Type Index Pages
- BillboardGui
- CanvasGroup
- Frame
- Hint
- ImageButton
- ImageLabel
- PlayerGui
- ScreenGui
- ScrollingFrame
- StarterGui
- SurfaceGui
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- VideoFrame
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- ChangeHistoryService
- CoreGui
- DataModelSession
- DockWidgetPluginGui
- MultipleDocumentInterfaceInstance
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- PluginGuiService
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-
Instance
- GameSettings
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- BodyMover
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- HttpRbxApiService
- NotificationService
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- GuiService
- UserInputService
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- Camera
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- Dragger
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- GoogleAnalyticsConfiguration
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- ReflectionMetadataEnums
- DebuggerManager
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- UIBase
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- ReflectionMetadataItem
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- CustomEvent
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- ClusterPacketCache
- PVInstance
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- ReflectionMetadataYieldFunctions
- ReflectionMetadataProperties
- ReflectionMetadata
- AdvancedDragger
- HapticService
- FriendService
- GamepadService
No Result Found !!!
ChangeState
For thread safety, this property is not safe to read in an unsynchronized thread.
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|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
Humanoidis 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
- To enable or disable a particular state use
Humanoid/SetStateEnabled - To get the current state use
Humanoid/GetState
Parameters
| Name | Type | Default | Description |
|---|---|---|---|
|
None
|
The |
Returns
| Return Type | Summary |
|---|---|
|
No return |
Code Samples
Double Jump
This code, when placed inside a LocalScript in StarterCharacterScripts|StarterPlayer.StarterCharacterScripts will allow the player’s characters to perform a 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
wait(.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)
spawn(function()
doubleJumpEnabled = false
end)
end
end
end
end)
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