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update rules
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---
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title: Properties window
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description: The Properties window lets you adjust properties of a selected object to change how it looks and behaves.
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---
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The **Properties** window, accessible from Studio's **Window** menu or **Home** tab toolbar, allows you to adjust certain properties of a selected object to change how the object looks and behaves. Additionally, you can manage [tags](#instance-tags) and configure instance [attributes](#instance-attributes) at the bottom of the window.
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<img src="../assets/studio/general/Toolbar-Properties.png" width="800" alt="Properties highlighted in Studio's toolbar." />
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When you select an object, the window's header bar changes to reflect the object's class and name, and its properties are divided into sections. For example, a `Class.MeshPart` includes sections like **Appearance** and **Transform** which respectively allow you to change its appearance and transform its `Class.BasePart.Size|Size`, `Class.BasePart.CFrame|CFrame`, and origin.
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<img src="../assets/studio/properties/Sections-Example.png" width="320" />
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<Alert severity="info">
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You can collapse or expand any section or subsection by clicking the small arrow to the left of its name. After you expand or collapse a section, it remains expanded or collapsed for other objects of the same class, as well as related objects that share the same property grouping.
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</Alert>
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Some properties are collapsed by default, but you can expand them by clicking the small arrow next to its name. For instance, `Class.BasePart|BaseParts` contain a `Class.BasePart.Position|Position` property which represents an **X**, **Y**, **Z** coordinate in the 3D world. In Studio, these coordinates can be entered in two ways:
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<GridContainer numColumns="2">
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<figure>
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<img src="../assets/studio/properties/Input-Combined.png" width="320" />
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<figcaption>All three coordinates typed into the parent **Size** field, separated by commas</figcaption>
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</figure>
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<figure>
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<img src="../assets/studio/properties/Input-Expanded.png" width="320" />
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<figcaption>Property expanded and an individual size vector typed into the **X**, **Y**, and **Z** fields</figcaption>
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</figure>
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</GridContainer>
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<Alert severity="info">
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After you expand or collapse a property, it remains expanded or collapsed for other objects of the same class, as well as related objects that share the same property.
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</Alert>
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## Property filter
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You can filter properties by typing a search query into the **Filter Properties** input near the top of the window. For example, filtering by the letters "velo" finds all properties containing them, such as **AssemblyLinear<u>Velo</u>city** and **AssemblyAngular<u>Velo</u>city**. Quickly access this input by pressing <kbd>Ctrl</kbd><kbd>Shift</kbd><kbd>P</kbd> (Windows) or <kbd>⌘</kbd><kbd>Shift</kbd><kbd>P</kbd> (Mac).
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<img src="../assets/studio/properties/Instance-Filtered.png" width="320" />
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## Instance tags
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The **Tags** section allows you to apply specific tags for use with `Class.CollectionService`. Tags are sets of strings applied to instances that replicate from the server to the client. They are also serialized when places are saved.
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To add tags to an instance through the **Properties** window:
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1. Select the instance, scroll to the **Tags** section, and click the **+** button.
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<img src="../assets/studio/properties/Add-Tag-Button.png" width="320" />
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1. In the popup window, enter a new tag name **or** select a tag you've already created for any other instance from the list below the input field. The tag will appear within the **Tags** section.
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<img src="../assets/studio/properties/Set-Tag.png" width="320" />
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1. If necessary, you can remove an existing tag by clicking the **×** icon.
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<img src="../assets/studio/properties/Remove-Tag-Button.png" width="320" />
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## Instance attributes
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**Attributes** allow you to customize instances with your own data. They are similar to built-in object properties, but you can create and modify your own attributes for any instance. Key features include:
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- Attributes can be created, edited, and deleted directly within Studio or through scripting (see [properties and attributes](../scripting/attributes.md) for script commands to create, set, get, and delete attributes).
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- Attributes and their values are saved with your place and assets.
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- Value changes can be viewed in real time and are **replicated** so that clients can access them immediately.
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You can store the following types/values in attributes:
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<Grid container spacing={3}>
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<Grid item>
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<ul>
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<li>[string](../luau/strings.md)</li>
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<li>[boolean](../luau/booleans.md)</li>
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<li>[number](../luau/numbers.md)</li>
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<li>`Datatype.UDim`</li>
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</ul>
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</Grid>
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<Grid item>
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<ul>
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<li>`Datatype.UDim2`</li>
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<li>`Datatype.BrickColor`</li>
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<li>`Datatype.Color3`</li>
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<li>`Datatype.Vector2`</li>
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</ul>
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</Grid>
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<Grid item>
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<ul>
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<li>`Datatype.Vector3`</li>
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<li>`Datatype.CFrame`</li>
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<li>`Datatype.NumberSequence`</li>
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<li>`Datatype.ColorSequence`</li>
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</ul>
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</Grid>
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<Grid item>
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<ul>
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<li>`Datatype.NumberRange`</li>
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<li>`Datatype.Rect`</li>
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<li>`Datatype.Font`</li>
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</ul>
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</Grid>
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</Grid><br />
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New attributes can be created and modified in Studio as follows:
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1. Select the instance, scroll to the **Attributes** section, and click the **+** button.
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<img src="../assets/studio/properties/Add-Attribute-Button.png" width="320" />
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1. In the popup window, enter the attribute **Name**, select its **Type**, and click **Save**.
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1. The new attribute will appear with a default value that you can change just like any other property.
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<img src="../assets/studio/properties/Set-Attribute.png" width="320" />
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1. If necessary, you can rename or delete an attribute by clicking the gear icon.
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<img src="../assets/studio/properties/Rename-Delete-Attribute-Button.png" width="320" />
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## Configurable defaults
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The **configurable defaults** feature allows you to save properties from a selected `Class.Instance` as the new default for that type, reset them as needed, and share them from a local file if desired. Use cases include:
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- A default `Class.MeshPart` instance where `Class.BasePart.Anchored|Anchored` is `true`, so that every new `Class.MeshPart` inserted into the 3D workspace is anchored.
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- A set of default [mechanical constraints](../physics/mechanical-constraints.md) with physical behaviors that match the type of mechanisms you're currently building, such as massive vehicles vs. smaller machines with less mass.
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- A set of default [light](../effects/light-sources.md) sources (`Class.PointLight`, `Class.SpotLight`, `Class.SurfaceLight`), each with `Class.Light.Brightness|Brightness` that suits the environment you're designing.
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To **set** a specific instance as the default:
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1. Select the instance in the 3D viewport or [Explorer](./explorer.md) hierarchy.
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2. From Studio's main **Edit** menu, select **Save as Default [Instance]**. A toast notification will indicate that the default has been updated, and newly inserted instances of that type will match the default properties.
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<img src="../assets/studio/properties/Default-Properties-Toast.jpg" width="100%" />
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<Alert severity="info">
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Instance defaults are saved **locally** on each machine to a `DefaultInstances.rbxm` file, not to your Roblox or group account. The location of this directory can be changed in Studio's settings (<kbd>Alt</kbd><kbd>S</kbd> or <kbd>⌥</kbd><kbd>S</kbd>) under the **Studio** tab ⟩ **Instance Defaults Dir**.
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</Alert>
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To **reset** a configurable default instance:
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1. Select any instance of that type in the 3D viewport or [Explorer](./explorer.md) hierarchy.
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2. From Studio's main **Edit** menu, select **Reset Default [Instance]**. Existing instances of that type will retain their properties, but newly inserted instances will use Studio's default properties.
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<Alert severity="warning">
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Note the following exceptions and behavioral rules to default instances:
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- The **positional** instance properties `Class.BasePart.Position`, `Class.BasePart.CFrame`, `Class.PVInstance.Origin`, and `Class.Model.WorldPivot` are **not** affected by default properties, but rather are overridden by Studio insertion rules and workflows. However, `Class.GuiObject.Position` and positional properties for `Class.Attachment|Attachments` (`Class.Attachment.Position|Position`, `Class.Attachment.WorldCFrame|WorldCFrame`, `Class.Attachment.WorldPosition|WorldPosition`) are stored/maintained in configured defaults of those instance types.
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- Studio's **Group as Model** (<kbd>Ctrl</kbd><kbd>G</kbd> or <kbd>⌘</kbd><kbd>G</kbd>) and **Group as Folder** (<kbd>Ctrl</kbd><kbd>Alt</kbd><kbd>G</kbd> or <kbd>⌘</kbd><kbd>⌥</kbd><kbd>G</kbd>) actions do **not** use the instance defaults for `Class.Model` or `Class.Folder`, respectively.
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</Alert>
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