Properties
bool
|
Determines if an |
string
[ReadOnly]
[NotReplicated]
|
A read-only string representing the class this |
int
[Hidden]
[ReadOnly]
[NotReplicated]
[Deprecated]
|
The cost of saving the instance using data persistence. |
string
|
A non-unique identifier of the |
Instance
[NotReplicated]
|
Determines the hierarchical parent of the |
bool
[Hidden]
|
A deprecated property that used to protect |
int64
[Hidden]
[NotReplicated]
|
bool
[Hidden]
[NotReplicated]
[Deprecated]
|
string
[ReadOnly]
[NotReplicated]
[Deprecated]
|
Functions
void
|
Fires the |
void
|
Fires |
void
|
Fires the |
void
|
This function destroys all of an |
Instance
|
Create a copy of an object and all its descendants, ignoring objects that are not |
void
|
Sets the |
Instance
|
Returns the first ancestor of the |
Instance
|
Returns the first ancestor of the |
Instance
|
Returns the first ancestor of the |
Instance
|
Returns the first child of the |
Instance
|
Returns the first child of the |
Instance
|
Returns the first child of the |
Instance
|
Returns the first descendant found with the given |
Actor
|
Returns the Actor associated with the Instance, usually the first Actor ancestor |
Variant
|
Returns the attribute which has been assigned to the given name |
RBXScriptSignal
|
Returns an event that fires when the given attribute changes |
Dictionary
|
Returns a dictionary of string → variant pairs for each of the |
Objects
|
Returns an array containing all of the |
string
[NotBrowsable]
|
Returns a coded string of the |
Array
[CustomLuaState]
|
Returns an array containing all of the descendants of the instance |
string
|
Returns a string describing the |
RBXScriptSignal
|
Get an event that fires when a given property of an object changes. |
bool
[CustomLuaState]
|
Returns true if an |
bool
|
Returns true if an |
bool
|
Returns true if an |
void
[Deprecated]
|
Sets the object’s Parent to nil, and does the same for all its descendants. |
void
|
Sets the attribute with the given name to the given value |
Instance
[CustomLuaState]
[CanYield]
|
Returns the child of the |
Objects
[Deprecated]
|
Returns an array of the object’s children. |
Instance
[Deprecated]
|
void
[Deprecated]
|
Instance
[Deprecated]
|
Objects
[Deprecated]
|
bool
[Deprecated]
[CustomLuaState]
|
bool
[Deprecated]
|
void
[Deprecated]
|
Events
RBXScriptSignal
|
Fires listening functions in |
RBXScriptSignal
|
Fires listening functions in |
RBXScriptSignal
|
Fires when the |
RBXScriptSignal
|
Fires whenever an attribute is changed on the |
RBXScriptSignal
|
Fired immediately after a property of an object changes. |
RBXScriptSignal
|
Fires after an object is parented to this |
RBXScriptSignal
|
Fires after a child is removed from this |
RBXScriptSignal
|
Fires after a descendant is added to the |
RBXScriptSignal
|
Fires immediately before a descendant of the |
RBXScriptSignal
|
Fires immediately before the instance is destroyed via |
RBXScriptSignal
[Deprecated]
|
Code Samples
RemoteEvents: Server to a Single Client
The server can send messages to the client through remote events in two ways: it can send a message to an individual client or it can send a message to every client at the same time.
In order to send a message to a single client, the FireClient function should be called from the server via a Script.
To listen for the message on the client, a LocalScript needs to connect a function to the OnClientEvent event of the RemoteEvent.
RemoteEvents: Client to Server
In order for a client to send a message to the server, it needs to fire the RemoteEvent with the function RemoteEvent/FireServer in a LocalScript.
The server meanwhile needs to connect a function to the OnServerEvent of the RemoteEvent.
When a client calls the FireServer function, any functions on the server that are connected to OnServerEvent will fire. Note that this is not immediate - the network connection between the client and server will determine how quickly this happens.
When firing a RemoteEvent from a client to the server, data can be included in the firing. By default, the functions connected to OnServerEvent will be passed the player who fired the event as the first parameter. If any other arguments are provided in the FireServer function, they will also be included in OnServerEvent after the player argument.
RemoteEvents: Server to Multiple Clients
The server can send messages to the client through remote events in two ways: it can send a message to an individual client or it can send a message to every client at the same time.
To fire a message to all clients, the server needs to call RemoteEvent/FireAllClients. Note that in this case a player does not have to be passed into the arguments (as the function fires the remote event on all of the connected clients).
To listen for this event, each client needs to connect a function to OnClientEvent.