded)
if player.Character then
onCharacterAdded(player.Character)
end

Jumping

This event fires when the Humanoid enters and leaves the Jumping Enum.HumanoidStateType.

When a Humanoid jumps, this event fires with an active parameter of true before shortly afterwards firing again with an active parameter of false. This second firing does not correspond with a Humanoid landing; for that, listen for the Landed Enum.HumanoidStateType using Humanoid.StateChanged.

You can disable jumping using the Humanoid:SetStateEnabled() function.

Parameters

active: bool

Whether the Humanoid is entering or leaving the Jumping Enum.HumanoidStateType.


Code Samples

Humanoid action events

local character = script.Parent
local humanoid = character:WaitForChild("Humanoid")
humanoid.Climbing:Connect(function(speed)
print("Climbing speed: ", speed)
end)
humanoid.FallingDown:Connect(function(isActive)
print("Falling down: ", isActive)
end)
humanoid.GettingUp:Connect(function(isActive)
print("Getting up: ", isActive)
end)
humanoid.Jumping:Connect(function(isActive)
print("Jumping: ", isActive)
end)
humanoid.PlatformStanding:Connect(function(isActive)
print("PlatformStanding: ", isActive)
end)
humanoid.Ragdoll:Connect(function(isActive)
print("Ragdoll: ", isActive)
end)
humanoid.Running:Connect(function(speed)
print("Running speed: ", speed)
end)
humanoid.Strafing:Connect(function(isActive)
print("Strafing: ", isActive)
end)
humanoid.Swimming:Connect(function(speed)
print("Swimming speed: ", speed)
end)

MoveToFinished

This event fires when the Humanoid finishes walking to a goal declared by the Humanoid.WalkToPoint and Humanoid.WalkToPart properties.

The Humanoid.WalkToPoint and Humanoid.WalkToPart properties can be set individually, or using the Humanoid:MoveTo() function.

If the Humanoid reaches its goal within 8 seconds, this event will return with reached as true. If the goal is not reached within 8 seconds the Humanoid will stop walking and reached will be false. This timeout can be reset be calling Humanoid:MoveTo() again within the timeout period.

Parameters

reached: bool

A boolean indicating whether the Humanoid reached is goal. True if the Humanoid is reached its goal, false if the walk timed out before the goal could be reached.


Code Samples

Humanoid MoveTo Without Time out

local function moveTo(humanoid, targetPoint, andThen)
local targetReached = false
-- listen for the humanoid reaching its target
local connection
connection = humanoid.MoveToFinished:Connect(function(reached)
targetReached = true
connection:Disconnect()
connection = nil
if andThen then
andThen(reached)
end
end)
-- start walking
humanoid:MoveTo(targetPoint)
-- execute on a new thread so as to not yield function
task.spawn(function()
while not targetReached do
-- does the humanoid still exist?
if not (humanoid and humanoid.Parent) then
break
end
-- has the target changed?
if humanoid.WalkToPoint ~= targetPoint then
break
end
-- refresh the timeout
humanoid:MoveTo(targetPoint)
task.wait(6)
end
-- disconnect the connection if it is still connected
if connection then
connection:Disconnect()
connection = nil
end
end)
end
local function andThen(reached)
print((reached and "Destination reached!") or "Failed to reach destination!")
end
moveTo(script.Parent:WaitForChild("Humanoid"), Vector3.new(50, 0, 50), andThen)

PlatformStanding

This event fires when the Humanoid enters or leaves the PlatformStanding Enum.HumanoidStateType.

Whilst the Humanoid is in the PlatformStanding state, the Humanoid.PlatformStand property will be true.

Whilst Humanoid.PlatformStand is set to true, the Humanoid will be unable to move. For more information please see the page for Humanoid.PlatformStand.

The PlatformStand Enum.HumanoidStateType was associated with the now disabled Platform part. Despite this, it can still be used by developers.

Parameters

active: bool

Whether the Humanoid is entering or leaving the PlatformStanding Enum.HumanoidStateType.


Code Samples

Humanoid.PlatformStanding

local Players = game:GetService("Players")
local player = Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local humanoid = character:WaitForChild("Humanoid")
local function onPlatformStanding(isPlatformStanding)
if isPlatformStanding then
print("The player is PlatformStanding")
else
print("The player is not PlatformStanding")
end
end
humanoid.PlatformStanding:Connect(onPlatformStanding)

Ragdoll

This event fires when the Humanoid enters or leaves the Ragdoll Enum.HumanoidStateType.

The active parameter will have the value true or false to indicate entering or leaving.

Use Humanoid:SetStateEnabled() to disable the GettingUp state to stay in the Ragdoll state.

See also:

Parameters

active: bool

Whether the Humanoid is entering or leaving the Ragdoll Enum.HumanoidStateType.


Code Samples

Humanoid action events

local character = script.Parent
local humanoid = character:WaitForChild("Humanoid")
humanoid.Climbing:Connect(function(speed)
print("Climbing speed: ", speed)
end)
humanoid.FallingDown:Connect(function(isActive)
print("Falling down: ", isActive)
end)
humanoid.GettingUp:Connect(function(isActive)
print("Getting up: ", isActive)
end)
humanoid.Jumping:Connect(function(isActive)
print("Jumping: ", isActive)
end)
humanoid.PlatformStanding:Connect(function(isActive)
print("PlatformStanding: ", isActive)
end)
humanoid.Ragdoll:Connect(function(isActive)
print("Ragdoll: ", isActive)
end)
humanoid.Running:Connect(function(speed)
print("Running speed: ", speed)
end)
humanoid.Strafing:Connect(function(isActive)
print("Strafing: ", isActive)
end)
humanoid.Swimming:Connect(function(speed)
print("Swimming speed: ", speed)
end)

Running

This event fires when the speed at which a Humanoid is running changes.

While running Humanoids cover, on average, their Humanoid.WalkSpeed in studs per second.

When the Humanoid stops running this event will fire with a speed of 0.

See also:

Parameters

speed: number

The speed at which the Humanoid is running.


Code Samples

Humanoid Running

local Players = game:GetService("Players")
local localPlayer = Players.LocalPlayer
local character = localPlayer.Character or localPlayer.CharacterAdded:Wait()
local humanoid = character:WaitForChild("Humanoid")
local function onRunning(speed: number)
if speed > 0 then
print(`{localPlayer.Name} is running`)
else
print(`{localPlayer.Name} has stopped`)
end
end
humanoid.Running:Connect(function(speed: number)
onRunning(speed)
end)
Humanoid action events

local character = script.Parent
local humanoid = character:WaitForChild("Humanoid")
humanoid.Climbing:Connect(function(speed)
print("Climbing speed: ", speed)
end)
humanoid.FallingDown:Connect(function(isActive)
print("Falling down: ", isActive)
end)
humanoid.GettingUp:Connect(function(isActive)
print("Getting up: ", isActive)
end)
humanoid.Jumping:Connect(function(isActive)
print("Jumping: ", isActive)
end)
humanoid.PlatformStanding:Connect(function(isActive)
print("PlatformStanding: ", isActive)
end)
humanoid.Ragdoll:Connect(function(isActive)
print("Ragdoll: ", isActive)
end)
humanoid.Running:Connect(function(speed)
print("Running speed: ", speed)
end)
humanoid.Strafing:Connect(function(isActive)
print("Strafing: ", isActive)
end)
humanoid.Swimming:Connect(function(speed)
print("Swimming speed: ", speed)
end)

Seated

This event fires when a Humanoid either sits in or gets up from a Seat or VehicleSeat.

When a character comes into contact with a seat, they are attached to the seat and a sitting animation plays. For more information on this, see the Seat page.

  • If the character is sitting down, the active parameter will be true and currentSeatPart will be the seat they are currently sitting in.
  • If the character got up from a seat, the active parameter will be false and currentSeatPart will be nil.

See also:

  • Humanoid.Sit, which indicates if a Humanoid is currently sitting
  • Humanoid.SeatPart, which indicates the seat a Humanoid is currently sitting in, if any.

Parameters

active: bool

True if the Humanoid is sitting down.

currentSeatPart: BasePart

The seat the Humanoid is sat in if it is sitting down.


Code Samples

Finding a Player's Seat

local character = script.Parent
local humanoid = character:WaitForChild("Humanoid")
local function onSeated(isSeated, seat)
if isSeated then
print("I'm now sitting on: " .. seat.Name .. "!")
else
print("I'm not sitting on anything")
end
end
humanoid.Seated:Connect(onSeated)

StateChanged

This event fires when the state of the Humanoid is changed.

The humanoid state describes the activity the Humanoid is currently doing. It takes the form of a Enum.HumanoidStateType value.

See also:

Parameters

The Humanoid's previous state type.

The Humanoid's current state type.


Code Samples

Jumping Particles

local character = script.Parent
local primaryPart = character.PrimaryPart
-- create particles
local particles = Instance.new("ParticleEmitter")
particles.Size = NumberSequence.new(1)
particles.Transparency = NumberSequence.new(0, 1)
particles.Acceleration = Vector3.new(0, -10, 0)
particles.Lifetime = NumberRange.new(1)
particles.Rate = 20
particles.EmissionDirection = Enum.NormalId.Back
particles.Enabled = false
particles.Parent = primaryPart
local humanoid = character:WaitForChild("Humanoid")
local isJumping = false
-- listen to humanoid state
local function onStateChanged(_oldState, newState)
if newState == Enum.HumanoidStateType.Jumping then
if not isJumping then
isJumping = true
particles.Enabled = true
end
elseif newState == Enum.HumanoidStateType.Landed then
if isJumping then
isJumping = false
particles.Enabled = false
end
end
end
humanoid.StateChanged:Connect(onStateChanged)
Jump Cooldown

local character = script.Parent
local JUMP_DEBOUNCE = 1
local humanoid = character:WaitForChild("Humanoid")
local isJumping = false
humanoid.StateChanged:Connect(function(_oldState, newState)
if newState == Enum.HumanoidStateType.Jumping then
if not isJumping then
isJumping = true
humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, false)
end
elseif newState == Enum.HumanoidStateType.Landed then
if isJumping then
isJumping = false
task.wait(JUMP_DEBOUNCE)
humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, true)
end
end
end)

StateEnabledChanged

The StateEnableChanged event fires when Humanoid:SetStateEnabled() is called on the Humanoid.

Parameters include the Enum.HumanoidStateType in question along with a bool indicating if this state is now enabled.

See also:

Parameters

The Enum.HumanoidStateType for which the enabled state has been changed.

isEnabled: bool

True if the state is now enabled.


Code Samples

Humanoid State Change Detector

local Players = game:GetService("Players")
local player = Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local humanoid = character:WaitForChild("Humanoid")
local function onStateEnabledChanged(state, enabled)
if enabled then
print(state.Name .. " has been enabled")
else
print(state.Name .. " has been disabled")
end
end
humanoid.StateEnabledChanged:Connect(onStateEnabledChanged)

Strafing

This event does not fire when the Humanoid is strafing and should not be used by developers

This event is fired when the Humanoid enters or leaves the StrafingNoPhysics Enum.HumanoidStateType.

When the Humanoid enters the StrafingNoPhysics state this event will fire with an active parameter of true. The event will fire again with active equal to false when the Humanoid leaves the StrafingNoPhysics state.

This event is associated with the StrafingNoPhysics Humanoid state and does not fire when the Humanoid is moving perpendicular to the direction it is facing. This state is currently unused, if it is set using Humanoid:ChangeState() the state will revert to RunningNoPhysics.

Parameters

active: bool

Whether the Humanoid is entering or leaving the StrafingNoPhysics Enum.HumanoidStateType.


Code Samples

Humanoid action events

local character = script.Parent
local humanoid = character:WaitForChild("Humanoid")
humanoid.Climbing:Connect(function(speed)
print("Climbing speed: ", speed)
end)
humanoid.FallingDown:Connect(function(isActive)
print("Falling down: ", isActive)
end)
humanoid.GettingUp:Connect(function(isActive)
print("Getting up: ", isActive)
end)
humanoid.Jumping:Connect(function(isActive)
print("Jumping: ", isActive)
end)
humanoid.PlatformStanding:Connect(function(isActive)
print("PlatformStanding: ", isActive)
end)
humanoid.Ragdoll:Connect(function(isActive)
print("Ragdoll: ", isActive)
end)
humanoid.Running:Connect(function(speed)
print("Running speed: ", speed)
end)
humanoid.Strafing:Connect(function(isActive)
print("Strafing: ", isActive)
end)
humanoid.Swimming:Connect(function(speed)
print("Swimming speed: ", speed)
end)

Swimming

This event fires when the speed at which a Humanoid is swimming in Terrain water changes.

Humanoids swim at 87.5% of their Humanoid.WalkSpeed.

This event will not always fire with a speed of 0 when the Humanoid stops swimming.

See also:

Parameters

speed: number

The speed the Humanoid is currently swimming at.


Code Samples

Humanoid action events

local character = script.Parent
local humanoid = character:WaitForChild("Humanoid")
humanoid.Climbing:Connect(function(speed)
print("Climbing speed: ", speed)
end)
humanoid.FallingDown:Connect(function(isActive)
print("Falling down: ", isActive)
end)
humanoid.GettingUp:Connect(function(isActive)
print("Getting up: ", isActive)
end)
humanoid.Jumping:Connect(function(isActive)
print("Jumping: ", isActive)
end)
humanoid.PlatformStanding:Connect(function(isActive)
print("PlatformStanding: ", isActive)
end)
humanoid.Ragdoll:Connect(function(isActive)
print("Ragdoll: ", isActive)
end)
humanoid.Running:Connect(function(speed)
print("Running speed: ", speed)
end)
humanoid.Strafing:Connect(function(isActive)
print("Strafing: ", isActive)
end)
humanoid.Swimming:Connect(function(speed)
print("Swimming speed: ", speed)
end)

Touched

This event fires when one of the Humanoid's limbs come in contact with another BasePart.

The BasePart the Humanoid's limb is touching along with the limb itself is given.

This event will not fire when limbs belonging to the Humanoid come into contact with themselves.

Alternatives to the Humanoid Touched event

Although the Humanoid.Touched event is useful, developers should consider if there are alternatives that suit their needs better before using it.

  • In most cases it is advised to connect a BasePart.Touched event for BaseParts of interest instead. This is because the Humanoid Touched event will constantly fire when the humanoid is moving. For example, in a dodgeball game it would be more practical to connect a touched event for the balls rather than the humanoid
  • For developers trying to work out when the Humanoid has landed on the ground, the Humanoid.StateChanged event is more suitable. Alternatively, developers can use Humanoid.FloorMaterial to see if the Humanoid is standing on anything

Note:

Parameters

touchingPart: BasePart

The BasePart the Humanoid has come in contact with.

humanoidPart: BasePart

The limb of the Humanoid that has been touched.


Code Samples

Midas Touch

local character = script.Parent
local humanoid = character:WaitForChild("Humanoid")
local partInfo = {}
local debounce = false
local function onHumanoidTouched(hit, _limb)
if debounce then
return
end
if not hit.CanCollide or hit.Transparency ~= 0 then
return
end
if not partInfo[hit] then
partInfo[hit] = {
BrickColor = hit.BrickColor,
Material = hit.Material,
}
hit.BrickColor = BrickColor.new("Gold")
hit.Material = Enum.Material.Ice
debounce = true
task.wait(0.2)
debounce = false
end
end
local touchedConnection = humanoid.Touched:Connect(onHumanoidTouched)
local function onHumanoidDied()
if touchedConnection then
touchedConnection:Disconnect()
end
-- undo all of the gold
for part, info in pairs(partInfo) do
if part and part.Parent then
part.BrickColor = info.BrickColor
part.Material = info.Material
end
end
end
humanoid.Died:Connect(onHumanoidDied)