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rules
This commit is contained in:
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6
.cursor/rules/roblox/reference/engine/README.md
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6
.cursor/rules/roblox/reference/engine/README.md
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|
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@ -0,0 +1,6 @@
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|||
# Engine reference
|
||||
|
||||
The Roblox Engine reference at [https://create.roblox.com/docs/reference/engine](https://create.roblox.com/docs/reference/engine) is built from a set of internal files.
|
||||
|
||||
- We provide the generated YAML files in these directories so that you can view the source or use them in your own projects.
|
||||
- Because these YAML files are generated, we don't accept pull requests on them.
|
||||
2
.cursor/rules/roblox/reference/engine/STUDIO_VERSION
Normal file
2
.cursor/rules/roblox/reference/engine/STUDIO_VERSION
Normal file
|
|
@ -0,0 +1,2 @@
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|||
0.705.0.7050923
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version-53373454f7df4478
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||||
4
.cursor/rules/roblox/reference/engine/classes.md
Normal file
4
.cursor/rules/roblox/reference/engine/classes.md
Normal file
|
|
@ -0,0 +1,4 @@
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---
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title: Roblox Engine classes
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description: Classes represent core objects and services in the Roblox Engine. They contain properties, methods, events, and callbacks.
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---
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||||
60
.cursor/rules/roblox/reference/engine/classes/Accessory.yaml
Normal file
60
.cursor/rules/roblox/reference/engine/classes/Accessory.yaml
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|
@ -0,0 +1,60 @@
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|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: Accessory
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||||
type: class
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memory_category: Instances
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||||
summary: |
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An item that a Character can wear.
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description: |
|
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The Accessory Instance is the parent Instance of all accessories (regardless
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of their specific accessory type). It typically has a child Handle with a
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child Attachment and a WrapLayer in the case of Layered Clothing.
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The Accessory class is the successor to the legacy Hat system. It's
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cross-compatible with both the legacy R6 character system and the new R15
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character system.
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If you insert an `Class.Attachment` into the Accessory's Handle with the same
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name as an `Class.Attachment` in one of the character's limbs, they connect
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and ignore properties inherited from the `Class.Accoutrement` class.
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Otherwise, the Accessory functions identically to a `Class.Hat`.
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Note: If there are two matching `Attachments`, the resulting `Class.Weld` is a
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child of the Accessory's Handle. This differs from the legacy behavior of Hats
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where the Weld is always a child of the Head of the character.
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code_samples: []
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inherits:
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- Accoutrement
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descendants: []
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tags: []
|
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deprecation_message: ''
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properties:
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- name: Accessory.AccessoryType
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summary: |
|
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Specifies the AccessoryType of the Accessory (eg. Hat, Tshirt, Waist).
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description: |
|
||||
Specifies the AccessoryType of the Accessory. Is
|
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`Enum.AccessoryType|AccessoryType.Unknown` unless you equip the Accessory
|
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through the player spawning process or
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`Class.Humanoid:ApplyDescriptionAsync()`. If available on the Marketplace,
|
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you can set `Enum.AccessoryType` to categorize the Accessory item (for
|
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example, "Hat" or "Face").
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||||
code_samples: []
|
||||
type: AccessoryType
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
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read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
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||||
category: Data
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||||
serialization:
|
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can_load: true
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can_save: true
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capabilities:
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- Avatar
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methods: []
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||||
events: []
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||||
callbacks: []
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||||
|
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@ -0,0 +1,232 @@
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|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
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name: AccessoryDescription
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type: class
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memory_category: Instances
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summary: |
|
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Describes the appearance of an `Class.Accessory` for the
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`Class.HumanoidDescription`.
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description: |
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**AccessoryDescription** is an object that stores the description for an
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`Class.Accessory`. It is meant to be placed underneath a
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`Class.HumanoidDescription` in order to work with
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`Class.Humanoid:ApplyDescriptionAsync()`.
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code_samples: []
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inherits:
|
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- Instance
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descendants: []
|
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tags: []
|
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deprecation_message: ''
|
||||
properties:
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- name: AccessoryDescription.AccessoryType
|
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summary: |
|
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The `Enum.AccessoryType` of the `Class.Accessory` referred to by this
|
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description.
|
||||
description: |
|
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The `Enum.AccessoryType` of the `Class.Accessory` referred to by this
|
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description.
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||||
code_samples: []
|
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type: AccessoryType
|
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tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
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read: None
|
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write: None
|
||||
thread_safety: ReadSafe
|
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category: Data
|
||||
serialization:
|
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can_load: true
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can_save: true
|
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capabilities:
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- Avatar
|
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- name: AccessoryDescription.AssetId
|
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summary: |
|
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The asset ID that should be applied when applying this
|
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`Class.AccessoryDescription`.
|
||||
description: |
|
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The asset ID that should be applied when applying this
|
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`Class.AccessoryDescription`.
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code_samples: []
|
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type: int64
|
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tags: []
|
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deprecation_message: ''
|
||||
security:
|
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read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
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category: Data
|
||||
serialization:
|
||||
can_load: true
|
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can_save: true
|
||||
capabilities:
|
||||
- Avatar
|
||||
- name: AccessoryDescription.Instance
|
||||
summary: |
|
||||
A reference to the `Class.Instance` that should be applied when applying
|
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this `Class.AccessoryDescription`.
|
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description: |
|
||||
A reference to the `Class.Instance` that should be applied when applying
|
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this `Class.AccessoryDescription`. This property can be used instead of
|
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`Class.AccessoryDescription.AssetId|AssetId` to apply accessories without
|
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uploading them to the platform.
|
||||
code_samples: []
|
||||
type: Instance
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
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can_save: true
|
||||
capabilities:
|
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- Avatar
|
||||
- name: AccessoryDescription.IsLayered
|
||||
summary: |
|
||||
Whether the `Class.Accessory` is layered or rigid.
|
||||
description: |
|
||||
Whether the `Class.Accessory` is layered or rigid. This is intended to be
|
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read-only. It will be corrected after calling
|
||||
`Class.Humanoid:ApplyDescriptionAsync()` if this property doesn't match
|
||||
the actual `Class.Accessory` contents.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Avatar
|
||||
- name: AccessoryDescription.Order
|
||||
summary: |
|
||||
The layered clothing sort order, if the `Class.Accessory` is layered.
|
||||
description: |
|
||||
The `Class.WrapLayer.Order` value when applying the `Class.Accessory`, if
|
||||
it is layered.
|
||||
code_samples: []
|
||||
type: int
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Avatar
|
||||
- name: AccessoryDescription.Position
|
||||
summary: |
|
||||
The accessory adjustment position offset, if the `Class.Accessory` is
|
||||
rigid.
|
||||
description: |
|
||||
The accessory adjustment position offset. Only applies if the
|
||||
`Class.Accessory` is rigid.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Avatar
|
||||
- name: AccessoryDescription.Puffiness
|
||||
summary: |
|
||||
The layered clothing puffiness, if the `Class.Accessory` is layered.
|
||||
description: |
|
||||
The `Class.WrapLayer.Puffiness` value when applying the `Class.Accessory`,
|
||||
if it is layered.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Avatar
|
||||
- name: AccessoryDescription.Rotation
|
||||
summary: |
|
||||
The accessory adjustment rotation offset, if the `Class.Accessory` is
|
||||
rigid.
|
||||
description: |
|
||||
The accessory adjustment rotation offset. Only applies if the
|
||||
`Class.Accessory` is rigid.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Avatar
|
||||
- name: AccessoryDescription.Scale
|
||||
summary: |
|
||||
The accessory adjustment scale, if the `Class.Accessory` is rigid.
|
||||
description: |
|
||||
The accessory adjustment scale. Only applies if the `Class.Accessory` is
|
||||
rigid.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Avatar
|
||||
methods:
|
||||
- name: AccessoryDescription:GetAppliedInstance
|
||||
summary: |
|
||||
Returns the applied `Class.Accessory`.
|
||||
description: |
|
||||
Returns the applied `Class.Accessory` if this `Class.AccessoryDescription`
|
||||
is the child of an applied `Class.HumanoidDescription` parented to a
|
||||
`Class.Humanoid`.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Instance
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Avatar
|
||||
events: []
|
||||
callbacks: []
|
||||
142
.cursor/rules/roblox/reference/engine/classes/Accoutrement.yaml
Normal file
142
.cursor/rules/roblox/reference/engine/classes/Accoutrement.yaml
Normal file
|
|
@ -0,0 +1,142 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: Accoutrement
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
An object that can attach to a player's character.
|
||||
description: |
|
||||
An Accoutrement welds its child `Class.Part|part` called "Handle" to the
|
||||
player's character. You can change the position and rotation of the Handle
|
||||
part using the `Class.Accoutrement.AttachmentPos|AttachmentPos`,
|
||||
`Class.Accoutrement.AttachmentRight|Right`,
|
||||
`Class.Accoutrement.AttachmentForward|Forward`, and
|
||||
`Class.Accoutrement.AttachmentUp|Up` properties.
|
||||
|
||||
Parts descending from an accoutrement are massless when attach to other parts
|
||||
(e.g. with a Weld) as long as they are not the root part of the assembly that
|
||||
`Class.BasePart:GetRootPart()|GetRootPart()` returns.
|
||||
`Class.BasePart:GetMass()|GetMass()` returns 0 for parts in this case, and it
|
||||
doesn't add to the total mass or rotational inertia of the Assembly.
|
||||
|
||||
This doesn't apply to a part descending from an accoutrement when an
|
||||
accoutrement welds to another part that is massless or one if its parts
|
||||
otherwise becomes root. This also doesn't apply for the root part, and it has
|
||||
mass like a normal part.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants:
|
||||
- Accessory
|
||||
- Hat
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: Accoutrement.AttachmentForward
|
||||
summary: |
|
||||
Sets the offset position of the object on the Player.
|
||||
description: |
|
||||
Sets the offset position of the object on the Player.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags:
|
||||
- Hidden
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Transform
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Avatar
|
||||
- name: Accoutrement.AttachmentPoint
|
||||
summary: |
|
||||
The exact CFrame of the Accoutrement.
|
||||
description: |
|
||||
The exact CFrame of the Accoutrement.
|
||||
code_samples: []
|
||||
type: CFrame
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Transform
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Avatar
|
||||
- name: Accoutrement.AttachmentPos
|
||||
summary: |
|
||||
Sets the position of the object on the Player.
|
||||
description: |
|
||||
Sets the position of the object on the Player.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags:
|
||||
- Hidden
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Transform
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Avatar
|
||||
- name: Accoutrement.AttachmentRight
|
||||
summary: |
|
||||
Sets the offset position of the object on the Player.
|
||||
description: |
|
||||
Sets the offset position of the object on the Player.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags:
|
||||
- Hidden
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Transform
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Avatar
|
||||
- name: Accoutrement.AttachmentUp
|
||||
summary: |
|
||||
Sets the offset position of the object on the Player.
|
||||
description: |
|
||||
Sets the offset position of the object on the Player.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags:
|
||||
- Hidden
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Transform
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Avatar
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
158
.cursor/rules/roblox/reference/engine/classes/Actor.yaml
Normal file
158
.cursor/rules/roblox/reference/engine/classes/Actor.yaml
Normal file
|
|
@ -0,0 +1,158 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: Actor
|
||||
type: class
|
||||
memory_category: BaseParts
|
||||
summary: |
|
||||
An `Class.Actor` is a container for code that can be safely split into its own
|
||||
thread.
|
||||
description: |
|
||||
An `Class.Actor` is a container for code that can be safely split into its own
|
||||
thread using `Library.task.desynchronize()`. It should also contain the
|
||||
instances used by its scripts.
|
||||
|
||||
To learn more about using multiple Actors to optimize script performance, see
|
||||
[Parallel Luau](../../../scripting/multithreading.md).
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Model
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties: []
|
||||
methods:
|
||||
- name: Actor:BindToMessage
|
||||
summary: |
|
||||
Binds a Luau callback to a message with the specified topic.
|
||||
description: |
|
||||
This method is used to bind a Luau callback to a message with the
|
||||
specified topic. When a message is sent (using
|
||||
`Class.Actor:SendMessage()|SendMessage()`) to the topic specified the
|
||||
provided callback will be called in a _serial_ execution context.
|
||||
|
||||
Multiple Luau callbacks may be bound to a single actor and even to a
|
||||
single message topic.
|
||||
|
||||
Note: Only the scripts which are descendants of an Actor may bind to its
|
||||
messages.
|
||||
|
||||
```lua
|
||||
local actor = script:GetActor()
|
||||
|
||||
-- Print out a message when a greeting message is sent to the Actor
|
||||
-- this script is a descendant of.
|
||||
local connection = actor:BindToMessage("Greeting", function(message)
|
||||
print("Received Greeting Message:", message)
|
||||
end)
|
||||
```
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: topic
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The topic used to identify the type of message.
|
||||
- name: function
|
||||
type: Function
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: RBXScriptConnection
|
||||
summary: |
|
||||
This connection object may be used to disconnect the Luau callback
|
||||
from receiving messages.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Safe
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Actor:BindToMessageParallel
|
||||
summary: |
|
||||
Binds a Luau callback to a message with the specified topic.
|
||||
description: |
|
||||
This method is used to bind a Luau callback to a message with the
|
||||
specified topic. When a message is sent (using
|
||||
`Class.Actor:SendMessage()|SendMessage()`) to the topic specified the
|
||||
provided callback will be called in a _parallel_ execution context.
|
||||
|
||||
Multiple Luau callbacks may be bound to a single actor and even to a
|
||||
single message topic.
|
||||
|
||||
Note: Only the scripts which are descendants of an Actor may bind to its
|
||||
messages.
|
||||
|
||||
```lua
|
||||
local actor = script:GetActor()
|
||||
|
||||
-- Print out a message when a greeting message is sent to the Actor
|
||||
-- this script is a descendant of.
|
||||
local connection = actor:BindToMessageParallel("Greeting", function(message)
|
||||
print("Received Greeting Message:", message)
|
||||
end)
|
||||
```
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: topic
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The topic used to identify the type of message.
|
||||
- name: function
|
||||
type: Function
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: RBXScriptConnection
|
||||
summary: |
|
||||
This connection object may be used to disconnect the Luau callback
|
||||
from receiving messages.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Safe
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Actor:SendMessage
|
||||
summary: |
|
||||
Sends a message to an Actor.
|
||||
description: |
|
||||
Sends a message to an Actor. Messages are sent asynchronously, so the
|
||||
sender will not block or yield when calling the
|
||||
`Class.Actor:SendMessage()|SendMessage()` method.
|
||||
|
||||
Since a single Actor may receive different kinds of messages, a `topic`
|
||||
parameter is used to distinguish between various kinds of messages.
|
||||
|
||||
See `Class.Actor:BindToMessage()|BindToMessage()` for details on receiving
|
||||
a message sent using `Class.Actor:SendMessage()|SendMessage()`.
|
||||
|
||||
```lua
|
||||
-- Assume `actor` is a local variable referring to an Actor instance
|
||||
actor:SendMessage("Greeting", "Hello World")
|
||||
```
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: topic
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The topic used to identify the message being sent.
|
||||
- name: message
|
||||
type: Tuple
|
||||
default:
|
||||
summary: |
|
||||
The contents of the message to send to the Actor.
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Safe
|
||||
capabilities:
|
||||
- Basic
|
||||
events: []
|
||||
callbacks: []
|
||||
118
.cursor/rules/roblox/reference/engine/classes/AdGui.yaml
Normal file
118
.cursor/rules/roblox/reference/engine/classes/AdGui.yaml
Normal file
|
|
@ -0,0 +1,118 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AdGui
|
||||
type: class
|
||||
memory_category: Internal
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
inherits:
|
||||
- SurfaceGuiBase
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AdGui.AdShape
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: AdShape
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- UI
|
||||
- name: AdGui.EnableVideoAds
|
||||
summary: |
|
||||
Enables the AdGui to serve video ads.
|
||||
description: |
|
||||
The property enables the AdGui to serve video ads.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- UI
|
||||
- name: AdGui.FallbackImage
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: ContentId
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- UI
|
||||
- name: AdGui.Status
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: AdUnitStatus
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Behavior
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- UI
|
||||
methods: []
|
||||
events: []
|
||||
callbacks:
|
||||
- name: AdGui.OnAdEvent
|
||||
summary: |
|
||||
Used to react to the AdGui events.
|
||||
description: |
|
||||
The callback function used to react to the AdGui events.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: eventInfo
|
||||
type: Dictionary
|
||||
default:
|
||||
summary: |
|
||||
Options table for the method:
|
||||
|
||||
- `PlayerId` – The user ID of the player related to the ad event.
|
||||
- `AdEventType` – A `Enum.AdEventType` enum value describing the AdGui
|
||||
events.
|
||||
returns:
|
||||
- type: boolean
|
||||
summary: |
|
||||
Whether the callback has successfully reacted to the event.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- UI
|
||||
writeCapabilities: []
|
||||
58
.cursor/rules/roblox/reference/engine/classes/AdPortal.yaml
Normal file
58
.cursor/rules/roblox/reference/engine/classes/AdPortal.yaml
Normal file
|
|
@ -0,0 +1,58 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AdPortal
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AdPortal.PortalInvalidReason
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: string
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
- NotScriptable
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Monetization
|
||||
- name: AdPortal.Status
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: AdUnitStatus
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Behavior
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Monetization
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
184
.cursor/rules/roblox/reference/engine/classes/AdService.yaml
Normal file
184
.cursor/rules/roblox/reference/engine/classes/AdService.yaml
Normal file
|
|
@ -0,0 +1,184 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AdService
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
A class that allows the display of mobile video ads.
|
||||
description: |
|
||||
A service for displaying mobile video ads as a form of monetization. Use it to
|
||||
implement rewarded video ads in your experience.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags:
|
||||
- NotCreatable
|
||||
- Service
|
||||
deprecation_message: ''
|
||||
properties: []
|
||||
methods:
|
||||
- name: AdService:CreateAdRewardFromDevProductId
|
||||
summary: |
|
||||
Creates a reward to give users who watch an entire video ad.
|
||||
description: |
|
||||
Creates a reward to give users who watch an entire video ad.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: devProductId
|
||||
type: int64
|
||||
default:
|
||||
summary: |
|
||||
The ID of the developer product you want to grant as a reward.
|
||||
returns:
|
||||
- type: AdReward
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities: []
|
||||
- name: AdService:GetAdAvailabilityNowAsync
|
||||
summary: |
|
||||
Checks if a video ad is available to be played to the current user inside
|
||||
the experience.
|
||||
description: |
|
||||
Checks if a video ad is available to be played to the current user inside
|
||||
the experience.
|
||||
code_samples:
|
||||
- AdService-GetAdAvailabilityNowAsync
|
||||
parameters:
|
||||
- name: adFormat
|
||||
type: AdFormat
|
||||
default:
|
||||
summary: |
|
||||
The format of the requested ad. For example, `RewardedVideo`.
|
||||
returns:
|
||||
- type: Variant
|
||||
summary: ''
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities: []
|
||||
- name: AdService:RegisterAdOpportunityAsync
|
||||
summary: |
|
||||
Tracks how many times a user had the chance to watch a video ad and the
|
||||
rate at which they actually watched the ad.
|
||||
description: ''
|
||||
code_samples:
|
||||
- AdService-RegisterAdOpportunityAsync
|
||||
parameters:
|
||||
- name: instance
|
||||
type: Instance
|
||||
default:
|
||||
summary: ''
|
||||
- name: placementId
|
||||
type: int64?
|
||||
default:
|
||||
summary: |
|
||||
The ID of the placement of the rewarded video ad inside the
|
||||
experience. Allows for reporting on the performance of individual ad
|
||||
placements.
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities: []
|
||||
- name: AdService:ShowRewardedVideoAdAsync
|
||||
summary: |
|
||||
Plays the video ad to the current user inside the experience.
|
||||
description: |
|
||||
Plays the video ad to the current user inside the experience.
|
||||
code_samples:
|
||||
- AdService-ShowRewardedVideoAdAsync
|
||||
parameters:
|
||||
- name: player
|
||||
type: Player
|
||||
default:
|
||||
summary: |
|
||||
The `Player` object for whom you are fetching the ad for.
|
||||
- name: reward
|
||||
type: AdReward
|
||||
default:
|
||||
summary: |
|
||||
The reward object for the reward you want to grant the user who
|
||||
watches an ad to completion.
|
||||
- name: placementId
|
||||
type: int64?
|
||||
default:
|
||||
summary: |
|
||||
The ID of the placement of the rewarded video ad inside the
|
||||
experience. Allows for reporting on the performance of individual ad
|
||||
placements.
|
||||
returns:
|
||||
- type: ShowAdResult
|
||||
summary: ''
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities: []
|
||||
- name: AdService:ShowVideoAd
|
||||
summary: |
|
||||
Show mobile video advertisements.
|
||||
description: |
|
||||
Show mobile video advertisements.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags:
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
`Class.AdService.ShowVideoAd|ShowVideoAd` has been decommissioned and is
|
||||
no longer operational.
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities: []
|
||||
- name: AdService:UnregisterAdOpportunity
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: instance
|
||||
type: Instance
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities: []
|
||||
events:
|
||||
- name: AdService.VideoAdClosed
|
||||
summary: |
|
||||
Fires when an `Class.AdService` video closes.
|
||||
description: |
|
||||
Fires when an `Class.AdService` video closes.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: adShown
|
||||
type: boolean
|
||||
default:
|
||||
summary: ''
|
||||
tags:
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
`Class.AdService.VideoAdClosed|VideoAdClosed` has been decommissioned and
|
||||
is no longer operational.
|
||||
security: None
|
||||
capabilities: []
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,22 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AdvancedDragger
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
An unfinished advanced variant of the `Class.Dragger` class.
|
||||
description: |
|
||||
An unfinished advanced variant of the `Class.Dragger` class. Internally, this
|
||||
object is an identical implementation of the Dragger class.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties: []
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
204
.cursor/rules/roblox/reference/engine/classes/AirController.yaml
Normal file
204
.cursor/rules/roblox/reference/engine/classes/AirController.yaml
Normal file
|
|
@ -0,0 +1,204 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AirController
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
inherits:
|
||||
- ControllerBase
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AirController.BalanceMaxTorque
|
||||
summary: |
|
||||
The maximum torque the character can use to remain balanced upright.
|
||||
description: |
|
||||
The maximum torque the character can use to remain balanced upright. When
|
||||
misaligned, this amount of torque is applied to reach the
|
||||
`Class.AirController.BalanceSpeed|BalanceSpeed` and realign the character.
|
||||
A higher torque means more force is required to cause the character to
|
||||
tilt. A lower torque means it's easer for the character to flip in the
|
||||
air. This property is hidden and has no effect when
|
||||
`Class.ControllerBase.BalanceRigidityEnabled` is true.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Balance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: AirController.BalanceSpeed
|
||||
summary: |
|
||||
The maximum angular speed used to align the character upright.
|
||||
description: |
|
||||
The maximum angular speed used to align the character upright. A lower
|
||||
value means it takes longer for the character to recover to the upright
|
||||
position when misaligned. A higher value results in a quicker recovery.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Balance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: AirController.LinearImpulse
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags:
|
||||
- Hidden
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Movement
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: AirController.MaintainAngularMomentum
|
||||
summary: |
|
||||
Determines whether angular momentum is preserved when input has stopped.
|
||||
description: |
|
||||
Determines whether angular momentum is preserved when input has stopped.
|
||||
If false, the character will apply
|
||||
`Class.AirController.TurningMaxTorque|TurningMaxTorque` to bring the
|
||||
angular velocity toward 0 when there is no input.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Turn
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: AirController.MaintainLinearMomentum
|
||||
summary: |
|
||||
Determines whether linear momentum is preserved when input has stopped.
|
||||
description: |
|
||||
Determines whether linear momentum is preserved when input has stopped. If
|
||||
false, the character will apply
|
||||
`Class.AirController.MoveMaxForce|MoveMaxForce` to bring the linear
|
||||
velocity towards 0 when there is no input.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Movement
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: AirController.MoveMaxForce
|
||||
summary: |
|
||||
The maximum force that can be applied on the
|
||||
`Class.ControllerManager.RootPart` for moving in the
|
||||
`Class.ControllerManager.MovingDirection`.
|
||||
description: |
|
||||
The maximum force that can be applied on the
|
||||
`Class.ControllerManager.RootPart` for moving in the
|
||||
`Class.ControllerManager.MovingDirection`. This affects how quickly
|
||||
different target linear velocities are reached and how quick the linear
|
||||
acceleration is if
|
||||
`Class.AirController.MaintainLinearMomentum|MaintainLinearMomentum` is
|
||||
off.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Movement
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: AirController.TurnMaxTorque
|
||||
summary: |
|
||||
The maximum torque that can be applied on the
|
||||
`Class.ControllerManager.RootPart` for turning towards the
|
||||
`Class.ControllerManager.FacingDirection`.
|
||||
description: |
|
||||
The maximum torque that can be applied on the
|
||||
`Class.ControllerManager.RootPart` for turning towards the
|
||||
`Class.ControllerManager.FacingDirection`. This effects how quickly
|
||||
different target angular velocities are reached and how quick angular
|
||||
deceleration is if
|
||||
`Class.AirController.MaintainAngularMomentum|MaintainAngularMomentum` is
|
||||
off.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Turn
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: AirController.TurnSpeedFactor
|
||||
summary: |
|
||||
The value multiplied by the `Class.ControllerManager.BaseTurnSpeed`.
|
||||
description: |
|
||||
The value multiplied by the `Class.ControllerManager.BaseTurnSpeed` to
|
||||
determine the final target angular velocity while this controller is
|
||||
active. The angular velocity is applied when turning towards the
|
||||
`Class.ControllerManager.FacingDirection`.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Turn
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Basic
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,378 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AlignOrientation
|
||||
type: class
|
||||
memory_category: BaseParts
|
||||
summary: |
|
||||
Constraint which applies torque to align two attachments, or to align one
|
||||
attachment with a goal orientation.
|
||||
description: |
|
||||
The `AlignOrientation` constraint applies torque to align two attachments, or
|
||||
to align one attachment with a goal orientation. As indicated by the name, it
|
||||
only affects the **orientation** of the attachments, not their position (to
|
||||
align attachments **positionally**, see `Class.AlignPosition`).
|
||||
|
||||
Torque created by `AlignOrientation` is applied about the center of mass of
|
||||
the parent of the attachments, or the center of mass of parts rigidly
|
||||
connected to the parents.
|
||||
|
||||
When configuring this constraint, it may be helpful to study
|
||||
[Roblox Units](../../../physics/units.md) to understand how Roblox units
|
||||
compare to metric units.
|
||||
|
||||
#### Affected Axes
|
||||
|
||||
The axes affected by torque are controlled through the constraint's
|
||||
`Class.AlignOrientation.AlignType|AlignType` property. When set to
|
||||
`Enum.AlignType|PrimaryAxisParallel`,
|
||||
`Enum.AlignType|PrimaryAxisPerpendicular` or
|
||||
`Enum.AlignType|PrimaryAxisLookAt`, torque will only occur when the primary
|
||||
axes become misaligned. Otherwise, the constraint will apply torque about all
|
||||
3 axes to achieve alignment.
|
||||
|
||||
#### Reactionary Torque
|
||||
|
||||
By default, the constraint only applies torque to
|
||||
`Class.Constraint.Attachment0|Attachment0` while
|
||||
`Class.Constraint.Attachment1|Attachment1` remains unaffected. If desired,
|
||||
torque can be applied to both attachments in **equal and opposite directions**
|
||||
by enabling
|
||||
`Class.AlignOrientation.ReactionTorqueEnabled|ReactionTorqueEnabled`.
|
||||
|
||||
#### Torque Magnitude
|
||||
|
||||
You can configure this constraint to apply the maximum torque that constraints
|
||||
allow through the `Class.AlignOrientation.RigidityEnabled|RigidityEnabled`
|
||||
property. When `true`, the physics solver reacts as quickly as possible to
|
||||
complete the alignment. When `false`, the torque is determined by
|
||||
`Class.AlignOrientation.MaxTorque|MaxTorque`,
|
||||
`Class.AlignOrientation.MaxAngularVelocity|MaxAngularVelocity`, and
|
||||
`Class.AlignOrientation.Responsiveness|Responsiveness`.
|
||||
|
||||
#### Attachment Mode
|
||||
|
||||
This constraint can use either **one** or **two** attachments in calculating
|
||||
its goal. See `Class.AlignOrientation.Mode|Mode` for details.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Constraint
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AlignOrientation.AlignType
|
||||
summary: |
|
||||
The constraint's axis alignment type.
|
||||
description: |
|
||||
Specifies the desired relationship between the primary axes of
|
||||
`Class.Constraint.Attachment0|Attachment0` and the goal. Available options
|
||||
are `Enum.AlignType|AllAxes`, `Enum.AlignType|PrimaryAxisParallel`,
|
||||
`Enum.AlignType|PrimaryAxisPerpendicular`, and
|
||||
`Enum.AlignType|PrimaryAxisLookAt`. The constraint will attempt to
|
||||
maintain the specified relationship, as given by the `Enum.AlignType`, by
|
||||
applying torques onto the relevant axes.
|
||||
code_samples: []
|
||||
type: AlignType
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: AlignOrientation
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: AlignOrientation.CFrame
|
||||
summary: |
|
||||
The `Datatype.CFrame` orientation with which the constraint will attempt
|
||||
to match the orientation of `Class.Constraint.Attachment0|Attachment0`.
|
||||
description: |
|
||||
The `Datatype.CFrame` orientation (translation component ignored) with
|
||||
which the constraint will attempt to match the orientation of
|
||||
`Class.Constraint.Attachment0|Attachment0`. Only used when
|
||||
`Class.AlignOrientation.Mode|Mode` is set to
|
||||
`Enum.OrientationAlignmentMode|OneAttachment`.
|
||||
code_samples: []
|
||||
type: CFrame
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: TargetOrientation
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: AlignOrientation.LookAtPosition
|
||||
summary: |
|
||||
A `Datatype.Vector3` world space location toward which the primary axis
|
||||
will attempt to align.
|
||||
description: |
|
||||
A `Datatype.Vector3` world space location toward which the primary axis
|
||||
will attempt to align. This is only active when
|
||||
`Class.AlignOrientation.AlignType|AlignType` is set to
|
||||
`Enum.AlignType|PrimaryAxisLookAt` and `Class.AlignOrientation.Mode|Mode`
|
||||
is set to `Enum.OrientationAlignmentMode|OneAttachment`.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags:
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: TargetOrientation
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: AlignOrientation.MaxAngularVelocity
|
||||
summary: |
|
||||
Maximum angular velocity the constraint can use to reach its goal.
|
||||
description: |
|
||||
Maximum angular velocity the constraint can use to reach its goal. Only
|
||||
used if `Class.AlignOrientation.RigidityEnabled|RigidityEnabled` is
|
||||
`false`.
|
||||
|
||||
Note that `Class.AlignOrientation.MaxAngularVelocity|MaxAngularVelocity`,
|
||||
as well as `Class.AlignOrientation.MaxTorque|MaxTorque`, are **caps** to
|
||||
the angular velocity and torque respectively. The actual scale is
|
||||
determined by `Class.AlignOrientation.Responsiveness|Responsiveness`.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Compliance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: AlignOrientation.MaxTorque
|
||||
summary: |
|
||||
Maximum torque the constraint can use to reach its goal.
|
||||
description: |
|
||||
Maximum torque the constraint can use to reach its goal. Only used if
|
||||
`Class.AlignOrientation.RigidityEnabled|RigidityEnabled` is `false`.
|
||||
|
||||
Note that `Class.AlignOrientation.MaxTorque|MaxTorque`, as well as
|
||||
`Class.AlignOrientation.MaxAngularVelocity|MaxAngularVelocity`, are
|
||||
**caps** to the torque and angular velocity respectively. The actual scale
|
||||
is determined by `Class.AlignOrientation.Responsiveness|Responsiveness`.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Compliance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: AlignOrientation.Mode
|
||||
summary: |
|
||||
Whether the constraint uses one or two attachments in calculating its
|
||||
goal.
|
||||
description: |
|
||||
Whether the constraint uses **one** or **two** attachments in calculating
|
||||
its goal. By default, this is
|
||||
`Enum.OrientationAlignmentMode|TwoAttachment`, meaning that the constraint
|
||||
attempts to match the orientation of
|
||||
`Class.Constraint.Attachment0|Attachment0` with the orientation of
|
||||
`Class.Constraint.Attachment1|Attachment1`, disregarding
|
||||
`Class.AlignOrientation.CFrame|CFrame`,
|
||||
`Class.AlignOrientation.PrimaryAxis|PrimaryAxis`, and
|
||||
`Class.AlignOrientation.SecondaryAxis|SecondaryAxis`.
|
||||
|
||||
If set to `Enum.OrientationAlignmentMode|OneAttachment`, the constraint
|
||||
disregards `Class.Constraint.Attachment1|Attachment1` and attempts to
|
||||
match the orientation of `Class.Constraint.Attachment0|Attachment0` with
|
||||
the orientation of `Class.AlignOrientation.CFrame|CFrame`, or match the
|
||||
attachment's `Class.Attachment.Axis|Axis` and
|
||||
`Class.Attachment.SecondaryAxis|SecondaryAxis` with the constraint's
|
||||
`Class.AlignOrientation.PrimaryAxis|PrimaryAxis` and
|
||||
`Class.AlignOrientation.SecondaryAxis|SecondaryAxis` properties
|
||||
respectively.
|
||||
code_samples: []
|
||||
type: OrientationAlignmentMode
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: AlignmentMode
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: AlignOrientation.PrimaryAxis
|
||||
summary: |
|
||||
The direction of the goal's **X** axis, represented as a unit
|
||||
`Datatype.Vector3`.
|
||||
description: |
|
||||
The direction of the goal's **X** axis, represented as a unit
|
||||
`Datatype.Vector3`. Only used when `Class.AlignOrientation.Mode|Mode` is
|
||||
`Enum.OrientationAlignmentMode|OneAttachment`.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags:
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: TargetOrientation
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: AlignOrientation.PrimaryAxisOnly
|
||||
summary: |
|
||||
Determines how the constraint's axes are affected by torque.
|
||||
description: |
|
||||
Determines how the constraint's axes are affected by torque. If `false`
|
||||
(default), the constraint will apply torque about all 3 axes to
|
||||
achieve alignment. If `true`, torque will only occur when the primary axes
|
||||
become misaligned.
|
||||
|
||||
Enabling `Class.AlignOrientation.PrimaryAxisOnly|PrimaryAxisOnly` also
|
||||
enables the `Class.AlignOrientation.AlignType|AlignType` property.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: |
|
||||
This property is deprecated. Depending on your usage case, set
|
||||
`Class.AlignOrientation.AlignType|AlignType` directly to
|
||||
`Enum.AlignType|PrimaryAxisParallel`,
|
||||
`Enum.AlignType|PrimaryAxisPerpendicular` or
|
||||
`Enum.AlignType|PrimaryAxisLookAt` instead.
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: AlignOrientation
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: AlignOrientation.ReactionTorqueEnabled
|
||||
summary: |
|
||||
Whether the constraint applies torque only to
|
||||
`Class.Constraint.Attachment0|Attachment0`, or to both attachments in
|
||||
equal and opposite directions.
|
||||
description: |
|
||||
If `false` (default), the constraint only applies torque to
|
||||
`Class.Constraint.Attachment0|Attachment0` while
|
||||
`Class.Constraint.Attachment1|Attachment1` remains unaffected. If `true`,
|
||||
the constraint applies torque to both attachments in **equal and opposite
|
||||
directions**.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: AlignOrientation
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: AlignOrientation.Responsiveness
|
||||
summary: |
|
||||
Controls how quickly the constraint reaches its goal. Higher values cause
|
||||
the attachment(s) to align more rapidly.
|
||||
description: |
|
||||
Controls how quickly the constraint reaches its goal. Higher values cause
|
||||
the attachment(s) to align more rapidly. Value can be between 5 and 200.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Compliance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: AlignOrientation.RigidityEnabled
|
||||
summary: |
|
||||
Whether torque is dependent on other properties, or if the physics solver
|
||||
reacts as quickly as possible to complete the alignment.
|
||||
description: |
|
||||
Whether torque is dependent on other properties, or if the physics solver
|
||||
reacts as quickly as possible to complete the alignment. If `false`
|
||||
(default), the torque is determined by
|
||||
`Class.AlignOrientation.MaxTorque|MaxTorque`,
|
||||
`Class.AlignOrientation.MaxAngularVelocity|MaxAngularVelocity`, and
|
||||
`Class.AlignOrientation.Responsiveness|Responsiveness`. If `true`, the
|
||||
physics solver reacts as quickly as possible to complete the alignment.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: AlignOrientation
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: AlignOrientation.SecondaryAxis
|
||||
summary: |
|
||||
The direction of the goal's **Y** axis, represented as a unit
|
||||
`Datatype.Vector3`.
|
||||
description: |
|
||||
The direction of the goal's **Y** axis, represented as a unit
|
||||
`Datatype.Vector3`. Only used when `Class.AlignOrientation.Mode|Mode` is
|
||||
`Enum.OrientationAlignmentMode|OneAttachment`.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags:
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: TargetOrientation
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Physics
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
350
.cursor/rules/roblox/reference/engine/classes/AlignPosition.yaml
Normal file
350
.cursor/rules/roblox/reference/engine/classes/AlignPosition.yaml
Normal file
|
|
@ -0,0 +1,350 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AlignPosition
|
||||
type: class
|
||||
memory_category: BaseParts
|
||||
summary: |
|
||||
Constraint which applies force to move two attachments together, or to move
|
||||
one attachment to a goal position.
|
||||
description: |
|
||||
The `AlignPosition` constraint applies force to move two attachments together,
|
||||
or to move one attachment to a goal position. As indicated by the name, it
|
||||
only affects the **position** of the attachments, not their orientation (to
|
||||
align attachments by **orientation**, see `Class.AlignOrientation`).
|
||||
|
||||
When configuring this constraint, it may be helpful to study
|
||||
[Roblox Units](../../../physics/units.md) to understand how Roblox units
|
||||
compare to metric units.
|
||||
|
||||
#### Force Location
|
||||
|
||||
By default, force is applied to the parent of
|
||||
`Class.Constraint.Attachment0|Attachment0` at that attachment's location,
|
||||
meaning that if the parent's center of mass is not aligned with the direction
|
||||
of the force, torque will be applied as well as force. Alternatively, force
|
||||
can be applied to the parents' center of mass by toggling on
|
||||
`Class.AlignPosition.ApplyAtCenterOfMass|ApplyAtCenterOfMass`.
|
||||
|
||||
#### Reactionary Force
|
||||
|
||||
By default, the constraint only applies force to
|
||||
`Class.Constraint.Attachment0|Attachment0` while
|
||||
`Class.Constraint.Attachment1|Attachment1` remains unaffected. If desired,
|
||||
force can be applied to both attachments in **equal and opposite directions**
|
||||
by enabling `Class.AlignPosition.ReactionForceEnabled|ReactionForceEnabled`.
|
||||
|
||||
#### Force Limits
|
||||
|
||||
You can configure this constraint to apply the maximum force that constraints
|
||||
allow through the `Class.AlignPosition.RigidityEnabled|RigidityEnabled`
|
||||
property. When `true`, the physics solver reacts as quickly as possible to
|
||||
complete the alignment. When `false`, the force applied by the constraint is
|
||||
limited based on `Class.AlignPosition.ForceLimitMode|ForceLimitMode`,
|
||||
`Class.AlignPosition.MaxVelocity|MaxVelocity`, and
|
||||
`Class.AlignPosition.Responsiveness|Responsiveness`. See
|
||||
`Class.AlignPosition.ForceLimitMode|ForceLimitMode` for further details.
|
||||
|
||||
#### Attachment Mode
|
||||
|
||||
This constraint can use either **one** or **two** attachments in calculating
|
||||
its goal. See `Class.AlignPosition.Mode|Mode` for details.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Constraint
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AlignPosition.ApplyAtCenterOfMass
|
||||
summary: |
|
||||
Whether force is applied to the parent of
|
||||
`Class.Constraint.Attachment0|Attachment0` at that attachment's location,
|
||||
or at the parents' center of mass.
|
||||
description: |
|
||||
When `false` (default), force is applied to the parent of
|
||||
`Class.Constraint.Attachment0|Attachment0` at that attachment's location,
|
||||
meaning that if the parent's center of mass is not aligned with the
|
||||
direction of the force, torque will be applied as well as force. When
|
||||
`true`, force is applied at the parents' center of mass.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: AlignPosition
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: AlignPosition.ForceLimitMode
|
||||
summary: |
|
||||
Determines how the constraint force will be limited. Only used if
|
||||
`Class.AlignPosition.RigidityEnabled|RigidityEnabled` is `false`.
|
||||
description: |
|
||||
Determines how the constraint force will be limited when
|
||||
`Class.AlignPosition.RigidityEnabled|RigidityEnabled` is `false`. When set
|
||||
to `Enum.ForceLimitMode|Magnitude`, the constraint force will be limited
|
||||
such that the magnitude is less than
|
||||
`Class.AlignPosition.MaxForce|MaxForce`. When set to
|
||||
`Enum.ForceLimitMode|PerAxis`, the constraint force along each axis will
|
||||
be limited by `Class.AlignPosition.MaxAxesForce|MaxAxesForce`. The axes
|
||||
along which the force will be limited are based on the
|
||||
`Class.AlignPosition.ForceRelativeTo|ForceRelativeTo` property.
|
||||
code_samples: []
|
||||
type: ForceLimitMode
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Compliance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: AlignPosition.ForceRelativeTo
|
||||
summary: |
|
||||
Determines the axes that the constraint uses to limit the force. Only
|
||||
applies when `Class.AlignPosition.RigidityEnabled|RigidityEnabled` is
|
||||
`false` and `Class.AlignPosition.ForceLimitMode` is
|
||||
`Enum.ForceLimitMode|PerAxis`. .
|
||||
description: |
|
||||
Determines the axes that the constraint uses to limit the force. Only
|
||||
applies when `Class.AlignPosition.RigidityEnabled|RigidityEnabled` is
|
||||
`false` and `Class.AlignPosition.ForceLimitMode` is
|
||||
`Enum.ForceLimitMode|PerAxis`. When set to
|
||||
`Enum.ActuatorRelativeTo|World`, the constraint force is computed in the
|
||||
world reference frame and the force limits specified in
|
||||
`Class.AlignPosition.MaxAxesForce|MaxAxesForce` refer to the axes of the
|
||||
world coordinate system. When set to `Enum.ActuatorRelativeTo|Attachment0`
|
||||
or `Enum.ActuatorRelativeTo|Attachment1`, the force limits specified in
|
||||
`Class.AlignPosition.MaxAxesForce|MaxAxesForce` refer to the axes of the
|
||||
specified attachment coordinate system.
|
||||
code_samples: []
|
||||
type: ActuatorRelativeTo
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Compliance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: AlignPosition.MaxAxesForce
|
||||
summary: |
|
||||
Maximum force along each axis that the constraint can apply to achieve its
|
||||
goal.
|
||||
description: |
|
||||
Maximum force along each axis that the constraint can apply to achieve its
|
||||
goal. Only used if `Class.AlignPosition.RigidityEnabled|RigidityEnabled`
|
||||
is `false` and `Class.AlignPosition.ForceLimitMode|ForceLimitMode` is
|
||||
`Enum.ForceLimitMode|PerAxis`. The axes used to apply to the limit are
|
||||
specified using the `Class.AlignPosition.ForceRelativeTo|ForceRelativeTo`
|
||||
property.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Compliance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: AlignPosition.MaxForce
|
||||
summary: |
|
||||
Maximum force magnitude the constraint can apply to achieve its goal.
|
||||
description: |
|
||||
Maximum force magnitude the constraint can apply to achieve its goal. Only
|
||||
used if `Class.AlignPosition.RigidityEnabled|RigidityEnabled` is `false`
|
||||
and `Class.AlignPosition.ForceLimitMode|ForceLimitMode` is
|
||||
`Enum.ForceLimitMode|Magnitude`.
|
||||
|
||||
Note that `Class.AlignPosition.MaxForce|MaxForce`, as well as
|
||||
`Class.AlignPosition.MaxVelocity|MaxVelocity`, are **caps** to the force
|
||||
and velocity respectively. The actual scale is determined by
|
||||
`Class.AlignPosition.Responsiveness|Responsiveness`.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Compliance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: AlignPosition.MaxVelocity
|
||||
summary: |
|
||||
Maximum speed the attachments can move when converging.
|
||||
description: |
|
||||
Maximum speed the attachments can move when converging. Only used if
|
||||
`Class.AlignPosition.RigidityEnabled|RigidityEnabled` is `false`.
|
||||
|
||||
Note that `Class.AlignPosition.MaxVelocity|MaxVelocity`, as well as
|
||||
`Class.AlignPosition.MaxForce|MaxForce`, are **caps** to the velocity and
|
||||
force respectively. The actual scale is determined by
|
||||
`Class.AlignPosition.Responsiveness|Responsiveness`.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Compliance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: AlignPosition.Mode
|
||||
summary: |
|
||||
Whether the constraint uses one or two attachments in calculating its
|
||||
goal.
|
||||
description: |
|
||||
Whether the constraint uses **one** or **two** attachments in calculating
|
||||
its goal. By default, this is `Enum.PositionAlignmentMode|TwoAttachment`,
|
||||
meaning that the constraint disregards
|
||||
`Class.AlignPosition.Position|Position` and attempts to move
|
||||
`Class.Constraint.Attachment0|Attachment0` to the position of
|
||||
`Class.Constraint.Attachment1|Attachment1`.
|
||||
|
||||
If set to `Enum.PositionAlignmentMode|OneAttachment`, the constraint
|
||||
disregards `Class.Constraint.Attachment1|Attachment1` and attempts to move
|
||||
`Class.Constraint.Attachment0|Attachment0` to
|
||||
`Class.AlignPosition.Position|Position`.
|
||||
code_samples: []
|
||||
type: PositionAlignmentMode
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: AlignmentMode
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: AlignPosition.Position
|
||||
summary: |
|
||||
The position to which the constraint should move its
|
||||
`Class.Constraint.Attachment0|Attachment0`.
|
||||
description: |
|
||||
The position to which the constraint should move its
|
||||
`Class.Constraint.Attachment0|Attachment0`. Only used if
|
||||
`Class.AlignPosition.Mode|Mode` is set to
|
||||
`Enum.PositionAlignmentMode|OneAttachment`, in which case
|
||||
`Class.Constraint.Attachment1|Attachment1` is disregarded.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: AlignPosition
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: AlignPosition.ReactionForceEnabled
|
||||
summary: |
|
||||
Whether the constraint applies force only to
|
||||
`Class.Constraint.Attachment0|Attachment0`, or to both attachments in
|
||||
equal and opposite directions.
|
||||
description: |
|
||||
If `false` (default), the constraint only applies force to
|
||||
`Class.Constraint.Attachment0|Attachment0` while
|
||||
`Class.Constraint.Attachment1|Attachment1` remains unaffected. If `true`,
|
||||
the constraint applies force to both attachments in **equal and opposite
|
||||
directions**.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: AlignPosition
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: AlignPosition.Responsiveness
|
||||
summary: |
|
||||
Controls how quickly the constraint reaches its goal. Higher values cause
|
||||
the attachment(s) to align more rapidly.
|
||||
description: |
|
||||
Controls how quickly the constraint reaches its goal. Higher values cause
|
||||
the attachment(s) to align more rapidly. Value can be between 5 and 200.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Compliance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: AlignPosition.RigidityEnabled
|
||||
summary: |
|
||||
Whether force is dependent on other properties, or if the physics solver
|
||||
reacts as quickly as possible to complete the alignment.
|
||||
description: |
|
||||
Whether force is dependent on other properties, or if the physics solver
|
||||
reacts as quickly as possible to complete the alignment. If `false`
|
||||
(default), the force is determined by
|
||||
`Class.AlignPosition.MaxForce|MaxForce`,
|
||||
`Class.AlignPosition.MaxVelocity|MaxVelocity`, and
|
||||
`Class.AlignPosition.Responsiveness|Responsiveness`. If `true`, the
|
||||
physics solver reacts as quickly as possible to complete the alignment.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: AlignPosition
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,946 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AnalyticsService
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
Collection of methods that allows developers to track how users interact with
|
||||
their experiences.
|
||||
description: |
|
||||
`AnalyticsService` is a collection of methods that allows developers to track
|
||||
how users interact with their experiences, specifically player progression,
|
||||
in-experience economy, funnels, and custom events.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags:
|
||||
- NotCreatable
|
||||
- Service
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AnalyticsService.ApiKey
|
||||
summary: |
|
||||
PlayFab API key. Must be set in order to use
|
||||
`Class.AnalyticsService:FireEvent()|FireEvent`.
|
||||
description: |
|
||||
The **ApiKey** property contains the game's PlayFab API key. It must be
|
||||
set and valid in order to use
|
||||
`Class.AnalyticsService:FireEvent()|FireEvent`. It can be set by pasting
|
||||
and editing the following line of code into the Command bar:
|
||||
|
||||
```lua
|
||||
game:GetService("AnalyticsService").ApiKey = "API_KEY"
|
||||
```
|
||||
code_samples: []
|
||||
type: string
|
||||
tags:
|
||||
- Deprecated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: LocalUserSecurity
|
||||
write: LocalUserSecurity
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Basic
|
||||
methods:
|
||||
- name: AnalyticsService:FireCustomEvent
|
||||
summary: |
|
||||
Fires a custom event with a custom event name and data.
|
||||
description: |
|
||||
This function triggers a custom event with a custom event name data.
|
||||
|
||||
#### Limits of events
|
||||
|
||||
Each game server is allowed a certain number of standard events API calls
|
||||
based on the number of players present (more players means more events
|
||||
will be needed). The events that exceed the limit will be dropped and log
|
||||
an error to the developer console. - Per minute limit: 120 + numPlayers \*
|
||||
20, all events shared this limit. - Cooldown: refresh every 10 seconds
|
||||
|
||||
#### Limits of parameters
|
||||
|
||||
Limit the size of parameters. The event that exceeds the limit will be
|
||||
dropped and log an error to the developer console.
|
||||
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Parameters</th>
|
||||
<th>Maximum Number of Characters</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>customData Variant</td>
|
||||
<td>500 after serialized</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>other string types</td>
|
||||
<td>50</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
See also:
|
||||
|
||||
- `Class.AnalyticsService:FirePlayerProgressionEvent()`, triggers an event
|
||||
used to track player progression through the game
|
||||
- `Class.AnalyticsService:FireInGameEconomyEvent()`, triggers an event
|
||||
used to track player actions pertaining to the in-game economy
|
||||
- `Class.AnalyticsService:FireLogEvent()`, triggers an event used to track
|
||||
errors and warnings experienced by players
|
||||
code_samples:
|
||||
- analytics-event---custom
|
||||
parameters:
|
||||
- name: player
|
||||
type: Instance
|
||||
default:
|
||||
summary: |
|
||||
The player who triggered the custom event. `nil` if not player
|
||||
related.
|
||||
- name: eventCategory
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
User defined category. This should be the name of the event.
|
||||
- name: customData
|
||||
type: Variant
|
||||
default:
|
||||
summary: |
|
||||
Optional. User defined data, could be a string, a number or a table.
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags:
|
||||
- Deprecated
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: AnalyticsService:FireEvent
|
||||
summary: |
|
||||
Report a custom event to PlayFab.
|
||||
description: |
|
||||
**FireEvent** reports a custom event to PlayFab. The event is reported
|
||||
using a **category** and **value**, where the category is a string and the
|
||||
value can be a string or table. In order to use PlayFab, you must have a
|
||||
valid `Class.AnalyticsService.ApiKey|ApiKey` set.
|
||||
|
||||
#### Possible Errors
|
||||
|
||||
- **"AnalyticsService can only be executed by game server."** – Tracking
|
||||
can only be done on the server through a `Class.Script` or
|
||||
`Class.ModuleScript` required by a script. See
|
||||
`Class.RunService:IsServer()`.
|
||||
- **"The ApiKey is invalid."** – The
|
||||
`Class.AnalyticsService.ApiKey|ApiKey` has been set, but it's invalid.
|
||||
Check that it is set to the correct value.
|
||||
- **"AnalyticsService can only accept valid UTF-8 characters."** – Thrown
|
||||
when the value can't be serialized as UTF-8 characters. This can happen
|
||||
if you pass a value which has unicode characters, like emojis.
|
||||
- **"AnalyticsService failed in parse event value. Error: ..."** – Thrown
|
||||
when there is an issue when serializing the provided value into a
|
||||
string.
|
||||
- **"AnalyticsService: , " and \r\n are not allowed in category."** – The
|
||||
comma `,`, the double quote `"`, and newline characters `\r\n` cannot be
|
||||
used in the **category** parameter.
|
||||
- **"AnalyticsService: The event value you fired is too long."** – Thrown
|
||||
if the **value** parameter was too long after serialization. The length
|
||||
limit is 1 KiB, or 1024 bytes.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: category
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
'The category of event to report. Cannot contain the following
|
||||
characters: comma `,`, double quote `"` or newline characters `\r\n`'.
|
||||
- name: value
|
||||
type: Variant
|
||||
default:
|
||||
summary: |
|
||||
A value to be serialized and reported. Serialized length must not
|
||||
exceed 1 KiB, or 1024 bytes.
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags:
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This function has been deprecated in favor of more descriptive methods,
|
||||
including:
|
||||
|
||||
- `Class.AnalyticsService:FireCustomEvent()`
|
||||
- `Class.AnalyticsService:FireInGameEconomyEvent()`
|
||||
- `Class.AnalyticsService:FireLogEvent()`
|
||||
- `Class.AnalyticsService:FirePlayerProgressionEvent()`
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: AnalyticsService:FireInGameEconomyEvent
|
||||
summary: |
|
||||
Fire an event used to track player actions pertaining to the in-game
|
||||
economy.
|
||||
description: |
|
||||
This function triggers an event used to track player actions pertaining to
|
||||
the in-game economy.
|
||||
|
||||
For example, it should be called to track when players acquire or spend
|
||||
virtual items within the economy like currency.
|
||||
|
||||
#### Limits of events
|
||||
|
||||
Each game server is allowed a certain number of standard events API calls
|
||||
based on the number of players present (more players means more events
|
||||
will be needed). The events that exceed the limit will be dropped and log
|
||||
an error to the developer console. - Per minute limit: 120 + numPlayers \*
|
||||
20, all events shared this limit. - Cooldown: refresh every 10 seconds
|
||||
|
||||
#### Limits of parameters
|
||||
|
||||
Limit the size of parameters. The event that exceeds the limit will be
|
||||
dropped and log an error to the developer console.
|
||||
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Parameters</th>
|
||||
<th>Maximum Number of Characters</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>customData Variant</td>
|
||||
<td>500 after serialized</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>other string types</td>
|
||||
<td>50</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
See also:
|
||||
|
||||
- `Class.AnalyticsService:FirePlayerProgressionEvent()`, triggers an event
|
||||
used to track player progression through the game
|
||||
- `Class.AnalyticsService:FireLogEvent()`, triggers an event used to track
|
||||
errors and warnings experienced by players
|
||||
- `Class.AnalyticsService:FireCustomEvent()`, triggers an event used to
|
||||
emit a custom event
|
||||
code_samples:
|
||||
- analytics-event---economy
|
||||
parameters:
|
||||
- name: player
|
||||
type: Instance
|
||||
default:
|
||||
summary: |
|
||||
The player who triggered the economy event.
|
||||
- name: itemName
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The name of the item.
|
||||
- name: economyAction
|
||||
type: AnalyticsEconomyAction
|
||||
default:
|
||||
summary: |
|
||||
Indicates the acquisition or spending of an in game resource.
|
||||
- name: itemCategory
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
A user defined category for items such as "Vehicle," "Weapon.".
|
||||
- name: amount
|
||||
type: int
|
||||
default:
|
||||
summary: |
|
||||
The amount of the currency.
|
||||
- name: currency
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The currency used. Examples: 'gold', 'gems', 'life.'.
|
||||
- name: location
|
||||
type: Variant
|
||||
default:
|
||||
summary: |
|
||||
The event location. A dictionary that each key-value represents an
|
||||
entry of location data. The key-value is a string-string pair. With
|
||||
this you can query which are the most popular "stores" then maybe you
|
||||
want to increase/lower the price for the stores.
|
||||
|
||||
See the example below:
|
||||
|
||||
```lua
|
||||
local location = {
|
||||
["placeDesc"] = "Dungeon1",
|
||||
["levelDesc"] = "level2",
|
||||
["mapDesc"] = "LeftChamberMap",
|
||||
["storeName"] = "DarkSmith",
|
||||
["userDefinedKey"] = "0005"
|
||||
}
|
||||
```
|
||||
- name: customData
|
||||
type: Variant
|
||||
default:
|
||||
summary: |
|
||||
Optional. User defined data, could be a string, a number or a table.
|
||||
returns:
|
||||
- type: ()
|
||||
summary: |
|
||||
No return.
|
||||
tags:
|
||||
- Deprecated
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: AnalyticsService:FireLogEvent
|
||||
summary: |
|
||||
Fire a log event used to track errors and warnings experienced by players.
|
||||
description: |
|
||||
This function triggers an event used to track errors and warnings
|
||||
experienced by players.
|
||||
|
||||
For example, it could be called to indicate when a function call fails -
|
||||
such as a datastore save or `Class.TeleportService:Teleport()`. See the
|
||||
example below.
|
||||
|
||||
#### Limits of events
|
||||
|
||||
Each game server is allowed a certain number of standard events API calls
|
||||
based on the number of players present (more players means more events
|
||||
will be needed). The events that exceed the limit will be dropped and log
|
||||
an error to the developer console. - Per minute limit: 120 + numPlayers \*
|
||||
20, all events shared this limit. - Cooldown: refresh every 10 seconds
|
||||
|
||||
#### Limits of parameters
|
||||
|
||||
Limit the size of parameters. The event that exceeds the limit will be
|
||||
dropped and log an error to the developer console.
|
||||
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Parameters</th>
|
||||
<th>Maximum Number of Characters</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>FireLogEvent stackTrace</td>
|
||||
<td>1000</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>FireLogEvent message</td>
|
||||
<td>500</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>customData Variant</td>
|
||||
<td>500 after serialized</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>other string types</td>
|
||||
<td>50</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
See also:
|
||||
|
||||
- `Class.AnalyticsService:FireInGameEconomyEvent()`, triggers an event
|
||||
used to track player actions pertaining to the in-game economy
|
||||
- `Class.AnalyticsService:FirePlayerProgressionEvent()`, triggers an event
|
||||
used to track player progression through the game
|
||||
- `Class.AnalyticsService:FireCustomEvent()`, triggers an event used to
|
||||
emit a custom event
|
||||
code_samples:
|
||||
- analytics-event---log
|
||||
parameters:
|
||||
- name: player
|
||||
type: Instance
|
||||
default:
|
||||
summary: |
|
||||
The player who triggered the error event, `nil` if not player related.
|
||||
- name: logLevel
|
||||
type: AnalyticsLogLevel
|
||||
default:
|
||||
summary: |
|
||||
The specified log level (e.g. Debug, Error).
|
||||
- name: message
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
User defined message.
|
||||
- name: debugInfo
|
||||
type: Variant
|
||||
default:
|
||||
summary: |
|
||||
Optional. A dictionary which contains predefined keys including
|
||||
"errorCode" and "stackTrace". Both keys values are strings. stackTrace
|
||||
is a traceback of the current function call stack.
|
||||
|
||||
```lua
|
||||
local debugInfo = {
|
||||
errorCode = '123',
|
||||
stackTrace = debug.traceback()
|
||||
}
|
||||
```
|
||||
- name: customData
|
||||
type: Variant
|
||||
default:
|
||||
summary: |
|
||||
Optional. User defined data, could be a string, a number or a table.
|
||||
returns:
|
||||
- type: ()
|
||||
summary: |
|
||||
No return.
|
||||
tags:
|
||||
- Deprecated
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: AnalyticsService:FirePlayerProgressionEvent
|
||||
summary: |
|
||||
Fire an event used to track player progression through the game.
|
||||
description: |
|
||||
This function triggers an event used to track player progression through
|
||||
the game.
|
||||
|
||||
For example, it should be called when a player starts an in-game tutorial
|
||||
and again that player finishes the tutorial. Another example (see below)
|
||||
includes tracking when a player gains experience, collects objects, and
|
||||
levels up.
|
||||
|
||||
#### Limits of events
|
||||
|
||||
Each game server is allowed a certain number of standard events API calls
|
||||
based on the number of players present (more players means more events
|
||||
will be needed). The events that exceed the limit will be dropped and log
|
||||
an error to the developer console. - Per minute limit: 120 + numPlayers \*
|
||||
20, all events shared this limit. - Cooldown: refresh every 10 seconds
|
||||
|
||||
#### Limits of parameters
|
||||
|
||||
Limit the size of parameters. The event that exceeds the limit will be
|
||||
dropped and log an error to the developer console.
|
||||
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Parameters</th>
|
||||
<th>Maximum Number of Characters</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>FirePlayerProgressionEvent location</td>
|
||||
<td>5 pairs of Key and Value, each Key and Value are 50</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>FirePlayerProgressionEvent statistics</td>
|
||||
<td>5 pairs of Key and Value, each Key and Value are 50</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>customData Variant</td>
|
||||
<td>500 after serialized</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>other string types</td>
|
||||
<td>50</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
See also:
|
||||
|
||||
- `Class.AnalyticsService:FireInGameEconomyEvent()`, triggers an event
|
||||
used to track player actions pertaining to the in-game economy
|
||||
- `Class.AnalyticsService:FireLogEvent()`, triggers an event used to track
|
||||
errors and warnings experienced by players
|
||||
- `Class.AnalyticsService:FireCustomEvent()`, triggers an event used to
|
||||
emit a custom event
|
||||
code_samples:
|
||||
- analytics-event---progression
|
||||
parameters:
|
||||
- name: player
|
||||
type: Instance
|
||||
default:
|
||||
summary: |
|
||||
The player who triggered the event.
|
||||
- name: category
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
A user defined category for progression.
|
||||
- name: progressionStatus
|
||||
type: AnalyticsProgressionStatus
|
||||
default:
|
||||
summary: |
|
||||
Indicates the status of the progression.
|
||||
- name: location
|
||||
type: Variant
|
||||
default:
|
||||
summary: |
|
||||
The event location. A dictionary that each key-value represents an
|
||||
entry of location data. The key-value is a string-string pair. With
|
||||
this developers can query where is the most frequent location for a
|
||||
specific progression event category. For example, the category could
|
||||
be "LevelUp".
|
||||
|
||||
```lua
|
||||
local location = {
|
||||
["placeDesc"] = "Dungeon1",
|
||||
["levelDesc"] = "level2",
|
||||
["mapDesc"] = "LeftChamberMap",
|
||||
["ProgresionType"] = "LevelUp",
|
||||
["userDefinedKey5"] = "0005"
|
||||
}
|
||||
```
|
||||
- name: statistics
|
||||
type: Variant
|
||||
default:
|
||||
summary: |
|
||||
Optional. A dictionary that each key-value represents an entry of
|
||||
statistics data that allows developers to track any specific data that
|
||||
they want to collect as players progress through their game. Key-Value
|
||||
is a string-number pair.
|
||||
|
||||
```lua
|
||||
local statistics = {
|
||||
["numberOfKills"] = 111,
|
||||
["numberOfExp"] = 222,
|
||||
["userDefinedKey3"] = number,
|
||||
["userDefinedKey4"] = number,
|
||||
["userDefinedKey5"] = number
|
||||
}
|
||||
```
|
||||
- name: customData
|
||||
type: Variant
|
||||
default:
|
||||
summary: |
|
||||
Optional. User defined data, could be a string, a number or a table.
|
||||
returns:
|
||||
- type: ()
|
||||
summary: |
|
||||
No return.
|
||||
tags:
|
||||
- Deprecated
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: AnalyticsService:LogCustomEvent
|
||||
summary: |
|
||||
Logs an event used to track custom metrics of a user in experience.
|
||||
description: |
|
||||
Logs an event used to track custom metrics of a user in experience. For
|
||||
additional information, see
|
||||
[custom events](../../../production/analytics/custom-events.md).
|
||||
code_samples:
|
||||
- Log-Custom-Event
|
||||
parameters:
|
||||
- name: player
|
||||
type: Player
|
||||
default:
|
||||
summary: |
|
||||
The user who triggered the event.
|
||||
- name: eventName
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The name of the custom event.
|
||||
- name: value
|
||||
type: double
|
||||
default: 1
|
||||
summary: |
|
||||
The value of the event that will be used in aggregation.
|
||||
- name: customFields
|
||||
type: Dictionary
|
||||
default: nil
|
||||
summary: |
|
||||
Optional dictionary of custom fields that will provide breakdowns in
|
||||
Roblox-provided charts. Only specific keys, provided by
|
||||
`Enum.AnalyticsCustomFieldKeys`, will be used for these breakdowns.
|
||||
Limited to 8,000 unique combinations of values across the three custom
|
||||
fields per experience.
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: AnalyticsService:LogEconomyEvent
|
||||
summary: |
|
||||
Logs an event used to track player actions related in experience.
|
||||
description: |
|
||||
Logs an event used to track player actions related in experience.
|
||||
code_samples:
|
||||
- AnalyticsService-LogEconomyEvent-IAP
|
||||
parameters:
|
||||
- name: player
|
||||
type: Player
|
||||
default:
|
||||
summary: |
|
||||
The user who triggered the event.
|
||||
- name: flowType
|
||||
type: AnalyticsEconomyFlowType
|
||||
default:
|
||||
summary: |
|
||||
Should specify the direction that currency is flowing using
|
||||
`Enum.AnalyticsEconomyFlowType`.
|
||||
- name: currencyType
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The name of the currency being added or removed, for example `"gold"`,
|
||||
`"gems"`, or `"energy"`. Limited to 5 unique currency types per
|
||||
experience.
|
||||
- name: amount
|
||||
type: float
|
||||
default:
|
||||
summary: |
|
||||
The amount of currency being added or removed. This value should
|
||||
always be positive.
|
||||
- name: endingBalance
|
||||
type: float
|
||||
default:
|
||||
summary: |
|
||||
The user's balance after the currency has been added or removed. This
|
||||
value should always be greater than or equal to `0`.
|
||||
- name: transactionType
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The type of transaction that occurred. While you're free to use any
|
||||
transaction type, it's recommended to use the provided types from
|
||||
`Enum.AnalyticsEconomyTransactionType` such as `"IAP"` or
|
||||
`"ContextualPurchase"` to enable future insights from Roblox tools and
|
||||
charts.
|
||||
|
||||
Because this field type is a string, you'll need to pass the `Name`
|
||||
value of the enum. For example
|
||||
`Enum.AnalyticsEconomyTransactionType|Enum.AnalyticsEconomyTransactionType.IAP.Name`.
|
||||
|
||||
Limited to 20 unique types per experience.
|
||||
- name: itemSku
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
Optional SKU of the item or bundle being purchased. This is a unique
|
||||
identifier for the item being purchased. Limited to 100 unique SKUs
|
||||
per experience.
|
||||
- name: customFields
|
||||
type: Dictionary
|
||||
default: nil
|
||||
summary: |
|
||||
Optional dictionary of custom fields that will provide breakdowns in
|
||||
Roblox-provided charts. Only specific keys, provided by
|
||||
`Enum.AnalyticsCustomFieldKeys`, will be used for these breakdowns.
|
||||
Limited to 8,000 unique combinations of values across the three custom
|
||||
fields per experience.
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: AnalyticsService:LogFunnelStepEvent
|
||||
summary: |
|
||||
Logs an event used to track user actions stepping through a pre-planned
|
||||
funnel.
|
||||
description: |
|
||||
Logs an event used to track user actions stepping through a pre-planned
|
||||
funnel. Funnel breakdowns will only consider the user and event values
|
||||
from the first step in a funnel session.
|
||||
code_samples:
|
||||
- AnalyticsService-LogFunnelStepEvent-Shop
|
||||
parameters:
|
||||
- name: player
|
||||
type: Player
|
||||
default:
|
||||
summary: |
|
||||
The user who triggered the event.
|
||||
- name: funnelName
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The name of the funnel. This should be the same for all steps in the
|
||||
funnel. Limited to 10 unique funnels per experience.
|
||||
- name: funnelSessionId
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
Optional unique identifier for the funnel session. This should be the
|
||||
same for all steps in the funnel.
|
||||
|
||||
Note that this field is only necessary for **recurring** funnels, for
|
||||
example a purchase flow funnel or an item upgrade funnel. If you don't
|
||||
have a natural funnel session identifier, it's recommended to use
|
||||
`Class.HttpService:GenerateGUID()`.
|
||||
- name: step
|
||||
type: int
|
||||
default: 1
|
||||
summary: |
|
||||
The step number in the funnel. This should be unique for each step in
|
||||
the funnel. All funnels start at step 1. Limited to steps 1-100.
|
||||
|
||||
Repeated steps by the same user in the same funnel session, or when
|
||||
`funnelSessionId` is `nil` will be ignored.
|
||||
|
||||
Note that if any steps are skipped, the intermediate steps will be
|
||||
considered completed.
|
||||
- name: stepName
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
Optional name of the step in the funnel. This field is only used for
|
||||
display purposes in Roblox-provided charts.
|
||||
- name: customFields
|
||||
type: Dictionary
|
||||
default: nil
|
||||
summary: |
|
||||
Optional dictionary of custom fields that will provide breakdowns in
|
||||
Roblox-provided charts. Only specific keys, provided by
|
||||
`Enum.AnalyticsCustomFieldKeys`, will be used for these breakdowns.
|
||||
Limited to 8,000 unique combinations of values across the three custom
|
||||
fields per experience.
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: AnalyticsService:LogOnboardingFunnelStepEvent
|
||||
summary: |
|
||||
Logs an event used to track user actions stepping through an onboarding
|
||||
funnel.
|
||||
description: |
|
||||
Logs an event used to track user actions stepping through an onboarding
|
||||
funnel. Funnel breakdowns will only consider the user and event values
|
||||
from the first step in a funnel session.
|
||||
code_samples:
|
||||
- AnalyticsService-LogOnboardingFunnelStepEvent-TwoSteps
|
||||
parameters:
|
||||
- name: player
|
||||
type: Player
|
||||
default:
|
||||
summary: |
|
||||
The user who triggered the event.
|
||||
- name: step
|
||||
type: int
|
||||
default:
|
||||
summary: |
|
||||
The step number in the funnel. This should be unique for each step in
|
||||
the funnel. All funnels start at step 1. Limited to steps 1-100.
|
||||
|
||||
Note that if any steps are skipped, the intermediate steps will be
|
||||
considered completed.
|
||||
- name: stepName
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
Optional name of the step in the funnel. This field is only used for
|
||||
display purposes in Roblox-provided charts.
|
||||
- name: customFields
|
||||
type: Dictionary
|
||||
default: nil
|
||||
summary: |
|
||||
Optional dictionary of custom fields that will provide breakdowns in
|
||||
Roblox-provided charts. Only specific keys, provided by
|
||||
`Enum.AnalyticsCustomFieldKeys`, will be used for these breakdowns.
|
||||
Limited to 8,000 unique combinations of values across the three custom
|
||||
fields per experience.
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: AnalyticsService:LogProgressionCompleteEvent
|
||||
summary: |
|
||||
Logs an event for when a user has completed a level attempt.
|
||||
description: |
|
||||
Logs an event for when a user has completed a level attempt. This event
|
||||
does not currently display in any Roblox-provided charts.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: player
|
||||
type: Player
|
||||
default:
|
||||
summary: |
|
||||
The player who triggered the event.
|
||||
- name: progressionPathName
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
- name: level
|
||||
type: int
|
||||
default:
|
||||
summary: ''
|
||||
- name: levelName
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
- name: customFields
|
||||
type: Dictionary
|
||||
default: nil
|
||||
summary: ''
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: AnalyticsService:LogProgressionEvent
|
||||
summary: |
|
||||
Logs an event for when a user has started, completed, or failed a level
|
||||
attempt.
|
||||
description: |
|
||||
Logs an event for when a user has started, completed, or failed a level
|
||||
attempt. This event does not currently display in any Roblox-provided
|
||||
charts.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: player
|
||||
type: Player
|
||||
default:
|
||||
summary: |
|
||||
The player who triggered the event.
|
||||
- name: progressionPathName
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
- name: status
|
||||
type: AnalyticsProgressionType
|
||||
default:
|
||||
summary: ''
|
||||
- name: level
|
||||
type: int
|
||||
default:
|
||||
summary: ''
|
||||
- name: levelName
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
- name: customFields
|
||||
type: Dictionary
|
||||
default: nil
|
||||
summary: ''
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: AnalyticsService:LogProgressionFailEvent
|
||||
summary: |
|
||||
Logs an event for when a user has failed a level attempt.
|
||||
description: |
|
||||
Logs an event for when a user has failed a level attempt. This event does
|
||||
not currently display in any Roblox-provided charts.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: player
|
||||
type: Player
|
||||
default:
|
||||
summary: |
|
||||
The user who triggered the event.
|
||||
- name: progressionPathName
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
- name: level
|
||||
type: int
|
||||
default:
|
||||
summary: ''
|
||||
- name: levelName
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
- name: customFields
|
||||
type: Dictionary
|
||||
default: nil
|
||||
summary: ''
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: AnalyticsService:LogProgressionStartEvent
|
||||
summary: |
|
||||
Logs an event for when a user has started a level attempt.
|
||||
description: |
|
||||
Logs an event for when a user has started a level attempt. This event does
|
||||
not currently display in any Roblox-provided charts.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: player
|
||||
type: Player
|
||||
default:
|
||||
summary: |
|
||||
The player who triggered the event.
|
||||
- name: progressionPathName
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
- name: level
|
||||
type: int
|
||||
default:
|
||||
summary: ''
|
||||
- name: levelName
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
- name: customFields
|
||||
type: Dictionary
|
||||
default: nil
|
||||
summary: ''
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Basic
|
||||
events: []
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,138 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AngularVelocity
|
||||
type: class
|
||||
memory_category: BaseParts
|
||||
summary: |
|
||||
Applies torque on an assembly to maintain a constant angular velocity.
|
||||
description: |
|
||||
The `AngularVelocity` constraint applies torque on an assembly to maintain a
|
||||
**constant** angular velocity. Alternatively:
|
||||
|
||||
- If you want to control the amount of torque applied, use a `Class.Torque`
|
||||
constraint.
|
||||
- If you only need **initial** angular velocity, set the
|
||||
`Class.BasePart.AssemblyAngularVelocity|AssemblyAngularVelocity` method
|
||||
directly on the assembly.
|
||||
|
||||
When configuring this constraint, it may be helpful to study
|
||||
[Roblox Units](../../../physics/units.md) to understand how Roblox units
|
||||
compare to metric units.
|
||||
|
||||
#### Relativity
|
||||
|
||||
Application of velocity can be controlled through the constraint's
|
||||
`Class.AngularVelocity.RelativeTo|RelativeTo` property. If set to
|
||||
`Enum.ActuatorRelativeTo|World`, the angular velocity vector is used as is. If
|
||||
set to `Enum.ActuatorRelativeTo|Attachment1` and the constraint's
|
||||
`Class.Constraint.Attachment1|Attachment1` property is set to another
|
||||
attachment, the angular velocity will be affected by that of the other
|
||||
attachment. Setting `Class.AngularVelocity.RelativeTo|RelativeTo` to
|
||||
`Enum.ActuatorRelativeTo|Attachment1` also exposes the
|
||||
`Class.AngularVelocity.ReactionTorqueEnabled|ReactionTorqueEnabled` property.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Constraint
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AngularVelocity.AngularVelocity
|
||||
summary: |
|
||||
A `Datatype.Vector3` that gives the desired or target angular velocity.
|
||||
description: |
|
||||
A `Datatype.Vector3` that gives the desired or target angular velocity.
|
||||
This vector is set in the `Datatype.CFrame` expressed by the
|
||||
`Class.AngularVelocity.RelativeTo|RelativeTo` property.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Torque
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: AngularVelocity.MaxTorque
|
||||
summary: |
|
||||
Magnitude of the maximum torque the constraint can apply.
|
||||
description: |
|
||||
Magnitude of the maximum torque the constraint can apply.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Torque
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: AngularVelocity.ReactionTorqueEnabled
|
||||
summary: |
|
||||
Causes the constraint to apply equal and opposite reaction forces.
|
||||
description: |
|
||||
This property, when enabled, causes the constraint to apply equal and
|
||||
opposite reaction forces. This is important if the two attached parts can
|
||||
collide, since without reaction forces collisions can create energy that
|
||||
would otherwise be disregarded.
|
||||
|
||||
When enabled, the reaction forces cause the constraint to act like an
|
||||
angular motor between the two attachments.
|
||||
|
||||
Only meaningful when `Class.AngularVelocity.RelativeTo|RelativeTo` is set
|
||||
to `Enum.ActuatorRelativeTo|Attachment1`.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Torque
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: AngularVelocity.RelativeTo
|
||||
summary: ''
|
||||
description: |
|
||||
The `Datatype.CFrame` in which the `AngularVelocity` force is specified.
|
||||
If set to `Enum.ActuatorRelativeTo|World`, the angular velocity vector is
|
||||
used as is. If set to `Enum.ActuatorRelativeTo|Attachment1`, the angular
|
||||
velocity is transformed by the `Datatype.CFrame` of the assigned
|
||||
attachment.
|
||||
|
||||
`Class.AngularVelocity.RelativeTo|RelativeTo` can also be set to
|
||||
`Enum.ActuatorRelativeTo|Attachment0`, but it makes no physical sense and
|
||||
will lead to unpredictable behaviors.
|
||||
code_samples: []
|
||||
type: ActuatorRelativeTo
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Torque
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
73
.cursor/rules/roblox/reference/engine/classes/Animation.yaml
Normal file
73
.cursor/rules/roblox/reference/engine/classes/Animation.yaml
Normal file
|
|
@ -0,0 +1,73 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: Animation
|
||||
type: class
|
||||
memory_category: Animation
|
||||
summary: |
|
||||
References an animation asset which can be loaded by an
|
||||
`Class.AnimationController`.
|
||||
description: |
|
||||
An object that references an animation asset
|
||||
(`Class.Animation.AnimationId|AnimationId`) which can be loaded by an
|
||||
`Class.AnimationController`.
|
||||
|
||||
#### Loading an Animation on Client or Server
|
||||
|
||||
In order for `Class.AnimationTrack|AnimationTracks` to replicate correctly,
|
||||
it's important to know when they should be loaded on the client or on the
|
||||
server:
|
||||
|
||||
- If an `Class.Animator` is a descendant of a `Class.Humanoid` or
|
||||
`Class.AnimationController` in a player's `Class.Player.Character`,
|
||||
animations started on that player's client will be replicated to the server
|
||||
and other clients.
|
||||
|
||||
- If the `Class.Animator` is **not** a descendant of a player character, its
|
||||
animations must be loaded and started on the server to replicate.
|
||||
|
||||
The `Class.Animator` object must be initially created on the server and
|
||||
replicated to clients for animation replication to work at all. If an
|
||||
`Class.Animator` is created locally, then
|
||||
`Class.AnimationTrack|AnimationTracks` loaded with that `Class.Animator` will
|
||||
not replicate.
|
||||
|
||||
See also [Animation Editor](../../../animation/editor.md) and
|
||||
[Using Animations](../../../animation/using.md) to learn how to create and add
|
||||
pre-built or custom animations to your game.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: Animation.AnimationId
|
||||
summary: |
|
||||
Asset ID of the animation an `Class.Animation` object is referencing.
|
||||
description: |
|
||||
This property is the asset ID of the animation an `Class.Animation` object
|
||||
is referencing. Once an animation has been created and uploaded to Roblox,
|
||||
the ID can be copied from the
|
||||
[Creator Dashboard](https://create.roblox.com/dashboard/creations?activeTab=Animation).
|
||||
|
||||
Note that the animation will need to be loaded onto an
|
||||
`Class.AnimationTrack` in order to play it.
|
||||
code_samples: []
|
||||
type: ContentId
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Animation
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,91 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AnimationClip
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
Represents all types of animation data that the Roblox animation system can
|
||||
consume.
|
||||
description: |
|
||||
The non-creatable `Class.AnimationClip` instance type represents abstract
|
||||
animation data that can be fed to the Roblox animation system.
|
||||
`Class.KeyframeSequence` and `Class.CurveAnimation` are two current instance
|
||||
types that inherit from `Class.AnimationClip`.
|
||||
|
||||
There are different ways to represent animation data. To simplify the use of
|
||||
Roblox's animation system, all such representations are their own instance
|
||||
types but inherit from the `Class.AnimationClip` instance. Animation clips
|
||||
published to Roblox via the [Animation Editor](../../../animation/editor.md)
|
||||
can be loaded into the Roblox Engine using an `Class.Animation` instance.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants:
|
||||
- CurveAnimation
|
||||
- KeyframeSequence
|
||||
tags:
|
||||
- NotCreatable
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AnimationClip.Loop
|
||||
summary: |
|
||||
Determines whether the animation stored in this `Class.AnimationClip` is
|
||||
intended to loop.
|
||||
description: |
|
||||
Determines whether the animation stored in this `Class.AnimationClip` is
|
||||
intended to loop. When set to true, the animation will continuously repeat
|
||||
each time it finishes.
|
||||
|
||||
Note that `Class.AnimationTrack` instances internally load an
|
||||
`Class.AnimationClip` when an `Class.Animation` is requested via its
|
||||
`Class.Animation.AnimationId|AnimationId`, and the
|
||||
`Class.AnimationTrack.Looped` property will default to the original
|
||||
`Class.AnimationClip` value. Note also that this value can be overwritten.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationClip.Priority
|
||||
summary: |
|
||||
Determines which clip takes priority when multiple animations are playing
|
||||
simultaneously.
|
||||
description: |
|
||||
Determines which clip takes priority when multiple animations are playing
|
||||
simultaneously. Multiple playing animations look to this property to
|
||||
figure out which `Class.Keyframe` poses should be played over one another.
|
||||
|
||||
Note that `Class.AnimationTrack` instances internally load an
|
||||
`Class.AnimationClip` when an `Class.Animation` is requested via its
|
||||
`Class.Animation.AnimationId|AnimationId`, and the
|
||||
`Class.AnimationTrack.Priority` property will default to the original
|
||||
`Class.AnimationClip` value. Note also that this value can be overwritten.
|
||||
code_samples:
|
||||
- KeyframeSequence-Instantiation
|
||||
type: AnimationPriority
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Animation
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,262 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AnimationClipProvider
|
||||
type: class
|
||||
memory_category: Animation
|
||||
summary: |
|
||||
Provides functions to load and preview `Class.AnimationClip|AnimationClips`.
|
||||
description: |
|
||||
Provides functions to load and preview `Class.AnimationClip|AnimationClips`.
|
||||
It includes a number of functions that are useful when working with an
|
||||
`Class.Animation`.
|
||||
|
||||
The `Class.AnimationClipProvider` replaces the deprecated
|
||||
`Class.KeyframeSequenceProvider` that was used to download `KeyframeSequences`
|
||||
by content ID.
|
||||
|
||||
The AnimationClipProvider has a number of uses.
|
||||
|
||||
- Download the `Class.AnimationClip` associated with an animation content ID
|
||||
from the Roblox website, regardless of the underlying type of
|
||||
`Class.AnimationClip` (`Class.KeyframeSequence` or `Class.CurveAnimation`).
|
||||
- Generate a temporary ID to locally preview an animation.
|
||||
- Fetch the content IDs of animations owned by a particular user.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags:
|
||||
- NotCreatable
|
||||
- Service
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
properties: []
|
||||
methods:
|
||||
- name: AnimationClipProvider:GetAnimationClip
|
||||
summary: |
|
||||
Returns a `Class.AnimationClip` from a given asset URL.
|
||||
description: |
|
||||
Returns a `Class.AnimationClip` from a given asset URL.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: assetId
|
||||
type: ContentId
|
||||
default:
|
||||
summary: |
|
||||
The content ID of the animation.
|
||||
returns:
|
||||
- type: AnimationClip
|
||||
summary: |
|
||||
The `Class.AnimationClip` found.
|
||||
tags:
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This function is deprecated and can lead to the game freezing until the
|
||||
animation is loaded. Developers are recommended to use
|
||||
`GetAnimationClipAsync` instead.
|
||||
security: PluginSecurity
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationClipProvider:GetAnimationClipAsync
|
||||
summary: |
|
||||
Returns a `Class.AnimationClip` based on the specified assetId
|
||||
asynchronously.
|
||||
description: |
|
||||
Fetches an `Class.AnimationClip` based on the specified assetId. The
|
||||
assetId must correspond to an animation asset in Roblox. The function will
|
||||
yield until the `Class.AnimationClip` is loaded from the website and
|
||||
should be wrapped in a `pcall`.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: assetId
|
||||
type: ContentId
|
||||
default:
|
||||
summary: |
|
||||
The content ID of the animation.
|
||||
returns:
|
||||
- type: AnimationClip
|
||||
summary: |
|
||||
The `Class.AnimationClip` found.
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationClipProvider:GetAnimationClipById
|
||||
summary: |
|
||||
Returns a `Class.AnimationClip` from the supplied assetId.
|
||||
description: |
|
||||
Returns a `Class.AnimationClip` from the supplied assetId. Can optionally
|
||||
cache to reduce unnecessary loading freezes.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: assetId
|
||||
type: int64
|
||||
default:
|
||||
summary: |
|
||||
The content ID of the animation.
|
||||
- name: useCache
|
||||
type: boolean
|
||||
default:
|
||||
summary: |
|
||||
True if a cached version can be returned.
|
||||
returns:
|
||||
- type: AnimationClip
|
||||
summary: |
|
||||
The `Class.AnimationClip` found.
|
||||
tags:
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This function is deprecated and can lead to the game freezing until the
|
||||
animation is loaded. Developers are recommended to use
|
||||
`GetAnimationClipAsync` instead.
|
||||
security: PluginSecurity
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationClipProvider:GetAnimationsAsync
|
||||
summary: |
|
||||
This function returns an `Class.InventoryPages` object which can be used
|
||||
to iterate over animations owned by a specific user.
|
||||
description: |
|
||||
This function returns an `Class.InventoryPages` object which can be used
|
||||
to iterate over animations owned by a specific user.
|
||||
|
||||
This function has a number of potential uses, such as allowing users to
|
||||
browse and import animations into a custom animation plugin.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: userId
|
||||
type: int64
|
||||
default:
|
||||
summary: |
|
||||
The user ID of the user.
|
||||
returns:
|
||||
- type: Instance
|
||||
summary: |
|
||||
An `Class.InventoryPages` of animations.
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationClipProvider:GetAnimations
|
||||
summary: |
|
||||
This function returns an `Class.InventoryPages` object which can be used
|
||||
to iterate over animations owned by a specific user.
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: userId
|
||||
type: int64
|
||||
default:
|
||||
summary: |
|
||||
The user ID of the user.
|
||||
returns:
|
||||
- type: Instance
|
||||
summary: |
|
||||
An `Class.InventoryPages` of animations.
|
||||
tags:
|
||||
- Yields
|
||||
- Deprecated
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationClipProvider:GetClipEvaluatorAsync
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: assetId
|
||||
type: ContentId
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: ClipEvaluator
|
||||
summary: ''
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationClipProvider:RegisterActiveAnimationClip
|
||||
summary: |
|
||||
Generates a temporary asset ID from a `Class.AnimationClip` that can be
|
||||
used for localized testing of an animation.
|
||||
description: |
|
||||
Generates a temporary asset ID from a `Class.AnimationClip` that can be
|
||||
used for localized testing of an animation. This performs the same
|
||||
function as
|
||||
`Class.AnimationClipProvider:RegisterAnimationClip()|RegisterAnimationClip()`
|
||||
but generates an `active://` URL instead of a hash. The generated ID can
|
||||
be used as an `Class.Animation.AnimationId|AnimationId` property for
|
||||
testing.
|
||||
|
||||
The asset ID generated by this function is temporary and cannot be used
|
||||
outside of Studio. Developers wishing to generate an asset ID that can be
|
||||
used online should upload the `Class.AnimationClip` to Roblox.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: animationClip
|
||||
type: AnimationClip
|
||||
default:
|
||||
summary: |
|
||||
The `Class.AnimationClip` to be used.
|
||||
returns:
|
||||
- type: ContentId
|
||||
summary: |
|
||||
A temporary asset ID generated for localized animation playback.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationClipProvider:RegisterAnimationClip
|
||||
summary: |
|
||||
Generates a temporary asset ID from a `Class.AnimationClip` that can be
|
||||
used for localized testing of an animation. Generates a hash.
|
||||
description: |
|
||||
Generates a temporary asset ID from a `Class.AnimationClip` that can be
|
||||
used for localized testing of an animation.
|
||||
|
||||
This function performs the same function to
|
||||
`Class.AnimationClipProvider:RegisterActiveAnimationClip()|RegisterActiveAnimationClip`
|
||||
yet generates a hash instead of an `active://` URL.
|
||||
|
||||
The ID generated can be used for the `Class.Animation.AnimationId`
|
||||
property to test animations.
|
||||
|
||||
The asset ID generated by this function is temporary and cannot be used
|
||||
outside of Studio. Developers wishing to generate an asset ID that can be
|
||||
used online should upload the `Class.AnimationClip` to Roblox.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: animationClip
|
||||
type: AnimationClip
|
||||
default:
|
||||
summary: |
|
||||
The `Class.AnimationClip` to be used.
|
||||
returns:
|
||||
- type: ContentId
|
||||
summary: |
|
||||
A temporary asset ID generated for localized animation playback.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
events: []
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,229 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AnimationConstraint
|
||||
type: class
|
||||
memory_category: BaseParts
|
||||
summary: |
|
||||
Aligns two `Class.BasePart|BaseParts` with an animate-able kinematic or
|
||||
force-based joint.
|
||||
description: |
|
||||
An **AnimationConstraint** constrains its `Class.Attachment|Attachments` so
|
||||
that they're offset by the `Class.AnimationConstraint.Transform|Transform`
|
||||
`CFrame`. The `Class.AnimationConstraint.Transform|Transform` can be set
|
||||
manually during `Class.RunService.PreSimulation` or by an `Class.Animator`.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Constraint
|
||||
descendants: []
|
||||
tags:
|
||||
- NotBrowsable
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AnimationConstraint.C0
|
||||
summary: ''
|
||||
description: |
|
||||
The `Class.AnimationConstraint.Attachment0|Attachment0`
|
||||
`Class.Attachment.CFrame|CFrame` for backwards compatibility with
|
||||
`Class.Motor6D.C0`.
|
||||
code_samples: []
|
||||
type: CFrame
|
||||
tags:
|
||||
- Hidden
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
- Deprecated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Physics
|
||||
- Animation
|
||||
- name: AnimationConstraint.C1
|
||||
summary: ''
|
||||
description: |
|
||||
The `Class.AnimationConstraint.Attachment1|Attachment1`
|
||||
`Class.Attachment.CFrame|CFrame` for backwards compatibility with
|
||||
`Class.Motor6D.C1`.
|
||||
code_samples: []
|
||||
type: CFrame
|
||||
tags:
|
||||
- Hidden
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
- Deprecated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Physics
|
||||
- Animation
|
||||
- name: AnimationConstraint.IsKinematic
|
||||
summary: |
|
||||
Toggles whether the `Class.AnimationConstraint` is kinematic or physically
|
||||
simulated.
|
||||
description: |
|
||||
When true, the connected parts follow the
|
||||
`Class.AnimationConstraint.Transform|Transform` perfectly without
|
||||
participating in physics simulation. When false, the connected parts
|
||||
follow the trajectory using forces and torques limited by
|
||||
`Class.AnimationConstraint.MaxForce` and
|
||||
`Class.AnimationConstraint.MaxTorque`.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- Animation
|
||||
- name: AnimationConstraint.MaxForce
|
||||
summary: |
|
||||
Maximum force magnitude the constraint can apply to achieve its goal.
|
||||
description: |
|
||||
Maximum force magnitude the constraint can apply to achieve its goal. Only
|
||||
used if `Class.AnimationConstraint.IsKinematic|IsKinematic` is false.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Compliance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- Animation
|
||||
- name: AnimationConstraint.MaxTorque
|
||||
summary: |
|
||||
Maximum torque the constraint can apply to reach its goal.
|
||||
description: |
|
||||
Maximum torque the constraint can use to reach its goal. Only used if
|
||||
`Class.AnimationConstraint.IsKinematic|IsKinematic` is false.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Compliance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- Animation
|
||||
- name: AnimationConstraint.Part0
|
||||
summary: ''
|
||||
description: |
|
||||
The `Class.AnimationConstraint.Attachment0|Attachment0`
|
||||
`Class.Instance.Parent|Parent` for backwards compatibility with
|
||||
`Class.Motor6D.Part0`.
|
||||
code_samples: []
|
||||
type: BasePart
|
||||
tags:
|
||||
- Hidden
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
- Deprecated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Physics
|
||||
- Animation
|
||||
- name: AnimationConstraint.Part1
|
||||
summary: ''
|
||||
description: |
|
||||
The `Class.AnimationConstraint.Attachment1|Attachment1`
|
||||
`Class.Instance.Parent|Parent` for backwards compatibility with
|
||||
`Class.Motor6D.Part1`.
|
||||
code_samples: []
|
||||
type: BasePart
|
||||
tags:
|
||||
- Hidden
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
- Deprecated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Physics
|
||||
- Animation
|
||||
- name: AnimationConstraint.Transform
|
||||
summary: |
|
||||
Describes the current animation offset of the `Class.AnimationConstraint`
|
||||
joint.
|
||||
description: |
|
||||
The internal `Datatype.CFrame` that is manipulated when a
|
||||
`Class.AnimationConstraint` is being animated.
|
||||
|
||||
##### Timing
|
||||
|
||||
`Class.AnimationConstraint` transforms are not applied immediately, but
|
||||
rather as a batch in a parallel job after
|
||||
`Class.RunService.PreSimulation`, immediately before physics steps. The
|
||||
deferred batch update is much more efficient than many immediate updates.
|
||||
|
||||
If the `Class.AnimationConstraint` is part of an animated model with an
|
||||
`Class.Animator`, then `Class.AnimationConstraint.Transform` is usually
|
||||
overwritten every frame by the `Class.Animator` after
|
||||
`Class.RunService.PreAnimation` and before
|
||||
`Class.RunService.PreSimulation`.
|
||||
code_samples: []
|
||||
type: CFrame
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- Animation
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,130 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AnimationController
|
||||
type: class
|
||||
memory_category: Animation
|
||||
summary: |
|
||||
Allows animations to be loaded and applied to a character or model in place of
|
||||
a `Class.Humanoid`.
|
||||
description: |
|
||||
An object which allows animations to be loaded and applied to a character or
|
||||
model in place of a `Class.Humanoid`. Creates an `Class.Animator` and loads
|
||||
animations to update `Class.Motor6D|Motor6Ds` of said character to react in
|
||||
the way that is described within the animation asset referenced by an
|
||||
`Class.Animation` object.
|
||||
|
||||
Note that the `Class.AnimationController:LoadAnimation()|LoadAnimation()`
|
||||
method of this class has been deprecated. Instead, you should call
|
||||
`Class.Animator:LoadAnimation()` directly from an `Class.Animator` which can
|
||||
be created manually in Studio and directly referenced in scripts. When the
|
||||
deprecated method is called from an `Class.AnimationController`, the
|
||||
controller itself does nothing regarding the animation intended to be loaded,
|
||||
except to automatically generate an `Class.Animator`, onto which the loading
|
||||
call and animation ID are transferred. In this way, the
|
||||
`Class.AnimationController` can be thought of as nothing more than an empty
|
||||
shell for a child `Class.Animator` object which handles any actual
|
||||
functionality regarding animations.
|
||||
code_samples:
|
||||
- AnimationController
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties: []
|
||||
methods:
|
||||
- name: AnimationController:GetPlayingAnimationTracks
|
||||
summary: |
|
||||
Returns an array of all `Class.AnimationTrack|AnimationTracks` that are
|
||||
currently being played by the `Class.AnimationController`.
|
||||
description: |
|
||||
Returns an array of all `Class.AnimationTrack|AnimationTracks` that are
|
||||
currently being played by the `Class.AnimationController`.
|
||||
|
||||
A typical use for this function is stopping currently playing tracks using
|
||||
`Class.AnimationTrack:Stop()`.
|
||||
|
||||
Note this function will not return `Class.AnimationTrack|AnimationTracks`
|
||||
that have loaded but are not playing. If the developer wishes to track
|
||||
these they will need to index them manually. See below for one example of
|
||||
how this could be achieved:
|
||||
|
||||
```
|
||||
local animationTracks = {}
|
||||
local track = animationController:LoadTrack(animation)
|
||||
table.insert(animationTracks, track)
|
||||
```
|
||||
code_samples:
|
||||
- GetPlayingAnimationTracks
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: |
|
||||
An array of playing `Class.AnimationTrack|AnimationTracks`.
|
||||
tags:
|
||||
- Deprecated
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationController:LoadAnimation
|
||||
summary: |
|
||||
Loads an `Class.Animation` onto an `Class.AnimationController`, returning
|
||||
an `Class.AnimationTrack` that can be used for playback.
|
||||
description: |
|
||||
This function loads an `Class.Animation` onto an
|
||||
`Class.AnimationController`, returning an `Class.AnimationTrack` that can
|
||||
be used for playback.
|
||||
code_samples:
|
||||
- AnimationController
|
||||
parameters:
|
||||
- name: animation
|
||||
type: Animation
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Animation` to be used.
|
||||
returns:
|
||||
- type: AnimationTrack
|
||||
summary: ''
|
||||
tags:
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This function is deprecated in favor of using
|
||||
`Class.Animator:LoadAnimation()` directly (the `Class.Animator` may be
|
||||
created while editing or at runtime).
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
events:
|
||||
- name: AnimationController.AnimationPlayed
|
||||
summary: |
|
||||
Fires whenever the `Class.AnimationController` begins playing an
|
||||
animation. It returns the `Class.AnimationTrack` playing.
|
||||
description: |
|
||||
This event fires whenever the `Class.AnimationController` begins playing
|
||||
an animation. It returns the `Class.AnimationTrack` playing.
|
||||
|
||||
The `Class.AnimationTrack` can be used to access the animation's playback
|
||||
functions and events. It will only fire for animations playing on the
|
||||
specific `Class.AnimationController`.
|
||||
|
||||
See `Class.Humanoid.AnimationPlayed` for the `Class.Humanoid` variant of
|
||||
this function.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: animationTrack
|
||||
type: AnimationTrack
|
||||
default:
|
||||
summary: |
|
||||
The `Class.AnimationTrack` that was played.
|
||||
tags:
|
||||
- Deprecated
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Animation
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,21 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AnimationFromVideoCreatorService
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags:
|
||||
- NotCreatable
|
||||
- Service
|
||||
deprecation_message: ''
|
||||
properties: []
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,24 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AnimationRigData
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
Used to store information regarding the model an animation was authored for.
|
||||
description: |
|
||||
An AnimationRigData instance commonly appears in the Data Model as a child of
|
||||
an AnimationClip. It is used to store information regarding the source rig an
|
||||
animation was authored for. It is currently only used for AnimationClips
|
||||
authored on R15 rigs.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties: []
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,770 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AnimationTrack
|
||||
type: class
|
||||
memory_category: Animation
|
||||
summary: |
|
||||
Controls the playback of an animation on an `Class.Animator`.
|
||||
description: |
|
||||
Controls the playback of an animation on an `Class.Animator`. This object
|
||||
cannot be created, instead it is returned by the
|
||||
`Class.Animator:LoadAnimation()` method.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags:
|
||||
- NotCreatable
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AnimationTrack.Animation
|
||||
summary: |
|
||||
The `Class.Animation` object that was used to create this
|
||||
`Class.AnimationTrack`.
|
||||
description: |
|
||||
The `Class.Animation` object that was used to create this
|
||||
`Class.AnimationTrack`. To create an `Class.AnimationTrack`, you must load
|
||||
an `Class.Animation` object onto an `Class.Animator` using the
|
||||
`Class.Animator:LoadAnimation()` method.
|
||||
code_samples:
|
||||
- AnimationPlayed
|
||||
type: Animation
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack.IsPlaying
|
||||
summary: |
|
||||
A read-only property that returns true when the `Class.AnimationTrack` is
|
||||
playing.
|
||||
description: |
|
||||
A read-only property that returns true when the `Class.AnimationTrack` is
|
||||
playing.
|
||||
|
||||
This property can be used to check if an animation is already playing
|
||||
before playing it (as that would cause it to restart). If you want to
|
||||
obtain all playing `Class.AnimationTrack|AnimationTracks` on an
|
||||
`Class.Animator` or a `Class.Humanoid`, they should use
|
||||
`Class.Animator:GetPlayingAnimationTracks()`
|
||||
code_samples:
|
||||
- AnimationTrack-IsPlaying
|
||||
type: boolean
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack.Length
|
||||
summary: |
|
||||
A read-only property that returns the length (in seconds) of an
|
||||
`Class.AnimationTrack`. This will return `0` until the animation has fully
|
||||
loaded and thus may not be immediately available.
|
||||
description: |
|
||||
A read-only property that returns the length (in seconds) of an
|
||||
`Class.AnimationTrack`. This will return `0` until the animation has fully
|
||||
loaded and thus may not be immediately available.
|
||||
|
||||
When the `Class.AnimationTrack.Speed` of an `Class.AnimationTrack` is
|
||||
equal to `1`, the animation will take `Class.AnimationTrack.Length` (in
|
||||
seconds) to complete.
|
||||
code_samples:
|
||||
- Animation-Speed-2
|
||||
type: float
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack.Looped
|
||||
summary: |
|
||||
Sets whether the animation will repeat after finishing. If it is changed
|
||||
while playing the result will take effect after the animation finishes.
|
||||
description: |
|
||||
This property sets whether the animation will repeat after finishing. If
|
||||
it is changed while playing the result will take effect after the
|
||||
animation finishes.
|
||||
|
||||
This property defaults to how it was set in the
|
||||
[Animation Editor](../../../animation/editor.md). However, this property
|
||||
can be changed, allowing control over the `Class.AnimationTrack` while it
|
||||
is running. This property also correctly handles animations played in
|
||||
reverse (negative `Class.AnimationTrack.Speed`). After the first keyframe
|
||||
is reached, it will restart at the last keyframe.
|
||||
code_samples:
|
||||
- Animation-Looping
|
||||
- AnimationTrack-DidLoop
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack.Priority
|
||||
summary: |
|
||||
Sets the priority of an `Class.AnimationTrack`. Depending on what this is
|
||||
set to, playing multiple animations at once will look to this property to
|
||||
figure out which `Class.Keyframe` `Class.Pose|Poses` should be played over
|
||||
one another.
|
||||
description: |
|
||||
This property sets the priority of an `Class.AnimationTrack`. Depending on
|
||||
what this is set to, playing multiple animations at once will look to this
|
||||
property to figure out which `Class.Keyframe` poses should be played over
|
||||
one another. It uses `Enum.AnimationPriority` which has 7 priority levels:
|
||||
|
||||
1. `Enum.AnimationPriority|Action4` (highest priority)
|
||||
2. `Enum.AnimationPriority|Action3`
|
||||
3. `Enum.AnimationPriority|Action2`
|
||||
4. `Enum.AnimationPriority|Action`
|
||||
5. `Enum.AnimationPriority|Movement`
|
||||
6. `Enum.AnimationPriority|Idle`
|
||||
7. `Enum.AnimationPriority|Core` (lowest priority)
|
||||
|
||||
Properly set animation priorities, either through the
|
||||
[Animation Editor](../../../animation/editor.md) or through this property,
|
||||
allow multiple animations to be played without them clashing. Where two
|
||||
playing animations direct the target to move the same limb in different
|
||||
ways, the `Class.AnimationTrack` with the highest priority will show. If
|
||||
both animations have the same priority, the weights of the tracks will be
|
||||
used to combine the animations.
|
||||
code_samples: []
|
||||
type: AnimationPriority
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack.Speed
|
||||
summary: |
|
||||
Read-only property that gives the current playback speed of the
|
||||
`Class.AnimationTrack`.
|
||||
description: |
|
||||
This read-only property gives the current playback speed of the
|
||||
`Class.AnimationTrack`. When equal to `1`, the amount of time an animation
|
||||
takes to complete is equal to `Class.AnimationTrack.Length`, in seconds.
|
||||
|
||||
If the speed is adjusted through `Class.AnimationTrack:AdjustSpeed()`, the
|
||||
actual time it will take a track to play can be computed by dividing the
|
||||
length by the speed. Speed is a unitless quantity.
|
||||
code_samples:
|
||||
- Animation-Speed
|
||||
- Animation-Speed-2
|
||||
type: float
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack.TimePosition
|
||||
summary: |
|
||||
Returns the position in time in seconds that an `Class.AnimationTrack` is
|
||||
through playing its source animation. Can be set to make the track jump to
|
||||
a specific moment in the animation.
|
||||
description: |
|
||||
Returns the position in time in seconds that an `Class.AnimationTrack` is
|
||||
through playing its source animation. Can be set to make the track jump to
|
||||
a specific moment in the animation, but the `Class.AnimationTrack` must be
|
||||
playing to do so. It can also be used in combination with
|
||||
`Class.AnimationTrack:AdjustSpeed()` to freeze the animation at a desired
|
||||
point by setting speed to `0`.
|
||||
code_samples:
|
||||
- Animation-TimePosition
|
||||
type: float
|
||||
tags:
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack.WeightCurrent
|
||||
summary: |
|
||||
Read-only property that gives the current weight of the
|
||||
`Class.AnimationTrack`.
|
||||
description: |
|
||||
When weight is set in an `Class.AnimationTrack` it does not change
|
||||
instantaneously but moves from `Class.AnimationTrack.WeightCurrent` to
|
||||
`Class.AnimationTrack.WeightTarget`. The time it takes to do this is
|
||||
determined by the `fadeTime` parameter given when the animation is played,
|
||||
or the weight is adjusted.
|
||||
|
||||
`Class.AnimationTrack.WeightCurrent` can be checked against
|
||||
`Class.AnimationTrack.WeightTarget` to see if the desired weight has been
|
||||
reached. Note that these values should not be checked for equality with
|
||||
the `==` operator, as both of these values are floats. To see if
|
||||
`Class.AnimationTrack.WeightCurrent` has reached the target weight, it is
|
||||
recommended to see if the distance between those values is sufficiently
|
||||
small.
|
||||
code_samples:
|
||||
- AnimationWeight
|
||||
type: float
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack.WeightTarget
|
||||
summary: |
|
||||
Read-only property that gives the current weight of the
|
||||
`Class.AnimationTrack`.
|
||||
description: |
|
||||
This read-only property gives the current weight of the
|
||||
`Class.AnimationTrack`. It has a default value of `1` and is set when
|
||||
`Class.AnimationTrack:Play()`, `Class.AnimationTrack:Stop()` or
|
||||
`Class.AnimationTrack:AdjustWeight()` is called. When weight is set in an
|
||||
`Class.AnimationTrack` it does not change instantaneously but moves from
|
||||
`Class.AnimationTrack.WeightCurrent` to
|
||||
`Class.AnimationTrack.WeightTarget`. The time it takes to do this is
|
||||
determined by the `fadeTime` parameter given when the animation is played,
|
||||
or the weight is adjusted.
|
||||
|
||||
`Class.AnimationTrack.WeightCurrent` can be checked against
|
||||
`Class.AnimationTrack.WeightTarget` to see if the desired weight has been
|
||||
reached. Note that these values should not be checked for equality with
|
||||
the `==` operator, as both of these values are floats. To see if
|
||||
`Class.AnimationTrack.WeightCurrent` has reached the target weight, it is
|
||||
recommended to see if the distance between those values is sufficiently
|
||||
small.
|
||||
code_samples:
|
||||
- AnimationWeight
|
||||
type: float
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Animation
|
||||
methods:
|
||||
- name: AnimationTrack:AdjustSpeed
|
||||
summary: |
|
||||
Changes the `Class.AnimationTrack.Speed` of an animation. A positive value
|
||||
for speed plays the animation forward, a negative one plays it backwards,
|
||||
and `0` pauses it.
|
||||
description: |
|
||||
This method changes the `Class.AnimationTrack.Speed` of an animation. A
|
||||
positive value for speed plays the animation forward, a negative one plays
|
||||
it backwards, and `0` pauses it.
|
||||
|
||||
A track's initial speed is set as a parameter in
|
||||
`Class.AnimationTrack:Play()`. However a track's
|
||||
`Class.AnimationTrack.Speed` can be changed during playback using this
|
||||
method. When speed is equal to `1`, the amount of time an animation takes
|
||||
to complete is equal to `Class.AnimationTrack.Length` (in seconds).
|
||||
|
||||
When is adjusted, then the actual time it will take a track to play can be
|
||||
computed by dividing the length by the speed. `Class.AnimationTrack.Speed`
|
||||
is a unitless quantity.
|
||||
code_samples:
|
||||
- Animation-Speed-2
|
||||
- Animation-Speed
|
||||
parameters:
|
||||
- name: speed
|
||||
type: float
|
||||
default: 1
|
||||
summary: |
|
||||
The playback speed the animation is to be changed to.
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags:
|
||||
- CustomLuaState
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack:AdjustWeight
|
||||
summary: |
|
||||
Changes the weight of an animation, with the optional `fadeTime` parameter
|
||||
determining how long it takes for `Class.AnimationTrack.WeightCurrent` to
|
||||
reach `Class.AnimationTrack.WeightTarget`.
|
||||
description: |
|
||||
Changes the weight of an animation, with the optional `fadeTime` parameter
|
||||
determining how long it takes for `Class.AnimationTrack.WeightCurrent` to
|
||||
reach `Class.AnimationTrack.WeightTarget`.
|
||||
|
||||
When weight is set in an `Class.AnimationTrack` it does not change
|
||||
instantaneously but moves from `Class.AnimationTrack.WeightCurrent` to
|
||||
`Class.AnimationTrack.WeightTarget`. The time it takes to do this is
|
||||
determined by the `fadeTime` parameter given when the animation is played,
|
||||
or the weight is adjusted.
|
||||
|
||||
The animation weighting system is used to determine how
|
||||
`Class.AnimationTrack|AnimationTracks` playing at the same priority are
|
||||
blended together. The default weight is `1`, and no movement will be
|
||||
visible on an `Class.AnimationTrack` with a weight of `0`. The pose that
|
||||
is shown at any point in time is determined by the weighted average of all
|
||||
the `Class.Pose|Poses` and the `Class.AnimationTrack.WeightCurrent` of
|
||||
each `Class.AnimationTrack`. See below for an example of animation
|
||||
blending in practice. In most cases blending animations is not required
|
||||
and using `Class.AnimationTrack.Priority` is more suitable.
|
||||
code_samples:
|
||||
- AnimationTrack-Change-Weight
|
||||
parameters:
|
||||
- name: weight
|
||||
type: float
|
||||
default: 1
|
||||
summary: |
|
||||
The weight the animation is to be changed to.
|
||||
- name: fadeTime
|
||||
type: float
|
||||
default: 0.100000001
|
||||
summary: |
|
||||
The duration of time that the animation will fade between the old
|
||||
weight and the new weight for.
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags:
|
||||
- CustomLuaState
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack:GetMarkerReachedSignal
|
||||
summary: |
|
||||
Returns an `Datatype.RBXScriptSignal` (event) that fires when a specified
|
||||
`Class.KeyframeMarker` has been hit in an `Class.Animation|animation`.
|
||||
description: |
|
||||
This method returns an `Datatype.RBXScriptSignal` (event) similar to the
|
||||
`Class.AnimationTrack.KeyframeReached` event, except it only fires when a
|
||||
specified `Class.KeyframeMarker` has been hit in an
|
||||
`Class.Animation|animation`. The difference allows for greater control of
|
||||
when the event will fire.
|
||||
|
||||
To learn more about using this method, see
|
||||
[here](../../../animation/events.md).
|
||||
|
||||
#### See Also
|
||||
|
||||
- `Class.KeyframeMarker`
|
||||
- `Class.AnimationTrack`, controls the playback of an animation on a
|
||||
`Class.Humanoid` or `Class.AnimationController`
|
||||
- `Class.Keyframe`, holds the `Class.Pose|Poses` applied to joints in a
|
||||
`Class.Model` at a given point of time in an animation
|
||||
- `Class.Keyframe:AddMarker()`
|
||||
- `Class.Keyframe:RemoveMarker()`
|
||||
- `Class.Keyframe:GetMarkers()`
|
||||
code_samples:
|
||||
- listening-to-keyframemarkers
|
||||
parameters:
|
||||
- name: name
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The name of the `Class.KeyframeMarker` the signal is being created
|
||||
for. Not to be confused with the name of the `Class.Keyframe`.
|
||||
returns:
|
||||
- type: RBXScriptSignal
|
||||
summary: |
|
||||
The signal created and fired when the animation reaches the created
|
||||
`Class.KeyframeMarker`.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack:GetParameter
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: key
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: Variant
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack:GetParameterDefaults
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Dictionary
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack:GetTargetInstance
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: name
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: Instance
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack:GetTargetNames
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack:GetTimeOfKeyframe
|
||||
summary: |
|
||||
Returns the time position of the first `Class.Keyframe` of the given name
|
||||
in an `Class.AnimationTrack`.
|
||||
description: |
|
||||
Returns the time position of the first `Class.Keyframe` of the given name
|
||||
in an `Class.AnimationTrack`. If multiple `Class.Keyframe|Keyframes` share
|
||||
the same name, it will return the earliest one in the animation.
|
||||
|
||||
This method will return an error if it is uses with an invalid keyframe
|
||||
name (one that does not exist for example) or if the underlying
|
||||
`Class.Animation` has not yet loaded. To address this make sure only
|
||||
correct keyframe names are used and the animation has loaded before
|
||||
calling this method.
|
||||
|
||||
To check if the animation has loaded, verify that the
|
||||
`Class.AnimationTrack.Length` is greater than zero.
|
||||
code_samples:
|
||||
- Animation-GetTimeOfKeyframe
|
||||
parameters:
|
||||
- name: keyframeName
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The name associated with the `Class.Keyframe` to be found.
|
||||
returns:
|
||||
- type: double
|
||||
summary: |
|
||||
The time, in seconds, the `Class.Keyframe` occurs at normal playback
|
||||
speed.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack:Play
|
||||
summary: |
|
||||
Plays the `Class.AnimationTrack`. Once called an `Class.AnimationTrack`
|
||||
will play with the specified `fadeTime`, weight and speed.
|
||||
description: |
|
||||
When `Class.AnimationTrack:Play()` is called the track's animation will
|
||||
begin playing and the weight of the animation will increase from `0` to
|
||||
the specified `weight` (defaults to `1`) over the specified `fadeTime`.
|
||||
|
||||
The speed the `Class.AnimationTrack` will play at is determined by the
|
||||
speed parameter (defaults to `1`). When the speed is equal to `1` the
|
||||
number of seconds the track will take to complete is equal to the track's
|
||||
`Class.AnimationTrack.Length` property. For example, a speed of `2` will
|
||||
cause the track to play twice as fast.
|
||||
|
||||
The weight and speed of the animation can also be changed after the
|
||||
animation has begun playing by using the
|
||||
`Class.AnimationTrack:AdjustWeight()` and
|
||||
`Class.AnimationTrack:AdjustSpeed()` methods.
|
||||
|
||||
If you want to start the animation at a specific point using
|
||||
`Class.AnimationTrack.TimePosition`, it's important the animation is
|
||||
played before this is done.
|
||||
code_samples:
|
||||
- Animation-Speed-2
|
||||
- Animation-TimePosition
|
||||
parameters:
|
||||
- name: fadeTime
|
||||
type: float
|
||||
default: 0.100000001
|
||||
summary: |
|
||||
The duration of time that the animation's weight should be faded in
|
||||
for.
|
||||
- name: weight
|
||||
type: float
|
||||
default: 1
|
||||
summary: |
|
||||
The weight the animation is to be played at.
|
||||
- name: speed
|
||||
type: float
|
||||
default: 1
|
||||
summary: |
|
||||
The playback speed of the animation.
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags:
|
||||
- CustomLuaState
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack:SetParameter
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: key
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
- name: value
|
||||
type: Variant
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack:SetTargetInstance
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: name
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
- name: target
|
||||
type: Instance
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack:Stop
|
||||
summary: |
|
||||
Stops the `Class.AnimationTrack`.
|
||||
description: |
|
||||
Stops the `Class.AnimationTrack`. Once called, the weight of the animation
|
||||
will move towards zero over a length of time specified by the optional
|
||||
`fadeTime` parameter. For example, if `Stop()` is called with a `fadeTime`
|
||||
of `2`, it will take two seconds for the weight of the track to reach zero
|
||||
and its effects completely end. Please note this will be the case
|
||||
regardless of the initial weight of the animation.
|
||||
|
||||
It is not recommended to use a `fadeTime` of `0` in an attempt to override
|
||||
this effect and end the animation immediately for `Class.Motor6D|Motor6Ds`
|
||||
that have their `Class.Motor.MaxVelocity` set to zero, as this causes the
|
||||
joints to freeze in place. If it must end immediately, ensure the
|
||||
`Class.Motor.MaxVelocity` of `Class.Motor6D|Motor6Ds` in your rig are high
|
||||
enough for them to snap properly.
|
||||
code_samples:
|
||||
- AnimationTrack-Stop
|
||||
parameters:
|
||||
- name: fadeTime
|
||||
type: float
|
||||
default: 0.100000001
|
||||
summary: |
|
||||
The time, in seconds, for which animation weight is to be faded out
|
||||
over.
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags:
|
||||
- CustomLuaState
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
events:
|
||||
- name: AnimationTrack.DidLoop
|
||||
summary: |
|
||||
Fires when an `Class.AnimationTrack` loops on the next update following
|
||||
the end of the previous animation loop.
|
||||
description: |
|
||||
This event fires whenever a looped `Class.AnimationTrack` completes a
|
||||
loop, on the next update.
|
||||
|
||||
Currently it may also fire at the exact end of a non looped animation
|
||||
track but this behavior should not be relied upon.
|
||||
code_samples:
|
||||
- AnimationTrack-DidLoop
|
||||
parameters: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack.Ended
|
||||
summary: |
|
||||
Fires when the `Class.AnimationTrack` is completely done moving anything
|
||||
in the world.
|
||||
description: |
|
||||
Fires when the `Class.AnimationTrack` is completely done moving anything
|
||||
in the world, meaning the animation has finished playing, the "fade out"
|
||||
is finished, and the subject is in a neutral pose.
|
||||
|
||||
You can use this to take action when the animation track's subject is back
|
||||
in a neutral pose that's unaffected by the `Class.AnimationTrack` or to
|
||||
clean up the `Class.AnimationTrack`.
|
||||
code_samples:
|
||||
- AnimationTrack-Ended
|
||||
parameters: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack.KeyframeReached
|
||||
summary: |
|
||||
Fires every time playback of an `Class.AnimationTrack` reaches a
|
||||
`Class.Keyframe` that does not have the default name of `Keyframe`.
|
||||
description: |
|
||||
Fires every time playback of an `Class.AnimationTrack` reaches a
|
||||
`Class.Keyframe` that does not have the default name of `Keyframe`. This
|
||||
event lets you run code at predefined points in an animation (set by
|
||||
`Class.Keyframe` names).
|
||||
|
||||
`Class.Keyframe` names do not need to be unique. For example, if an
|
||||
animation has three keyframes named `Particles`, this event will fire each
|
||||
time one of these keyframes is reached.
|
||||
|
||||
`Class.Keyframe` names can be set in the
|
||||
[Animation Editor](../../../animation/editor.md) when creating or editing
|
||||
an animation. They cannot however be set by a `Class.Script` on an
|
||||
existing animation prior to playing it.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: keyframeName
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The name of the `Class.Keyframe` reached.
|
||||
tags: []
|
||||
deprecation_message: |
|
||||
This event has been superseded by the
|
||||
`Class.AnimationTrack:GetMarkerReachedSignal()` method.
|
||||
security: None
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: AnimationTrack.Stopped
|
||||
summary: |
|
||||
Fires when the `Class.AnimationTrack` finishes playing. The AnimationTrack
|
||||
might still animate the subject while the animation "fades out". To catch
|
||||
when the AnimationTrack is completely done moving anything in the world,
|
||||
use the `Class.AnimationTrack.Ended` event.
|
||||
description: |
|
||||
Fires whenever the `Class.AnimationTrack` finishes playing.
|
||||
|
||||
This event has a number of uses. It can be used to wait until an
|
||||
`Class.AnimationTrack` has stopped before continuing (for example, if
|
||||
chaining a series of animations to play after each other). It can also be
|
||||
used to clean up any `Class.Instance|Instances` created during the
|
||||
animation playback.
|
||||
code_samples:
|
||||
- AnimationTrack-Stopped
|
||||
parameters: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Animation
|
||||
callbacks: []
|
||||
300
.cursor/rules/roblox/reference/engine/classes/Animator.yaml
Normal file
300
.cursor/rules/roblox/reference/engine/classes/Animator.yaml
Normal file
|
|
@ -0,0 +1,300 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: Animator
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
Responsible for the playback and replication of `Class.Animation|Animations`.
|
||||
description: |
|
||||
The main class responsible for the playback and replication of
|
||||
`Class.Animation|Animations`. All replication of playing
|
||||
`Class.AnimationTrack|AnimationTracks` is handled through the `Class.Animator`
|
||||
instance.
|
||||
|
||||
See also [Animation Editor](../../../animation/editor.md) and
|
||||
[Using Animations](../../../animation/using.md) to learn how to create and add
|
||||
pre-built or custom animations to your game.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: Animator.EvaluationThrottled
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: Safe
|
||||
category: Behavior
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: Animator.PreferLodEnabled
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Behavior
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: Animator.RootMotion
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: CFrame
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
- NotBrowsable
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: Safe
|
||||
category: Behavior
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: Animator.RootMotionWeight
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: float
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
- NotBrowsable
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: Safe
|
||||
category: Behavior
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Animation
|
||||
methods:
|
||||
- name: Animator:ApplyJointVelocities
|
||||
summary: |
|
||||
Computes relative velocities between parts and apply them to
|
||||
`Class.Motor6D.Part1`. These relative velocity calculations and
|
||||
assignments happen in the order provided.
|
||||
description: |
|
||||
Given the current set of `Class.AnimationTrack|AnimationTracks` playing,
|
||||
and their current times and play speeds, compute relative velocities
|
||||
between the parts and apply them to Motor6D.Part1 (the part which
|
||||
`Class.Animator` considers the "child" part). These relative velocity
|
||||
calculations and assignments happen in the order provided.
|
||||
|
||||
This method doesn't apply velocities for a given joint if both of the
|
||||
joint's parts are currently part of the same assembly, for example, if
|
||||
they are still connected directly or indirectly by Motors or Welds.
|
||||
|
||||
This method doesn't disable or remove the joints for you. You must disable
|
||||
or otherwise remove the rigid joints from the assembly before calling this
|
||||
method.
|
||||
|
||||
The given `Motor6Ds` are not required to be descendants of the
|
||||
`Class.DataModel`. Removing the joints from the `Class.DataModel` before
|
||||
calling this method is supported.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: motors
|
||||
type: Variant
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: Animator:GetPlayingAnimationTracks
|
||||
summary: |
|
||||
Returns the list of currently playing
|
||||
`Class.AnimationTrack|AnimationTracks`.
|
||||
description: |
|
||||
Returns the list of currently playing
|
||||
`Class.AnimationTrack|AnimationTracks`.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: Animator:LoadAnimation
|
||||
summary: |
|
||||
Loads an `Class.Animation` onto an `Class.Animator`, returning an
|
||||
`Class.AnimationTrack`.
|
||||
description: |
|
||||
This function loads the given `Class.Animation` onto this
|
||||
`Class.Animator`, returning a playable `Class.AnimationTrack`. When called
|
||||
on an `Class.Animator` within models that the client has network ownership
|
||||
of, for example the local player's character or from
|
||||
`Class.BasePart:SetNetworkOwner()`, this function also loads the animation
|
||||
for the server as well.
|
||||
|
||||
Note that the `Class.Animator` must be in the `Class.Workspace` before
|
||||
making a call to `LoadAnimation()` or else it will be unable to retrieve
|
||||
the `Class.AnimationClipProvider` service and throw an error.
|
||||
|
||||
You should use this function directly instead of the similarly-named
|
||||
`Class.Humanoid:LoadAnimation()` and
|
||||
`Class.AnimationController:LoadAnimation()` functions. These are
|
||||
deprecated proxies of this function which also create an `Class.Animator`
|
||||
if one does not exist; this can cause replication issues if you are not
|
||||
careful.
|
||||
|
||||
#### Loading an Animation on Client or Server
|
||||
|
||||
In order for `Class.AnimationTrack|AnimationTracks` to replicate
|
||||
correctly, it's important to know when they should be loaded on the client
|
||||
or on the server:
|
||||
|
||||
- If an `Class.Animator` is a descendant of a `Class.Humanoid` or
|
||||
`Class.AnimationController` in a player's `Class.Player.Character`,
|
||||
animations started on that player's client will be replicated to the
|
||||
server and other clients.
|
||||
|
||||
- If the `Class.Animator` is **not** a descendant of a player character,
|
||||
its animations must be loaded and started on the server to replicate.
|
||||
|
||||
The `Class.Animator` object must be initially created on the server and
|
||||
replicated to clients for animation replication to work at all. If an
|
||||
`Class.Animator` is created locally, then
|
||||
`Class.AnimationTrack|AnimationTracks` loaded with that `Class.Animator`
|
||||
will not replicate.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: animation
|
||||
type: Animation
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Animation` to be used.
|
||||
returns:
|
||||
- type: AnimationTrack
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: Animator:RegisterEvaluationParallelCallback
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: callback
|
||||
type: Function
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
- name: Animator:StepAnimations
|
||||
summary: |
|
||||
Increments the `Class.AnimationTrack.TimePosition` of all playing
|
||||
`Class.AnimationTrack|AnimationTracks` that are loaded onto the
|
||||
`Class.Animator`, applying the offsets to the model associated with the
|
||||
`Class.Animator`. For use in the command bar or by plugins only.
|
||||
description: |
|
||||
Increments the `Class.AnimationTrack.TimePosition` of all playing
|
||||
`Class.AnimationTrack|AnimationTracks` that are loaded onto the
|
||||
`Class.Animator`, applying the offsets to the model associated with the
|
||||
`Class.Animator`. For use in the command bar or by plugins only.
|
||||
|
||||
The deltaTime parameter determines the number of seconds to increment on
|
||||
the animation's progress. Typically this function will be called in a loop
|
||||
to preview the length of an animation (see example).
|
||||
|
||||
Note that once animations have stopped playing, the model's joints will
|
||||
need to be manually reset to their original positions (see example).
|
||||
|
||||
This function is used to simulate playback of `Class.Animation|Animations`
|
||||
when the game isn't running. This allows animations to be previewed
|
||||
without the consequences of running the game, such as scripts executing.
|
||||
If the function is called while the game is running, or by
|
||||
`Class.Script|Scripts` or `Class.LocalScript|LocalScripts`, it will return
|
||||
an error.
|
||||
|
||||
Developers designing their own custom animation editors are advised to use
|
||||
this function to preview animations, as it is the method the official
|
||||
Roblox Animation Editor plugin uses.
|
||||
code_samples:
|
||||
- Animator-StepAnimations
|
||||
parameters:
|
||||
- name: deltaTime
|
||||
type: float
|
||||
default:
|
||||
summary: |
|
||||
The amount of time in seconds animation playback is to be incremented
|
||||
by.
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: PluginSecurity
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Animation
|
||||
events:
|
||||
- name: Animator.AnimationPlayed
|
||||
summary: |
|
||||
Fires when the Animator starts playing an AnimationTrack.
|
||||
description: |
|
||||
Fires for all `Class.AnimationTrack:Play()` calls on AnimationTracks
|
||||
created and owned by the Animator.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: animationTrack
|
||||
type: AnimationTrack
|
||||
default:
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Animation
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,20 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: Annotation
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants:
|
||||
- WorkspaceAnnotation
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties: []
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
148
.cursor/rules/roblox/reference/engine/classes/ArcHandles.yaml
Normal file
148
.cursor/rules/roblox/reference/engine/classes/ArcHandles.yaml
Normal file
|
|
@ -0,0 +1,148 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: ArcHandles
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
The `Class.ArcHandles` object places 3D arc handles around any 3D object that
|
||||
its `Class.PartAdornment.Adornee|Adornee` is set to.
|
||||
description: |
|
||||
The **ArcHandles** object places 3D arc handles around any 3D object that its
|
||||
`Class.PartAdornment.Adornee|Adornee` is set to. For handles to be
|
||||
interactive, it must be parented to a player's `Class.PlayerGui` or the
|
||||
`Class.CoreGui`.
|
||||
|
||||
<img src="../../../assets/engine-api/classes/ArcHandles/ArcHandles-Example.jpg" alt="ArcHandles example" />
|
||||
code_samples: []
|
||||
inherits:
|
||||
- HandlesBase
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: ArcHandles.Axes
|
||||
summary: |
|
||||
Sets the current Axes ArcHandles will show.
|
||||
description: |
|
||||
Sets the current Axes ArcHandles will show.
|
||||
code_samples: []
|
||||
type: Axes
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Basic
|
||||
- UI
|
||||
- Input
|
||||
methods: []
|
||||
events:
|
||||
- name: ArcHandles.MouseButton1Down
|
||||
summary: |
|
||||
Fired when the left mouse button goes down on one of the GUI handles.
|
||||
description: |
|
||||
Fired when the left mouse button goes down on one of the GUI handles.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: axis
|
||||
type: Axis
|
||||
default:
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Basic
|
||||
- UI
|
||||
- Input
|
||||
- name: ArcHandles.MouseButton1Up
|
||||
summary: |
|
||||
Fired when the left mouse button is released on one of the GUI handles.
|
||||
description: |
|
||||
Fired when the left mouse button is released on one of the GUI handles.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: axis
|
||||
type: Axis
|
||||
default:
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Basic
|
||||
- UI
|
||||
- Input
|
||||
- name: ArcHandles.MouseDrag
|
||||
summary: |
|
||||
Fired when the mouse moves while the MouseButton1Down event has fired, but
|
||||
the left mouse button has not been released yet.
|
||||
description: |
|
||||
Fired when the mouse moves while the MouseButton1Down event has fired, but
|
||||
the left mouse button has not been released yet.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: axis
|
||||
type: Axis
|
||||
default:
|
||||
summary: ''
|
||||
- name: relativeAngle
|
||||
type: float
|
||||
default:
|
||||
summary: ''
|
||||
- name: deltaRadius
|
||||
type: float
|
||||
default:
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Basic
|
||||
- UI
|
||||
- Input
|
||||
- name: ArcHandles.MouseEnter
|
||||
summary: |
|
||||
Fired when a mouse "enters" the GUI handle.
|
||||
description: |
|
||||
Fired when a mouse "enters" the GUI handle.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: axis
|
||||
type: Axis
|
||||
default:
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Basic
|
||||
- UI
|
||||
- Input
|
||||
- name: ArcHandles.MouseLeave
|
||||
summary: |
|
||||
Fired when the mouse leaves the GUI handle.
|
||||
description: |
|
||||
Fired when the mouse leaves the GUI handle.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: axis
|
||||
type: Axis
|
||||
default:
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Basic
|
||||
- UI
|
||||
- Input
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,70 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AssetDeliveryProxy
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags:
|
||||
- NotCreatable
|
||||
- Service
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AssetDeliveryProxy.Interface
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: string
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities: []
|
||||
- name: AssetDeliveryProxy.Port
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: int
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities: []
|
||||
- name: AssetDeliveryProxy.StartServer
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities: []
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,69 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AssetPatchSettings
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags:
|
||||
- NotCreatable
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AssetPatchSettings.ContentId
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: string
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities: []
|
||||
- name: AssetPatchSettings.OutputPath
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: string
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities: []
|
||||
- name: AssetPatchSettings.PatchId
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: string
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities: []
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
965
.cursor/rules/roblox/reference/engine/classes/AssetService.yaml
Normal file
965
.cursor/rules/roblox/reference/engine/classes/AssetService.yaml
Normal file
|
|
@ -0,0 +1,965 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AssetService
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
A non-replicated service that handles asset-related queries to the Roblox web
|
||||
API.
|
||||
description: |
|
||||
**AssetService** is a non-replicated service that handles asset-related
|
||||
queries to the Roblox web API.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags:
|
||||
- NotCreatable
|
||||
- Service
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AssetService.AllowInsertFreeAssets
|
||||
summary: |
|
||||
Controls whether `Class.AssetService:LoadAssetAsync()` can load assets
|
||||
that are not owned by the experience creator.
|
||||
description: |
|
||||
This property can only be modified in Studio's **Experience Settings** by
|
||||
changing **Allow Loading Third Party Assets**.
|
||||
|
||||
When `false` (default), `Class.AssetService:LoadAssetAsync()` can only
|
||||
load assets that meet one of the following:
|
||||
|
||||
- The asset must be **created or owned** by the game creator.
|
||||
- The asset must be **shared** by the asset owner.
|
||||
- The asset must be owned by Roblox.
|
||||
|
||||
When `true`, `Class.AssetService:LoadAssetAsync()` can additionally load
|
||||
any public free asset on the Creator Store.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: RobloxScriptSecurity
|
||||
write: RobloxScriptSecurity
|
||||
thread_safety: ReadSafe
|
||||
category: Behavior
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities: []
|
||||
methods:
|
||||
- name: AssetService:ComposeDecalAsync
|
||||
summary: |
|
||||
Creates a Decal instance that uses composite PBR textures created by
|
||||
layering the provided textures in the order they are provided in the
|
||||
`layers` array. Textures layer based on the alpha value of the ColorMap.
|
||||
description: |
|
||||
Creates a new `Class.Decal` that contains a composed texture derived from
|
||||
one or more layered texture sets. Each set can include color, roughness,
|
||||
metalness, and normal maps. Each `layer` is composited in the order they
|
||||
are provided, with the ColorMap alpha channel used to determine blending.
|
||||
|
||||
- There is a limit of 8 layers.
|
||||
- Layering order is bottom-to-top: the first layer in the list provides
|
||||
the bottom-most textures.
|
||||
- Each dictionary table should contain the following key-value pairs:
|
||||
- **ColorMap**: A `Datatype.Content` referencing a color (albedo)
|
||||
texture by assetId.
|
||||
- **RoughnessMap**: A `Datatype.Content` referencing a roughness texture
|
||||
by assetId.
|
||||
- **MetalnessMap**: A `Datatype.Content` referencing a metalness texture
|
||||
by assetId.
|
||||
- **NormalMap**: A `Datatype.Content` referencing a normal texture by
|
||||
assetId.
|
||||
- `ColorMap` is mandatory in every layer. The ColorMap's alpha channel is
|
||||
used to control blending of the entire layer.
|
||||
- `NormalMap`, `MetalnessMap`, `RoughnessMap` are optional. If omitted,
|
||||
this layer doesn't perform any blending for those maps.
|
||||
code_samples:
|
||||
- AssetService-ComposeDecalAsync
|
||||
parameters:
|
||||
- name: layers
|
||||
type: Array
|
||||
default:
|
||||
summary: |
|
||||
An array of `Dictionary` tables that maps PBR names to ContentID.
|
||||
returns:
|
||||
- type: Decal
|
||||
summary: |
|
||||
A new `Class.Decal` containing the composed texture set.
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities: []
|
||||
- name: AssetService:CreateAssetAsync
|
||||
summary: |
|
||||
Uploads a new asset to Roblox from the given object.
|
||||
description: |
|
||||
Uploads a new asset to Roblox from the given object.
|
||||
|
||||
Currently, this method can only be used in locally loaded plugins and
|
||||
uploads assets without prompting first.
|
||||
code_samples:
|
||||
- AssetService-CreateAssetAsync
|
||||
parameters:
|
||||
- name: object
|
||||
type: Object
|
||||
default:
|
||||
summary: |
|
||||
The object to be created as an asset.
|
||||
- name: assetType
|
||||
type: AssetType
|
||||
default:
|
||||
summary: |
|
||||
Currently supported types are:
|
||||
|
||||
- `Enum.AssetType.Model` – with `object` as any valid `Class.Instance`
|
||||
root.
|
||||
- `Enum.AssetType.Plugin` – with `object` as any valid
|
||||
`Class.Instance` root.
|
||||
- `Enum.AssetType.Mesh` – with `object` as any valid
|
||||
`Class.EditableMesh` root.
|
||||
- `Enum.AssetType.Image` – with `object` as any valid
|
||||
`Class.EditableImage` root.
|
||||
- name: requestParameters
|
||||
type: Dictionary
|
||||
default: nil
|
||||
summary: |
|
||||
Options table containing asset metadata:
|
||||
|
||||
- `Name` – Name of the asset as a string. Defaults to `[object.Name]`.
|
||||
- `Description` – Description of the asset as a string. Defaults to
|
||||
`"Created with AssetService:CreateAssetAsync"`.
|
||||
- `CreatorId` – ID of the asset creator as a number. Defaults to the
|
||||
logged in Roblox Studio user for Plugin context. Required for Open
|
||||
Cloud Luau Execution context.
|
||||
- `CreatorType` – `Enum.AssetCreatorType` indicating the type of asset
|
||||
creator. Defaults to `Enum.AssetCreatorType.User` in Plugin context.
|
||||
Required for Open Cloud Luau Execution context.
|
||||
- `IsPackage` – Boolean value, only applicable to the
|
||||
`Enum.AssetType.Model` type. Defaults to `true`.
|
||||
returns:
|
||||
- type: Tuple
|
||||
summary: |
|
||||
The `Enum.CreateAssetResult` and asset ID pair if successful.
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- AssetCreateUpdate
|
||||
- name: AssetService:CreateAssetVersionAsync
|
||||
summary: |
|
||||
Uploads a new version for an existing asset from the given object.
|
||||
description: |
|
||||
Uploads a new version for an existing asset from the given object.
|
||||
|
||||
Currently, this method can only be used in locally loaded plugins and
|
||||
uploads assets without prompting first.
|
||||
code_samples:
|
||||
- AssetService-CreateAssetVersionAsync
|
||||
parameters:
|
||||
- name: object
|
||||
type: Object
|
||||
default:
|
||||
summary: |
|
||||
The object to be created as an asset.
|
||||
- name: assetType
|
||||
type: AssetType
|
||||
default:
|
||||
summary: |
|
||||
Currently supported types are:
|
||||
|
||||
- `Enum.AssetType.Model` – with `object` as any valid `Class.Instance`
|
||||
root.
|
||||
- `Enum.AssetType.Plugin` – with `object` as any valid
|
||||
`Class.Instance` root.
|
||||
- `Enum.AssetType.Mesh` – with `object` as any valid
|
||||
`Class.EditableMesh` root.
|
||||
- `Enum.AssetType.Image` – with `object` as any valid
|
||||
`Class.EditableImage` root.
|
||||
- name: assetId
|
||||
type: int64
|
||||
default:
|
||||
summary: |
|
||||
The ID of the asset for the new version.
|
||||
- name: requestParameters
|
||||
type: Dictionary
|
||||
default: nil
|
||||
summary: |
|
||||
Options table containing asset metadata:
|
||||
|
||||
- `Name` – A `string`. Name of the asset. Default: object.Name.
|
||||
- `Description` – A `string`. Description of the asset. Default:
|
||||
"Created with AssetService:CreateAssetAsync".
|
||||
- `CreatorId` – A `number`. ID of the asset creator. Default: The
|
||||
logged in Roblox Studio user for Plugin context. Required for Open
|
||||
Cloud Luau Execution context.
|
||||
- `CreatorType` – A `Enum.AssetCreatorType`. Type of asset creator.
|
||||
Default: `Enum.AssetCreatorType.User` in Plugin context. Required
|
||||
for Open Cloud Luau Execution context.
|
||||
- `IsPackage` – A `bool`. Only applicable to the
|
||||
`Enum.AssetType.Model` type. Default: true.
|
||||
returns:
|
||||
- type: Tuple
|
||||
summary: |
|
||||
The `Enum.CreateAssetResult` and asset version number pair if
|
||||
successful.
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- AssetCreateUpdate
|
||||
- name: AssetService:CreateEditableImage
|
||||
summary: |
|
||||
Creates a new `Class.EditableImage`.
|
||||
description: |
|
||||
Creates a new `Class.EditableImage`. By default, the resolution is set at
|
||||
512×512, but you can specify a different size using the method's
|
||||
option table.
|
||||
|
||||
If the device‑specific editable memory budget is exhausted, creation fails
|
||||
and this method returns `nil`.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: editableImageOptions
|
||||
type: Dictionary?
|
||||
default:
|
||||
summary: |
|
||||
Options table containing controls for the method:
|
||||
|
||||
- `Size` – A `Datatype.Vector2` that specifies the image's desired
|
||||
width and height.
|
||||
returns:
|
||||
- type: EditableImage
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- DynamicGeneration
|
||||
- name: AssetService:CreateEditableImageAsync
|
||||
summary: |
|
||||
Creates a new `Class.EditableImage` object populated with the given image.
|
||||
description: |
|
||||
Creates a new `Class.EditableImage` object populated with the given
|
||||
texture. Non-asset texture IDs such as `rbxthumb://` are supported. If
|
||||
using an image asset, it must be associated with and/or owned by a creator
|
||||
of the experience, or it must have been created inside the experience. If
|
||||
the device-specific editable memory budget is exhausted, creation will
|
||||
fail and this method will return `nil`.
|
||||
|
||||
See the `Class.EditableImage` documentation for special considerations
|
||||
when using this API.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: content
|
||||
type: Content
|
||||
default:
|
||||
summary: |
|
||||
Reference to asset content stored externally or as an object within
|
||||
the place, wrapping a single value of one of the supported
|
||||
`Enum.ContentSourceType` values.
|
||||
- name: editableImageOptions
|
||||
type: Dictionary?
|
||||
default:
|
||||
summary: |
|
||||
Table containing options for the created `Class.EditableImage`.
|
||||
Currently no options are available since resizing via
|
||||
`Class.EditableImage.Size|Size` is not supported.
|
||||
returns:
|
||||
- type: EditableImage
|
||||
summary: |
|
||||
A new `Class.EditableImage` containing the provided image.
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- AssetRead
|
||||
- name: AssetService:CreateEditableMesh
|
||||
summary: |
|
||||
Creates a new, empty `Class.EditableMesh`.
|
||||
description: |
|
||||
Creates a new, empty `Class.EditableMesh`. Vertices, triangles, and their
|
||||
attributes can be added dynamically to it. If the device‑specific editable
|
||||
memory budget is exhausted, creation will fail and this method will return
|
||||
`nil`.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: editableMeshOptions
|
||||
type: Dictionary?
|
||||
default:
|
||||
summary: |
|
||||
Table containing options for the created `Class.EditableMesh`.
|
||||
Currently no options are available since
|
||||
`Class.EditableMesh.FixedSize|FixedSize` will always be `false` for
|
||||
empty editable meshes.
|
||||
returns:
|
||||
- type: EditableMesh
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- DynamicGeneration
|
||||
- name: AssetService:CreateEditableMeshAsync
|
||||
summary: |
|
||||
Returns a new `Class.EditableMesh` object created from an existing mesh
|
||||
content ID.
|
||||
description: |
|
||||
Returns a new `Class.EditableMesh` object created from an existing
|
||||
`Class.EditableMesh` or mesh `Datatype.Content` ID. By default, an
|
||||
`Class.EditableMesh` created from this method will be fixed size such that
|
||||
mesh data can only be modified, not added nor removed. A fixed size
|
||||
`Class.EditableMesh` consumes less memory and should be preferred when
|
||||
possible.
|
||||
|
||||
If the device-specific editable memory budget is exhausted, creation will
|
||||
fail and this method will return `nil`.
|
||||
|
||||
See the **Enabling EditableMesh for Published Experiences** and
|
||||
**Permissions** sections of `Class.EditableMesh` for special
|
||||
considerations when using this API.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: content
|
||||
type: Content
|
||||
default:
|
||||
summary: |
|
||||
Reference to asset content stored externally or as an object within
|
||||
the place, wrapping a single value of one of the supported
|
||||
`Enum.ContentSourceType` values.
|
||||
- name: editableMeshOptions
|
||||
type: Dictionary?
|
||||
default:
|
||||
summary: |
|
||||
Options table containing controls for the method:
|
||||
|
||||
- `FixedSize` – A `bool`. Default value is `true`, and the returned
|
||||
`Class.EditableMesh` will not allow you to add or remove vertices,
|
||||
only modify their values. Set to `false` if the ability to change
|
||||
the mesh topology is required, at the expense of using more memory.
|
||||
returns:
|
||||
- type: EditableMesh
|
||||
summary: |
|
||||
The new `Class.EditableMesh` instance.
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- AssetRead
|
||||
- name: AssetService:CreateMeshPartAsync
|
||||
summary: |
|
||||
Creates a new `Class.MeshPart` with a specified mesh ID and an optional
|
||||
table of fidelity values.
|
||||
description: |
|
||||
This method creates a `Class.MeshPart` with a specified
|
||||
`Class.MeshPart.CollisionFidelity|CollisionFidelity`,
|
||||
`Class.MeshPart.RenderFidelity|RenderFidelity`, and
|
||||
`Class.MeshPart.FluidFidelity|FluidFidelity`. Because
|
||||
`Class.MeshPart.MeshId` is read only, this method is for creating a mesh
|
||||
with any mesh ID through scripts, without having to clone an existing
|
||||
`Class.MeshPart`. It throws errors if creation fails.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: meshContent
|
||||
type: Content
|
||||
default:
|
||||
summary: |
|
||||
Reference to asset content stored externally or as an object within
|
||||
the place, wrapping a single value of one of the supported
|
||||
`Enum.ContentSourceType` values.
|
||||
- name: options
|
||||
type: Dictionary
|
||||
default: nil
|
||||
summary: |
|
||||
Options table containing one or more controls for the method:
|
||||
|
||||
- `CollisionFidelity` – The value of
|
||||
`Class.MeshPart.CollisionFidelity|CollisionFidelity` in the
|
||||
resulting part. Defaults to `Enum.CollisionFidelity.Default` if the
|
||||
option is absent or the `options` table is `nil`.
|
||||
- `RenderFidelity` – The value of
|
||||
`Class.MeshPart.RenderFidelity|RenderFidelity` in the resulting
|
||||
part. Defaults to `Enum.RenderFidelity.Automatic` if the option is
|
||||
absent or the `options` table is `nil`.
|
||||
- `FluidFidelity` – The value of
|
||||
`Class.MeshPart.FluidFidelity|FluidFidelity` in the resulting part.
|
||||
Defaults to `Enum.FluidFidelity.Automatic` if the option is absent
|
||||
or the `options` table is `nil`.
|
||||
returns:
|
||||
- type: MeshPart
|
||||
summary: ''
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: AssetService:CreatePlaceAsync
|
||||
summary: |
|
||||
Clones a place through the given `templatePlaceID`.
|
||||
description: |
|
||||
Clones a place through the given `templatePlaceID` and returns the
|
||||
`Class.DataModel.PlaceId|PlaceId` of the new place, which you can use with
|
||||
`Class.TeleportService`. The clone place displays within the inventory of
|
||||
the place's creator with the given name and description.
|
||||
|
||||
Note that the template place must have template copying enabled through
|
||||
place settings. You cannot use this method to clone places that you don't
|
||||
own.
|
||||
|
||||
Frequent use of this API is not recommended, particularly if the created
|
||||
places contain scripts, as updating the code in a large volume of places
|
||||
quickly becomes infeasible. For user-generated worlds, consider
|
||||
serializing user creations and saving them in `Class.DataStore|DataStores`
|
||||
instead.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: placeName
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
Name of the new place.
|
||||
- name: templatePlaceID
|
||||
type: int64
|
||||
default:
|
||||
summary: |
|
||||
`Class.DataModel.PlaceId|PlaceId` of the place to clone.
|
||||
- name: description
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
Description of the new place.
|
||||
returns:
|
||||
- type: int64
|
||||
summary: |
|
||||
`Class.DataModel.PlaceId|PlaceId` of the new place.
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- AssetCreateUpdate
|
||||
- name: AssetService:CreatePlaceInPlayerInventoryAsync
|
||||
summary: |
|
||||
Clones a place through the given `templatePlaceID` and puts it into the
|
||||
inventory of the given player.
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: player
|
||||
type: Instance
|
||||
default:
|
||||
summary: ''
|
||||
- name: placeName
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
- name: templatePlaceID
|
||||
type: int64
|
||||
default:
|
||||
summary: ''
|
||||
- name: description
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: int64
|
||||
summary: ''
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: |
|
||||
This method has been removed and is no longer functional.
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- AssetCreateUpdate
|
||||
- name: AssetService:CreateSurfaceAppearanceAsync
|
||||
summary: |
|
||||
Creates a new `Class.SurfaceAppearance` object using the provided content
|
||||
maps.
|
||||
description: |
|
||||
Creates a new `Class.SurfaceAppearance` object using the provided content
|
||||
maps.
|
||||
|
||||
Currently, content only supports `Class.EditableImage` and only content
|
||||
maps can be specified, but functionality will expand to include asset IDs
|
||||
as input. If you need to achieve this today, you can create an
|
||||
`Class.EditableImage` from an asset ID using the following:
|
||||
|
||||
`Class.AssetService:CreateEditableImageAsync(Content.fromUri(uri))`
|
||||
|
||||
Default values will be used for all other `Class.SurfaceAppearance`
|
||||
properties.
|
||||
code_samples:
|
||||
- AssetService-CreateSurfaceAppearanceAsync
|
||||
parameters:
|
||||
- name: content
|
||||
type: Dictionary
|
||||
default:
|
||||
summary: |
|
||||
Dictionary containing the following key-value pairs:
|
||||
|
||||
- `ColorMap` — A `Datatype.Content` object that contains the color
|
||||
map. Default is `nil`.
|
||||
- `MetalnessMap` — A `Datatype.Content` object that contains the
|
||||
metalness map. If more than one channel is present, only the red
|
||||
channel is used. Default is `nil`.
|
||||
- `NormalMap` — A `Datatype.Content` object that contains the normal
|
||||
map. Default is `nil`.
|
||||
- `RoughnessMap` — A `Datatype.Content` object that contains the
|
||||
roughness map. If more than one channel is present, only the red
|
||||
channel is used. Default is `nil`.
|
||||
- `EmissiveMask` — A `Datatype.Content` object that contains the
|
||||
emissive mask. If more than one channel is present, only the red
|
||||
channel is used. Default is `nil`.
|
||||
returns:
|
||||
- type: SurfaceAppearance
|
||||
summary: |
|
||||
A new `Class.SurfaceAppearance` instance with the given maps from the
|
||||
`content` parameter.
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: AssetService:GetAssetIdsForPackageAsync
|
||||
summary: |
|
||||
Returns an array of asset IDs that are contained in a specified package.
|
||||
description: |
|
||||
Returns an array of asset IDs that are contained in a specified package.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: packageAssetId
|
||||
type: int64
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: Array
|
||||
summary: |
|
||||
Asset IDs that are contained in a specified package.
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- AssetRead
|
||||
- name: AssetService:GetAssetIdsForPackage
|
||||
summary: |
|
||||
Returns an array of asset IDs that are contained in a specified package.
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: packageAssetId
|
||||
type: int64
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: Array
|
||||
summary: |
|
||||
Asset IDs that are contained in a specified package.
|
||||
tags:
|
||||
- Yields
|
||||
- Deprecated
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- AssetRead
|
||||
- name: AssetService:GetAudioMetadataAsync
|
||||
summary: |
|
||||
Provides relevant metadata about a specific audio source.
|
||||
description: |
|
||||
Provides relevant metadata about a specific audio source (artist, title,
|
||||
duration, type, etc.).
|
||||
code_samples:
|
||||
- AssetService-GetAudioMetadataAsync
|
||||
parameters:
|
||||
- name: idList
|
||||
type: Array
|
||||
default:
|
||||
summary: |
|
||||
Array of asset or content IDs for which to retrieve metadata. Max
|
||||
batch size is 30.
|
||||
returns:
|
||||
- type: Array
|
||||
summary: |
|
||||
Array of dictionary tables in the same order as the request, where
|
||||
each dictionary contains the following metadata for its asset/content:
|
||||
|
||||
- `AssetId` (string)
|
||||
|
||||
- `Title` (string)
|
||||
|
||||
- `Artist` (string)
|
||||
|
||||
- `Duration` (number) in seconds
|
||||
|
||||
- `AudioType` (`Enum.AudioSubType`)
|
||||
|
||||
Note that if an error occurs on fetching metadata for any of the
|
||||
requested assets, for example the asset ID doesn't exist, its
|
||||
dictionary table is still included in the returned array but it only
|
||||
contains the `AssetId` field for reference purposes. Additionally, if
|
||||
the `AudioType` cannot be determined for a given asset (perhaps
|
||||
because it's private audio), the resulting dictionary will not contain
|
||||
an `AudioType` entry.
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- AssetRead
|
||||
- name: AssetService:GetBundleDetailsAsync
|
||||
summary: |
|
||||
Returns details of the contents of specified bundle.
|
||||
description: |
|
||||
This function returns details of the contents of the specified bundle.
|
||||
|
||||
If the bundle ID does not exist, it throws `HTTP 400 (Bad Request)`. If
|
||||
`bundleId` is not convertible to an integer, it throws
|
||||
`Unable to cast string to int64`.
|
||||
code_samples:
|
||||
- getting-bundle-details
|
||||
parameters:
|
||||
- name: bundleId
|
||||
type: int64
|
||||
default:
|
||||
summary: |
|
||||
The ID of the specified bundle.
|
||||
returns:
|
||||
- type: Dictionary
|
||||
summary: |
|
||||
Dictionary with the following key-value pairs containing details about
|
||||
the specified bundle:
|
||||
|
||||
- `Id` — Bundle ID (same as passed `bundleId` argument)
|
||||
|
||||
- `Name` — Bundle name
|
||||
|
||||
- `Description` — Bundle description
|
||||
|
||||
- `BundleType` — String representing the `Enum.BundleType`, for
|
||||
example `"BodyParts"` or `"DynamicHead"`
|
||||
|
||||
- `Items` — Array of items in the bundle, each with details
|
||||
represented through the following keys:
|
||||
|
||||
- `Id` — Item ID
|
||||
|
||||
- `Name` — Item name
|
||||
|
||||
- `Type` — Item type such as `"Asset"` .
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- AssetRead
|
||||
- name: AssetService:GetCreatorAssetID
|
||||
summary: |
|
||||
Returns the UserId of the account who created the creationID asset.
|
||||
description: |
|
||||
The GetCreatorAssetID function returns the `Class.Player.UserId` of the
|
||||
account who created the _creationID_ asset.
|
||||
|
||||
This member is broken and doesn't function correctly. Avoid using it.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: creationID
|
||||
type: int64
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: int64
|
||||
summary: ''
|
||||
tags:
|
||||
- Yields
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This item is deprecated and no longer functions correctly. Do not use it
|
||||
for new work.
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities: []
|
||||
- name: AssetService:GetGamePlacesAsync
|
||||
summary: |
|
||||
Returns a `Class.StandardPages` object which contains the name and
|
||||
`Class.DataModel.PlaceId|PlaceId` of places within the current experience.
|
||||
description: |
|
||||
Returns a `Class.StandardPages` object which contains the name and
|
||||
`Class.DataModel.PlaceId|PlaceId` of places within the current experience.
|
||||
code_samples:
|
||||
- AssetService-GetGamePlacesAsync1
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Instance
|
||||
summary: ''
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- AssetRead
|
||||
- name: AssetService:LoadAssetAsync
|
||||
summary: |
|
||||
Loads a `Class.Model` instance given its asset ID. This is the modern
|
||||
replacement for `Class.InsertService:LoadAsset()` and supports loading
|
||||
third-party assets.
|
||||
description: |
|
||||
Loads the latest version of an asset from the given `assetId` and returns
|
||||
it wrapped in a `Class.Model`. This method is the modern replacement for
|
||||
`Class.InsertService:LoadAsset()` and
|
||||
`Class.InsertService:LoadAssetVersion()` methods.
|
||||
|
||||
Calls to this function may fail if the asset does not exist, or if the
|
||||
server providing the model is having problems. It is recommended to wrap
|
||||
calls to this function in `pcall()` to handle potential errors.
|
||||
|
||||
```lua
|
||||
local AssetService = game:GetService("AssetService")
|
||||
|
||||
local assetId = 257489726
|
||||
|
||||
local success, model = pcall(AssetService.LoadAssetAsync, AssetService, assetId)
|
||||
if success and model then
|
||||
print("Model loaded successfully")
|
||||
model.Parent = workspace
|
||||
else
|
||||
warn("Model failed to load:", model) -- 'model' will contain the error message
|
||||
end
|
||||
```
|
||||
|
||||
#### Script Sandbox Security
|
||||
|
||||
For enhanced security, the returned `Class.Model` is sandboxed by default
|
||||
(`Class.Model.Sandboxed|Sandboxed` is `true`) and has no script
|
||||
`Enum.SecurityCapability|Capabilities`. This prevents untrusted scripts
|
||||
descending from the returned Model from running. To enable scripts in a
|
||||
model you trust, you can manually grant a safe set of
|
||||
`Enum.SecurityCapability|Capabilities` on the Model after loading.
|
||||
|
||||
#### Third-Party Asset Loading
|
||||
|
||||
Unlike `Class.InsertService:LoadAsset()`, this method can load public
|
||||
assets created by **third parties** (assets not owned by the experience
|
||||
creator). To enable this functionality, you must first enable the **Allow
|
||||
Loading Third Party Assets** setting in **Home > Game Settings >
|
||||
Security**.
|
||||
|
||||
If this setting is disabled (which it is by default), `LoadAssetAsync`
|
||||
will only load assets that are owned by the experience creator, behaving
|
||||
identically to the old `Class.InsertService:LoadAsset()` security check.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: assetId
|
||||
type: int64
|
||||
default:
|
||||
summary: |
|
||||
The asset ID number of the asset being loaded.
|
||||
returns:
|
||||
- type: Instance
|
||||
summary: |
|
||||
A `Class.Model` instance containing the loaded asset.
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- AssetRequire
|
||||
- name: AssetService:PromptCreateAssetAsync
|
||||
summary: |
|
||||
Allows in-experience asset creation for users by prompting a publish
|
||||
dialog.
|
||||
description: |
|
||||
Allows in-experience asset creation for users by prompting a publish
|
||||
dialog. When called, it presents a dialog to the user, allowing them to
|
||||
enter a name, description, and preview the asset. Upon submitting, it
|
||||
saves the asset to the user's inventory. Can only be invoked on the server
|
||||
side.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: player
|
||||
type: Player
|
||||
default:
|
||||
summary: |
|
||||
The user who submits an asset creation.
|
||||
- name: instance
|
||||
type: Instance
|
||||
default:
|
||||
summary: |
|
||||
The asset to be created. Currently can't contain scripts or nest
|
||||
non-public assets.
|
||||
- name: assetType
|
||||
type: AssetType
|
||||
default:
|
||||
summary: |
|
||||
The asset type. Currently can only be `Enum.AssetType.Model`.
|
||||
returns:
|
||||
- type: Tuple
|
||||
summary: |
|
||||
The `Enum.PromptCreateAssetResult` and asset ID pair if successful.
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- AssetCreateUpdate
|
||||
- name: AssetService:PromptImportAnimationClipFromVideoAsync
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: player
|
||||
type: Player
|
||||
default:
|
||||
summary: ''
|
||||
- name: progressCallback
|
||||
type: Function
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: Tuple
|
||||
summary: ''
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- AssetManagement
|
||||
- name: AssetService:SavePlaceAsync
|
||||
summary: |
|
||||
Saves the state of the current place.
|
||||
description: |
|
||||
Saves the current state of the place. Keep in mind the following
|
||||
guidelines and restrictions:
|
||||
|
||||
- This method only works for places that are created with
|
||||
`Class.AssetService:CreatePlaceAsync()` or that have the API enabled
|
||||
through the place's settings.
|
||||
- This method overwrites the previous state of the place. To revert a
|
||||
save, publish an older version of the place.
|
||||
- There are cases when saves can occur simultaneously in Studio and in
|
||||
multiple experience servers. The order of the saves happen in the order
|
||||
they are called.
|
||||
- An active Team Create session in Studio blocks all saves from occurring.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: requestParameters
|
||||
type: Dictionary?
|
||||
default:
|
||||
summary: |
|
||||
Optional dictionary that includes `SaveWithoutPublish`, a boolean
|
||||
indicating whether to save with publish or without publish, and
|
||||
`PlaceId`, the destination place ID to save over. An example usage
|
||||
would be: AssetService:SavePlaceAsync({PlaceId = 1, SaveWithoutPublish
|
||||
= true}). If PlaceId is not provided, the default behavior will save
|
||||
over the current original place which is calling SavePlaceAsync. If
|
||||
SaveWithoutPublish is not provided, the default behavior is
|
||||
SaveWithoutPublish=false.
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- AssetCreateUpdate
|
||||
- name: AssetService:SearchAudioAsync
|
||||
summary: |
|
||||
Finds audio assets matching a variety of search criteria.
|
||||
description: |
|
||||
Returns a `Class.AudioPages` object containing the result of the given
|
||||
search. Will not return fields with empty values.
|
||||
|
||||
Note that this method has a low HTTP request limit and can throw an error,
|
||||
so it should always be wrapped in `pcall()` for error handling. Possible
|
||||
error messages include:
|
||||
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Error Message</th>
|
||||
<th>Reason</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>HTTP 429 (Too Many Requests)</td>
|
||||
<td><code>Class.AssetService:SearchAudio()</code> has been called too many times.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Unexpected type for data, expected array got null</td>
|
||||
<td>The keyword argument was filtered.</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
code_samples:
|
||||
- printing-search-audio-result-titles
|
||||
parameters:
|
||||
- name: searchParameters
|
||||
type: AudioSearchParams
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: AudioPages
|
||||
summary: ''
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- AssetRead
|
||||
- name: AssetService:SearchAudio
|
||||
summary: |
|
||||
Finds audio assets matching a variety of search criteria.
|
||||
description: ''
|
||||
code_samples:
|
||||
- printing-search-audio-result-titles
|
||||
parameters:
|
||||
- name: searchParameters
|
||||
type: AudioSearchParams
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: AudioPages
|
||||
summary: ''
|
||||
tags:
|
||||
- Yields
|
||||
- Deprecated
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- AssetRead
|
||||
events: []
|
||||
callbacks: []
|
||||
186
.cursor/rules/roblox/reference/engine/classes/Atmosphere.yaml
Normal file
186
.cursor/rules/roblox/reference/engine/classes/Atmosphere.yaml
Normal file
|
|
@ -0,0 +1,186 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: Atmosphere
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
The `Class.Atmosphere` object pushes Roblox closer toward realistic
|
||||
environments where sunlight scatters in different ways depending on density
|
||||
and other air particle properties.
|
||||
description: |
|
||||
Fog properties are hidden when Lighting contains an Atmosphere object.
|
||||
|
||||
The **Atmosphere** object pushes Roblox closer toward realistic environments
|
||||
where sunlight scatters in different ways depending on density and other air
|
||||
particle properties. It simulates real-world "aerial perspective" and lets you
|
||||
control light transmission from the background sky through distant objects.
|
||||
Furthermore, it controls haze and glare conditions, letting you tune a perfect
|
||||
sunset, foggy afternoon, and more.
|
||||
|
||||
See also:
|
||||
|
||||
- [Atmospheric Effects](../../../environment/atmosphere.md) for property
|
||||
comparisons and example environments.
|
||||
- [Skybox](../../../environment/skybox.md) for how to change the default
|
||||
skybox for games and customize the lighting.
|
||||
- [Post-Processing Effects](../../../environment/post-processing-effects.md)
|
||||
for how post-processing effects can quickly improve a game's visuals with a
|
||||
variety of customizable filters.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: Atmosphere.Color
|
||||
summary: |
|
||||
Changes the `Class.Atmosphere` hue for subtle environmental moods.
|
||||
description: |
|
||||
A `Datatype.Color3` value which changes the `Class.Atmosphere` hue for
|
||||
subtle environmental moods. This is best combined with increased
|
||||
`Class.Atmosphere.Haze` to expand the visible effect.
|
||||
code_samples: []
|
||||
type: Color3
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Environment
|
||||
- name: Atmosphere.Decay
|
||||
summary: |
|
||||
When used with increased `Class.Atmosphere.Haze` and
|
||||
`Class.Atmosphere.Glare`, defines the hue of the `Class.Atmosphere` away
|
||||
from the sun, gradually falling off from `Class.Atmosphere.Color` towards
|
||||
this value.
|
||||
description: |
|
||||
Defines the hue of the `Class.Atmosphere` away from the sun, gradually
|
||||
falling off from `Class.Atmosphere.Color` towards this value. Must be used
|
||||
with `Class.Atmosphere.Haze` and `Class.Atmosphere.Glare` levels higher
|
||||
than 0 to see any effect.
|
||||
code_samples: []
|
||||
type: Color3
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Environment
|
||||
- name: Atmosphere.Density
|
||||
summary: |
|
||||
Defines the amount of particles in the `Class.Atmosphere` and essentially
|
||||
controls how much in-game objects/terrain will be obscured by them.
|
||||
description: |
|
||||
Defines the amount of particles in the air. The higher the density, the
|
||||
more particles and the more in-game objects/terrain will be obscured by
|
||||
them. Note that density does not **directly** affect the skybox — it
|
||||
merely affects in-game objects/terrain and visibility of the skybox
|
||||
through them.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Environment
|
||||
- name: Atmosphere.Glare
|
||||
summary: |
|
||||
When used with increased `Class.Atmosphere.Haze`, specifies the glow/glare
|
||||
of the `Class.Atmosphere` around the sun. More glare results in an
|
||||
increased effect of sunlight cast onto the sky and world.
|
||||
description: |
|
||||
Specifies the glow/glare of the `Class.Atmosphere` around the sun. More
|
||||
glare results in an increased effect of sunlight cast onto the sky and
|
||||
world. Must be used with a `Class.Atmosphere.Haze` level higher than 0 to
|
||||
see any effect.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Environment
|
||||
- name: Atmosphere.Haze
|
||||
summary: |
|
||||
Defines the haziness of the `Class.Atmosphere` with a visible effect both
|
||||
above the horizon and into the distance.
|
||||
description: |
|
||||
Defines the haziness of the `Class.Atmosphere` with a visible effect both
|
||||
above the horizon and into the distance. This can be combined with
|
||||
`Class.Atmosphere.Color` to create environmental moods, like a grey tint
|
||||
for a polluted alien planet.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Environment
|
||||
- name: Atmosphere.Offset
|
||||
summary: |
|
||||
Controls how light transmits between the camera and the sky background.
|
||||
description: |
|
||||
Controls how light transmits between the camera and the sky background.
|
||||
Increase this value to create a horizon silhouette against the sky or
|
||||
reduce it to blend distant objects into the sky for an endless and
|
||||
seamless open world.
|
||||
|
||||
Offset should be balanced against `Class.Atmosphere.Density` and carefully
|
||||
tested in your place. A low offset may cause "ghosting" where the skybox
|
||||
can be seen through objects/terrain. This can be corrected by increasing
|
||||
the offset, which more clearly silhouettes distant objects/terrain against
|
||||
the sky, but too much offset may reveal level-of-detail "popping" for far
|
||||
distant terrain and meshes.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Environment
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,69 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AtmosphereSensor
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
A `Class.SensorBase` that outputs data about the
|
||||
`Class.AtmosphereSensor.AirDensity|AirDensity` and
|
||||
`Class.AtmosphereSensor.RelativeWindVelocity|RelativeWindVelocity` at the
|
||||
sensor's position.
|
||||
description: |
|
||||
A `Class.SensorBase` that outputs data about the
|
||||
`Class.AtmosphereSensor.AirDensity|AirDensity` and
|
||||
`Class.AtmosphereSensor.RelativeWindVelocity|RelativeWindVelocity` at the
|
||||
sensor's position.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- SensorBase
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AtmosphereSensor.AirDensity
|
||||
summary: |
|
||||
Measures the density of the air where the sensor is positioned.
|
||||
description: |
|
||||
Measures the density of the air where the sensor is positioned.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Output
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: AtmosphereSensor.RelativeWindVelocity
|
||||
summary: |
|
||||
Reports the wind velocity relative to the sensor.
|
||||
description: |
|
||||
Reports the wind velocity relative to the sensor.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Output
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Basic
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
444
.cursor/rules/roblox/reference/engine/classes/Attachment.yaml
Normal file
444
.cursor/rules/roblox/reference/engine/classes/Attachment.yaml
Normal file
|
|
@ -0,0 +1,444 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: Attachment
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
Defines a point and orientation relative to an ancestor `Class.PVInstance`,
|
||||
`Class.Bone`, or another `Class.Attachment`.
|
||||
description: |
|
||||
An `Attachment` defines a point and orientation relative to an ancestor
|
||||
`Class.PVInstance`, `Class.Bone`, or another `Attachment`. The offset is
|
||||
stored in the `Class.Attachment.CFrame|CFrame` property. The offset can also
|
||||
be set through other properties, such as
|
||||
`Class.Attachment.WorldCFrame|WorldCFrame`.
|
||||
|
||||
If no ancestral `Class.PVInstance` or `Class.Attachment` exists, then
|
||||
`Class.Attachment.CFrame|CFrame` and
|
||||
`Class.Attachment.WorldCFrame|WorldCFrame` are the same.
|
||||
|
||||
Attachments are used by several kinds of `Class.Constraint|Constraints` and
|
||||
are also valid alternatives to `Class.BasePart` as a parent for objects such
|
||||
as:
|
||||
|
||||
- `Class.ParticleEmitter|ParticleEmitters` which will emit particles from the
|
||||
attachment's specific position/orientation instead of the `Class.BasePart`
|
||||
bounds.
|
||||
|
||||
- Light-emitting objects like `Class.PointLight` and `Class.SpotLight` which
|
||||
will shine from the attachment's position/orientation instead of the
|
||||
`Class.BasePart` center.
|
||||
|
||||
- `Class.AudioEmitter` which will use the attachment's position as the audio's
|
||||
point of emission.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants:
|
||||
- Bone
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: Attachment.Axis
|
||||
summary: |
|
||||
Direction of the **X** axis of the attachment, represented as a unit
|
||||
`Datatype.Vector3`.
|
||||
description: |
|
||||
Direction of the **X** axis of the attachment, represented as a unit
|
||||
`Datatype.Vector3`.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags:
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Derived Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Attachment.CFrame
|
||||
summary: |
|
||||
`Datatype.CFrame` offset of the attachment.
|
||||
description: |
|
||||
The `Datatype.CFrame` offset of the attachment. Changes to this property
|
||||
will reflect onto the `Class.Attachment.Position|Position` and
|
||||
`Class.Attachment.Rotation|Rotation` properties of this object. Similarly,
|
||||
a change to either of those properties will reflect onto this property.
|
||||
code_samples: []
|
||||
type: CFrame
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Transform
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Attachment.Orientation
|
||||
summary: |
|
||||
Orientation of the attachment relative to the orientation of its parent.
|
||||
description: |
|
||||
Orientation of the attachment relative to the orientation of its parent.
|
||||
Rotations are in **Z**, **X**, **Y** order.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags:
|
||||
- Hidden
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Transform
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Attachment.Position
|
||||
summary: |
|
||||
Positional offset of the attachment, relative to the position and
|
||||
orientation of its parent.
|
||||
description: |
|
||||
Positional offset of the attachment, relative to the position and
|
||||
orientation of its parent.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags:
|
||||
- Hidden
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Transform
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Attachment.Rotation
|
||||
summary: |
|
||||
Rotation of the attachment relative to the rotation of its parent.
|
||||
description: |
|
||||
Rotation of the attachment relative to the rotation of its parent.
|
||||
Rotations are in **Z**, **Y**, **X** order.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags:
|
||||
- Hidden
|
||||
- NotReplicated
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This property is deprecated and should not be used in new work. See
|
||||
`Class.Attachment.Orientation|Orientation` instead.
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Transform
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Attachment.SecondaryAxis
|
||||
summary: |
|
||||
Direction of the **Y** axis of the attachment, represented as a unit
|
||||
`Datatype.Vector3`.
|
||||
description: |
|
||||
Direction of the **Y** axis of the attachment, represented as a unit
|
||||
`Datatype.Vector3`.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags:
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Derived Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Attachment.Visible
|
||||
summary: |
|
||||
Toggles the in-experience visibility of the attachment.
|
||||
description: |
|
||||
Toggles the in-experience visibility of the attachment.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Attachment.WorldAxis
|
||||
summary: |
|
||||
Direction of the **X** axis of the attachment relative to the world,
|
||||
represented as a unit `Datatype.Vector3` with a length of 1.
|
||||
description: |
|
||||
Direction of the **X** axis of the attachment relative to the world,
|
||||
represented as a unit `Datatype.Vector3` with a length of 1.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags:
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Derived World Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Attachment.WorldCFrame
|
||||
summary: |
|
||||
The exact `Datatype.CFrame` of the attachment in world space coordinates.
|
||||
description: |
|
||||
The exact `Datatype.CFrame` of the attachment in world space coordinates,
|
||||
independent of its parent. The value of this property is equivalent to
|
||||
multiplying the `Datatype.CFrame` of the attachment's parent by its own
|
||||
`Datatype.CFrame`.
|
||||
code_samples: []
|
||||
type: CFrame
|
||||
tags:
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Derived World Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Attachment.WorldOrientation
|
||||
summary: |
|
||||
Orientation of the attachment relative to the world rather than its own
|
||||
parent.
|
||||
description: |
|
||||
Orientation of the attachment relative to the world rather than its own
|
||||
parent. Rotations are in **Z**, **X**, **Y** order.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags:
|
||||
- Hidden
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Derived World Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Attachment.WorldPosition
|
||||
summary: |
|
||||
Position of the attachment relative to the world rather than its own
|
||||
parent.
|
||||
description: |
|
||||
Position of the attachment relative to the world rather than its own
|
||||
parent.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags:
|
||||
- Hidden
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Derived World Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Attachment.WorldRotation
|
||||
summary: |
|
||||
Rotation of the attachment relative to the world rather than its own
|
||||
parent.
|
||||
description: |
|
||||
Rotation of the attachment relative to the world rather than its own
|
||||
parent.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags:
|
||||
- Hidden
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This item has been superseded by
|
||||
`Class.Attachment.WorldOrientation|WorldOrientation` which should be used
|
||||
in new work.
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Derived World Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Attachment.WorldSecondaryAxis
|
||||
summary: |
|
||||
Direction of the **Y** axis of the attachment relative to the world,
|
||||
represented as a unit `Datatype.Vector3` with a length of 1.
|
||||
description: |
|
||||
Direction of the **Y** axis of the attachment relative to the world,
|
||||
represented as a unit `Datatype.Vector3` with a length of 1.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags:
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Derived World Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Basic
|
||||
methods:
|
||||
- name: Attachment:GetAxis
|
||||
summary: |
|
||||
Returns the value of the attachment's `Class.Attachment.Axis|Axis`.
|
||||
description: |
|
||||
Returns the value of the attachment's `Class.Attachment.Axis|Axis`.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Vector3
|
||||
summary: ''
|
||||
tags:
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This method is deprecated and should not be used in new work.
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Attachment:GetConstraints
|
||||
summary: |
|
||||
Returns a list of `Class.Constraint|Constraints` connected to the
|
||||
attachment.
|
||||
description: |
|
||||
Returns a list of `Class.Constraint|Constraints` connected to the
|
||||
attachment.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Instances
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Attachment:GetSecondaryAxis
|
||||
summary: |
|
||||
Returns the value of the attachment's
|
||||
`Class.Attachment.SecondaryAxis|SecondaryAxis`.
|
||||
description: |
|
||||
Returns the value of the attachment's
|
||||
`Class.Attachment.SecondaryAxis|SecondaryAxis`.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Vector3
|
||||
summary: ''
|
||||
tags:
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This method is deprecated and should not be used in new work.
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Attachment:SetAxis
|
||||
summary: |
|
||||
Sets the value of the attachment's `Class.Attachment.Axis|Axis`.
|
||||
description: |
|
||||
Sets the value of the attachment's `Class.Attachment.Axis|Axis`.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: axis
|
||||
type: Vector3
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags:
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This method is deprecated and should not be used in new work.
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Attachment:SetSecondaryAxis
|
||||
summary: |
|
||||
Sets the value of the attachment's
|
||||
`Class.Attachment.SecondaryAxis|SecondaryAxis`.
|
||||
description: |
|
||||
Sets the value of the attachment's
|
||||
`Class.Attachment.SecondaryAxis|SecondaryAxis`.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: axis
|
||||
type: Vector3
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags:
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This method is deprecated and should not be used in new work.
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Basic
|
||||
events: []
|
||||
callbacks: []
|
||||
222
.cursor/rules/roblox/reference/engine/classes/AudioAnalyzer.yaml
Normal file
222
.cursor/rules/roblox/reference/engine/classes/AudioAnalyzer.yaml
Normal file
|
|
@ -0,0 +1,222 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AudioAnalyzer
|
||||
type: class
|
||||
memory_category: Internal
|
||||
summary: |
|
||||
Takes measurements from audio streams that are connected to it via one or more
|
||||
`Class.Wire|Wires`.
|
||||
description: |
|
||||
`Class.AudioAnalyzer` takes measurements from audio streams that are wired to
|
||||
it through `Class.Wire`. It provides a single **Input** pin but does not
|
||||
produce any output streams. Note that all audio processing is disabled on the
|
||||
server in order to conserve resources; Properties and methods of
|
||||
`Class.AudioAnalyzer` return empty or zero results when used from server
|
||||
scripts.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AudioAnalyzer.PeakLevel
|
||||
summary: |
|
||||
The loudest volume observed during the last audio buffer.
|
||||
description: |
|
||||
The loudest volume observed during the last audio buffer. This property
|
||||
changes more often than the framerate and does not fire changed events. On
|
||||
the server, this property is always `0`.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Metering
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioAnalyzer.RmsLevel
|
||||
summary: |
|
||||
The root-mean-square average volume observed during the last audio buffer.
|
||||
description: |
|
||||
The root-mean-square average volume observed during the last audio buffer.
|
||||
This property is generally more stable than
|
||||
`Class.AudioAnalyzer.PeakLevel|PeakLevel` but it may not capture momentary
|
||||
volume spikes. This property changes more often than the framerate and
|
||||
does not fire changed events. On the server, this property is always `0`.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Metering
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioAnalyzer.SpectrumEnabled
|
||||
summary: |
|
||||
Enables usage of `Class.AudioAnalyzer:GetSpectrum|GetSpectrum`.
|
||||
description: |
|
||||
Enables usage of `Class.AudioAnalyzer:GetSpectrum|GetSpectrum()`. If
|
||||
`false`, `Class.AudioAnalyzer:GetSpectrum|GetSpectrum()` returns an empty
|
||||
array, but the CPU overhead of the `Class.AudioAnalyzer` is dramatically
|
||||
reduced. This means that if you are only analyzing the **volume** of an
|
||||
audio stream, you can disable this property to improve performance.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Metering
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioAnalyzer.WindowSize
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: AudioWindowSize
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
methods:
|
||||
- name: AudioAnalyzer:GetConnectedWires
|
||||
summary: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin.
|
||||
description: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin. `Class.AudioAnalyzer` has one "Input" pin.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: Instances
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioAnalyzer:GetInputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioAnalyzer:GetOutputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioAnalyzer:GetSpectrum
|
||||
summary: |
|
||||
Returns the frequency spectrum of the last audio buffer.
|
||||
description: |
|
||||
Returns the frequency spectrum of the last audio buffer, as an array of
|
||||
numbers. The elements of the array are root-mean-square volume levels,
|
||||
evenly spaced from 0 hertz to 24,000 hertz. If any of the analyzer's
|
||||
inputs come from an `Class.AudioDeviceInput`, or this method is used from
|
||||
a server script, it returns an empty array.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags:
|
||||
- CustomLuaState
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
events:
|
||||
- name: AudioAnalyzer.WiringChanged
|
||||
summary: |
|
||||
Fires when another instance is connected to or disconnected from the
|
||||
`Class.AudioAnalyzer` via a `Class.Wire`.
|
||||
description: |
|
||||
Event that fires after a `Class.Wire` becomes connected or disconnected,
|
||||
and that `Class.Wire` is now or was previously connected to a pin on the
|
||||
`Class.AudioAnalyzer` and to some other wirable instance.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: connected
|
||||
type: boolean
|
||||
default:
|
||||
summary: |
|
||||
Whether the instance got connected or disconnected.
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The pin on the `Class.AudioAnalyzer` that the `Class.Wire` targets.
|
||||
- name: wire
|
||||
type: Wire
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Wire` between the `Class.AudioAnalyzer` and the other
|
||||
instance.
|
||||
- name: instance
|
||||
type: Instance
|
||||
default:
|
||||
summary: |
|
||||
The other instance that is or was connected through the `Class.Wire`.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Audio
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,173 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AudioChannelMixer
|
||||
type: class
|
||||
memory_category: Internal
|
||||
summary: |
|
||||
Combines multiple audio streams into a single, multichannel audio stream.
|
||||
description: |
|
||||
`Class.AudioChannelMixer` mixes multiple audio streams into a single,
|
||||
multichannel stream. It provides one combined **Input** pin, one **Output**
|
||||
pin, as well as the following secondary input pins, all of which can be
|
||||
connected to/from by `Class.Wire|Wires`: **Left**, **Right**, **Center**,
|
||||
**SurroundLeft**, **SurroundRight**, **Sub**, **BackLeft**, **BackRight**,
|
||||
**TopLeft**, **TopRight**, **TopBackLeft**, and **TopBackRight**.
|
||||
|
||||
<img src="/assets/engine-api/enums/AudioChannelLayout/Surround_7_1_4.jpg" width="810" alt="Diagram showing position of all potential channels." />
|
||||
code_samples:
|
||||
- audio-wiring---splitting-mixing
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AudioChannelMixer.Layout
|
||||
summary: |
|
||||
Controls the output channel layout to be mixed to.
|
||||
description: |
|
||||
Controls the output channel layout to be mixed to. The **Input** pin of
|
||||
`Class.AudioChannelMixer` is always forwarded "as-is" to **Output**, but
|
||||
depending on the value of `Layout`:
|
||||
|
||||
- For `Enum.AudioChannelLayout.Mono|Mono`, the **Center** pin consumes
|
||||
audio streams.
|
||||
- For `Enum.AudioChannelLayout.Stereo|Stereo`, the **Left** and **Right**
|
||||
pins consume audio streams.
|
||||
- For `Enum.AudioChannelLayout.Quad|Quad`, the **Left**, **Right**,
|
||||
**BackLeft**, and **BackRight** pins consume audio streams.
|
||||
- `Enum.AudioChannelLayout.Surround_5|Surround_5` is the same as `Quad`,
|
||||
plus **Center** consumes an audio stream.
|
||||
- `Enum.AudioChannelLayout.Surround_5_1|Surround_5_1` is the same as
|
||||
`Surround_5`, plus **Sub** consumes an audio stream.
|
||||
- `Enum.AudioChannelLayout.Surround_7_1|Surround_7_1` is the same as
|
||||
`Surround_5_1`, plus **SurroundLeft** and **SurroundRight** consume
|
||||
audio streams.
|
||||
- For `Enum.AudioChannelLayout.Surround_7_1_4|Surround_7_1_4`, all
|
||||
secondary input pins consume audio streams.
|
||||
code_samples: []
|
||||
type: AudioChannelLayout
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
methods:
|
||||
- name: AudioChannelMixer:GetConnectedWires
|
||||
summary: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin.
|
||||
description: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: Instances
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioChannelMixer:GetInputPins
|
||||
summary: |
|
||||
Returns the input pins that can be selected by `Class.Wire.TargetName`.
|
||||
description: |
|
||||
Returns a table of strings indicating which input pins are available for
|
||||
`Class.Wire.TargetName`:
|
||||
|
||||
- `"Input"`
|
||||
- `"Left"`
|
||||
- `"Right"`
|
||||
- `"Center"`
|
||||
- `"SurroundLeft"`
|
||||
- `"SurroundRight"`
|
||||
- `"BackLeft"`
|
||||
- `"BackRight"`
|
||||
- `"Sub"`
|
||||
- `"TopLeft"`
|
||||
- `"TopRight"`
|
||||
- `"TopBackLeft"`
|
||||
- `"TopBackRight"`
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioChannelMixer:GetOutputPins
|
||||
summary: |
|
||||
Returns the output pin available for `Class.Wire.SourceName`.
|
||||
description: |
|
||||
Returns a table containing one string, `"Output"`, indicating the output
|
||||
pin available for `Class.Wire.SourceName`.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
events:
|
||||
- name: AudioChannelMixer.WiringChanged
|
||||
summary: |
|
||||
Fires when another instance is connected to or disconnected from the
|
||||
`Class.AudioChannelMixer` via a `Class.Wire`.
|
||||
description: |
|
||||
Event that fires after a `Class.Wire` becomes connected or disconnected,
|
||||
and that `Class.Wire` is now or was previously connected to a pin on the
|
||||
`Class.AudioChannelMixer` and to some other wirable instance.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: connected
|
||||
type: boolean
|
||||
default:
|
||||
summary: |
|
||||
Whether the instance got connected or disconnected.
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The pin on the `Class.AudioChannelMixer` that the `Class.Wire`
|
||||
targets.
|
||||
- name: wire
|
||||
type: Wire
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Wire` between the `Class.AudioChannelMixer` and the other
|
||||
instance.
|
||||
- name: instance
|
||||
type: Instance
|
||||
default:
|
||||
summary: |
|
||||
The other instance that is or was connected through the `Class.Wire`.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Audio
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,178 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AudioChannelSplitter
|
||||
type: class
|
||||
memory_category: Internal
|
||||
summary: |
|
||||
Splits an audio stream into component channels so that each can be processed
|
||||
independently.
|
||||
description: |
|
||||
`Class.AudioChannelSplitter` splits an audio stream into component channels so
|
||||
that each can be processed independently. It provides one **Input** pin, one
|
||||
combined **Output** pin, as well as the following secondary output pins, all
|
||||
of which can be connected to/from by `Class.Wire|Wires`: **Left**, **Right**,
|
||||
**Center**, **SurroundLeft**, **SurroundRight**, **Sub**, **BackLeft**,
|
||||
**BackRight**, **TopLeft**, **TopRight**, **TopBackLeft**, and
|
||||
**TopBackRight**.
|
||||
|
||||
<img src="/assets/engine-api/enums/AudioChannelLayout/Surround_7_1_4.jpg" width="810" alt="Diagram showing position of all potential channels." />
|
||||
code_samples:
|
||||
- audio-wiring---splitting-mixing
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AudioChannelSplitter.Layout
|
||||
summary: |
|
||||
Controls the input channel layout to be split from.
|
||||
description: |
|
||||
Controls the input channel layout to be split from. When changed, all
|
||||
audio streams prior to this channel splitter's input may need to be
|
||||
up-mixed (widened to at least as many channels as the input requires).
|
||||
|
||||
The **Output** pin produces a copy of the stream wired to **Input** but,
|
||||
depending on the value of `Class.AudioChannelSplitter.Layout`:
|
||||
|
||||
- For `Enum.AudioChannelLayout.Mono|Mono`, the **Center** pin produces an
|
||||
audio stream.
|
||||
- For `Enum.AudioChannelLayout.Stereo|Stereo`, the **Left** and **Right**
|
||||
pins produce audio streams.
|
||||
- For `Enum.AudioChannelLayout.Quad|Quad`, the **Left**, **Right**,
|
||||
**BackLeft**, and **BackRight** pins produce audio streams.
|
||||
- `Enum.AudioChannelLayout.Surround_5|Surround_5` is the same as `Quad`,
|
||||
plus **Center** produces an audio stream.
|
||||
- `Enum.AudioChannelLayout.Surround_5_1|Surround_5_1` is the same as
|
||||
`Surround_5`, plus **Sub** produces an audio stream.
|
||||
- `Enum.AudioChannelLayout.Surround_7_1|Surround_7_1` is the same as
|
||||
`Surround_5_1`, plus **SurroundLeft** and **SurroundRight** produce
|
||||
audio streams.
|
||||
- For `Enum.AudioChannelLayout.Surround_7_1_4|Surround_7_1_4`, all
|
||||
secondary output pins produce audio streams.
|
||||
code_samples: []
|
||||
type: AudioChannelLayout
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
methods:
|
||||
- name: AudioChannelSplitter:GetConnectedWires
|
||||
summary: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin.
|
||||
description: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: Instances
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioChannelSplitter:GetInputPins
|
||||
summary: |
|
||||
Returns the input pin available for `Class.Wire.TargetName`.
|
||||
description: |
|
||||
Returns a table containing one string, `"Input"`, indicating the input pin
|
||||
available for `Class.Wire.TargetName`.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioChannelSplitter:GetOutputPins
|
||||
summary: |
|
||||
Returns the output pins that can be selected by `Class.Wire.SourceName`.
|
||||
description: |
|
||||
Returns a table of strings indicating which output pins are available for
|
||||
`Class.Wire.SourceName`:
|
||||
|
||||
- `"Output"`
|
||||
- `"Left"`
|
||||
- `"Right"`
|
||||
- `"Center"`
|
||||
- `"SurroundLeft"`
|
||||
- `"SurroundRight"`
|
||||
- `"BackLeft"`
|
||||
- `"BackRight"`
|
||||
- `"Sub"`
|
||||
- `"TopLeft"`
|
||||
- `"TopRight"`
|
||||
- `"TopBackLeft"`
|
||||
- `"TopBackRight"`
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
events:
|
||||
- name: AudioChannelSplitter.WiringChanged
|
||||
summary: |
|
||||
Fires when another instance is connected to or disconnected from the
|
||||
`Class.AudioChannelSplitter` via a `Class.Wire`.
|
||||
description: |
|
||||
Event that fires after a `Class.Wire` becomes connected or disconnected,
|
||||
and that `Class.Wire` is now or was previously connected to a pin on the
|
||||
`Class.AudioChannelSplitter` and to some other wirable instance.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: connected
|
||||
type: boolean
|
||||
default:
|
||||
summary: |
|
||||
Whether the instance got connected or disconnected.
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The pin on the `Class.AudioChannelSplitter` that the `Class.Wire`
|
||||
targets.
|
||||
- name: wire
|
||||
type: Wire
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Wire` between the `Class.AudioChannelSplitter` and the
|
||||
other instance.
|
||||
- name: instance
|
||||
type: Instance
|
||||
default:
|
||||
summary: |
|
||||
The other instance that is or was connected through the `Class.Wire`.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Audio
|
||||
callbacks: []
|
||||
196
.cursor/rules/roblox/reference/engine/classes/AudioChorus.yaml
Normal file
196
.cursor/rules/roblox/reference/engine/classes/AudioChorus.yaml
Normal file
|
|
@ -0,0 +1,196 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AudioChorus
|
||||
type: class
|
||||
memory_category: Internal
|
||||
summary: |
|
||||
Makes an audio stream sound more voluminous. If applied to a single voice, it
|
||||
may sound like multiple voices.
|
||||
description: |
|
||||
`Class.AudioChorus` makes an audio stream sound more voluminous. It provides
|
||||
one **Input** pin and one **Output** pin which can be connected to/from by
|
||||
`Class.Wire|Wires`.
|
||||
|
||||
`Class.AudioChorus` is implemented by duplicating the input stream and
|
||||
modulating the pitch of several delayed copies so that the overall result
|
||||
sounds like a cloud of streams. If applied to a single voice, it may sound
|
||||
like multiple voices.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AudioChorus.Bypass
|
||||
summary: |
|
||||
Whether audio streams are passed-through unaffected by this effect.
|
||||
description: |
|
||||
If `true`, audio streams are passed-through unaffected by this effect.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioChorus.Depth
|
||||
summary: |
|
||||
Controls the maximum delay time of the copied streams in the chorus
|
||||
effect.
|
||||
description: |
|
||||
Controls how strong the chorus effect is by changing the maximum delay
|
||||
time of the copy streams. Ranges from 0 to 1 which corresponds to 0 to 100
|
||||
milliseconds of maximum delay.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioChorus.Mix
|
||||
summary: |
|
||||
Controls the balance of plain input stream to modified output stream.
|
||||
description: |
|
||||
Controls the balance of plain input stream to modified output stream.
|
||||
Ranges from 0 to 1.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioChorus.Rate
|
||||
summary: |
|
||||
Controls the rate of pitch modulations.
|
||||
description: |
|
||||
Frequency controlling the rate of pitch modulations, in hertz. Ranges from
|
||||
0 to 20.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
methods:
|
||||
- name: AudioChorus:GetConnectedWires
|
||||
summary: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin.
|
||||
description: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin. `Class.AudioChorus` has one "Input" pin and one "Output" pin.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: Instances
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioChorus:GetInputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioChorus:GetOutputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
events:
|
||||
- name: AudioChorus.WiringChanged
|
||||
summary: |
|
||||
Fires when another instance is connected to or disconnected from the
|
||||
`Class.AudioChorus` via a `Class.Wire`.
|
||||
description: |
|
||||
Event that fires after a `Class.Wire` becomes connected or disconnected,
|
||||
and that `Class.Wire` is now or was previously connected to a pin on the
|
||||
`Class.AudioChorus` and to some other wirable instance.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: connected
|
||||
type: boolean
|
||||
default:
|
||||
summary: |
|
||||
Whether the instance got connected or disconnected.
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The pin on the `Class.AudioChorus` that the `Class.Wire` targets.
|
||||
- name: wire
|
||||
type: Wire
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Wire` between the `Class.AudioChorus` and the other
|
||||
instance.
|
||||
- name: instance
|
||||
type: Instance
|
||||
default:
|
||||
summary: |
|
||||
The other instance that is or was connected through the `Class.Wire`.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Audio
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,270 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AudioCompressor
|
||||
type: class
|
||||
memory_category: Internal
|
||||
summary: |
|
||||
Adjusts the dynamic range of input streams.
|
||||
description: |
|
||||
`Class.AudioCompressor` adjusts the dynamic range of audio streams. Any
|
||||
momentary bursts of loudness will be clamped down according to the
|
||||
compressor's properties.
|
||||
|
||||
`Class.AudioCompressor` provides **Input** and **Sidechain** pins that can be
|
||||
targeted by `Class.Wire.TargetName`, and an **Output** pin that can be used by
|
||||
`Class.Wire.SourceName`.
|
||||
code_samples:
|
||||
- audio-wiring---sidechain-compression
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AudioCompressor.Attack
|
||||
summary: |
|
||||
Controls how quickly the compressor will clamp down on volume after it
|
||||
surpasses `Class.AudioCompressor.Threshold|Threshold`.
|
||||
description: |
|
||||
Time, in seconds, denoting how quickly the compressor will clamp down on
|
||||
volume after it surpasses `Class.AudioCompressor.Threshold|Threshold`.
|
||||
Ranges from 0.001 to 0.5.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioCompressor.Bypass
|
||||
summary: |
|
||||
Whether audio streams are passed-through unaffected by this effect.
|
||||
description: |
|
||||
If `true`, audio streams are passed-through unaffected by this effect.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioCompressor.Editor
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags:
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: RobloxScriptSecurity
|
||||
write: RobloxScriptSecurity
|
||||
thread_safety: ReadSafe
|
||||
category: State Editing
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioCompressor.MakeupGain
|
||||
summary: |
|
||||
A gain value to be applied after compression.
|
||||
description: |
|
||||
Gain value to be applied after compression, in decibels. After limiting
|
||||
the dynamic range, the resulting stream may be very quiet and this
|
||||
property can be used to compensate. Ranges from -30 to 30.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioCompressor.Ratio
|
||||
summary: |
|
||||
Ratio of input volume to output volume, to be applied when surpassing
|
||||
`Class.AudioCompressor.Threshold|Threshold`.
|
||||
description: |
|
||||
Ratio of input volume to output volume, to be applied when surpassing
|
||||
`Class.AudioCompressor.Threshold|Threshold`. For example, a value of 2
|
||||
will cut the amount by which the input stream exceeds the threshold in
|
||||
half whenever the input stream does so. Ranges from 1 to 50.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioCompressor.Release
|
||||
summary: |
|
||||
Controls how quickly the compressor will unclamp after the stream volume
|
||||
dips back below `Class.AudioCompressor.Threshold|Threshold`.
|
||||
description: |
|
||||
Time, in seconds, denoting how quickly the compressor will unclamp after
|
||||
its stream volume dips back below
|
||||
`Class.AudioCompressor.Threshold|Threshold`. Ranges from 0.01 to 0.5.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioCompressor.Threshold
|
||||
summary: |
|
||||
Gain value at which the compressor will start to modify the input stream.
|
||||
description: |
|
||||
Gain value at which the compressor will start to modify the input stream,
|
||||
in decibels, with a range of -60 to 0. When the input stream's volume
|
||||
surpasses `Class.AudioCompressor.Threshold|Threshold`, the compressor will
|
||||
take `Class.AudioCompressor.Attack|Attack` seconds to kick in. When the
|
||||
input stream's volume recedes below
|
||||
`Class.AudioCompressor.Threshold|Threshold`, the compressor will take
|
||||
`Class.AudioCompressor.Release|Release` seconds to stop acting.
|
||||
|
||||
If any `Class.Wire|Wires` are connected to the **Sidechain** pin of the
|
||||
compressor, this threshold analyzes those streams instead of the **Input**
|
||||
streams; this can be used to duck the volume of one stream in response to
|
||||
another.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
methods:
|
||||
- name: AudioCompressor:GetConnectedWires
|
||||
summary: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin.
|
||||
description: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin. `Class.AudioCompressor` has one "Input" pin, one "Sidechain" pin, and
|
||||
one "Output" pin.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: Instances
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioCompressor:GetInputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioCompressor:GetOutputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
events:
|
||||
- name: AudioCompressor.WiringChanged
|
||||
summary: |
|
||||
Fires when another instance is connected to or disconnected from the
|
||||
`Class.AudioCompressor` via a `Class.Wire`.
|
||||
description: |
|
||||
Event that fires after a `Class.Wire` becomes connected or disconnected,
|
||||
and that `Class.Wire` is now or was previously connected to a pin on the
|
||||
`Class.AudioCompressor` and to some other wirable instance.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: connected
|
||||
type: boolean
|
||||
default:
|
||||
summary: |
|
||||
Whether the instance got connected or disconnected.
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The pin on the `Class.AudioCompressor` that the `Class.Wire` targets.
|
||||
- name: wire
|
||||
type: Wire
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Wire` between the `Class.AudioCompressor` and the other
|
||||
instance.
|
||||
- name: instance
|
||||
type: Instance
|
||||
default:
|
||||
summary: |
|
||||
The other instance that is or was connected through the `Class.Wire`.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Audio
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,307 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AudioDeviceInput
|
||||
type: class
|
||||
memory_category: Internal
|
||||
summary: |
|
||||
Produces audio streams from physical devices, such as microphones.
|
||||
description: |
|
||||
`Class.AudioDeviceInput` produces audio streams from physical devices, such as
|
||||
microphones. It provides a single **Output** pin which can be connected to
|
||||
other pins via `Class.Wire|Wires`. `Class.AudioDeviceInput` has properties for
|
||||
selecting which `Class.Player` is producing the stream, and controlling
|
||||
whether or not they are muted.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AudioDeviceInput.AccessType
|
||||
summary: |
|
||||
Determines whether the list of user IDs provided to
|
||||
`Class.AudioDeviceInput.SetUserIdAccessList|SetUserIdAccessList` is
|
||||
treated as an allow-list or deny-list.
|
||||
description: |
|
||||
Determines whether the list of user IDs provided to
|
||||
`Class.AudioDeviceInput.SetUserIdAccessList|SetUserIdAccessList` is
|
||||
treated as an allow-list or deny-list.
|
||||
|
||||
If `Class.AudioDeviceInput.AccessType|AccessType` is
|
||||
`Enum.AccessModifierType.Allow`, then **only** the supplied user IDs are
|
||||
**permitted** to hear this `Class.AudioDeviceInput`. If
|
||||
`Class.AudioDeviceInput.AccessType|AccessType` is
|
||||
`Enum.AccessModifierType.Deny`, then **only** the supplied user IDs are
|
||||
**blocked** from hearing this `Class.AudioDeviceInput`.
|
||||
|
||||
Since player voices are networked, this property should only be assigned
|
||||
from the server in order to replicate properly.
|
||||
code_samples: []
|
||||
type: AccessModifierType
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Permissions
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities: []
|
||||
- name: AudioDeviceInput.Active
|
||||
summary: |
|
||||
Controls whether the physical device is actively recording.
|
||||
description: |
|
||||
Controls whether the physical device is actively recording. This property
|
||||
is only set by Roblox core scripts, but it may be read by user scripts.
|
||||
Generally, an `Class.AudioDeviceInput` may only be producing sound if
|
||||
`Class.AudioDeviceInput.Active|Active` is true **and**
|
||||
`Class.AudioDeviceInput.Muted|Muted` is false.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: RobloxScriptSecurity
|
||||
thread_safety: ReadSafe
|
||||
category: Recording
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities: []
|
||||
- name: AudioDeviceInput.IsReady
|
||||
summary: |
|
||||
Denotes whether this `Class.AudioDeviceInput` is ready to produce sound.
|
||||
description: |
|
||||
Denotes whether this `Class.AudioDeviceInput` is ready to produce sound,
|
||||
meaning all network connections have been established.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: RobloxScriptSecurity
|
||||
write: RobloxScriptSecurity
|
||||
thread_safety: ReadSafe
|
||||
category: Recording
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: true
|
||||
capabilities: []
|
||||
- name: AudioDeviceInput.Muted
|
||||
summary: |
|
||||
Controls whether this `Class.AudioDeviceInput` is muted.
|
||||
description: |
|
||||
Controls whether this `Class.AudioDeviceInput` is muted. Unlike
|
||||
`Class.AudioDeviceInput.Active|Active`, this property is publicly
|
||||
scriptable.
|
||||
|
||||
Generally, an `Class.AudioDeviceInput` may only be heard if
|
||||
`Class.AudioDeviceInput.Active|Active` is true **and**
|
||||
`Class.AudioDeviceInput.Muted|Muted` is false.
|
||||
code_samples:
|
||||
- audio-wiring---push-to-talk
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Recording
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities: []
|
||||
- name: AudioDeviceInput.MutedByLocalUser
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags:
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: RobloxScriptSecurity
|
||||
write: RobloxScriptSecurity
|
||||
thread_safety: ReadSafe
|
||||
category: Recording
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities: []
|
||||
- name: AudioDeviceInput.Player
|
||||
summary: |
|
||||
Determines whose device is producing sound.
|
||||
description: |
|
||||
Determines whose device is producing sound. In order to replicate
|
||||
properly, this should only be assigned from the server. Assigning this
|
||||
property locally generally does not work, unless
|
||||
`Class.AudioDeviceInput.Player|Player` is `Class.Players.LocalPlayer`.
|
||||
code_samples: []
|
||||
type: Player
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Recording
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities: []
|
||||
- name: AudioDeviceInput.Volume
|
||||
summary: |
|
||||
Volume level which is multiplied onto the output audio stream.
|
||||
description: |
|
||||
Volume level which is multiplied onto the output audio stream. Ranges from
|
||||
0 to 3.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities: []
|
||||
methods:
|
||||
- name: AudioDeviceInput:GetConnectedWires
|
||||
summary: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin.
|
||||
description: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin. `Class.AudioDeviceInput` has one "Output" pin.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: Instances
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities: []
|
||||
- name: AudioDeviceInput:GetInputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities: []
|
||||
- name: AudioDeviceInput:GetOutputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities: []
|
||||
- name: AudioDeviceInput:GetUserIdAccessList
|
||||
summary: |
|
||||
Returns a list of user IDs that are either permitted to hear or blocked
|
||||
from hearing this `Class.AudioDeviceInput`.
|
||||
description: |
|
||||
Returns a list of user IDs that are either permitted to hear or blocked
|
||||
from hearing this `Class.AudioDeviceInput`, depending on the
|
||||
`Class.AudioDeviceInput.AccessType|AccessType`.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities: []
|
||||
- name: AudioDeviceInput:SetUserIdAccessList
|
||||
summary: |
|
||||
Sets a list of user IDs that are either permitted to hear or blocked from
|
||||
hearing this `Class.AudioDeviceInput`.
|
||||
description: |
|
||||
Sets a list of user IDs that are either permitted to hear or blocked from
|
||||
hearing this `Class.AudioDeviceInput`, depending on the
|
||||
`Class.AudioDeviceInput.AccessType|AccessType`.
|
||||
|
||||
Note that this method replicates from server to client; in general, it
|
||||
should only be called from the server in order to replicate properly.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: userIds
|
||||
type: Array
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities: []
|
||||
events:
|
||||
- name: AudioDeviceInput.WiringChanged
|
||||
summary: |
|
||||
Fires when another instance is connected to or disconnected from the
|
||||
`Class.AudioDeviceInput` via a `Class.Wire`.
|
||||
description: |
|
||||
Event that fires after a `Class.Wire` becomes connected or disconnected,
|
||||
and that `Class.Wire` is now or was previously connected to a pin on the
|
||||
`Class.AudioDeviceInput` and to some other wirable instance.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: connected
|
||||
type: boolean
|
||||
default:
|
||||
summary: |
|
||||
Whether the instance got connected or disconnected.
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The pin on the `Class.AudioDeviceInput` that the `Class.Wire` targets.
|
||||
- name: wire
|
||||
type: Wire
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Wire` between the `Class.AudioDeviceInput` and the other
|
||||
instance.
|
||||
- name: instance
|
||||
type: Instance
|
||||
default:
|
||||
summary: |
|
||||
The other instance that is or was connected through the `Class.Wire`.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities: []
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,134 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AudioDeviceOutput
|
||||
type: class
|
||||
memory_category: Internal
|
||||
summary: |
|
||||
Accepts audio streams to be rendered out to physical hardware devices such as
|
||||
speakers or headphones.
|
||||
description: |
|
||||
`Class.AudioDeviceOutput` accepts audio streams to be rendered out to physical
|
||||
hardware devices such as speakers or headphones. It provides a single
|
||||
**Input** pin that can be targeted by `Class.Wire|Wires`. Any audio streams
|
||||
wired to an `Class.AudioDeviceOutput` are heard.
|
||||
code_samples:
|
||||
- audio-wiring---device-output
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AudioDeviceOutput.Player
|
||||
summary: |
|
||||
A `Class.Player` who is intended to hear the connected audio streams.
|
||||
description: |
|
||||
An optional `Class.Player` who is intended to hear the connected audio
|
||||
streams. If left unspecified, the streams wired to this
|
||||
`Class.AudioDeviceOutput` are heard by everyone.
|
||||
code_samples: []
|
||||
type: Player
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
methods:
|
||||
- name: AudioDeviceOutput:GetConnectedWires
|
||||
summary: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin.
|
||||
description: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin. `Class.AudioDeviceOutput` has one "Input" pin.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: Instances
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioDeviceOutput:GetInputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioDeviceOutput:GetOutputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
events:
|
||||
- name: AudioDeviceOutput.WiringChanged
|
||||
summary: |
|
||||
Fires when another instance is connected to or disconnected from the
|
||||
`Class.AudioDeviceOutput` via a `Class.Wire`.
|
||||
description: |
|
||||
Event that fires after a `Class.Wire` becomes connected or disconnected,
|
||||
and that `Class.Wire` is now or was previously connected to a pin on the
|
||||
`Class.AudioDeviceOutput` and to some other wirable instance.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: connected
|
||||
type: boolean
|
||||
default:
|
||||
summary: |
|
||||
Whether the instance got connected or disconnected.
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The pin on the `Class.AudioDeviceOutput` that the `Class.Wire`
|
||||
targets.
|
||||
- name: wire
|
||||
type: Wire
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Wire` between the `Class.AudioDeviceOutput` and the other
|
||||
instance.
|
||||
- name: instance
|
||||
type: Instance
|
||||
default:
|
||||
summary: |
|
||||
The other instance that is or was connected through the `Class.Wire`.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Audio
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,147 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AudioDistortion
|
||||
type: class
|
||||
memory_category: Internal
|
||||
summary: |
|
||||
Distorts audio streams, making them sound fuzzier, grittier, and louder.
|
||||
description: |
|
||||
`Class.AudioDistortion` distorts audio streams, making them sound fuzzier,
|
||||
grittier, and louder. It provides one **Input** pin and one **Output** pin
|
||||
which can be connected to/from by `Class.Wire|Wires`.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AudioDistortion.Bypass
|
||||
summary: |
|
||||
Whether audio streams are passed-through unaffected by this effect.
|
||||
description: |
|
||||
If `true`, audio streams are passed-through unaffected by this effect.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioDistortion.Level
|
||||
summary: |
|
||||
Controls how distorted the input stream will become.
|
||||
description: |
|
||||
Controls how distorted the input stream will become. Ranges from 0 to 1.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
methods:
|
||||
- name: AudioDistortion:GetConnectedWires
|
||||
summary: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin.
|
||||
description: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin. `Class.AudioDistortion` has one "Input" pin and one "Output" pin.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: Instances
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioDistortion:GetInputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioDistortion:GetOutputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
events:
|
||||
- name: AudioDistortion.WiringChanged
|
||||
summary: |
|
||||
Fires when another instance is connected to or disconnected from the
|
||||
`Class.AudioDistortion` via a `Class.Wire`.
|
||||
description: |
|
||||
Event that fires after a `Class.Wire` becomes connected or disconnected,
|
||||
and that `Class.Wire` is now or was previously connected to a pin on the
|
||||
`Class.AudioDistortion` and to some other wirable instance.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: connected
|
||||
type: boolean
|
||||
default:
|
||||
summary: |
|
||||
Whether the instance got connected or disconnected.
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The pin on the `Class.AudioDistortion` that the `Class.Wire` targets.
|
||||
- name: wire
|
||||
type: Wire
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Wire` between the `Class.AudioDistortion` and the other
|
||||
instance.
|
||||
- name: instance
|
||||
type: Instance
|
||||
default:
|
||||
summary: |
|
||||
The other instance that is or was connected through the `Class.Wire`.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Audio
|
||||
callbacks: []
|
||||
225
.cursor/rules/roblox/reference/engine/classes/AudioEcho.yaml
Normal file
225
.cursor/rules/roblox/reference/engine/classes/AudioEcho.yaml
Normal file
|
|
@ -0,0 +1,225 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AudioEcho
|
||||
type: class
|
||||
memory_category: Internal
|
||||
summary: |
|
||||
Overlays delayed copies of audio streams.
|
||||
description: |
|
||||
`Class.AudioEcho` overlays delayed copies of audio streams. It provides one
|
||||
**Input** pin and one **Output** pin which can be connected to/from by
|
||||
`Class.Wire|Wires`.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AudioEcho.Bypass
|
||||
summary: |
|
||||
Whether audio streams are passed-through unaffected by this effect.
|
||||
description: |
|
||||
If `true`, audio streams are passed-through unaffected by this effect.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioEcho.DelayTime
|
||||
summary: |
|
||||
The amount of time between echoes.
|
||||
description: |
|
||||
The amount of time between echoes, in seconds. Ranges from 0.001 to 5.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioEcho.DryLevel
|
||||
summary: |
|
||||
Gain level determining how loud the original, unaltered audio stream will
|
||||
be.
|
||||
description: |
|
||||
Gain level, in decibels, determining how loud the original, unaltered
|
||||
audio stream will be. Ranges from -80 to 10.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioEcho.Feedback
|
||||
summary: |
|
||||
How slowly echoes fade away.
|
||||
description: |
|
||||
Determines how slowly echoes fade away, with a range of 0 to 1. A value of
|
||||
0 means that only a single echo is heard, whereas a value of 1 means that
|
||||
old echoes never fully disappear.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioEcho.RampTime
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioEcho.WetLevel
|
||||
summary: |
|
||||
Gain level determining how loud the echoed stream will be.
|
||||
description: |
|
||||
Gain level, in decibels, determining how loud the echoed stream will be.
|
||||
Ranges from -80 to 10.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
methods:
|
||||
- name: AudioEcho:GetConnectedWires
|
||||
summary: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin.
|
||||
description: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin. `Class.AudioEcho` has one "Input" pin and one "Output" pin.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: Instances
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioEcho:GetInputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioEcho:GetOutputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
events:
|
||||
- name: AudioEcho.WiringChanged
|
||||
summary: |
|
||||
Fires when another instance is connected to or disconnected from the
|
||||
`Class.AudioEcho` via a `Class.Wire`.
|
||||
description: |
|
||||
Event that fires after a `Class.Wire` becomes connected or disconnected,
|
||||
and that `Class.Wire` is now or was previously connected to a pin on the
|
||||
`Class.AudioEcho` and to some other wirable instance.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: connected
|
||||
type: boolean
|
||||
default:
|
||||
summary: |
|
||||
Whether the instance got connected or disconnected.
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The pin on the `Class.AudioEcho` that the `Class.Wire` targets.
|
||||
- name: wire
|
||||
type: Wire
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Wire` between the `Class.AudioEcho` and the other instance.
|
||||
- name: instance
|
||||
type: Instance
|
||||
default:
|
||||
summary: |
|
||||
The other instance that is or was connected through the `Class.Wire`.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Audio
|
||||
callbacks: []
|
||||
436
.cursor/rules/roblox/reference/engine/classes/AudioEmitter.yaml
Normal file
436
.cursor/rules/roblox/reference/engine/classes/AudioEmitter.yaml
Normal file
|
|
@ -0,0 +1,436 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AudioEmitter
|
||||
type: class
|
||||
memory_category: Internal
|
||||
summary: |
|
||||
Emits audio streams into the world.
|
||||
description: |
|
||||
`Class.AudioEmitter` emits audio streams into the world. It provides a single
|
||||
**Input** pin that can be connected to by one or more `Class.Wire|Wires`. Any
|
||||
streams wired to an `Class.AudioEmitter` get broadcasted into the world from
|
||||
the emitter's parent's position. If the parent is an `Class.Attachment`,
|
||||
`Class.Camera`, or `Class.PVInstance`, the parent's world-position will be
|
||||
used. If the parent is not one of these classes, the `Class.AudioEmitter` is
|
||||
effectively silent.
|
||||
|
||||
`Class.AudioEmitter|AudioEmitters` are heard by
|
||||
`Class.AudioListener|AudioListeners` in order to implement 3D spatialization.
|
||||
code_samples:
|
||||
- audio-wiring---multi-emission
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AudioEmitter.AcousticSimulationEnabled
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Simulation
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioEmitter.AngleAttenuation
|
||||
summary: |
|
||||
Represents how the perceived volume of the emitted sound changes based on
|
||||
the angle between a `Class.AudioListener` and the
|
||||
`Datatype.CFrame.LookVector|LookVector` associated with the
|
||||
`Class.AudioEmitter`.
|
||||
description: |
|
||||
Represents a volume-over-angle curve that affects how loudly a
|
||||
`Class.AudioListener` will hear the `Class.AudioEmitter`, based on the
|
||||
angle between them and the `Datatype.CFrame.LookVector|LookVector`
|
||||
associated with the `Class.AudioEmitter`.
|
||||
|
||||
This property is internal and can't be accessed by scripts; it exists to
|
||||
support replication. See
|
||||
`Class.AudioEmitter:SetAngleAttenuation()|SetAngleAttenuation()` for usage
|
||||
details.
|
||||
code_samples: []
|
||||
type: BinaryString
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: RobloxEngineSecurity
|
||||
write: RobloxEngineSecurity
|
||||
thread_safety: ReadSafe
|
||||
category: Emission
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioEmitter.AudioInteractionGroup
|
||||
summary: |
|
||||
Controls which `Class.AudioListener|AudioListeners` are capable of hearing
|
||||
this `Class.AudioEmitter`.
|
||||
description: |
|
||||
If an `Class.AudioEmitter` and an `Class.AudioListener` share an
|
||||
interaction group, then the listener is capable of hearing the emitter.
|
||||
code_samples: []
|
||||
type: string
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Interactions
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioEmitter.DistanceAttenuation
|
||||
summary: |
|
||||
Represents how the perceived volume of the emitted sound changes as the
|
||||
distance between a `Class.AudioListener` and the `Class.AudioEmitter`
|
||||
increases.
|
||||
description: |
|
||||
Represents a volume-over-distance curve that affects how loudly a
|
||||
`Class.AudioListener` will hear the `Class.AudioEmitter`, based on the
|
||||
distance between them.
|
||||
|
||||
This property is internal and can't be accessed by scripts; it exists to
|
||||
support replication. See
|
||||
`Class.AudioEmitter:SetDistanceAttenuation()|SetDistanceAttenuation()` for
|
||||
usage details.
|
||||
code_samples: []
|
||||
type: BinaryString
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: RobloxEngineSecurity
|
||||
write: RobloxEngineSecurity
|
||||
thread_safety: ReadSafe
|
||||
category: Emission
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioEmitter.PositionOverride
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: Instance
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: RobloxEngineSecurity
|
||||
write: RobloxEngineSecurity
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioEmitter.SimulationFidelity
|
||||
summary: |
|
||||
Controls how detailed the audio simulation should be for this
|
||||
`Class.AudioEmitter`.
|
||||
description: |
|
||||
Controls how detailed the audio simulation should be for this
|
||||
`Class.AudioEmitter`, similar to `Class.MeshPart.CollisionFidelity` or
|
||||
`Class.MeshPart.RenderFidelity`.
|
||||
|
||||
`Class.AudioEmitter|AudioEmitters` and
|
||||
`Class.AudioListener|AudioListeners` which disagree on the necessary level
|
||||
of detail will use the less-detailed option.
|
||||
code_samples: []
|
||||
type: AudioSimulationFidelity
|
||||
tags:
|
||||
- Deprecated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Simulation
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
methods:
|
||||
- name: AudioEmitter:GetAngleAttenuation
|
||||
summary: |
|
||||
Gets the angle attenuation curve that the `Class.AudioEmitter` is using,
|
||||
or an empty table if it's using the default curve.
|
||||
description: |
|
||||
Returns a table mapping angle to volume. Keys are numbers between `0` and
|
||||
`180` (inclusive), while values are numbers between `0` and `1`
|
||||
(inclusive) describing how volume attenuates depending on direction. This
|
||||
method returns an empty table if the default angle attenuation curve is
|
||||
being used.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Dictionary
|
||||
summary: |
|
||||
Table mapping angle to volume, as described above.
|
||||
tags:
|
||||
- CustomLuaState
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioEmitter:GetAudibilityFor
|
||||
summary: |
|
||||
Calculates how audible this emitter is for a particular
|
||||
`Class.AudioListener`.
|
||||
description: |
|
||||
Calculates how audible this emitter is for a particular
|
||||
`Class.AudioListener`. The resulting volume, ranging from `0` to `1`,
|
||||
accounts for distance and angle attenuation on both the emitter and
|
||||
listener.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: listener
|
||||
type: AudioListener
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: float
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioEmitter:GetConnectedWires
|
||||
summary: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin.
|
||||
description: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin. `Class.AudioEmitter` has one "Input" pin.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: Instances
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioEmitter:GetDistanceAttenuation
|
||||
summary: |
|
||||
Gets the distance attenuation curve that the `Class.AudioEmitter` is
|
||||
using, or an empty table if it's using the default curve.
|
||||
description: |
|
||||
Returns a table mapping distance to volume. Keys are numbers greater than
|
||||
or equal to 0, while values are numbers between 0 and 1 (inclusive)
|
||||
describing how volume attenuates over distance. This method returns an
|
||||
empty table if the default distance attenuation curve is being used.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Dictionary
|
||||
summary: ''
|
||||
tags:
|
||||
- CustomLuaState
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioEmitter:GetInputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioEmitter:GetInteractingListeners
|
||||
summary: |
|
||||
Lists all `Class.AudioListener|AudioListeners` that are capable of hearing
|
||||
this emitter.
|
||||
description: |
|
||||
Returns an array of `Class.AudioListener|AudioListeners` that share an
|
||||
`Class.AudioEmitter.AudioInteractionGroup|AudioInteractionGroup` with the
|
||||
emitter.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Instances
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioEmitter:GetOutputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioEmitter:SetAngleAttenuation
|
||||
summary: |
|
||||
Sets the angle attenuation curve that the `Class.AudioEmitter` should use,
|
||||
or uses a constant curve of volume `1` if none is provided.
|
||||
description: |
|
||||
Sets a volume-over-angle curve that affects how loudly a
|
||||
`Class.AudioListener` will hear the `Class.AudioEmitter`, based on the
|
||||
angle between them and the `Datatype.CFrame.LookVector|LookVector`
|
||||
associated with the `Class.AudioEmitter`.
|
||||
|
||||
The curve is represented by a table mapping angle keys to volume values.
|
||||
Keys are expected to be unique numbers between `0` and `180` (inclusive),
|
||||
while values are expected to be numbers between `0` and `1` (inclusive).
|
||||
Tables containing up to 400 key-value pairs are supported.
|
||||
|
||||
The volume of the `Class.AudioEmitter` from the perspective of a
|
||||
`Class.AudioListener` at an angle `a` is determined by linearly
|
||||
interpolating between the volume levels for the points on the curve whose
|
||||
angle values are directly above and below `a`. If there is either no point
|
||||
below `a` or no point above `a`, the volume level of the other point is
|
||||
chosen. Essentially, the curve is a sequence of points connected by
|
||||
straight lines, and beyond its left and right endpoints the curve extends
|
||||
outward at their respective volume levels.
|
||||
|
||||
This volume will be multiplied with the volumes from all other attenuation
|
||||
curves (including the ones on the receiving `Class.AudioListener`) to
|
||||
obtain the final audibility.
|
||||
|
||||
If the table is empty or `nil`, the `Class.AudioEmitter` defaults to using
|
||||
an angle attenuation curve with the constant volume value of `1`.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: curve
|
||||
type: Dictionary
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags:
|
||||
- CustomLuaState
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioEmitter:SetDistanceAttenuation
|
||||
summary: |
|
||||
Sets the distance attenuation curve that the `Class.AudioEmitter` should
|
||||
use, or uses an inverse rolloff curve if none is provided.
|
||||
description: |
|
||||
Sets a volume-over-distance curve that affects how loudly a
|
||||
`Class.AudioListener` will hear the `Class.AudioEmitter`, based on the
|
||||
distance between them.
|
||||
|
||||
The curve is represented by a table mapping distance keys to volume
|
||||
values. Keys are expected to be unique numbers greater than or equal to 0,
|
||||
while values are expected to be numbers between 0 and 1 (inclusive).
|
||||
Tables containing up to 400 key-value pairs are supported.
|
||||
|
||||
The volume of the `Class.AudioEmitter` from the perspective of a
|
||||
`Class.AudioListener` at a distance `d` is determined by linearly
|
||||
interpolating between the volume levels for the points on the curve whose
|
||||
distance values are directly above and below `d`. If there is either no
|
||||
point below `d` or no point above `d`, the volume level of the other point
|
||||
is chosen. Essentially, the curve is a sequence of points connected by
|
||||
straight lines, and beyond its left and right endpoints the curve extends
|
||||
outward infinitely at their respective volume levels.
|
||||
|
||||
This volume will be multiplied with the volumes from all other attenuation
|
||||
curves (including the ones on the receiving `Class.AudioListener`) to
|
||||
obtain the final audibility.
|
||||
|
||||
If the table is empty or `nil`, the `Class.AudioEmitter` defaults to using
|
||||
a distance attenuation curve determined by the inverse-square law.
|
||||
code_samples:
|
||||
- audio-wiring---custom-distance-attenuation
|
||||
parameters:
|
||||
- name: curve
|
||||
type: Dictionary
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags:
|
||||
- CustomLuaState
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
events:
|
||||
- name: AudioEmitter.WiringChanged
|
||||
summary: |
|
||||
Fires when another instance is connected to or disconnected from the
|
||||
`Class.AudioEmitter` via a `Class.Wire`.
|
||||
description: |
|
||||
Event that fires after a `Class.Wire` becomes connected or disconnected,
|
||||
and that `Class.Wire` is now or was previously connected to a pin on the
|
||||
`Class.AudioEmitter` and to some other wirable instance.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: connected
|
||||
type: boolean
|
||||
default:
|
||||
summary: |
|
||||
Whether the instance got connected or disconnected.
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The pin on the `Class.AudioEmitter` that the `Class.Wire` targets.
|
||||
- name: wire
|
||||
type: Wire
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Wire` between the `Class.AudioEmitter` and the other
|
||||
instance.
|
||||
- name: instance
|
||||
type: Instance
|
||||
default:
|
||||
summary: |
|
||||
The other instance that is or was connected through the `Class.Wire`.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Audio
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,236 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AudioEqualizer
|
||||
type: class
|
||||
memory_category: Internal
|
||||
summary: |
|
||||
Adjusts the frequency content of audio streams.
|
||||
description: |
|
||||
`Class.AudioEqualizer` adjusts the frequency content of audio streams. It
|
||||
provides one **Input** pin and one **Output** pin which can be connected
|
||||
to/from by `Class.Wire|Wires`. `Class.AudioEqualizer` has 3 frequency bands
|
||||
whose gain values can be controlled, and the crossover points between bands
|
||||
can be moved.
|
||||
code_samples:
|
||||
- audio-wiring---listener-equalization
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AudioEqualizer.Bypass
|
||||
summary: |
|
||||
Whether audio streams are passed-through unaffected by this effect.
|
||||
description: |
|
||||
If `true`, audio streams are passed-through unaffected by this effect.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioEqualizer.Editor
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags:
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: RobloxScriptSecurity
|
||||
write: RobloxScriptSecurity
|
||||
thread_safety: ReadSafe
|
||||
category: State Editing
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioEqualizer.HighGain
|
||||
summary: |
|
||||
Gain value to be applied to the frequency content of the highest band in
|
||||
the equalizer.
|
||||
description: |
|
||||
Gain value, in decibels, to be applied to the frequency content of the
|
||||
highest band in the equalizer. Ranges from -80 to 10.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioEqualizer.LowGain
|
||||
summary: |
|
||||
Gain value to be applied to the frequency content of the lowest band in
|
||||
the equalizer.
|
||||
description: |
|
||||
Gain value, in decibels, to be applied to the frequency content of the
|
||||
lowest band in the equalizer. Ranges from -80 to 10.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioEqualizer.MidGain
|
||||
summary: |
|
||||
Gain value to be applied to the frequency content of the middle band in
|
||||
the equalizer.
|
||||
description: |
|
||||
Gain value, in decibels, to be applied to the frequency content of the
|
||||
middle band in the equalizer. Ranges from -80 to 10.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioEqualizer.MidRange
|
||||
summary: |
|
||||
The frequency range of the band influenced by
|
||||
`Class.AudioEqualizer.MidGain|MidGain`.
|
||||
description: |
|
||||
The frequency range in hertz of the band influenced by
|
||||
`Class.AudioEqualizer.MidGain|MidGain`. The lower value of the range
|
||||
determines the crossover frequency between the low and mid bands. The
|
||||
higher value of the range determines the crossover frequency between the
|
||||
mid and high bands. Both crossover frequencies range from 200 to 20,000.
|
||||
code_samples: []
|
||||
type: NumberRange
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
methods:
|
||||
- name: AudioEqualizer:GetConnectedWires
|
||||
summary: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin.
|
||||
description: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin. `Class.AudioEqualizer` has one "Input" pin and one "Output" pin.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: Instances
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioEqualizer:GetInputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioEqualizer:GetOutputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
events:
|
||||
- name: AudioEqualizer.WiringChanged
|
||||
summary: |
|
||||
Fires when another instance is connected to or disconnected from the
|
||||
`Class.AudioEqualizer` via a `Class.Wire`.
|
||||
description: |
|
||||
Event that fires after a `Class.Wire` becomes connected or disconnected,
|
||||
and that `Class.Wire` is now or was previously connected to a pin on the
|
||||
`Class.AudioEqualizer` and to some other wirable instance.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: connected
|
||||
type: boolean
|
||||
default:
|
||||
summary: |
|
||||
Whether the instance got connected or disconnected.
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The pin on the `Class.AudioEqualizer` that the `Class.Wire` targets.
|
||||
- name: wire
|
||||
type: Wire
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Wire` between the `Class.AudioEqualizer` and the other
|
||||
instance.
|
||||
- name: instance
|
||||
type: Instance
|
||||
default:
|
||||
summary: |
|
||||
The other instance that is or was connected through the `Class.Wire`.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Audio
|
||||
callbacks: []
|
||||
148
.cursor/rules/roblox/reference/engine/classes/AudioFader.yaml
Normal file
148
.cursor/rules/roblox/reference/engine/classes/AudioFader.yaml
Normal file
|
|
@ -0,0 +1,148 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AudioFader
|
||||
type: class
|
||||
memory_category: Internal
|
||||
summary: |
|
||||
Adjusts the volume of audio streams.
|
||||
description: |
|
||||
`Class.AudioFader` adjusts the volume of audio streams. It provides one
|
||||
**Input** pin and one **Output** pin which can be connected to/from by
|
||||
`Class.Wire|Wires`.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AudioFader.Bypass
|
||||
summary: |
|
||||
Whether audio streams are passed-through unaffected by this effect.
|
||||
description: |
|
||||
If `true`, audio streams are passed-through unaffected by this effect.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioFader.Volume
|
||||
summary: |
|
||||
Volume level which is multiplied onto the input stream.
|
||||
description: |
|
||||
Volume level which is multiplied onto the input stream. Ranges from 0
|
||||
to 3.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
methods:
|
||||
- name: AudioFader:GetConnectedWires
|
||||
summary: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin.
|
||||
description: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin. `Class.AudioFader` has one "Input" pin and one "Output" pin.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: Instances
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioFader:GetInputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioFader:GetOutputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
events:
|
||||
- name: AudioFader.WiringChanged
|
||||
summary: |
|
||||
Fires when another instance is connected to or disconnected from the
|
||||
`Class.AudioFader` via a `Class.Wire`.
|
||||
description: |
|
||||
Event that fires after a `Class.Wire` becomes connected or disconnected,
|
||||
and that `Class.Wire` is now or was previously connected to a pin on the
|
||||
`Class.AudioFader` and to some other wirable instance.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: connected
|
||||
type: boolean
|
||||
default:
|
||||
summary: |
|
||||
Whether the instance got connected or disconnected.
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The pin on the `Class.AudioFader` that the `Class.Wire` targets.
|
||||
- name: wire
|
||||
type: Wire
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Wire` between the `Class.AudioFader` and the other
|
||||
instance.
|
||||
- name: instance
|
||||
type: Instance
|
||||
default:
|
||||
summary: |
|
||||
The other instance that is or was connected through the `Class.Wire`.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Audio
|
||||
callbacks: []
|
||||
267
.cursor/rules/roblox/reference/engine/classes/AudioFilter.yaml
Normal file
267
.cursor/rules/roblox/reference/engine/classes/AudioFilter.yaml
Normal file
|
|
@ -0,0 +1,267 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AudioFilter
|
||||
type: class
|
||||
memory_category: Internal
|
||||
summary: |
|
||||
Adjusts the frequency content of audio streams.
|
||||
description: |
|
||||
`Class.AudioFilter` adjusts the frequency content of audio streams. It
|
||||
provides one **Input** pin and one **Output** pin which can be connected
|
||||
to/from by `Class.Wire|Wires`. `Class.AudioFilter` uses its
|
||||
`Class.AudioFilter.FilterType|FilterType`, `Class.AudioFilter.Gain|Gain`, and
|
||||
`Class.AudioFilter.Q|Q` properties to determine what to do around a particular
|
||||
cutoff `Class.AudioFilter.Frequency|Frequency`.
|
||||
code_samples:
|
||||
- audio-wiring---emitter-filtering
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AudioFilter.Bypass
|
||||
summary: |
|
||||
Whether audio streams are passed-through unaffected by this effect.
|
||||
description: |
|
||||
If `true`, audio streams are passed-through unaffected by this effect.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioFilter.Editor
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags:
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: RobloxScriptSecurity
|
||||
write: RobloxScriptSecurity
|
||||
thread_safety: ReadSafe
|
||||
category: State Editing
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioFilter.FilterType
|
||||
summary: |
|
||||
The curve type of the band represented by the filter.
|
||||
description: |
|
||||
The type of frequency response curve that will be used to filter the audio
|
||||
signal. Each type of curve affects the frequency content of the audio in
|
||||
different ways.
|
||||
code_samples: []
|
||||
type: AudioFilterType
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioFilter.Frequency
|
||||
summary: |
|
||||
The central frequency that the filter acts around.
|
||||
description: |
|
||||
The central frequency in hertz of the curve represented by the filter.
|
||||
Generally, adjusting this value up or down corresponds to a horizontal
|
||||
shift in the overall frequency curve. Ranges from 20 to 22000.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioFilter.Gain
|
||||
summary: |
|
||||
For peaking and shelving filters, controls volume increase or reduction.
|
||||
description: |
|
||||
The gain value in decibels used to determine the volume level of the curve
|
||||
represented by the filter. Only applies when the
|
||||
`Class.AudioFilter|FilterType` is `Peak`, `LowShelf`, or `HighShelf`.
|
||||
Ranges from -30 to 30.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioFilter.Q
|
||||
summary: |
|
||||
For peaking, lowpass, highpass, bandpass, and notch filters, controls the
|
||||
selectiveness or resonance.
|
||||
description: |
|
||||
The quality value used to determine the slope or resonance of the curve
|
||||
represented by the filter. Only applies when the
|
||||
`Class.AudioFilter|FilterType` is `Peak`, `Lowpass[x]dB`, `Highpass[x]dB`,
|
||||
`Bandpass`, or `Notch`. Ranges from 0.1 to 10.
|
||||
|
||||
For `Class.AudioFilter|FilterType` values of
|
||||
`Enum.AudioFilterType.Lowpass12dB|Lowpass12dB` and
|
||||
`Enum.AudioFilterType.Highpass12dB|Highpass12dB`, a **Q** value of
|
||||
`sqrt(2) / 2`, or `0.707`, corresponds to a flat filter at a 12dB/octave
|
||||
slope.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
methods:
|
||||
- name: AudioFilter:GetConnectedWires
|
||||
summary: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin.
|
||||
description: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin. `Class.AudioFilter` has one "Input" pin and one "Output" pin.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: Instances
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioFilter:GetGainAt
|
||||
summary: |
|
||||
Returns the magnitude response of the filter at the given frequency.
|
||||
description: |
|
||||
Returns the gain value, in decibels, of the frequency response curve
|
||||
represented by the filter at the given frequency, in hertz. This can be
|
||||
used to sample the exact shape of the filter in key places or as a whole.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: frequency
|
||||
type: float
|
||||
default:
|
||||
summary: |
|
||||
The frequency, in hertz, to sample.
|
||||
returns:
|
||||
- type: float
|
||||
summary: |
|
||||
The gain value, in decibels, at the given frequency.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioFilter:GetInputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioFilter:GetOutputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
events:
|
||||
- name: AudioFilter.WiringChanged
|
||||
summary: |
|
||||
Fires when another instance is connected to or disconnected from the
|
||||
`Class.AudioFilter` via a `Class.Wire`.
|
||||
description: |
|
||||
Event that fires after a `Class.Wire` becomes connected or disconnected,
|
||||
and that `Class.Wire` is now or was previously connected to a pin on the
|
||||
`Class.AudioFilter` and to some other wirable instance.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: connected
|
||||
type: boolean
|
||||
default:
|
||||
summary: |
|
||||
Whether the instance got connected or disconnected.
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The pin on the `Class.AudioFilter` that the `Class.Wire` targets.
|
||||
- name: wire
|
||||
type: Wire
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Wire` between the `Class.AudioFilter` and the other
|
||||
instance.
|
||||
- name: instance
|
||||
type: Instance
|
||||
default:
|
||||
summary: |
|
||||
The other instance that is or was connected through the `Class.Wire`.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Audio
|
||||
callbacks: []
|
||||
191
.cursor/rules/roblox/reference/engine/classes/AudioFlanger.yaml
Normal file
191
.cursor/rules/roblox/reference/engine/classes/AudioFlanger.yaml
Normal file
|
|
@ -0,0 +1,191 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AudioFlanger
|
||||
type: class
|
||||
memory_category: Internal
|
||||
summary: |
|
||||
Imparts a whooshing or sweeping sound on audio streams.
|
||||
description: |
|
||||
`Class.AudioFlanger` imparts a whooshing or sweeping sound on audio streams by
|
||||
overlaying a delayed copy of the input stream and modulating the pitch of the
|
||||
copy. It provides one **Input** pin and one **Output** pin which can be
|
||||
connected to/from by `Class.Wire|Wires`.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AudioFlanger.Bypass
|
||||
summary: |
|
||||
Whether audio streams are passed-through unaffected by this effect.
|
||||
description: |
|
||||
If `true`, audio streams are passed-through unaffected by this effect.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioFlanger.Depth
|
||||
summary: |
|
||||
Controls how strong the pitch modulation of the flanger is.
|
||||
description: |
|
||||
Controls how strong the pitch modulation of the flanger is. Ranges from 0
|
||||
to 1 which determines the maximum delay time of the modulated signal. A
|
||||
value of 1 corresponds to 10 milliseconds of maximum delay; beyond this,
|
||||
the modulated signal would begin to sound more like an echo than a flange.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioFlanger.Mix
|
||||
summary: |
|
||||
Controls the balance of plain input stream to modified output stream.
|
||||
description: |
|
||||
Controls the balance of plain input stream to modified output stream.
|
||||
Ranges from 0 to 1.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioFlanger.Rate
|
||||
summary: |
|
||||
Controls the rate of pitch modulations.
|
||||
description: |
|
||||
Frequency controlling the rate of pitch modulations, in hertz. Ranges from
|
||||
0 to 20.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
methods:
|
||||
- name: AudioFlanger:GetConnectedWires
|
||||
summary: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin.
|
||||
description: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin. `Class.AudioFlanger` has one "Input" pin and one "Output" pin.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: Instances
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioFlanger:GetInputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioFlanger:GetOutputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
events:
|
||||
- name: AudioFlanger.WiringChanged
|
||||
summary: |
|
||||
Fires when another instance is connected to or disconnected from the
|
||||
`Class.AudioFlanger` via a `Class.Wire`.
|
||||
description: |
|
||||
Event that fires after a `Class.Wire` becomes connected or disconnected,
|
||||
and that `Class.Wire` is now or was previously connected to a pin on the
|
||||
`Class.AudioFlanger` and to some other wirable instance.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: connected
|
||||
type: boolean
|
||||
default:
|
||||
summary: |
|
||||
Whether the instance got connected or disconnected.
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The pin on the `Class.AudioFlanger` that the `Class.Wire` targets.
|
||||
- name: wire
|
||||
type: Wire
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Wire` between the `Class.AudioFlanger` and the other
|
||||
instance.
|
||||
- name: instance
|
||||
type: Instance
|
||||
default:
|
||||
summary: |
|
||||
The other instance that is or was connected through the `Class.Wire`.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Audio
|
||||
callbacks: []
|
||||
159
.cursor/rules/roblox/reference/engine/classes/AudioGate.yaml
Normal file
159
.cursor/rules/roblox/reference/engine/classes/AudioGate.yaml
Normal file
|
|
@ -0,0 +1,159 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AudioGate
|
||||
type: class
|
||||
memory_category: Internal
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AudioGate.Attack
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioGate.Bypass
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioGate.Release
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioGate.Threshold
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: NumberRange
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
methods:
|
||||
- name: AudioGate:GetConnectedWires
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: Instances
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioGate:GetInputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioGate:GetOutputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
events:
|
||||
- name: AudioGate.WiringChanged
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: connected
|
||||
type: boolean
|
||||
default:
|
||||
summary: ''
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
- name: wire
|
||||
type: Wire
|
||||
default:
|
||||
summary: ''
|
||||
- name: instance
|
||||
type: Instance
|
||||
default:
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Audio
|
||||
callbacks: []
|
||||
191
.cursor/rules/roblox/reference/engine/classes/AudioLimiter.yaml
Normal file
191
.cursor/rules/roblox/reference/engine/classes/AudioLimiter.yaml
Normal file
|
|
@ -0,0 +1,191 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AudioLimiter
|
||||
type: class
|
||||
memory_category: Internal
|
||||
summary: |
|
||||
Limits how loud audio streams are allowed to be.
|
||||
description: |
|
||||
`AudioLimiter` limits how loud audio streams are allowed to be. Whenever its
|
||||
input stream exceeds a specified maximum level, the stream's volume is reduced
|
||||
for a moment. `AudioLimiter` provides a single **Input** pin, and a single
|
||||
**Output** pin that can be connected to/from by `Class.Wires`.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AudioLimiter.Bypass
|
||||
summary: |
|
||||
Whether audio streams are passed-through unaffected by this effect.
|
||||
description: |
|
||||
If `true`, audio streams are passed-through unaffected by this effect.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioLimiter.Editor
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags:
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: RobloxScriptSecurity
|
||||
write: RobloxScriptSecurity
|
||||
thread_safety: ReadSafe
|
||||
category: State Editing
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioLimiter.MaxLevel
|
||||
summary: |
|
||||
The maximum volume tolerated.
|
||||
description: |
|
||||
The maximum volume, in decibels, that the limiter will allow to pass
|
||||
through without reduction. Whenever the input stream exceeds
|
||||
`Class.AudioLimiter.MaxLevel|MaxLevel`, the output stream's volume will be
|
||||
reduced to compensate. This value ranges from `-12` to `0`.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioLimiter.Release
|
||||
summary: |
|
||||
The amount of time it takes for previously limited streams to return to
|
||||
their normal volume.
|
||||
description: |
|
||||
The amount of time, in seconds, that it takes for any previously (but not
|
||||
currently) limited streams to return to their normal volume. This value
|
||||
ranges from `0.001` to `1`.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
methods:
|
||||
- name: AudioLimiter:GetConnectedWires
|
||||
summary: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin.
|
||||
description: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin. `Class.AudioLimiter` has one **Input** pin and one **Output** pin.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: Instances
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioLimiter:GetInputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioLimiter:GetOutputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
events:
|
||||
- name: AudioLimiter.WiringChanged
|
||||
summary: |
|
||||
Fires when another instance is connected to or disconnected from the
|
||||
`Class.AudioLimiter` via a `Class.Wire`.
|
||||
description: |
|
||||
Event that fires after a `Class.Wire` becomes connected or disconnected,
|
||||
and that `Class.Wire` is now or was previously connected to a pin on the
|
||||
`Class.AudioLimiter` and to some other wirable instance.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: connected
|
||||
type: boolean
|
||||
default:
|
||||
summary: |
|
||||
Whether the instance got connected or disconnected.
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The pin on the `Class.AudioLimiter` that the `Class.Wire` targets.
|
||||
- name: wire
|
||||
type: Wire
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Wire` between the `Class.AudioLimiter` and the other
|
||||
instance.
|
||||
- name: instance
|
||||
type: Instance
|
||||
default:
|
||||
summary: |
|
||||
The other instance that is or was connected through the `Class.Wire`.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Audio
|
||||
callbacks: []
|
||||
433
.cursor/rules/roblox/reference/engine/classes/AudioListener.yaml
Normal file
433
.cursor/rules/roblox/reference/engine/classes/AudioListener.yaml
Normal file
|
|
@ -0,0 +1,433 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AudioListener
|
||||
type: class
|
||||
memory_category: Internal
|
||||
summary: |
|
||||
Records an audio stream from its surrounding
|
||||
`Class.AudioEmitter|AudioEmitters` in the 3D world.
|
||||
description: |
|
||||
`Class.AudioListener` records an audio stream from its surrounding
|
||||
`Class.AudioEmitter|AudioEmitters` in the 3D world. It provides a single
|
||||
**Output** pin which can be connected to other pins via `Class.Wire|Wires`. If
|
||||
the parent is an `Class.Attachment`, `Class.Camera`, or `Class.PVInstance`,
|
||||
the parent's world `Datatype.CFrame` will be used for listening. If the parent
|
||||
is not one of these classes, the `Class.AudioListener` effectively hears
|
||||
nothing.
|
||||
code_samples:
|
||||
- audio-wiring---camera-listener
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AudioListener.AcousticSimulationEnabled
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Simulation
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioListener.AngleAttenuation
|
||||
summary: |
|
||||
Represents how the perceived volume of the emitted sound changes based on
|
||||
the angle between a `Class.AudioEmitter` and the
|
||||
`Datatype.CFrame.LookVector|LookVector` associated with the
|
||||
`Class.AudioListener`.
|
||||
description: |
|
||||
Represents a volume-over-angle curve that affects how loudly a
|
||||
`Class.AudioListener` will hear the `Class.AudioEmitter`, based on the
|
||||
angle between them and the `Datatype.CFrame.LookVector|LookVector`
|
||||
associated with the `Class.AudioListener`.
|
||||
|
||||
This property is internal and can't be accessed by scripts; it exists to
|
||||
support replication. See
|
||||
`Class.AudioListener:SetAngleAttenuation()|SetAngleAttenuation()` for
|
||||
usage details.
|
||||
code_samples: []
|
||||
type: BinaryString
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: RobloxEngineSecurity
|
||||
write: RobloxEngineSecurity
|
||||
thread_safety: ReadSafe
|
||||
category: Listening
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioListener.AudioInteractionGroup
|
||||
summary: |
|
||||
Controls which `Class.AudioEmitter|AudioEmitters` are audible to this
|
||||
`Class.AudioListener`.
|
||||
description: |
|
||||
Controls which `Class.AudioEmitter|AudioEmitters` are audible to this
|
||||
`Class.AudioListener`. Emitters that share an interaction group can be
|
||||
heard by this Listener.
|
||||
code_samples: []
|
||||
type: string
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Interactions
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioListener.DistanceAttenuation
|
||||
summary: |
|
||||
Represents how the perceived volume of emitted sounds change as the
|
||||
distance between `Class.AudioEmitter|AudioEmitters` and the
|
||||
`Class.AudioListener` increases.
|
||||
description: |
|
||||
Represents a volume-over-distance curve that affects how loudly the
|
||||
`Class.AudioListener` hears any `Class.AudioEmitter|AudioEmitters`, based
|
||||
on the distance between them.
|
||||
|
||||
This property is internal and can't be accessed by scripts; it exists to
|
||||
support replication. See
|
||||
`Class.AudioListener:SetDistanceAttenuation()|SetDistanceAttenuation()`
|
||||
for usage details.
|
||||
code_samples: []
|
||||
type: BinaryString
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: RobloxEngineSecurity
|
||||
write: RobloxEngineSecurity
|
||||
thread_safety: ReadSafe
|
||||
category: Listening
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioListener.PositionOverride
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: Instance
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: RobloxEngineSecurity
|
||||
write: RobloxEngineSecurity
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioListener.SimulationFidelity
|
||||
summary: |
|
||||
Controls how detailed the audio simulation should be for this
|
||||
`Class.AudioListener`.
|
||||
description: |
|
||||
Controls how detailed the audio simulation should be for this
|
||||
`Class.AudioListener`, similar to `Class.MeshPart.CollisionFidelity` or
|
||||
`Class.MeshPart.RenderFidelity`.
|
||||
|
||||
`Class.AudioListener|AudioListeners` and
|
||||
`Class.AudioEmitter|AudioEmitters` which disagree on the necessary level
|
||||
of detail will use the less-detailed option.
|
||||
code_samples: []
|
||||
type: AudioSimulationFidelity
|
||||
tags:
|
||||
- Deprecated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Simulation
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
methods:
|
||||
- name: AudioListener:GetAngleAttenuation
|
||||
summary: |
|
||||
Gets the angle attenuation curve that the `Class.AudioListener` is using,
|
||||
or an empty table if it's using the default curve.
|
||||
description: |
|
||||
Returns a table mapping angle to volume. Keys are numbers between `0` and
|
||||
`180` (inclusive), while values are numbers between `0` and `1`
|
||||
(inclusive) describing how volume attenuates depending on direction. This
|
||||
method returns an empty table if the default angle attenuation curve is
|
||||
being used.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Dictionary
|
||||
summary: |
|
||||
Table mapping angle to volume, as described above.
|
||||
tags:
|
||||
- CustomLuaState
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioListener:GetAudibilityFor
|
||||
summary: |
|
||||
Calculates how audible an `Class.AudioEmitter` is for this listener
|
||||
description: |
|
||||
Calculates how audible an `Class.AudioEmitter` is for this listener. The
|
||||
resulting volume, ranging from `0` to `1`, accounts for distance and angle
|
||||
attenuation on both the emitter and listener.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: emitter
|
||||
type: AudioEmitter
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: float
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioListener:GetConnectedWires
|
||||
summary: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin.
|
||||
description: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin. `Class.AudioListener` has one "Output" pin.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: Instances
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioListener:GetDistanceAttenuation
|
||||
summary: |
|
||||
Gets the distance attenuation curve that the `Class.AudioListener` is
|
||||
using, or an empty table if it's using the default curve.
|
||||
description: |
|
||||
Returns a table mapping distance to volume. Keys are numbers greater than
|
||||
or equal to 0, while values are numbers between 0 and 1 (inclusive)
|
||||
describing how volume attenuates over distance. This method returns an
|
||||
empty table if the default distance attenuation curve is being used.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Dictionary
|
||||
summary: ''
|
||||
tags:
|
||||
- CustomLuaState
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioListener:GetInputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioListener:GetInteractingEmitters
|
||||
summary: |
|
||||
Lists all `Class.AudioEmitter|AudioEmitters` that this listener is capable
|
||||
of hearing.
|
||||
description: |
|
||||
Returns an array of `Class.AudioEmitter|AudioEmitters` that share an
|
||||
`Class.AudioListener.AudioInteractionGroup|AudioInteractionGroup` with the
|
||||
listener.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Instances
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioListener:GetOutputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioListener:SetAngleAttenuation
|
||||
summary: |
|
||||
Sets the angle attenuation curve that the `Class.AudioListener` should
|
||||
use, or uses a constant curve of volume `1` if none is provided.
|
||||
description: |
|
||||
Sets a volume-over-angle curve that affects how loudly a
|
||||
`Class.AudioListener` will hear the `Class.AudioEmitter`, based on the
|
||||
angle between them and the `Datatype.CFrame.LookVector|LookVector`
|
||||
associated with the `Class.AudioListener`.
|
||||
|
||||
The curve is represented by a table mapping angle keys to volume values.
|
||||
Keys are expected to be unique numbers between `0` and `180` (inclusive),
|
||||
while values are expected to be numbers between `0` and `1` (inclusive).
|
||||
Tables containing up to 400 key-value pairs are supported.
|
||||
|
||||
The volume of a `Class.AudioEmitter` from the perspective of the
|
||||
`Class.AudioListener` at an angle `a` is determined by linearly
|
||||
interpolating between the volume levels for the points on the curve whose
|
||||
angle values are directly above and below `a`. If there is either no point
|
||||
below `a` or no point above `a`, the volume level of the other point is
|
||||
chosen. Essentially, the curve is a sequence of points connected by
|
||||
straight lines, and beyond its left and right endpoints the curve extends
|
||||
outward at their respective volume levels.
|
||||
|
||||
This volume will be multiplied with the volumes from all other attenuation
|
||||
curves (including the ones on the sending `Class.AudioEmitter`) to obtain
|
||||
the final audibility.
|
||||
|
||||
If the table is empty or `nil`, the `Class.AudioEmitter` defaults to using
|
||||
an angle attenuation curve with the constant volume value of `1`.
|
||||
code_samples:
|
||||
- audio-wiring---directional-listener
|
||||
parameters:
|
||||
- name: curve
|
||||
type: Dictionary
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags:
|
||||
- CustomLuaState
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioListener:SetDistanceAttenuation
|
||||
summary: |
|
||||
Sets the distance attenuation curve that the `Class.AudioListener` should
|
||||
use, or uses an inverse rolloff curve if none is provided.
|
||||
description: |
|
||||
Sets a volume-over-distance curve that affects how loudly the
|
||||
`Class.AudioListener` will hear any `Class.AudioEmitter|AudioEmitters`,
|
||||
based on the distance between them.
|
||||
|
||||
The curve is represented by a table mapping distance keys to volume
|
||||
values. Keys are expected to be unique numbers greater than or equal to 0,
|
||||
while values are expected to be numbers between 0 and 1 (inclusive).
|
||||
Tables containing up to 400 key-value pairs are supported.
|
||||
|
||||
The volume of a `Class.AudioEmitter` from the perspective of the
|
||||
`Class.AudioListener` at a distance `d` is determined by linearly
|
||||
interpolating between the volume levels for the points on the curve whose
|
||||
distance values are directly above and below `d`. If there is either no
|
||||
point below `d` or no point above `d`, the volume level of the other point
|
||||
is chosen. Essentially, the curve is a sequence of points connected by
|
||||
straight lines, and beyond its left and right endpoints the curve extends
|
||||
outward infinitely at their respective volume levels.
|
||||
|
||||
This volume will be multiplied with the volumes from all other attenuation
|
||||
curves (including the ones on the sending `Class.AudioEmitter`) to obtain
|
||||
the final audibility.
|
||||
|
||||
If the table is empty or `nil`, the `Class.AudioListener` defaults to
|
||||
applying a constant volume of 1 everywhere.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: curve
|
||||
type: Dictionary
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags:
|
||||
- CustomLuaState
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
events:
|
||||
- name: AudioListener.WiringChanged
|
||||
summary: |
|
||||
Fires when another instance is connected to or disconnected from the
|
||||
`Class.AudioListener` via a `Class.Wire`.
|
||||
description: |
|
||||
Event that fires after a `Class.Wire` becomes connected or disconnected,
|
||||
and that `Class.Wire` is now or was previously connected to a pin on the
|
||||
`Class.AudioListener` and to some other wirable instance.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: connected
|
||||
type: boolean
|
||||
default:
|
||||
summary: |
|
||||
Whether the instance got connected or disconnected.
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The pin on the `Class.AudioListener` that the `Class.Wire` targets.
|
||||
- name: wire
|
||||
type: Wire
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Wire` between the `Class.AudioListener` and the other
|
||||
instance.
|
||||
- name: instance
|
||||
type: Instance
|
||||
default:
|
||||
summary: |
|
||||
The other instance that is or was connected through the `Class.Wire`.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Audio
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,27 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AudioPages
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
A special version of the `Class.Pages` class returned by
|
||||
`Class.AssetService:SearchAudioAsync()`.
|
||||
description: |
|
||||
A special version of the `Class.Pages` class returned by
|
||||
`Class.AssetService:SearchAudioAsync()`. See the following code sample for
|
||||
reference on the returned data format.
|
||||
code_samples:
|
||||
- printing-search-audio-result-titles
|
||||
inherits:
|
||||
- Pages
|
||||
descendants: []
|
||||
tags:
|
||||
- NotCreatable
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
properties: []
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,168 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AudioPitchShifter
|
||||
type: class
|
||||
memory_category: Internal
|
||||
summary: |
|
||||
Adjusts the perceived pitch of audio streams.
|
||||
description: |
|
||||
`Class.AudioPitchShifter` adjusts the perceived pitch of audio streams. It
|
||||
provides one **Input** pin and one **Output** pin which can be connected
|
||||
to/from by `Class.Wire|Wires`. `Class.AudioPitchShifter` performs its
|
||||
modifications in the frequency domain and may introduce artifacts with extreme
|
||||
pitch changes.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AudioPitchShifter.Bypass
|
||||
summary: |
|
||||
Whether audio streams are passed-through unaffected by this effect.
|
||||
description: |
|
||||
If `true`, audio streams are passed-through unaffected by this effect.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioPitchShifter.Pitch
|
||||
summary: |
|
||||
Pitch modification to be multiplied by the pitch of the input stream.
|
||||
description: |
|
||||
Pitch modification to be multiplied by the pitch of the input stream.
|
||||
Ranges from 0.5 to 2.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioPitchShifter.WindowSize
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: AudioWindowSize
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
methods:
|
||||
- name: AudioPitchShifter:GetConnectedWires
|
||||
summary: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin.
|
||||
description: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin. `Class.AudioPitchShifter` has one "Input" pin and one "Output" pin.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: Instances
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioPitchShifter:GetInputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioPitchShifter:GetOutputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
events:
|
||||
- name: AudioPitchShifter.WiringChanged
|
||||
summary: |
|
||||
Fires when another instance is connected to or disconnected from the
|
||||
`Class.AudioPitchShifter` via a `Class.Wire`.
|
||||
description: |
|
||||
Event that fires after a `Class.Wire` becomes connected or disconnected,
|
||||
and that `Class.Wire` is now or was previously connected to a pin on the
|
||||
`Class.AudioPitchShifter` and to some other wirable instance.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: connected
|
||||
type: boolean
|
||||
default:
|
||||
summary: |
|
||||
Whether the instance got connected or disconnected.
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The pin on the `Class.AudioPitchShifter` that the `Class.Wire`
|
||||
targets.
|
||||
- name: wire
|
||||
type: Wire
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Wire` between the `Class.AudioPitchShifter` and the other
|
||||
instance.
|
||||
- name: instance
|
||||
type: Instance
|
||||
default:
|
||||
summary: |
|
||||
The other instance that is or was connected through the `Class.Wire`.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Audio
|
||||
callbacks: []
|
||||
574
.cursor/rules/roblox/reference/engine/classes/AudioPlayer.yaml
Normal file
574
.cursor/rules/roblox/reference/engine/classes/AudioPlayer.yaml
Normal file
|
|
@ -0,0 +1,574 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AudioPlayer
|
||||
type: class
|
||||
memory_category: Internal
|
||||
summary: |
|
||||
Used to play audio assets.
|
||||
description: |
|
||||
`Class.AudioPlayer` is used to play audio assets. It provides a single
|
||||
**Output** pin which can be connected to other pins via `Class.Wire|Wires`.
|
||||
code_samples:
|
||||
- audio-wiring---device-output
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AudioPlayer.Asset
|
||||
summary: |
|
||||
The asset to be loaded into the `Class.AudioPlayer`.
|
||||
description: |
|
||||
The asset to be loaded into the `Class.AudioPlayer`. If
|
||||
`Class.AudioPlayer.AutoLoad|AutoLoad` is `true`, the asset loads
|
||||
immediately once this property is assigned. When loading is complete,
|
||||
`Class.AudioPlayer.IsReady|IsReady` becomes `true`.
|
||||
code_samples: []
|
||||
type: ContentId
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Asset
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioPlayer.AssetId
|
||||
summary: |
|
||||
The asset to be loaded into the `Class.AudioPlayer`.
|
||||
description: |
|
||||
The asset to be loaded into the `Class.AudioPlayer`. If
|
||||
`Class.AudioPlayer.AutoLoad|AutoLoad` is `true`, the asset loads
|
||||
immediately once this property is assigned. When loading is complete,
|
||||
`Class.AudioPlayer.IsReady|IsReady` becomes `true`.
|
||||
code_samples: []
|
||||
type: string
|
||||
tags:
|
||||
- Hidden
|
||||
- NotReplicated
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This property is deprecated; use `Class.AudioPlayer.Asset|Asset` instead.
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Asset
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioPlayer.AudioContent
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: Content
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Asset
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioPlayer.AutoLoad
|
||||
summary: |
|
||||
Controls whether `Class.AudioPlayer.Asset|Asset` loads automatically once
|
||||
assigned.
|
||||
description: |
|
||||
Controls whether `Class.AudioPlayer.Asset|Asset` loads automatically once
|
||||
assigned. If `false`, the asset will load upon the first attempt to play.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Asset
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioPlayer.AutoPlay
|
||||
summary: |
|
||||
Denotes whether this `Class.AudioPlayer` starts playing as soon as it
|
||||
spawns in for the first time.
|
||||
description: |
|
||||
Denotes whether this `Class.AudioPlayer` starts playing as soon as it
|
||||
enters the `Class.DataModel` for the first time. This only applies to
|
||||
`Class.AudioPlayer|AudioPlayers` that are created or deserialized locally,
|
||||
and does not apply to `Class.AudioPlayer|AudioPlayers` generated via
|
||||
replication. This property is primarily used at edit time in Studio to
|
||||
have an `Class.AudioPlayer` begin when entering a play session.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Playback
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioPlayer.IsMutedForCapture
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: RobloxScriptSecurity
|
||||
write: RobloxScriptSecurity
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioPlayer.IsPlaying
|
||||
summary: |
|
||||
Denotes whether this `Class.AudioPlayer` is currently playing.
|
||||
description: |
|
||||
Denotes whether this `Class.AudioPlayer` is currently playing. This
|
||||
property is read-only, but replicates. To play and stop an
|
||||
`Class.AudioPlayer` at runtime, use the `Class.AudioPlayer:Play()|Play()`
|
||||
and `Class.AudioPlayer:Stop()|Stop()` methods.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: RobloxEngineSecurity
|
||||
thread_safety: ReadSafe
|
||||
category: Playback
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioPlayer.IsReady
|
||||
summary: |
|
||||
Denotes whether this `Class.AudioPlayer` is loaded, buffered, and ready to
|
||||
play.
|
||||
description: |
|
||||
Denotes whether this `Class.AudioPlayer` is loaded, buffered, and ready to
|
||||
play. Although uncommon, `Class.AudioPlayer|AudioPlayers` may have their
|
||||
assets unloaded at runtime if there is extreme memory pressure, in which
|
||||
case `Class.AudioPlayer.IsReady|IsReady` will become false.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Asset
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioPlayer.Looping
|
||||
summary: |
|
||||
Controls whether this `Class.AudioPlayer` loops.
|
||||
description: |
|
||||
Controls whether this `Class.AudioPlayer` loops when exceeding the end of
|
||||
its `Class.AudioPlayer.TimeLength|TimeLength`,
|
||||
`Class.AudioPlayer.LoopRegion|LoopRegion`, or
|
||||
`Class.AudioPlayer.PlaybackRegion|PlaybackRegion`.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Playback
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioPlayer.LoopRegion
|
||||
summary: |
|
||||
A range, in seconds, denoting a desired loop start and loop end within the
|
||||
`Class.AudioPlayer.PlaybackRegion|PlaybackRegion` of this
|
||||
`Class.AudioPlayer`.
|
||||
description: |
|
||||
A range, in seconds, denoting a desired loop start and loop end within the
|
||||
`Class.AudioPlayer.PlaybackRegion|PlaybackRegion` of this
|
||||
`Class.AudioPlayer`.
|
||||
|
||||
If the `Class.AudioPlayer.LoopRegion|LoopRegion` minimum is **greater**
|
||||
than the `Class.AudioPlayer.PlaybackRegion|PlaybackRegion` minimum, the
|
||||
loop starts from the `Class.AudioPlayer.LoopRegion|LoopRegion` minimum.
|
||||
|
||||
If the `Class.AudioPlayer.LoopRegion|LoopRegion` minimum is **less** than
|
||||
the `Class.AudioPlayer.PlaybackRegion|PlaybackRegion` minimum, the loop
|
||||
starts from the `Class.AudioPlayer.PlaybackRegion|PlaybackRegion` minimum.
|
||||
|
||||
If the `Class.AudioPlayer.LoopRegion|LoopRegion` maximum is **greater**
|
||||
than the `Class.AudioPlayer.PlaybackRegion|PlaybackRegion` maximum, the
|
||||
loop ends at the `Class.AudioPlayer.PlaybackRegion|PlaybackRegion`
|
||||
maximum.
|
||||
|
||||
If the `Class.AudioPlayer.LoopRegion|LoopRegion` maximum is **less** than
|
||||
the `Class.AudioPlayer.PlaybackRegion|PlaybackRegion` maximum, the loop
|
||||
ends at exactly the `Class.AudioPlayer.LoopRegion|LoopRegion` maximum.
|
||||
|
||||
If the `Class.AudioPlayer.LoopRegion|LoopRegion` minimum **equals** the
|
||||
`Class.AudioPlayer.LoopRegion|LoopRegion` maximum, the `Class.AudioPlayer`
|
||||
uses the `Class.AudioPlayer.PlaybackRegion|PlaybackRegion` property
|
||||
instead.
|
||||
code_samples: []
|
||||
type: NumberRange
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Regions
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioPlayer.PlaybackRegion
|
||||
summary: |
|
||||
Range in seconds denoting a desired start time (minimum) and stop time
|
||||
(maximum) within the `Class.AudioPlayer.TimeLength|TimeLength`.
|
||||
description: |
|
||||
Range in seconds denoting a desired start time (minimum) and stop time
|
||||
(maximum) within the `Class.AudioPlayer.TimeLength|TimeLength`.
|
||||
|
||||
If the `Class.AudioPlayer.PlaybackRegion|PlaybackRegion` minimum is
|
||||
**greater** than 0, the sound begins playing from the
|
||||
`Class.AudioPlayer.PlaybackRegion|PlaybackRegion` minimum time.
|
||||
|
||||
If the `Class.AudioPlayer.PlaybackRegion|PlaybackRegion` minimum is
|
||||
**less** than 0, the sound begins playing from 0.
|
||||
|
||||
If the `Class.AudioPlayer.PlaybackRegion|PlaybackRegion` maximum is
|
||||
**greater** than the `Class.AudioPlayer.TimeLength|TimeLength`, the sound
|
||||
stops at `Class.AudioPlayer.TimeLength|TimeLength`.
|
||||
|
||||
If the `Class.AudioPlayer.PlaybackRegion|PlaybackRegion` maximum is
|
||||
**less** than the `Class.AudioPlayer.TimeLength|TimeLength`, the sound
|
||||
stops at exactly the `Class.AudioPlayer.PlaybackRegion|PlaybackRegion`
|
||||
maximum.
|
||||
|
||||
If the `Class.AudioPlayer.PlaybackRegion|PlaybackRegion` minimum
|
||||
**equals** the `Class.AudioPlayer.PlaybackRegion|PlaybackRegion` maximum,
|
||||
the sound plays in its entirety.
|
||||
code_samples: []
|
||||
type: NumberRange
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Regions
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioPlayer.PlaybackSpeed
|
||||
summary: |
|
||||
Controls how quickly the asset will be played, which controls its pitch.
|
||||
description: |
|
||||
Multiplier controlling how quickly the asset will be played, directly
|
||||
controlling its perceived pitch. Ranges from 0 to 20.
|
||||
code_samples: []
|
||||
type: double
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Playback
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioPlayer.TimeLength
|
||||
summary: |
|
||||
Denotes the length of the loaded asset.
|
||||
description: |
|
||||
Denotes the length of the loaded `Class.AudioPlayer.Asset|Asset` in
|
||||
seconds.
|
||||
code_samples: []
|
||||
type: double
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Asset
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioPlayer.TimePosition
|
||||
summary: |
|
||||
Tracks the current position of the playhead within the asset.
|
||||
description: |
|
||||
Tracks and controls the current position of the playhead within the
|
||||
`Class.AudioPlayer.Asset|Asset`, in seconds.
|
||||
code_samples: []
|
||||
type: double
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Playback
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioPlayer.Volume
|
||||
summary: |
|
||||
Controls how loudly the asset will be played.
|
||||
description: |
|
||||
Volume level which is multiplied onto the output audio stream, controlling
|
||||
how loudly the asset will be played. Ranges from 0 to 3.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
methods:
|
||||
- name: AudioPlayer:GetConnectedWires
|
||||
summary: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin.
|
||||
description: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin. `Class.AudioPlayer` has one "Output" pin.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: Instances
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioPlayer:GetInputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioPlayer:GetOutputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioPlayer:GetWaveformAsync
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: timeRange
|
||||
type: NumberRange
|
||||
default:
|
||||
summary: ''
|
||||
- name: samples
|
||||
type: int
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioPlayer:Play
|
||||
summary: |
|
||||
Plays the `Class.AudioPlayer` from wherever its
|
||||
`Class.AudioPlayer.TimePosition|TimePosition` is.
|
||||
description: |
|
||||
Plays the `Class.AudioPlayer` from wherever its
|
||||
`Class.AudioPlayer.TimePosition|TimePosition` is. Replicates from server
|
||||
to client.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioPlayer:Stop
|
||||
summary: |
|
||||
Stops the `Class.AudioPlayer` wherever its
|
||||
`Class.AudioPlayer.TimePosition|TimePosition` is.
|
||||
description: |
|
||||
Stops the `Class.AudioPlayer` wherever its
|
||||
`Class.AudioPlayer.TimePosition|TimePosition` is. Replicates from server
|
||||
to client.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
events:
|
||||
- name: AudioPlayer.Ended
|
||||
summary: |
|
||||
Fires when the `Class.AudioPlayer` has completed playback and stopped.
|
||||
description: |
|
||||
Fires after the `Class.AudioPlayer` has completed playback and stopped.
|
||||
Note this event will **not** fire for audio with
|
||||
`Class.AudioPlayer.Looped|Looped` set to `true` since it continues playing
|
||||
upon reaching its end. This event will also **not** fire when the audio is
|
||||
stopped before playback has completed; for this, use
|
||||
`Class.AudioPlayer:GetPropertyChangedSignal()` on the
|
||||
`Class.AudioPlayer.IsPlaying|IsPlaying` property.
|
||||
|
||||
This event is often used to destroy an `Class.AudioPlayer` when it has
|
||||
completed playback.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioPlayer.Looped
|
||||
summary: |
|
||||
Fires when the `Class.AudioPlayer` loops.
|
||||
description: |
|
||||
Event that fires after the `Class.AudioPlayer` loops. This happens when
|
||||
the audio reaches the end of its content (or the end of the
|
||||
`Class.AudioPlayer.LoopRegion|LoopRegion` if it is active) and
|
||||
`Class.AudioPlayer.Looping|Looping` is `true`.
|
||||
|
||||
This event does **not** fire if the audio is looped manually by changing
|
||||
its `Class.AudioPlayer.TimePosition|TimePosition`.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioPlayer.WiringChanged
|
||||
summary: |
|
||||
Fires when another instance is connected to or disconnected from the
|
||||
`Class.AudioPlayer` via a `Class.Wire`.
|
||||
description: |
|
||||
Event that fires after a `Class.Wire` becomes connected or disconnected,
|
||||
and that `Class.Wire` is now or was previously connected to a pin on the
|
||||
`Class.AudioPlayer` and to some other wirable instance.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: connected
|
||||
type: boolean
|
||||
default:
|
||||
summary: |
|
||||
Whether the instance got connected or disconnected.
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The pin on the `Class.AudioPlayer` that the `Class.Wire` targets.
|
||||
- name: wire
|
||||
type: Wire
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Wire` between the `Class.AudioPlayer` and the other
|
||||
instance.
|
||||
- name: instance
|
||||
type: Instance
|
||||
default:
|
||||
summary: |
|
||||
The other instance that is or was connected through the `Class.Wire`.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Audio
|
||||
callbacks: []
|
||||
243
.cursor/rules/roblox/reference/engine/classes/AudioRecorder.yaml
Normal file
243
.cursor/rules/roblox/reference/engine/classes/AudioRecorder.yaml
Normal file
|
|
@ -0,0 +1,243 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AudioRecorder
|
||||
type: class
|
||||
memory_category: Internal
|
||||
summary: |
|
||||
Records audio streams in-experience.
|
||||
description: |
|
||||
**This API is in development and is not available yet.**
|
||||
|
||||
`AudioRecorder` records audio streams in-experience with a fixed time limit of
|
||||
60 seconds. The results can be loaded into an `Class.AudioPlayer` for
|
||||
playback.
|
||||
|
||||
At this time, `Class.AudioDeviceInput` cannot be recorded. The
|
||||
`Class.AudioRecorder:GetUnrecordableInstancesAsync()|GetUnrecordableInstancesAsync()`
|
||||
method can be used to check specifically which instances aren't recordable.
|
||||
code_samples:
|
||||
- audio-recorder
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags:
|
||||
- NotBrowsable
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AudioRecorder.IsRecording
|
||||
summary: ''
|
||||
description: |
|
||||
Returns whether the `AudioRecorder` is currently recording.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: RobloxEngineSecurity
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioRecorder.TimeLength
|
||||
summary: ''
|
||||
description: |
|
||||
Returns the current length of the recording in seconds.
|
||||
code_samples: []
|
||||
type: double
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
methods:
|
||||
- name: AudioRecorder:CanRecordAsync
|
||||
summary: ''
|
||||
description: |
|
||||
Returns whether the `AudioRecorder` can currently record. For instance,
|
||||
this will return `false` if the current recording data has reached the
|
||||
recording time limit. To clear the recording, use
|
||||
`Class.AudioRecorder:Clear()|Clear()`.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: boolean
|
||||
summary: ''
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioRecorder:Clear
|
||||
summary: ''
|
||||
description: |
|
||||
Clears out the recording from the `AudioRecorder`.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioRecorder:GetConnectedWires
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: Instances
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioRecorder:GetInputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioRecorder:GetOutputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioRecorder:GetTemporaryContent
|
||||
summary: ''
|
||||
description: |
|
||||
Returns recorded content that can be played back with `Class.AudioPlayer`.
|
||||
The content retrieved from this method is only valid in the current
|
||||
session.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Content
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioRecorder:GetUnrecordableInstancesAsync
|
||||
summary: ''
|
||||
description: |
|
||||
Traverses the audio graph, starting from this recorder's inputs, to find
|
||||
unrecordable instances. Currently, `Class.AudioDeviceInput` is not
|
||||
recordable.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Instances
|
||||
summary: ''
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioRecorder:RecordAsync
|
||||
summary: ''
|
||||
description: |
|
||||
If `Class.AudioRecorder:CanRecordAsync()|CanRecordAsync()` returns `true`,
|
||||
recording begins. If recording cannot begin, this method produces an
|
||||
error.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioRecorder:Stop
|
||||
summary: ''
|
||||
description: |
|
||||
Stops recording.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
events:
|
||||
- name: AudioRecorder.WiringChanged
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: connected
|
||||
type: boolean
|
||||
default:
|
||||
summary: ''
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
- name: wire
|
||||
type: Wire
|
||||
default:
|
||||
summary: ''
|
||||
- name: instance
|
||||
type: Instance
|
||||
default:
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Audio
|
||||
callbacks: []
|
||||
376
.cursor/rules/roblox/reference/engine/classes/AudioReverb.yaml
Normal file
376
.cursor/rules/roblox/reference/engine/classes/AudioReverb.yaml
Normal file
|
|
@ -0,0 +1,376 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AudioReverb
|
||||
type: class
|
||||
memory_category: Internal
|
||||
summary: |
|
||||
Reverberates audio streams.
|
||||
description: |
|
||||
`Class.AudioReverb` reverberates audio streams, modeling the natural echoes of
|
||||
a room or enclosed space. It provides one **Input** pin and one **Output** pin
|
||||
which can be connected to/from by `Class.Wire|Wires`.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AudioReverb.Bypass
|
||||
summary: |
|
||||
Whether audio streams are passed-through unaffected by this effect.
|
||||
description: |
|
||||
If `true`, audio streams are passed-through unaffected by this effect.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioReverb.DecayRatio
|
||||
summary: |
|
||||
Controls how quickly high frequency sound decays compared to the overall
|
||||
reverb.
|
||||
description: |
|
||||
A ratio of high frequency decay time to total decay time, where high
|
||||
frequencies are determined to be anything above
|
||||
`Class.AudioReverb.ReferenceFrequency|ReferenceFrequency`, in hertz.
|
||||
Ranges from 0.1 to 1.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioReverb.DecayTime
|
||||
summary: |
|
||||
Controls how long it takes for the reverb to dissipate.
|
||||
description: |
|
||||
Time, in seconds, that it will take for the reverb to fully decay. Ranges
|
||||
from 0.1 to 20.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioReverb.Density
|
||||
summary: |
|
||||
Controls how many reflections are generated.
|
||||
description: |
|
||||
A number controlling how many reflections are generated. Ranges from 0
|
||||
to 1.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioReverb.Diffusion
|
||||
summary: |
|
||||
Controls how smooth and reflective the simulated surfaces are.
|
||||
description: |
|
||||
A number controlling how smooth and reflective the reverb's simulated
|
||||
surfaces are. Ranges from 0 to 1.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioReverb.DryLevel
|
||||
summary: |
|
||||
Gain level determining how loud the original, unaltered audio stream will
|
||||
be.
|
||||
description: |
|
||||
Gain level, in decibels, determining how loud the original, unaltered
|
||||
audio stream will be. Ranges from -80 to 20.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioReverb.EarlyDelayTime
|
||||
summary: |
|
||||
Controls the amount of time before reverberation begins .
|
||||
description: |
|
||||
Time, in seconds, before any reverberation begins. Ranges from 0 to 0.3.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioReverb.HighCutFrequency
|
||||
summary: |
|
||||
Frequency above which sound is filtered out of the reverb.
|
||||
description: |
|
||||
Frequency, in hertz, which acts as a cutoff for a low-pass filter. Any
|
||||
audio that has a higher frequency than this is excluded from the reverb.
|
||||
Ranges from 20 to 20,000.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioReverb.LateDelayTime
|
||||
summary: |
|
||||
Time, following early delays, before diffuse reverberations begin.
|
||||
description: |
|
||||
Time in seconds, following early delays, before diffuse reverberations
|
||||
begin. Ranges from 0 to 0.1.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioReverb.LowShelfFrequency
|
||||
summary: |
|
||||
Frequency below which audio can be boosted or reduced in the reverb.
|
||||
description: |
|
||||
Frequency, in hertz, below which audio can be boosted or reduced in the
|
||||
reverb via `Class.AudioReverb.LowShelfGain|LowShelfGain`. Ranges from 20
|
||||
to 20,000.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioReverb.LowShelfGain
|
||||
summary: |
|
||||
Controls the presence of low frequency content in the reverb.
|
||||
description: |
|
||||
Gain level, in decibels, that controls the presence of low frequency
|
||||
content in the reverb. Ranges from -36 to 12.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioReverb.ReferenceFrequency
|
||||
summary: |
|
||||
Frequency that separates low frequency decay speeds from high frequency
|
||||
decay speeds.
|
||||
description: |
|
||||
Frequency, in hertz, that separates low frequency decay speeds from high
|
||||
frequency decay speeds. This is used by
|
||||
`Class.AudioReverb.DecayRatio|DecayRatio` to determine whether low or high
|
||||
frequencies decay faster. Ranges from 20 to 20,000.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioReverb.WetLevel
|
||||
summary: |
|
||||
Gain level determining how loud the reverberated stream will be.
|
||||
description: |
|
||||
Gain level, in decibels, determining how loud the reverberated stream will
|
||||
be. Ranges from -80 to 20.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
methods:
|
||||
- name: AudioReverb:GetConnectedWires
|
||||
summary: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin.
|
||||
description: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin. `Class.AudioReverb` has one "Input" pin and one "Output" pin.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: Instances
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioReverb:GetInputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioReverb:GetOutputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
events:
|
||||
- name: AudioReverb.WiringChanged
|
||||
summary: |
|
||||
Fires when another instance is connected to or disconnected from the
|
||||
`Class.AudioReverb` via a `Class.Wire`.
|
||||
description: |
|
||||
Event that fires after a `Class.Wire` becomes connected or disconnected,
|
||||
and that `Class.Wire` is now or was previously connected to a pin on the
|
||||
`Class.AudioReverb` and to some other wirable instance.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: connected
|
||||
type: boolean
|
||||
default:
|
||||
summary: |
|
||||
Whether the instance got connected or disconnected.
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The pin on the `Class.AudioReverb` that the `Class.Wire` targets.
|
||||
- name: wire
|
||||
type: Wire
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Wire` between the `Class.AudioReverb` and the other
|
||||
instance.
|
||||
- name: instance
|
||||
type: Instance
|
||||
default:
|
||||
summary: |
|
||||
The other instance that is or was connected through the `Class.Wire`.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Audio
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,198 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AudioSearchParams
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
Instance to be passed to `Class.AssetService:SearchAudioAsync()` to search for
|
||||
audio assets.
|
||||
description: |
|
||||
Instance to be passed to `Class.AssetService:SearchAudioAsync()` to search for
|
||||
audio assets.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags:
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AudioSearchParams.Album
|
||||
summary: |
|
||||
The album the audio asset belongs to.
|
||||
description: |
|
||||
Searches for audio which belongs to this album. Needs to be an exact
|
||||
match.
|
||||
code_samples: []
|
||||
type: string
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- AssetRead
|
||||
- name: AudioSearchParams.Artist
|
||||
summary: |
|
||||
The artist that created the audio asset.
|
||||
description: |
|
||||
Searches for audio which was created by this artist. Needs to be an exact
|
||||
match.
|
||||
code_samples: []
|
||||
type: string
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- AssetRead
|
||||
- name: AudioSearchParams.AudioSubType
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: AudioSubType
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- AssetRead
|
||||
- name: AudioSearchParams.AudioSubtype
|
||||
summary: |
|
||||
The subtype of the audio asset.
|
||||
description: |
|
||||
Searches for audio with this subtype, corresponding to the
|
||||
`Enum.AudioSubType` enum. Defaults to `Enum.AudioSubType.Music`.
|
||||
code_samples: []
|
||||
type: AudioSubType
|
||||
tags:
|
||||
- NotReplicated
|
||||
- Deprecated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: false
|
||||
capabilities:
|
||||
- AssetRead
|
||||
- name: AudioSearchParams.MaxDuration
|
||||
summary: |
|
||||
The maximum duration of the audio asset.
|
||||
description: |
|
||||
Searches for audio with a duration less than or equal to this value.
|
||||
code_samples: []
|
||||
type: int
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- AssetRead
|
||||
- name: AudioSearchParams.MinDuration
|
||||
summary: |
|
||||
The minimum duration of the audio asset.
|
||||
description: |
|
||||
Searches for audio with a duration greater than or equal to this value.
|
||||
code_samples: []
|
||||
type: int
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- AssetRead
|
||||
- name: AudioSearchParams.SearchKeyword
|
||||
summary: |
|
||||
The keyword to search for.
|
||||
description: |
|
||||
Searches for audio relevant to this keyword.
|
||||
code_samples: []
|
||||
type: string
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- AssetRead
|
||||
- name: AudioSearchParams.Tag
|
||||
summary: |
|
||||
The tag of the audio asset.
|
||||
description: |
|
||||
Searches for audio which has this tag. Needs to be an exact match.
|
||||
code_samples: []
|
||||
type: string
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- AssetRead
|
||||
- name: AudioSearchParams.Title
|
||||
summary: |
|
||||
The title of the audio asset.
|
||||
description: |
|
||||
Searches for audio with this title. Needs to be an exact match.
|
||||
code_samples: []
|
||||
type: string
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- AssetRead
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,155 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AudioSpeechToText
|
||||
type: class
|
||||
memory_category: Internal
|
||||
summary: |
|
||||
Converts spoken audio into text.
|
||||
description: |
|
||||
`Class.AudioSpeechToText` is used to convert speech audio into text. This
|
||||
class provides a single **Input** pin that can be connected to other pins via
|
||||
`Class.Wire|Wires`.
|
||||
|
||||
Roblox uses the following formula to throttle requests for this API based on
|
||||
the number of players in your experience:
|
||||
`max requests per minute per experience = 1 + (5 * number_of_concurrent_users)`.
|
||||
|
||||
For more information, see
|
||||
[Speech-to-text](../../../audio/objects.md#speech-to-text).
|
||||
code_samples:
|
||||
- audio-wiring---speech-to-text
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AudioSpeechToText.Enabled
|
||||
summary: |
|
||||
Whether the `Class.AudioSpeechToText` object is enabled for processing
|
||||
input audio into text.
|
||||
description: |
|
||||
Whether the `Class.AudioSpeechToText` object is enabled for processing
|
||||
input audio into text.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioSpeechToText.Text
|
||||
summary: |
|
||||
The text resulting from the conversion of speech audio.
|
||||
description: |
|
||||
The text resulting from the conversion of speech audio.
|
||||
code_samples: []
|
||||
type: string
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioSpeechToText.VoiceDetected
|
||||
summary: |
|
||||
Whether the `Class.AudioSpeechToText` object is detecting speech in the
|
||||
incoming audio signal.
|
||||
description: |
|
||||
Whether the `Class.AudioSpeechToText` object is detecting speech in the
|
||||
incoming audio signal. `Class.AudioSpeechToText` records the speech audio
|
||||
until it ceases or until a maximum amount of 10 seconds has been recorded.
|
||||
Then it converts the recorded audio into text.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
methods:
|
||||
- name: AudioSpeechToText:GetConnectedWires
|
||||
summary: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin.
|
||||
description: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin. `Class.AudioSpeechToText` has one input pin.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: Instances
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
events:
|
||||
- name: AudioSpeechToText.WiringChanged
|
||||
summary: |
|
||||
Fires when another instance is connected to or disconnected from the
|
||||
`Class.AudioSpeechToText` via a `Class.Wire`.
|
||||
description: |
|
||||
Event that fires after a `Class.Wire` becomes connected or disconnected,
|
||||
and that `Class.Wire` is now or was previously connected to a pin on the
|
||||
`Class.AudioSpeechToText` and to some other wirable instance.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: connected
|
||||
type: boolean
|
||||
default:
|
||||
summary: |
|
||||
Whether the instance got connected or disconnected.
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The pin on the `Class.AudioSpeechToText` that the `Class.Wire`
|
||||
targets.
|
||||
- name: wire
|
||||
type: Wire
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Wire` between the `Class.AudioSpeechToText` and the other
|
||||
instance.
|
||||
- name: instance
|
||||
type: Instance
|
||||
default:
|
||||
summary: |
|
||||
The other instance that is or was connected through the `Class.Wire`.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Audio
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,463 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AudioTextToSpeech
|
||||
type: class
|
||||
memory_category: Internal
|
||||
summary: |
|
||||
Plays text as speech audio.
|
||||
description: |
|
||||
`Class.AudioTextToSpeech` is used to play text as speech audio. It provides a
|
||||
single **Output** pin which can be connected to other pins via
|
||||
`Class.Wire|Wires`.
|
||||
|
||||
Roblox uses the following formula to throttle requests for this API based on
|
||||
the number of players in your experience:
|
||||
`max requests per minute per experience = 1 + (6 * number_of_concurrent_users)`.
|
||||
You can purchase additional usage using
|
||||
[Extended Services](../../../cloud-services/extended-services.md).
|
||||
|
||||
For a more in-depth look, see
|
||||
[Text-to-speech](../../../audio/objects.md#text-to-speech).
|
||||
code_samples:
|
||||
- audio-wiring---text-to-speech
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AudioTextToSpeech.IsLoaded
|
||||
summary: |
|
||||
Denotes whether the `Class.AudioTextToSpeech` object is loaded, buffered,
|
||||
and ready to play.
|
||||
description: |
|
||||
Denotes whether the `Class.AudioTextToSpeech` object is loaded, buffered,
|
||||
and ready to play. Although uncommon, `Class.AudioTextToSpeech` objects
|
||||
may have their assets unloaded at runtime if there is extreme memory
|
||||
pressure, in which case `Class.AudioTextToSpeech.IsLoaded|IsLoaded` will
|
||||
become false.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Asset
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioTextToSpeech.IsPlaying
|
||||
summary: |
|
||||
Denotes whether the `Class.AudioTextToSpeech` object is currently playing.
|
||||
description: |
|
||||
Denotes whether the `Class.AudioTextToSpeech` object is currently playing.
|
||||
This property is read-only, but replicates. To play and stop an
|
||||
`Class.AudioTextToSpeech` object at runtime, use the
|
||||
`Class.AudioTextToSpeech:Play()|Play()` and
|
||||
`Class.AudioTextToSpeech:Pause()|Pause()` methods.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: RobloxEngineSecurity
|
||||
thread_safety: ReadSafe
|
||||
category: Playback
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioTextToSpeech.Looping
|
||||
summary: |
|
||||
Controls whether the `Class.AudioTextToSpeech` object loops.
|
||||
description: |
|
||||
Controls whether the `Class.AudioTextToSpeech` object loops when exceeding
|
||||
the end of its `Class.AudioTextToSpeech.TimeLength|TimeLength`.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Playback
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioTextToSpeech.Pitch
|
||||
summary: |
|
||||
Controls the pitch of the generated speech audio, which will be
|
||||
independent of its speed.
|
||||
description: |
|
||||
A value in musical semitones. The pitch of the generated speech audio is
|
||||
shifted from its default value by `AudioTextToSpeech.Pitch` semitones.
|
||||
Ranges from -12.0 to 12.0.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Asset
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioTextToSpeech.PlaybackSpeed
|
||||
summary: |
|
||||
Controls how quickly the speech audio will be played, which controls its
|
||||
pitch.
|
||||
description: |
|
||||
Multiplier controlling how quickly the speech audio will be played,
|
||||
directly controlling its perceived pitch. Ranges from 0 to 20.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Playback
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioTextToSpeech.Speed
|
||||
summary: |
|
||||
Controls the speed of the generated speech audio, which will be
|
||||
independent of its pitch.
|
||||
description: |
|
||||
Multiplier controlling the speed of the generated speech audio. Ranges
|
||||
from 0.5 to 2.0.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Asset
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioTextToSpeech.Text
|
||||
summary: |
|
||||
The text to be converted into speech audio by `Class.AudioTextToSpeech`.
|
||||
description: |
|
||||
The text to be converted into speech audio by `Class.AudioTextToSpeech`.
|
||||
The text has a maximum length of 300 characters.
|
||||
code_samples: []
|
||||
type: string
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Asset
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioTextToSpeech.TimeLength
|
||||
summary: |
|
||||
Denotes the length of the generated speech audio.
|
||||
description: |
|
||||
Denotes the generated speech audio in seconds.
|
||||
code_samples: []
|
||||
type: double
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Asset
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioTextToSpeech.TimePosition
|
||||
summary: |
|
||||
Tracks the current position of the playhead within the generated speech
|
||||
audio.
|
||||
description: |
|
||||
Tracks and controls the current position of the playhead within the
|
||||
generated speech audio, in seconds.
|
||||
code_samples: []
|
||||
type: double
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Playback
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioTextToSpeech.VoiceId
|
||||
summary: |
|
||||
The voice style to be used by `Class.AudioTextToSpeech`.
|
||||
description: |
|
||||
The voice style to be used by`Class.AudioTextToSpeech`. A list of
|
||||
available voices and their corresponding VoiceIds can be found in the
|
||||
[text-to-speech guide](../../../audio/objects.md#text-to-speech).
|
||||
code_samples: []
|
||||
type: string
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Asset
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioTextToSpeech.Volume
|
||||
summary: |
|
||||
Controls how loudly the generated speech audio will be played.
|
||||
description: |
|
||||
Volume level which is multiplied onto the output audio stream, controlling
|
||||
how loudly the generated speech audio will be played. Ranges from 0 to 3.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
methods:
|
||||
- name: AudioTextToSpeech:GetConnectedWires
|
||||
summary: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin.
|
||||
description: |
|
||||
Returns an array of `Class.Wire|Wires` that are connected to the specified
|
||||
pin. `Class.AudioTextToSpeech` has one "Output" pin.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: Instances
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioTextToSpeech:GetWaveformAsync
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: timeRange
|
||||
type: NumberRange
|
||||
default:
|
||||
summary: ''
|
||||
- name: samples
|
||||
type: int
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioTextToSpeech:LoadAsync
|
||||
summary: |
|
||||
Generates speech audio.
|
||||
description: |
|
||||
A blocking call that begins the generation of speech audio based on the
|
||||
current parameters. It will yield until the speech generation either
|
||||
completes or fails. Status is returned by an AssetFetchStatus value.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: AssetFetchStatus
|
||||
summary: ''
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioTextToSpeech:Pause
|
||||
summary: |
|
||||
Pauses the `Class.AudioTextToSpeech` object wherever its
|
||||
`Class.AudioTextToSpeech.TimePosition|TimePosition` is.
|
||||
description: |
|
||||
Pauses the `Class.AudioTextToSpeech` object wherever its
|
||||
`Class.AudioTextToSpeech.TimePosition|TimePosition` is. Replicates from
|
||||
server to client.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioTextToSpeech:Play
|
||||
summary: |
|
||||
Plays the `Class.AudioTextToSpeech` from wherever its
|
||||
`Class.AudioTextToSpeech.TimePosition|TimePosition` is.
|
||||
description: |
|
||||
Plays the `Class.AudioTextToSpeech` from wherever its
|
||||
`Class.AudioTextToSpeech.TimePosition|TimePosition` is. Replicates from
|
||||
server to client.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioTextToSpeech:Unload
|
||||
summary: |
|
||||
Unload the generated speech audio.
|
||||
description: |
|
||||
Frees resources by unloading the generated speech audio.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
events:
|
||||
- name: AudioTextToSpeech.Ended
|
||||
summary: |
|
||||
Fires when the `Class.AudioTextToSpeech` object has completed playback and
|
||||
paused.
|
||||
description: |
|
||||
Fires after the `Class.AudioTextToSpeech` object has completed playback
|
||||
and paused. Note this event will **not** fire for audio with
|
||||
`Class.AudioTextToSpeech.Looped|Looped` set to `true` since it continues
|
||||
playing upon reaching its end. This event will also **not** fire when the
|
||||
audio is paused before playback has completed; for this, use
|
||||
`Class.AudioTextToSpeech:GetPropertyChangedSignal()` on the
|
||||
`Class.AudioTextToSpeech.IsPlaying|IsPlaying` property.
|
||||
|
||||
This event may be used to destroy an `Class.AudioTextToSpeech` object when
|
||||
it has completed playback.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioTextToSpeech.Looped
|
||||
summary: |
|
||||
Fires when the `Class.AudioTextToSpeech` object loops.
|
||||
description: |
|
||||
Event that fires after the `Class.AudioTextToSpeech` object loops. This
|
||||
happens when the audio reaches the end of its content and
|
||||
`Class.AudioTextToSpeech.Looping|Looping` is `true`.
|
||||
|
||||
This event does **not** fire if the audio is looped manually by changing
|
||||
its `Class.AudioTextToSpeech.TimePosition|TimePosition`.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioTextToSpeech.WiringChanged
|
||||
summary: |
|
||||
Fires when another instance is connected to or disconnected from the
|
||||
`Class.AudioTextToSpeech` via a `Class.Wire`.
|
||||
description: |
|
||||
Event that fires after a `Class.Wire` becomes connected or disconnected,
|
||||
and that `Class.Wire` is now or was previously connected to a pin on the
|
||||
`Class.AudioTextToSpeech` and to some other wirable instance.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: connected
|
||||
type: boolean
|
||||
default:
|
||||
summary: |
|
||||
Whether the instance got connected or disconnected.
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The pin on the `Class.AudioTextToSpeech` that the `Class.Wire`
|
||||
targets.
|
||||
- name: wire
|
||||
type: Wire
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Wire` between the `Class.AudioTextToSpeech` and the other
|
||||
instance.
|
||||
- name: instance
|
||||
type: Instance
|
||||
default:
|
||||
summary: |
|
||||
The other instance that is or was connected through the `Class.Wire`.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Audio
|
||||
callbacks: []
|
||||
236
.cursor/rules/roblox/reference/engine/classes/AudioTremolo.yaml
Normal file
236
.cursor/rules/roblox/reference/engine/classes/AudioTremolo.yaml
Normal file
|
|
@ -0,0 +1,236 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AudioTremolo
|
||||
type: class
|
||||
memory_category: Internal
|
||||
summary: |
|
||||
Creates a trembling effect on a sound by varying the volume of the sound up
|
||||
and down.
|
||||
description: |
|
||||
`Class.AudioTremolo` creates a trembling effect on a sound by varying the
|
||||
volume of the sound up and down. It provides one **Input** pin and one
|
||||
**Output** pin which can be connected to/from by `Class.Wire|Wires`.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: AudioTremolo.Bypass
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioTremolo.Depth
|
||||
summary: |
|
||||
Controls how much the volume will raise and lower.
|
||||
description: |
|
||||
Controls how much the volume will raise and lower, ranging between `0` and
|
||||
`1` with a default of `1`. If set to `0`, the volume will not oscillate at
|
||||
all.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioTremolo.Duty
|
||||
summary: |
|
||||
Controls how long the effect will be active during one volume oscillation.
|
||||
description: |
|
||||
Controls how long the effect will be active during one volume oscillation
|
||||
in the range of `0` (0%) to `1` (100%). Default is `0.5`.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioTremolo.Frequency
|
||||
summary: |
|
||||
Sets how often the effect will oscillate the volume.
|
||||
description: |
|
||||
Sets how often the effect will oscillate the volume, measured in Hz, in
|
||||
the range of `0.1` to `20`. Default is `5`.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioTremolo.Shape
|
||||
summary: |
|
||||
Controls the shape of the low frequency oscillations.
|
||||
description: |
|
||||
Morphs the LFO (low frequency oscillation) shape in a range of `0` to `1`
|
||||
where `0` is triangle and `1` is sine. Default is `0`.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioTremolo.Skew
|
||||
summary: |
|
||||
Time-skews the low frequency oscillations cycle.
|
||||
description: |
|
||||
Controls the time-skewing of the LFO (low frequency oscillation) cycle in
|
||||
the range of `-1` to `1`. No skewing occurs at `0`, with more extremal
|
||||
forwards and backwards skewing towards `+1`/`-1`. Default is `0`.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioTremolo.Square
|
||||
summary: |
|
||||
Flatness of the low frequency oscillations shape.
|
||||
description: |
|
||||
Determines the squareness of the oscillations in the range of `0` to `1`.
|
||||
The original shape is retained when `0` and the shape flattens more as the
|
||||
value increases. Default is `0`.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Audio
|
||||
methods:
|
||||
- name: AudioTremolo:GetConnectedWires
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
returns:
|
||||
- type: Instances
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioTremolo:GetInputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
- name: AudioTremolo:GetOutputPins
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Array
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Audio
|
||||
events:
|
||||
- name: AudioTremolo.WiringChanged
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: connected
|
||||
type: boolean
|
||||
default:
|
||||
summary: ''
|
||||
- name: pin
|
||||
type: string
|
||||
default:
|
||||
summary: ''
|
||||
- name: wire
|
||||
type: Wire
|
||||
default:
|
||||
summary: ''
|
||||
- name: instance
|
||||
type: Instance
|
||||
default:
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Audio
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,979 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: AvatarCreationService
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
A service to support developer avatar creators.
|
||||
description: |
|
||||
`AvatarCreationService` is a service that supports developer avatar creators,
|
||||
providing methods that support the prompting of avatar creation from within
|
||||
experiences.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags:
|
||||
- NotCreatable
|
||||
- Service
|
||||
deprecation_message: ''
|
||||
properties: []
|
||||
methods:
|
||||
- name: AvatarCreationService:AutoSetupAvatarAsync
|
||||
summary: |
|
||||
Automatically sets up a custom `Class.Model` as an avatar asset.
|
||||
description: |
|
||||
Automatically sets up a custom `Class.Model` as an avatar asset. This
|
||||
method returns a `string` generation ID which can be passed to
|
||||
`Class.AvatarCreationService:LoadGeneratedAvatarAsync()|LoadGeneratedAvatarAsync()`
|
||||
to load the generated avatar and return a `Class.HumanoidDescription` with
|
||||
all the generated instances and properties. The load method can be called
|
||||
on both the server and client, allowing the generated avatar to be loaded
|
||||
in both places (on the client for previewing, and on the server for saving
|
||||
the generated avatar to the player's inventory using
|
||||
`Class.AvatarCreationService:PromptCreateAvatarAsync()|PromptCreateAvatarAsync()`).
|
||||
|
||||
Auto-setup has specific model requirements and accepts certain
|
||||
configurations of models. For more information, see
|
||||
[Auto-setup requirements](../../../avatar-setup/auto-setup-requirements.md).
|
||||
In addition to the above requirements, the input model must use
|
||||
`Class.EditableMesh` and `Class.EditableImage` objects for all mesh and
|
||||
texture assets.
|
||||
code_samples:
|
||||
- AvatarCreationService-AutoSetupAvatarAsync
|
||||
parameters:
|
||||
- name: player
|
||||
type: Player
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Player` that the avatar is being set up for.
|
||||
- name: model
|
||||
type: Dictionary
|
||||
default:
|
||||
summary: |
|
||||
The humanoid `Class.Model` that will be set up as an avatar.
|
||||
- name: progressCallback
|
||||
type: Function?
|
||||
default:
|
||||
summary: |
|
||||
Optional callback function that will be invoked periodically with a
|
||||
progressInfo table with the overall progress (from 0 to 1). Type:
|
||||
`(progressInfo: { Progress: number }) -> ()`
|
||||
returns:
|
||||
- type: string
|
||||
summary: |
|
||||
A unique identifier for the generated avatar.
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities: []
|
||||
- name: AvatarCreationService:GenerateAvatar2DPreviewAsync
|
||||
summary: |
|
||||
Creates a 2D avatar preview and returns a previewId.
|
||||
description: |
|
||||
Creates a 2D avatar image preview, taking as input the FileId from
|
||||
`Class.AvatarCreationService:PromptSelectAvatarGenerationImageAsync()|PromptSelectAvatarGenerationImageAsync()`
|
||||
and an optional text prompt. It returns a previewId which can be passed to
|
||||
`Class.AvatarCreationService:LoadAvatar2DPreviewAsync()|LoadAvatar2DPreviewAsync()`
|
||||
to retrieve the preview image on the client. This API can only be used on
|
||||
the game server.
|
||||
|
||||
```lua
|
||||
local AvatarCreationService = game:GetService("AvatarCreationService")
|
||||
|
||||
function generateAvatar2DPreview(sessionId, fileId, textPrompt)
|
||||
local pcallSuccess, result = pcall(function()
|
||||
local args = {}
|
||||
args.SessionId = sessionId
|
||||
args.FileId = fileId
|
||||
args.TextPrompt = textPrompt
|
||||
return AvatarCreationService:GenerateAvatar2DPreview(args)
|
||||
end)
|
||||
|
||||
if not pcallSuccess then
|
||||
warn("Generating 2D preview failed: ", result)
|
||||
end
|
||||
|
||||
return result
|
||||
end
|
||||
```
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: avatarGeneration2dPreviewParams
|
||||
type: Dictionary
|
||||
default:
|
||||
summary: |
|
||||
A table of arguments for 2D preview generation. Type:
|
||||
`avatarGeneration2dPreviewParams: {SessionId: string, FileId: string, TextPrompt: string?}`
|
||||
returns:
|
||||
- type: string
|
||||
summary: |
|
||||
A string previewId
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities: []
|
||||
- name: AvatarCreationService:GenerateAvatarAsync
|
||||
summary: |
|
||||
Generates an avatar and returns a generationId.
|
||||
description: |
|
||||
Generate an avatar from a preview and return the generationId. The
|
||||
`Class.AvatarCreationService:LoadGeneratedAvatarAsync()|LoadGeneratedAvatarAsync()`
|
||||
method is then called to retrieve the generated
|
||||
`Class.HumanoidDescription` avatar. This API can only be used on the game
|
||||
server.
|
||||
|
||||
```lua
|
||||
local AvatarCreationService = game:GetService("AvatarCreationService")
|
||||
|
||||
function generateAvatar(sessionId, previewId)
|
||||
local pcallSuccess, result = pcall(function()
|
||||
local args = {}
|
||||
args.SessionId = sessionId
|
||||
args.PreviewId = previewId
|
||||
return AvatarCreationService:GenerateAvatarAsync(args)
|
||||
end)
|
||||
|
||||
if not pcallSuccess then
|
||||
warn("Generating avatar failed: ", result)
|
||||
end
|
||||
|
||||
return result
|
||||
end
|
||||
```
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: avatarGenerationParams
|
||||
type: Dictionary
|
||||
default:
|
||||
summary: |
|
||||
A table of arguments for generating an avatar. Type:
|
||||
`avatarGenerationParams: {SessionId: string, PreviewId: string}`
|
||||
returns:
|
||||
- type: string
|
||||
summary: |
|
||||
A string generationId.
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities: []
|
||||
- name: AvatarCreationService:GetBatchTokenDetailsAsync
|
||||
summary: |
|
||||
Gets the avatar creation token details for a list of avatar creation
|
||||
tokens at once.
|
||||
description: |
|
||||
Gets the avatar creation token details for a list of avatar creation
|
||||
tokens at once (tokens are generated through the
|
||||
[token creation](../../../production/monetization/avatar-creation-token.md)
|
||||
process). Returns an array of avatar creation token details; each token
|
||||
detail is a dictionary with the fields indicated in the example result
|
||||
below:
|
||||
|
||||
```lua
|
||||
{
|
||||
["Name"] = "string",
|
||||
["Description"] = "string",
|
||||
["UniverseId"] = 0,
|
||||
["CreatorId"] = 0,
|
||||
["CreatorType"] = Enum.CreatorType.User,
|
||||
["OnSale"] = true,
|
||||
["Price"] = 0,
|
||||
["OffSaleReasons"] = {
|
||||
"string",
|
||||
}
|
||||
}
|
||||
```
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: tokenIds
|
||||
type: Array
|
||||
default:
|
||||
summary: |
|
||||
The list of avatar creation token IDs to get details of.
|
||||
returns:
|
||||
- type: Array
|
||||
summary: |
|
||||
Array of avatar creation token details as outlined above.
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities: []
|
||||
- name: AvatarCreationService:GetValidationRules
|
||||
summary: |
|
||||
Gets data regarding rules that assets must abide by to pass UGC
|
||||
validation.
|
||||
description: |
|
||||
Gets data regarding rules that assets must abide by to pass UGC
|
||||
validation. Validation is an essential step before creating avatars and
|
||||
there are various checks that occur, including mesh triangle limits,
|
||||
texture sizes, body part size limits, attachment positions, and more.
|
||||
|
||||
The returned dictionary of validation rules takes the following form:
|
||||
|
||||
```
|
||||
{
|
||||
["MeshRules"] = {
|
||||
["BodyPartMaxTriangles"] = {
|
||||
Enum.AssetType.DynamicHead: number,
|
||||
Enum.AssetType.LeftArm: number,
|
||||
Enum.AssetType.RightArm: number,
|
||||
Enum.AssetType.Torso: number,
|
||||
Enum.AssetType.LeftLeg: number,
|
||||
Enum.AssetType.RightLeg: number,
|
||||
},
|
||||
["AccessoryMaxTriangles"]: number,
|
||||
["MeshVertColor"]: Color3,
|
||||
["CageMeshMaxDistanceFromRenderMesh"]: number,
|
||||
},
|
||||
["TextureRules"] = {
|
||||
["MaxTextureSize"]: number,
|
||||
},
|
||||
["BodyPartRules"] = {
|
||||
[Enum.AssetType.DynamicHead] = {
|
||||
["Bounds"] = {
|
||||
["Classic"] = {
|
||||
["MinSize"]: Vector3,
|
||||
["MaxSize"]: Vector3,
|
||||
},
|
||||
["ProportionsSlender"] = {
|
||||
["MinSize"]: Vector3,
|
||||
["MaxSize"]: Vector3,
|
||||
},
|
||||
["ProportionsNormal"] = {
|
||||
["MinSize"]: Vector3,
|
||||
["MaxSize"]: Vector3,
|
||||
},
|
||||
},
|
||||
["SubParts"] = {
|
||||
["Head"] = {
|
||||
["NeckRigAttachment"] = {
|
||||
["LowerBound"]: Vector3,
|
||||
["UpperBound"]: Vector3,
|
||||
},
|
||||
["FaceFrontAttachment"] = {
|
||||
["LowerBound"]: Vector3,
|
||||
["UpperBound"]: Vector3,
|
||||
},
|
||||
["HatAttachment"] = {
|
||||
["LowerBound"]: Vector3,
|
||||
["UpperBound"]: Vector3,
|
||||
},
|
||||
["HairAttachment"] = {
|
||||
["LowerBound"]: Vector3,
|
||||
["UpperBound"]: Vector3,
|
||||
},
|
||||
["FaceCenterAttachment"] = {
|
||||
["LowerBound"]: Vector3,
|
||||
["UpperBound"]: Vector3,
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
[Enum.AssetType.LeftArm] = {
|
||||
["Bounds"] = {
|
||||
["Classic"] = {
|
||||
["MinSize"]: Vector3,
|
||||
["MaxSize"]: Vector3,
|
||||
},
|
||||
["ProportionsSlender"] = {
|
||||
["MinSize"]: Vector3,
|
||||
["MaxSize"]: Vector3,
|
||||
},
|
||||
["ProportionsNormal"] = {
|
||||
["MinSize"]: Vector3,
|
||||
["MaxSize"]: Vector3,
|
||||
},
|
||||
},
|
||||
["SubParts"] = {
|
||||
["LeftHand"] = {
|
||||
["LeftWristRigAttachment"] = {
|
||||
["LowerBound"]: Vector3,
|
||||
["UpperBound"]: Vector3,
|
||||
},
|
||||
["LeftGripAttachment"] = {
|
||||
["LowerBound"]: Vector3,
|
||||
["UpperBound"]: Vector3,
|
||||
},
|
||||
},
|
||||
["LeftUpperArm"] = {
|
||||
["LeftShoulderRigAttachment"] = {
|
||||
["LowerBound"]: Vector3,
|
||||
["UpperBound"]: Vector3,
|
||||
},
|
||||
["LeftShoulderAttachment"] = {
|
||||
["LowerBound"]: Vector3,
|
||||
["UpperBound"]: Vector3,
|
||||
},
|
||||
["LeftElbowRigAttachment"] = {
|
||||
["LowerBound"]: Vector3,
|
||||
["UpperBound"]: Vector3,
|
||||
},
|
||||
},
|
||||
["LeftLowerArm"] = {
|
||||
["LeftElbowRigAttachment"] = {
|
||||
["LowerBound"]: Vector3,
|
||||
["UpperBound"]: Vector3,
|
||||
},
|
||||
["LeftWristRigAttachment"] = {
|
||||
["LowerBound"]: Vector3,
|
||||
["UpperBound"]: Vector3,
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
...
|
||||
},
|
||||
["AccessoryRules"] = {
|
||||
[Enum.AssetType.HairAccessory] = {
|
||||
["Attachments"] = {
|
||||
{
|
||||
["Size"]: Vector3,
|
||||
["Offset"]: Vector3,
|
||||
["Name"]: string,
|
||||
},
|
||||
},
|
||||
["RigidAllowed"]: boolean,
|
||||
},
|
||||
...
|
||||
}
|
||||
}
|
||||
```
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Dictionary
|
||||
summary: |
|
||||
Dictionary of validation rules as detailed above.
|
||||
tags:
|
||||
- CustomLuaState
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities: []
|
||||
- name: AvatarCreationService:LoadAvatar2DPreviewAsync
|
||||
summary: |
|
||||
Load an AvatarGeneration 2D preview on the client from a previewId.
|
||||
description: |
|
||||
Load an AvatarGeneration 2D preview as an `Class.EditableImage` on the
|
||||
client for the given previewId. This API can only be used on the client.
|
||||
|
||||
```lua
|
||||
local AvatarCreationService = game:GetService("AvatarCreationService")
|
||||
|
||||
function loadAvatar2DPreview(previewId)
|
||||
local pcallSuccess, result = pcall(function()
|
||||
return AvatarCreationService:LoadAvatar2DPreviewAsync(previewId)
|
||||
end)
|
||||
|
||||
if not pcallSuccess then
|
||||
warn("Failed to load preview: ", result)
|
||||
end
|
||||
|
||||
return result
|
||||
end
|
||||
```
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: previewId
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
Load the preview generated from
|
||||
`Class.AvatarCreationService:GenerateAvatar2DPreviewAsync()|GenerateAvatar2DPreviewAsync()`.
|
||||
returns:
|
||||
- type: EditableImage
|
||||
summary: |
|
||||
An `Class.EditableImage` containing the preview image.
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities: []
|
||||
- name: AvatarCreationService:LoadGeneratedAvatarAsync
|
||||
summary: |
|
||||
Loads a generated avatar using an avatar generation ID.
|
||||
description: |
|
||||
Loads a generated avatar using an avatar generation ID, as returned by
|
||||
`Class.AvatarCreationService:AutoSetupAvatarAsync()|AutoSetupAvatarAsync()`
|
||||
or
|
||||
`Class.AvatarCreationService:GenerateAvatarAsync()|GenerateAvatarAsync()`.
|
||||
The generated avatar will be returned as a `Class.HumanoidDescription`
|
||||
with all the generated instances and properties. Mesh and texture assets
|
||||
will be provided as `Class.EditableMesh` and `Class.EditableImage`
|
||||
objects, respectively, to allow continued editing of the generated avatar.
|
||||
|
||||
This method can be called on both the server and client, allowing the
|
||||
generated avatar to be loaded in both places (on the client for
|
||||
previewing, and on the server for saving the generated avatar to the
|
||||
player's inventory using
|
||||
`Class.AvatarCreationService:PromptCreateAvatarAsync()|PromptCreateAvatarAsync()`).
|
||||
Once the method has been invoked on both the client and server, the data
|
||||
associated with the generation ID will be erased and subsequent calls to
|
||||
his method with the same generation ID will fail.
|
||||
code_samples:
|
||||
- AvatarCreationService-LoadGeneratedAvatarAsync
|
||||
parameters:
|
||||
- name: generationId
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
A unique string that identifies the generated avatar, as returned by
|
||||
`Class.AvatarCreationService:AutoSetupAvatarAsync()| AutoSetupAvatarAsync()`.
|
||||
returns:
|
||||
- type: HumanoidDescription
|
||||
summary: |
|
||||
The `Class.HumanoidDescription` of the generated avatar, which
|
||||
includes all the generated instances and properties.
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities: []
|
||||
- name: AvatarCreationService:PrepareAvatarForPreviewAsync
|
||||
summary: |
|
||||
Prepares in-experience avatar for preview.
|
||||
description: |
|
||||
Triggers HSR generation and attachment point updating for in-experience
|
||||
avatar previews. This allows for previewing of avatars created in
|
||||
experience with layered clothing and accessories in the same way they will
|
||||
appear when published through
|
||||
`Class.AvatarCreationService:PromptCreateAvatarAsync()|PromptCreateAvatarAsync()`.
|
||||
|
||||
When developers use `Class.EditableMesh` and `Class.WrapDeformer` to
|
||||
modify avatars before publishing, the original HSR data may not accurately
|
||||
account for the new deformations. This method generates updated HSR data
|
||||
and corrects attachment points based on the `Class.WrapDeformer`
|
||||
modifications, ensuring consistent preview and published avatar
|
||||
appearance.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: humanoidModel
|
||||
type: Model
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Model` containing `Class.MeshPart` children with
|
||||
`Class.WrapDeformer` instances that require HSR data updating for
|
||||
preview.
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities: []
|
||||
- name: AvatarCreationService:PromptCreateAvatarAssetAsync
|
||||
summary: |
|
||||
Prompts a `Class.Player` to purchase and create an avatar asset from an
|
||||
`Class.Instance`.
|
||||
description: |
|
||||
Prompts a `Class.Player` to purchase and create an avatar asset from an
|
||||
`Class.Instance`. The price of the creation is dictated by the price
|
||||
attributed to the avatar creation token. This creation token is required
|
||||
for the purchasing and creation of the asset and can be generated by
|
||||
following the
|
||||
[token creation](../../../production/monetization/avatar-creation-token.md)
|
||||
process.
|
||||
|
||||
For avatar asset creation, the `Class.Instance` is expected to include a
|
||||
new accessory to be created. This includes the following types:
|
||||
`Enum.AvatarAssetType.Hat|Hat`, `Enum.AvatarAssetType.HairAccessory|Hair`,
|
||||
`Enum.AvatarAssetType.FaceAccessory|FaceAccessory`,
|
||||
`Enum.AvatarAssetType.NeckAccessory|NeckAccessory`,
|
||||
`Enum.AvatarAssetType.ShoulderAccessory|ShoulderAccessory`,
|
||||
`Enum.AvatarAssetType.FrontAccessory|FrontAccessory`,
|
||||
`Enum.AvatarAssetType.BackAccessory|BackAccessory`,
|
||||
`Enum.AvatarAssetType.WaistAccessory|WaistAccessory`,
|
||||
`Enum.AvatarAssetType.TShirtAccessory|TShirtAccessory`,
|
||||
`Enum.AvatarAssetType.ShirtAccessory|ShirtAccessory`,
|
||||
`Enum.AvatarAssetType.PantsAccessory|PantsAccessory`,
|
||||
`Enum.AvatarAssetType.JacketAccessory|JacketAccessory`,
|
||||
`Enum.AvatarAssetType.SweaterAccessory|SweaterAccessory`,
|
||||
`Enum.AvatarAssetType.ShortsAccessory|ShortsAccessory`,
|
||||
`Enum.AvatarAssetType.DressSkirtAccessory|DressSkirtAccessory`.
|
||||
|
||||
To support this, the `Class.Instance` should be an `Class.Accessory`
|
||||
instance or contain an `Class.Accessory` child instance. This should
|
||||
include a `Class.MeshPart` child instance which makes up the accessory.
|
||||
|
||||
The avatar asset `Class.MeshPart` will also need to include:
|
||||
|
||||
- An `Class.EditableImage`.
|
||||
- An `Class.EditableMesh`.
|
||||
|
||||
If creating a layered clothing accessory such as a shirt, the
|
||||
`Class.MeshPart` should include a `Class.WrapDeformer` with an
|
||||
`Class.EditableMesh`.
|
||||
|
||||
Finally, the provided `Enum.AvatarAssetType` should match the creation
|
||||
type of the token and the type of `Class.Accessory` for upload.
|
||||
code_samples:
|
||||
- AvatarCreationService-PromptCreateAvatarAssetAsync
|
||||
parameters:
|
||||
- name: tokenId
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The ID of a creation token. The token must be valid in that the
|
||||
universe the method is called from is the same universe the token was
|
||||
created for. Furthermore, the token creator must maintain ID
|
||||
verification and
|
||||
[Roblox Premium](https://www.roblox.com/premium/membership). To create
|
||||
a token for utilization in this API, follow the
|
||||
[token creation](../../../production/monetization/avatar-creation-token.md)
|
||||
process. The token's creation type must match the
|
||||
`Enum.AvatarAssetType` passed in to the method.
|
||||
- name: player
|
||||
type: Player
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Player` intended to be presented with the creation prompt.
|
||||
- name: assetInstance
|
||||
type: Instance
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Instance` of the avatar asset intended for creation.
|
||||
- name: assetType
|
||||
type: AvatarAssetType
|
||||
default:
|
||||
summary: |
|
||||
The `Enum.AvatarAssetType` of the expected creation. This must match
|
||||
the creation type of the provided token.
|
||||
returns:
|
||||
- type: Tuple
|
||||
summary: |
|
||||
A tuple containing, in order:
|
||||
|
||||
- An `Enum.PromptCreateAssetResult` indicating the result of the
|
||||
creation prompt.
|
||||
|
||||
- A string result. In the case of
|
||||
`Enum.PromptCreateAssetResult.Success`, this will indicate the asset
|
||||
ID. In the case of any failure enum, this will indicate the
|
||||
resultant error message.
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities: []
|
||||
- name: AvatarCreationService:PromptCreateAvatarAsync
|
||||
summary: |
|
||||
Prompts a `Class.Player` to purchase and create an avatar from a
|
||||
`Class.HumanoidDescription`.
|
||||
description: |
|
||||
Prompts a `Class.Player` to purchase and create an avatar from a
|
||||
`Class.HumanoidDescription`. The price of the creation is dictated by the
|
||||
price attributed to the avatar creation token. This avatar creation token
|
||||
is required for the purchasing and creation of the body and can be
|
||||
generated by following the
|
||||
[token creation](../../../production/monetization/avatar-creation-token.md)
|
||||
process.
|
||||
|
||||
For avatar creation, the `Class.HumanoidDescription` is expected to
|
||||
include new assets to be created for each of the 6 body parts
|
||||
(`Enum.BodyPart.Head|Head`, `Enum.BodyPart.Torso|Torso`,
|
||||
`Enum.BodyPart.RightLeg|RightLeg`, `Enum.BodyPart.LeftLeg|LeftLeg`,
|
||||
`Enum.BodyPart.RightArm|RightArm`, `Enum.BodyPart.LeftArm|LeftArm`).
|
||||
Optionally, it can also include a new `Enum.AccessoryType.Hair|Hair`
|
||||
accessory.
|
||||
|
||||
To support this, the `Class.HumanoidDescription` should include 6
|
||||
`Class.BodyPartDescription` children (one for each body part). For each,
|
||||
the `Class.BodyPartDescription.Instance` property references a
|
||||
`Class.Folder` which includes all of the `Class.MeshPart` instances which
|
||||
make up the body part, for example a `LeftArm` folder which has
|
||||
`LeftHand`, `LeftUpperArm`, and `LeftLowerArm` `Class.MeshPart|MeshParts`.
|
||||
The `Class.BodyPartDescription.BodyPart` property should also be set to
|
||||
the relevant `Enum.BodyPart`.
|
||||
|
||||
Each body part `Class.MeshPart` will also need to include:
|
||||
|
||||
- An `Class.EditableImage`.
|
||||
- A `Class.WrapDeformer` with an `Class.EditableMesh`.
|
||||
|
||||
If including an accessory such as hair, the `Class.HumanoidDescription`
|
||||
should include a child `Class.AccessoryDescription` where:
|
||||
|
||||
- The `Class.AccessoryDescription.Instance` property references the
|
||||
`Class.Accessory` instance.
|
||||
- The `Class.AccessoryDescription.AccessoryType` property is set to the
|
||||
relevant `Enum.AccessoryType`.
|
||||
|
||||
Finally, the `Class.HumanoidDescription` should include the humanoid
|
||||
scales of `Class.HumanoidDescription.BodyTypeScale|BodyTypeScale`,
|
||||
`Class.HumanoidDescription.HeadScale|HeadScale`,
|
||||
`Class.HumanoidDescription.HeightScale|HeightScale`,
|
||||
`Class.HumanoidDescription.WidthScale|WidthScale`, and
|
||||
`Class.HumanoidDescription.ProportionScale|ProportionScale`. Be mindful of
|
||||
the scales that a base body is imported with so that they match the scales
|
||||
provided to the `Class.HumanoidDescription`.
|
||||
code_samples:
|
||||
- AvatarCreationService-PromptCreateAvatarAsync
|
||||
parameters:
|
||||
- name: tokenId
|
||||
type: string
|
||||
default:
|
||||
summary: |
|
||||
The ID of an avatar creation token. The token must be valid in that
|
||||
the universe the method is called from is the same universe the token
|
||||
was created for. Furthermore, the token creator must maintain ID
|
||||
verification and
|
||||
[Roblox Premium](https://www.roblox.com/premium/membership). To create
|
||||
a token for utilization in this API, follow the
|
||||
[token creation](../../../production/monetization/avatar-creation-token.md)
|
||||
process.
|
||||
- name: player
|
||||
type: Player
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Player` intended to be presented with the creation prompt.
|
||||
- name: humanoidDescription
|
||||
type: HumanoidDescription
|
||||
default:
|
||||
summary: |
|
||||
The `Class.HumanoidDescription` of the avatar intended for creation.
|
||||
returns:
|
||||
- type: Tuple
|
||||
summary: |
|
||||
A tuple containing, in order:
|
||||
|
||||
- An `Enum.PromptCreateAvatarResult` indicating the result of the
|
||||
creation prompt.
|
||||
|
||||
- A string result. In the case of
|
||||
`Enum.PromptCreateAvatarResult.Success`, this will indicate the
|
||||
bundle ID. In the case of any failure enum, this will indicate the
|
||||
resultant error message.
|
||||
|
||||
- A secondary optional string result. In the case of
|
||||
`Enum.PromptCreateAvatarResult.Success`, this will indicate the
|
||||
outfit ID. In the case of any failure enum, this will be `nil`.
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities: []
|
||||
- name: AvatarCreationService:PromptSelectAvatarGenerationImageAsync
|
||||
summary: |
|
||||
Prompt the `Class.Player` to take a selfie and return the FileId.
|
||||
description: |
|
||||
Prompt the `Class.Player` to take a selfie and return the FileId of the
|
||||
selfie. This FileId is then passed as an argument to
|
||||
`Class.AvatarCreationService:GenerateAvatar2DPreviewAsync()|GenerateAvatar2DPreviewAsync()`.
|
||||
This API can only be used on the game server.
|
||||
|
||||
```lua
|
||||
local AvatarCreationService = game:GetService("AvatarCreationService")
|
||||
|
||||
function promptSelectAvatarGenerationImage(player)
|
||||
local pcallSuccess, result = pcall(function()
|
||||
return AvatarCreationService:PromptSelectAvatarGenerationImageAsync(player)
|
||||
end)
|
||||
|
||||
if not pcallSuccess then
|
||||
warn("Failed to prompt for image: ", result)
|
||||
end
|
||||
|
||||
return result
|
||||
end
|
||||
```
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: player
|
||||
type: Player
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Player` to prompt for taking a selfie.
|
||||
returns:
|
||||
- type: string
|
||||
summary: |
|
||||
A string FileId of the selfie.
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities: []
|
||||
- name: AvatarCreationService:RequestAvatarGenerationSessionAsync
|
||||
summary: |
|
||||
Request an AvatarGeneration session for a `Class.Player`.
|
||||
description: |
|
||||
Request an AvatarGeneration session for a `Class.Player`. Information
|
||||
about the session is returned via the callback, including the SessionId
|
||||
which is passed to the
|
||||
`Class.AvatarCreationService:GenerateAvatar2DPreviewAsync()|GenerateAvatar2DPreviewAsync()`
|
||||
and
|
||||
`Class.AvatarCreationService:GenerateAvatarAsync()|GenerateAvatarAsync()`
|
||||
methods. Additional session information includes allowed 2d preview
|
||||
generations, allowed 3d avatar generations, and the session time. The
|
||||
method returns a `Tuple` with an `Datatype.RBXScriptConnection` and
|
||||
estimated `waitTime`. The `Datatype.RBXScriptConnection` allows canceling
|
||||
a session request. The estimated `waitTime` is used to provide the player
|
||||
an estimated time in seconds until the session will be ready. This API can
|
||||
only be used on the game server.
|
||||
|
||||
```lua
|
||||
local AvatarCreationService = game:GetService("AvatarCreationService")
|
||||
local playerSessions = {}
|
||||
local playerSessionRequests = {}
|
||||
|
||||
function requestAvatarGenerationSession(player)
|
||||
local pcallSuccess, conn, waitTime = pcall(function()
|
||||
return AvatarCreationService:RequestAvatarGenerationSessionAsync(player, function(sessionInfo)
|
||||
playerSessions[player.UserID] = sessionInfo
|
||||
playerSessionRequests[player.UserID] = nil
|
||||
end)
|
||||
end)
|
||||
|
||||
if not pcallSuccess then
|
||||
warn("Failed to request Avatar generation session: ", conn)
|
||||
end
|
||||
|
||||
playerSessionRequests[player.UserID] = conn
|
||||
print("Wait time for session: ", tostring(waitTime))
|
||||
end
|
||||
|
||||
function cancelAvatarGenerationSessionRequest(player)
|
||||
if playerSessionRequests[player.UserID] ~= nil then
|
||||
playerSessionRequests[player.UserID]:Disconnect()
|
||||
end
|
||||
end
|
||||
```
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: player
|
||||
type: Player
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Player` to request an AvatarGeneration session for.
|
||||
- name: callback
|
||||
type: Function
|
||||
default:
|
||||
summary: |
|
||||
Callback function that is invoked with a SessionInfo table, with
|
||||
information about the session. Type:
|
||||
`(SessionInfo: { SessionId: string, Allowed2DGenerations: number, Allowed3DGenerations: number, SessionTime: number }) -> ()`
|
||||
returns:
|
||||
- type: Tuple
|
||||
summary: |
|
||||
A tuple containing a `Datatype.RBXScriptConnection` that can be used
|
||||
to cancel the session request and the estimated wait time in seconds.
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities: []
|
||||
- name: AvatarCreationService:ValidateUGCAccessoryAsync
|
||||
summary: |
|
||||
Studio only. Runs UGC validation for an `Enum.AccessoryType`.
|
||||
description: |
|
||||
Studio only. Given a `Class.Player` and `Class.Instance` for an
|
||||
`Enum.AccessoryType`, determines if UGC validation passes.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: player
|
||||
type: Player
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Player` validation is completed for.
|
||||
- name: accessory
|
||||
type: Instance
|
||||
default:
|
||||
summary: |
|
||||
The instance validation is run on.
|
||||
- name: accessoryType
|
||||
type: AccessoryType
|
||||
default:
|
||||
summary: |
|
||||
`Enum.AccessoryType` the instance is expected to be. Expects
|
||||
`Enum.AccessoryType.Eyebrow|Eyebrow`,
|
||||
`Enum.AccessoryType.Eyelash|Eyelash`, or
|
||||
`Enum.AccessoryType.Hair|Hair`.
|
||||
returns:
|
||||
- type: Tuple
|
||||
summary: |
|
||||
A tuple containing, in order:
|
||||
|
||||
- A boolean indicating if validation was successful for the accessory.
|
||||
- An optional table of strings. This includes failure reasons if
|
||||
validation was unsuccessful; otherwise `nil` if validation was
|
||||
successful.
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities: []
|
||||
- name: AvatarCreationService:ValidateUGCBodyPartAsync
|
||||
summary: |
|
||||
Studio only. Runs UGC validation for an `Enum.BodyPart`.
|
||||
description: |
|
||||
Studio only. Given a `Class.Player` and `Class.Instance` for an
|
||||
`Enum.BodyPart`, determines if UGC validation passes. The `instance`
|
||||
parameter is expected as a `Class.Folder` in the following example format
|
||||
with relevant `Class.MeshPart|MeshParts`:
|
||||
|
||||
- `LeftArm` (`Class.Folder`)
|
||||
- `R15ArtistIntent` (`Class.Folder`)
|
||||
- `LeftLowerArm` (`Class.MeshPart`)
|
||||
- `LeftUpperArm` (`Class.MeshPart`)
|
||||
- `LeftHand` (`Class.MeshPart`)
|
||||
|
||||
However, if the expected `bodyPart` is `Enum.BodyPart.Head`, the function
|
||||
takes a singular `Head` `Class.MeshPart` directly.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: player
|
||||
type: Player
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Player` validation is completed for.
|
||||
- name: instance
|
||||
type: Instance
|
||||
default:
|
||||
summary: |
|
||||
The instance validation is run on.
|
||||
- name: bodyPart
|
||||
type: BodyPart
|
||||
default:
|
||||
summary: |
|
||||
`Enum.BodyPart` the instance is expected to be.
|
||||
returns:
|
||||
- type: Tuple
|
||||
summary: |
|
||||
A tuple containing, in order:
|
||||
|
||||
- A boolean indicating if validation was successful for the body part.
|
||||
- An optional table of strings. This includes failure reasons if
|
||||
validation was unsuccessful; otherwise `nil` if validation was
|
||||
successful.
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities: []
|
||||
- name: AvatarCreationService:ValidateUGCFullBodyAsync
|
||||
summary: |
|
||||
Studio only. Runs UGC validation for a whole body.
|
||||
description: |
|
||||
Studio only. Given a `Class.Player` and `Class.HumanoidDescription`, all
|
||||
instances in the `Class.HumanoidDescription` will be validated.
|
||||
|
||||
The `Class.HumanoidDescription` is expected to include instances set on
|
||||
`Class.BodyPartDescription` children for each of the 6 required
|
||||
`Enum.BodyPart` values. Optionally, it can include instances set on
|
||||
`Class.AccessoryDescription` children for `Eyebrow`, `Eyelash`, and `Hair`
|
||||
`Enum.AccessoryType|AccessoryTypes`.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: player
|
||||
type: Player
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Player` validation is completed for.
|
||||
- name: humanoidDescription
|
||||
type: HumanoidDescription
|
||||
default:
|
||||
summary: |
|
||||
`Class.HumanoidDescription` representing the body that validation is
|
||||
run on.
|
||||
returns:
|
||||
- type: Tuple
|
||||
summary: |
|
||||
A tuple containing, in order:
|
||||
|
||||
- A boolean indicating if validation was successful for the body.
|
||||
- An optional table of strings. This includes failure reasons if
|
||||
validation was unsuccessful; otherwise `nil` if validation was
|
||||
successful.
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities: []
|
||||
events:
|
||||
- name: AvatarCreationService.AvatarAssetModerationCompleted
|
||||
summary: |
|
||||
Fires when an in-experience-created avatar asset's moderation status has
|
||||
been updated from pending.
|
||||
description: |
|
||||
Fires when an in-experience-created avatar asset's moderation status has
|
||||
been updated from pending. This event provides a streamlined way to know
|
||||
when an avatar asset created through
|
||||
`Class.AvatarCreationService:PromptCreateAvatarAssetAsync()|PromptCreateAvatarAssetAsync()`
|
||||
has completed the moderation process and is ready for use in-experience.
|
||||
|
||||
Note that this event only fires for avatar assets created within the
|
||||
current experience and will trigger when the `Enum.ModerationStatus`
|
||||
changes from `Enum.ModerationStatus.NotReviewed|NotReviewed` to any other
|
||||
status. The event fires on the client only.
|
||||
code_samples:
|
||||
- AvatarCreationService-AvatarAssetModerationCompleted
|
||||
parameters:
|
||||
- name: assetId
|
||||
type: int64
|
||||
default:
|
||||
summary: |
|
||||
The asset ID of the asset that has completed moderation.
|
||||
- name: moderationStatus
|
||||
type: ModerationStatus
|
||||
default:
|
||||
summary: |
|
||||
The final `Enum.ModerationStatus` result after moderation completed.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities: []
|
||||
- name: AvatarCreationService.AvatarModerationCompleted
|
||||
summary: |
|
||||
Fires when an in-experience-created avatar's moderation status has been
|
||||
updated from pending.
|
||||
description: |
|
||||
Fires when an in-experience-created avatar's moderation status has been
|
||||
updated from pending. This event provides a streamlined way to know when
|
||||
an avatar created through
|
||||
`Class.AvatarCreationService:PromptCreateAvatarAsync()|PromptCreateAvatarAsync()`
|
||||
has completed the moderation process and is ready for use in-experience.
|
||||
|
||||
Note that this event only fires for avatars created within the current
|
||||
experience and will trigger when the `Enum.ModerationStatus` changes from
|
||||
`Enum.ModerationStatus.NotReviewed|NotReviewed` to any other status. The
|
||||
event fires on the client only.
|
||||
`Class.AvatarEditorService:GetOutfitDetailsAsync|GetOutfitDetailsAsync`
|
||||
can be used on the server to verify the current moderation status if
|
||||
needed.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: outfitId
|
||||
type: int64
|
||||
default:
|
||||
summary: |
|
||||
The outfit ID of the avatar that has completed moderation.
|
||||
- name: moderationStatus
|
||||
type: ModerationStatus
|
||||
default:
|
||||
summary: |
|
||||
The final `Enum.ModerationStatus` result after moderation completion.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities: []
|
||||
callbacks: []
|
||||
File diff suppressed because it is too large
Load diff
53
.cursor/rules/roblox/reference/engine/classes/Backpack.yaml
Normal file
53
.cursor/rules/roblox/reference/engine/classes/Backpack.yaml
Normal file
|
|
@ -0,0 +1,53 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: Backpack
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
A container object that holds a player's inventory. Any `Class.Tool` in a
|
||||
player's Backpack will be displayed in their inventory at the bottom of their
|
||||
screen.
|
||||
description: |
|
||||
A container object that holds a player's inventory. Any `Class.Tool` in a
|
||||
player's Backpack will be displayed in their inventory at the bottom of their
|
||||
screen. Selecting `Class.Tool|Tools` from the inventory will equip the
|
||||
`Class.Tool`, moving it from the Backpack to the player's character.
|
||||
|
||||
The Backpack can also store `Class.Script|Scripts` and
|
||||
`Class.LocalScript|LocalScripts`, which run when placed in a player's
|
||||
Backpack.
|
||||
|
||||
When a player's character spawns, the contents of the `Class.StarterPack` and
|
||||
their `Class.StarterGear` are copied into their Backpack. Once a character
|
||||
dies, the Backpack is removed and a new one will be created -- populating it
|
||||
with the contents of `Class.StarterPack` and `Class.StarterGear`.
|
||||
|
||||
Roblox provides an interface for a player to access their backpack and
|
||||
inventory by default at the bottom of the screen. If a developer wishes to
|
||||
disable the default Roblox backpack GUI and replace it with their own, they
|
||||
may do so using `Class.StarterGui:SetCoreGuiEnabled()`.
|
||||
|
||||
The Backpack can be accessed from both the client and the server.
|
||||
|
||||
```lua
|
||||
local Players = game:GetService("Players")
|
||||
|
||||
-- Accessing Backpack from a Server Script:
|
||||
local backpack = Players.PlayerName.Backpack
|
||||
|
||||
-- Accessing Backpack from a LocalScript:
|
||||
local backpack = Players.LocalPlayer.Backpack
|
||||
```
|
||||
code_samples:
|
||||
- Backpack-Give-Tool
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties: []
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,75 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: BackpackItem
|
||||
type: class
|
||||
memory_category: BaseParts
|
||||
summary: |
|
||||
BackpackItem is an abstract class for backpack items such as HopperBins and
|
||||
Tools.
|
||||
description: |
|
||||
BackpackItem is an abstract class for backpack items such as HopperBins and
|
||||
Tools.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Model
|
||||
descendants:
|
||||
- HopperBin
|
||||
- Tool
|
||||
tags:
|
||||
- NotCreatable
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: BackpackItem.TextureContent
|
||||
summary: |
|
||||
The texture icon that is displayed for a tool in the player's backpack.
|
||||
Only supports asset URIs.
|
||||
description: |
|
||||
The texture icon that is displayed for a tool in the player's backpack.
|
||||
|
||||
This property should be set to the content ID of an image uploaded to the
|
||||
Roblox website. Only asset URIs are supported for this property.
|
||||
|
||||
If this property is left blank, the `Class.Backpack` GUI will display the
|
||||
name of the tool instead.
|
||||
code_samples: []
|
||||
type: Content
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities: []
|
||||
- name: BackpackItem.TextureId
|
||||
summary: |
|
||||
The texture icon that is displayed for a tool in the player's backpack.
|
||||
description: |
|
||||
The texture icon that is displayed for a tool in the player's backpack.
|
||||
|
||||
This property should be set to the content ID of an image uploaded to the
|
||||
Roblox website.
|
||||
|
||||
If this property is left blank, the `Class.Backpack` GUI will display the
|
||||
name of the tool instead.
|
||||
code_samples: []
|
||||
type: ContentId
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities: []
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
368
.cursor/rules/roblox/reference/engine/classes/BadgeService.yaml
Normal file
368
.cursor/rules/roblox/reference/engine/classes/BadgeService.yaml
Normal file
|
|
@ -0,0 +1,368 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: BadgeService
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
Provides information on badges and awards them.
|
||||
description: |
|
||||
`BadgeService` provides information and functionality related to
|
||||
[badges](../../../production/publishing/badges.md). Badges are used across the
|
||||
platform to recognize a player's achievements and activity. Upon awarding a
|
||||
badge to a player, it is added to their inventory and displayed on their
|
||||
profile page.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags:
|
||||
- NotCreatable
|
||||
- Service
|
||||
deprecation_message: ''
|
||||
properties: []
|
||||
methods:
|
||||
- name: BadgeService:AwardBadgeAsync
|
||||
summary: |
|
||||
Award a badge to a player given the ID of each.
|
||||
description: |
|
||||
Grants a `Class.Player` a badge with the `Class.Player.UserId|UserId` and
|
||||
the badge ID.
|
||||
|
||||
In order to successfully award a badge:
|
||||
|
||||
- The player must be presently connected to the experience.
|
||||
- The player must not already have the badge (note that a player may
|
||||
delete an awarded badge from their profile and be awarded the badge
|
||||
again).
|
||||
- The badge must be awarded from a server-side `Class.Script` or a
|
||||
`Class.ModuleScript` eventually required by a `Class.Script`, not from a
|
||||
`Class.LocalScript`.
|
||||
- The badge must be awarded in a place that is part of the experience
|
||||
associated with the badge.
|
||||
- The badge must be enabled; check this using the `IsEnabled` property of
|
||||
the badge fetched through `Class.BadgeService:GetBadgeInfoAsync()`.
|
||||
|
||||
Rate limit is `50 + 35 * [number of users]` per minute.
|
||||
code_samples:
|
||||
- badges---awarding-a-badge
|
||||
parameters:
|
||||
- name: userId
|
||||
type: int64
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Player.UserId` of the user the badge is to be awarded to.
|
||||
- name: badgeId
|
||||
type: int64
|
||||
default:
|
||||
summary: |
|
||||
The ID of the badge to be awarded.
|
||||
returns:
|
||||
- type: boolean
|
||||
summary: |
|
||||
Boolean of `true` if the badge was awarded successfully.
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- AssetManagement
|
||||
- name: BadgeService:AwardBadge
|
||||
summary: |
|
||||
Award a badge to a player given the ID of each.
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: userId
|
||||
type: int64
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Player.UserId` of the user the badge is to be awarded to.
|
||||
- name: badgeId
|
||||
type: int64
|
||||
default:
|
||||
summary: |
|
||||
The ID of the badge to be awarded.
|
||||
returns:
|
||||
- type: boolean
|
||||
summary: |
|
||||
Boolean of `true` if the badge was awarded successfully.
|
||||
tags:
|
||||
- Yields
|
||||
- Deprecated
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- AssetManagement
|
||||
- name: BadgeService:CheckUserBadgesAsync
|
||||
summary: |
|
||||
Checks a list of badge IDs against a `Class.Player.UserId|UserId` and
|
||||
returns a list of badge IDs that the player owns.
|
||||
description: |
|
||||
Checks a list of badge IDs against a `Class.Player.UserId|UserId` and
|
||||
returns a list of badge IDs that the player owns. This method supports
|
||||
batches of up to 10 badges; use `Class.BadgeService:UserHasBadgeAsync()`
|
||||
for single badge lookups.
|
||||
|
||||
Any set of badges for any experience can be queried, no matter who created
|
||||
the badges or which experiences they are for. Any
|
||||
`Class.Player.UserId|UserId` can be used in a `Class.Script`, but in a
|
||||
`Class.LocalScript`, only the `Class.Player.UserId|UserId` of the local
|
||||
user whose client is running the script can be used.
|
||||
|
||||
Rate limit is `10 + 5 * [number of players]` per minute in each server.
|
||||
code_samples:
|
||||
- badges---checking-earned-badges-batch
|
||||
parameters:
|
||||
- name: userId
|
||||
type: int64
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Player.UserId|UserId` of the player to check for ownership
|
||||
of the specified badges.
|
||||
- name: badgeIds
|
||||
type: Array
|
||||
default:
|
||||
summary: |
|
||||
The list of IDs of the badges to check ownership of. Maximum length
|
||||
of 10.
|
||||
returns:
|
||||
- type: Array
|
||||
summary: |
|
||||
The list of badge IDs the given user owns out of the provided badge
|
||||
IDs. Empty if none of the provided badges are owned by the given user.
|
||||
Not guaranteed to be in the same order as the input list.
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- AssetManagement
|
||||
- name: BadgeService:GetBadgeInfoAsync
|
||||
summary: |
|
||||
Fetch information about a badge given its ID.
|
||||
description: |
|
||||
This method fetches information about a badge given its ID and returns a
|
||||
dictionary with the following fields:
|
||||
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Key</th>
|
||||
<th>Type</th>
|
||||
<th>Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td><code>Name</code></td>
|
||||
<td>string</td>
|
||||
<td>The name of the badge.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><code>Description</code></td>
|
||||
<td>string</td>
|
||||
<td>The description of the badge.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><code>IconImageId</code></td>
|
||||
<td>int64</td>
|
||||
<td>The asset ID of the image for the badge.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><code>IsEnabled</code></td>
|
||||
<td>boolean</td>
|
||||
<td>Indicates whether the badge is available to be awarded.</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
This method takes a brief moment to load the information from Roblox;
|
||||
repeated calls will cache for a short duration.
|
||||
code_samples:
|
||||
- getbadgeinfoasync
|
||||
parameters:
|
||||
- name: badgeId
|
||||
type: int64
|
||||
default:
|
||||
summary: |
|
||||
The badge ID of the badge whose information should be fetched.
|
||||
returns:
|
||||
- type: Dictionary
|
||||
summary: |
|
||||
A dictionary of information about the specified badge.
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- AssetManagement
|
||||
- name: BadgeService:IsDisabled
|
||||
summary: |
|
||||
Returns whether a given badge is disabled.
|
||||
description: |
|
||||
This function returns whether the badge with the given ID is marked
|
||||
**disabled** on the Roblox website. A badge can be disabled by its owner
|
||||
on its page on the Roblox website, in the settings sub-menu. When a badge
|
||||
is disabled, this function returns true and the badge can no longer be
|
||||
awarded. A badge may be quickly re-enabled through the same menu.
|
||||
|
||||
In Studio, a badge can only be tested if it is **disabled**. Calling this
|
||||
function with an enabled badge in Studio will return **true** and produce
|
||||
a warning "Sorry, badges can only be tested if they are disabled on Roblox
|
||||
game servers".
|
||||
|
||||
Note that even if a badge is enabled it may not necessarily be awardable
|
||||
(for example if it isn't associated with the current game).
|
||||
|
||||
Badges that are associated with special events are a common reason for a
|
||||
badge to be disabled. Often, it is easier to simply disable a badge
|
||||
instead of hard-coding a time check for when some event ends.
|
||||
code_samples:
|
||||
- BadgeService-IsDisabled1
|
||||
parameters:
|
||||
- name: badgeId
|
||||
type: int64
|
||||
default:
|
||||
summary: |
|
||||
The ID of the badge.
|
||||
returns:
|
||||
- type: boolean
|
||||
summary: |
|
||||
True if the specified badge is not available to be awarded.
|
||||
tags:
|
||||
- Yields
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This function is deprecated. Do not use it for new work. Instead, it can
|
||||
be checked by calling BadgeService:GetBadgeInfoAsync() and checking the
|
||||
IsEnabled field.
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- AssetManagement
|
||||
- name: BadgeService:IsLegal
|
||||
summary: |
|
||||
Determines if a given badge is associated with the current game.
|
||||
description: |
|
||||
This function determines if a given badge is associated with the current
|
||||
game. It returns true if the badge is associated with the current game.
|
||||
|
||||
Badges can only be awarded from a place that is part of the game
|
||||
associated with the badge. This means, for example, a developer cannot
|
||||
award a badge associated with another developer's game.
|
||||
|
||||
Even if this returns true, a badge may still not be award-able. For
|
||||
example, it may be disabled.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: badgeId
|
||||
type: int64
|
||||
default:
|
||||
summary: |
|
||||
The badge ID of the badge.
|
||||
returns:
|
||||
- type: boolean
|
||||
summary: |
|
||||
True if the badge is associated with the current game.
|
||||
tags:
|
||||
- Yields
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This function is deprecated and will always return true. Do not use it for
|
||||
new work.
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- AssetManagement
|
||||
- name: BadgeService:UserHasBadge
|
||||
summary: |
|
||||
Checks whether a user has the badge given the `Class.Player.UserId` and
|
||||
the badge ID.
|
||||
description: |
|
||||
Checks and returns whether a `Class.Player` owns a badge given their
|
||||
`Class.Player.UserId|UserId` and the badge ID. You can call the function
|
||||
from the server in a `Class.Script` or `Class.ModuleScript` eventually
|
||||
required by a `Class.Script`, and the user in question must be present in
|
||||
the server for the query to run. When calling the method from the client
|
||||
in a `Class.LocalScript`, it only works for the local user whose client is
|
||||
running the script.
|
||||
|
||||
Any badge for any experience can be queried, no matter who created the
|
||||
badge or which experience it is used for.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: userId
|
||||
type: int64
|
||||
default:
|
||||
summary: |
|
||||
The user ID of the user.
|
||||
- name: badgeId
|
||||
type: int64
|
||||
default:
|
||||
summary: |
|
||||
The badge ID of the badge.
|
||||
returns:
|
||||
- type: boolean
|
||||
summary: |
|
||||
True if the user has the badge.
|
||||
tags:
|
||||
- Yields
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This method has been superseded by
|
||||
`Class.BadgeService:UserHasBadgeAsync()` which should be used for new
|
||||
instead.
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- AssetManagement
|
||||
- name: BadgeService:UserHasBadgeAsync
|
||||
summary: |
|
||||
Checks whether a player has the badge given the `Class.Player.UserId` and
|
||||
the badge ID.
|
||||
description: |
|
||||
Checks and returns whether a `Class.Player` owns a badge given their
|
||||
`Class.Player.UserId|UserId` and the badge ID. You can call this method
|
||||
from the server in a `Class.Script` or `Class.ModuleScript` eventually
|
||||
required by a `Class.Script`, and the user in question must be present in
|
||||
the server for the query to run. When calling this method from the client
|
||||
in a `Class.LocalScript`, it only works for the local user whose client is
|
||||
running the script.
|
||||
|
||||
Any badge for any experience can be queried, no matter who created the
|
||||
badge or which experience it is used for.
|
||||
|
||||
Rate limit is `50 + 35 * [number of players]` per minute.
|
||||
code_samples:
|
||||
- badges---checking-earned-badges
|
||||
parameters:
|
||||
- name: userId
|
||||
type: int64
|
||||
default:
|
||||
summary: |
|
||||
The `Class.Player.UserId` of the player to check for ownership of the
|
||||
specified badge.
|
||||
- name: badgeId
|
||||
type: int64
|
||||
default:
|
||||
summary: |
|
||||
The badge ID of the badge whose ownership will be checked.
|
||||
returns:
|
||||
- type: boolean
|
||||
summary: |
|
||||
Indicates if the specified user has the specified badge.
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- AssetManagement
|
||||
events: []
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,232 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: BallSocketConstraint
|
||||
type: class
|
||||
memory_category: BaseParts
|
||||
summary: |
|
||||
Forces its two attachments into the same position and allows them to freely
|
||||
rotate about all three axes, with optional limits to restrict both tilt and
|
||||
twist.
|
||||
description: |
|
||||
A `BallSocketConstraint` constrains its `Class.Attachment|Attachments` so that
|
||||
they occupy the same position. By default it allows both attachments to freely
|
||||
rotate about all of their axes, but if
|
||||
`Class.BallSocketConstraint.LimitsEnabled|LimitsEnabled` is `true`, the
|
||||
attachments can only rotate in a limited cone.
|
||||
|
||||
Note that if this constraint attaches one part (**A**) to another part (**B**)
|
||||
that is anchored or connected to an anchored part (**Z**), part **A** will not
|
||||
be locally simulated when interacting with a player.
|
||||
|
||||
When configuring this constraint, it may be helpful to study
|
||||
[Roblox Units](../../../physics/units.md) to understand how Roblox units
|
||||
compare to metric units.
|
||||
|
||||
#### Limits
|
||||
|
||||
You can set limits to restrict both **tilt** and **twist** of a ball socket,
|
||||
similar to how a human's head can tilt and turn within a limited axial range.
|
||||
Enabling the `Class.BallSocketConstraint.LimitsEnabled|LimitsEnabled` property
|
||||
exposes the `Class.BallSocketConstraint.UpperAngle|UpperAngle` value to
|
||||
restrict **tilt** within a cone; it also exposes the
|
||||
`Class.BallSocketConstraint.TwistLimitsEnabled|TwistLimitsEnabled` property
|
||||
which, when enabled, lets you restrict **twist** rotation through the
|
||||
`Class.BallSocketConstraint.TwistLowerAngle|TwistLowerAngle` and
|
||||
`Class.BallSocketConstraint.TwistUpperAngle|TwistUpperAngle` limits.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Constraint
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: BallSocketConstraint.LimitsEnabled
|
||||
summary: |
|
||||
Sets whether the `BallSocketConstraint` sets a limit on rotation based on
|
||||
`Class.BallSocketConstraint.UpperAngle|UpperAngle`.
|
||||
description: |
|
||||
Sets whether the `BallSocketConstraint` has a limit on rotation based on
|
||||
`Class.BallSocketConstraint.UpperAngle|UpperAngle`. When `true`, it
|
||||
enforces that its `Class.Constraint.Attachment1|Attachment1` isn't rotated
|
||||
more than a set angle from its `Class.Constraint.Attachment0|Attachment0`.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: BallSocket
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: BallSocketConstraint.MaxFrictionTorque
|
||||
summary: |
|
||||
Sets the maximum frictional torque applied to keep its
|
||||
`Class.Attachment|Attachments` aligned.
|
||||
description: |
|
||||
Sets the maximum frictional torque applied to keep its
|
||||
`Class.Attachment|Attachments` aligned.
|
||||
|
||||
`MaxFrictionTorque` specifies the stiffness of the `BallSocketConstraint`
|
||||
(how much it resists rotation around its `Class.Attachment|Attachments`).
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Friction
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: BallSocketConstraint.Radius
|
||||
summary: |
|
||||
The visualized radius of the `BallSocketConstraint`.
|
||||
description: |
|
||||
The visualized radius of the `BallSocketConstraint`.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: BallSocketConstraint.Restitution
|
||||
summary: |
|
||||
How elastic `Class.Attachment|Attachments` connected by a
|
||||
`BallSocketConstraint` will be when they reach the end of the range
|
||||
specified by `Class.BallSocketConstraint.UpperAngle|UpperAngle` when
|
||||
`Class.BallSocketConstraint.LimitsEnabled|LimitsEnabled` is `true`.
|
||||
description: |
|
||||
How elastic `Class.Attachment|Attachments` connected by a
|
||||
`BallSocketConstraint` will be when they reach the end of the range
|
||||
specified by `Class.BallSocketConstraint.UpperAngle|UpperAngle` when
|
||||
`Class.BallSocketConstraint.LimitsEnabled|LimitsEnabled` is `true`.
|
||||
Constrained between 0 and 1.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Limits
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: BallSocketConstraint.TwistLimitsEnabled
|
||||
summary: |
|
||||
Sets whether the `BallSocketConstraint` sets a limit on twist rotation
|
||||
based on `Class.BallSocketConstraint.TwistUpperAngle|TwistUpperAngle` and
|
||||
`Class.BallSocketConstraint.TwistLowerAngle|TwistLowerAngle`.
|
||||
description: |
|
||||
Sets whether the `BallSocketConstraint` sets a limit on twist rotation
|
||||
based on `Class.BallSocketConstraint.TwistUpperAngle|TwistUpperAngle` and
|
||||
`Class.BallSocketConstraint.TwistLowerAngle|TwistLowerAngle`. The twist
|
||||
angle is defined as the angle between the **Y** axis of
|
||||
`Class.Constraint.Attachment1|Attachment1` and the **Y** axis of
|
||||
`Class.Constraint.Attachment0|Attachment0`.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Limits
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: BallSocketConstraint.TwistLowerAngle
|
||||
summary: |
|
||||
Sets the lower twist rotation limit of the `BallSocketConstraint`, as long
|
||||
as `Class.BallSocketConstraint.TwistLimitsEnabled|TwistLimitsEnabled` is
|
||||
`true`.
|
||||
description: |
|
||||
Sets the lower twist rotation limit of the `BallSocketConstraint`, as long
|
||||
as `Class.BallSocketConstraint.TwistLimitsEnabled|TwistLimitsEnabled` is
|
||||
`true`.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: TwistLimits
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: BallSocketConstraint.TwistUpperAngle
|
||||
summary: |
|
||||
Sets the upper twist rotation limit of the `BallSocketConstraint`, as long
|
||||
as `Class.BallSocketConstraint.TwistLimitsEnabled|TwistLimitsEnabled` is
|
||||
`true`.
|
||||
description: |
|
||||
Sets the upper twist rotation limit of the `BallSocketConstraint`, as long
|
||||
as `Class.BallSocketConstraint.TwistLimitsEnabled|TwistLimitsEnabled` is
|
||||
`true`.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: TwistLimits
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: BallSocketConstraint.UpperAngle
|
||||
summary: |
|
||||
Sets the upper rotation limit of the `BallSocketConstraint`, as long as
|
||||
`Class.BallSocketConstraint.LimitsEnabled|LimitsEnabled` is `true`.
|
||||
description: |
|
||||
Sets the upper rotation limit of the `BallSocketConstraint`, as long as
|
||||
`Class.BallSocketConstraint.LimitsEnabled|LimitsEnabled` is `true`.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Limits
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,68 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: BanHistoryPages
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
Returned by `Class.Players:GetBanHistoryAsync` to view the entire ban and
|
||||
unban history of any UserId.
|
||||
description: |
|
||||
`Class.BanHistoryPages` is returned by `Class.Players:GetBanHistoryAsync()`.
|
||||
This instance allows an experience to view the entire ban and unban history of
|
||||
any player within the experience's universe.
|
||||
|
||||
The items within `Class.BanHistoryPages` are tables with the following fields:
|
||||
|
||||
<table><thead>
|
||||
<tr>
|
||||
<th>Name</th>
|
||||
<th>Type</th>
|
||||
<th>Description</th>
|
||||
</tr></thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td><code>DisplayReason</code></td>
|
||||
<td>string</td>
|
||||
<td>The <code>DisplayReason</code> that was shown to the user</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><code>PrivateReason</code></td>
|
||||
<td>string</td>
|
||||
<td>The <code>PrivateReason</code> that was sent with this ban.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><code>StartTime</code></td>
|
||||
<td>string</td>
|
||||
<td>The time that this ban was applied in ISO 8601 format.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><code>Duration</code></td>
|
||||
<td>number</td>
|
||||
<td>The length of the ban in seconds. If it is a permanent ban, it will be <code>-1</code>.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><code>Ban</code></td>
|
||||
<td>boolean</td>
|
||||
<td>If the action was a ban, it will be <code>true</code>. If the action was an unban, it will be <code>false</code>.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><code>PlaceId</code></td>
|
||||
<td>number</td>
|
||||
<td>The place in which a ban or unban was explicitly updated. This field is <code>-1</code> if the action was applied on the universe level.</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Pages
|
||||
descendants: []
|
||||
tags:
|
||||
- NotCreatable
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
properties: []
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
3136
.cursor/rules/roblox/reference/engine/classes/BasePart.yaml
Normal file
3136
.cursor/rules/roblox/reference/engine/classes/BasePart.yaml
Normal file
File diff suppressed because it is too large
Load diff
|
|
@ -0,0 +1,73 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: BasePlayerGui
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
The BasePlayerGui is an abstract class which the GUI drawing storage classes
|
||||
inherit from.
|
||||
description: |
|
||||
The BasePlayerGui is an abstract class that all GUI drawing storage classes
|
||||
inherit from.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants:
|
||||
- CoreGui
|
||||
- PlayerGui
|
||||
- StarterGui
|
||||
tags:
|
||||
- NotCreatable
|
||||
deprecation_message: ''
|
||||
properties: []
|
||||
methods:
|
||||
- name: BasePlayerGui:GetGuiObjectsAtPosition
|
||||
summary: |
|
||||
Returns a list of all `Class.GuiObject` instances occupying the given
|
||||
point on the screen.
|
||||
description: |
|
||||
Takes a screen position and returns a list of all the `Class.GuiObject`
|
||||
instances that are occupying that screen position, sorted in the order
|
||||
they appear on-screen from top to bottom as the first and last index,
|
||||
respectively.
|
||||
|
||||
The main use case is to get GUI objects under the player's mouse or touch
|
||||
inputs to do things like allow selection or highlighting. These effects
|
||||
can already be achieved using `Class.GuiObject.MouseEnter` and
|
||||
`Class.GuiObject.MouseLeave` but this requires the developer to track
|
||||
these events for their UI objects all the time even if they only need this
|
||||
functionality in specific circumstances.
|
||||
|
||||
Since the child classes of `Class.BasePlayerGui` inherit this function, it
|
||||
can be fired by class objects such as the `Class.PlayerGui` and
|
||||
`Class.StarterGui` folders.
|
||||
code_samples:
|
||||
- selecting-guis-at-a-position
|
||||
parameters:
|
||||
- name: x
|
||||
type: int
|
||||
default:
|
||||
summary: |
|
||||
The x position on the screen relative to the top left corner after the
|
||||
`Class.GuiService:GetGuiInset()|GuiInset` is applied.
|
||||
- name: 'y'
|
||||
type: int
|
||||
default:
|
||||
summary: |
|
||||
The y position on the screen relative to the top left corner after the
|
||||
`Class.GuiService:GetGuiInset()|GuiInset` is applied.
|
||||
returns:
|
||||
- type: Instances
|
||||
summary: |
|
||||
A table of the `Class.GuiObject` instances that occupy the given
|
||||
screen space.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- UI
|
||||
events: []
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,22 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: BaseRemoteEvent
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants:
|
||||
- RemoteEvent
|
||||
- UnreliableRemoteEvent
|
||||
tags:
|
||||
- NotCreatable
|
||||
deprecation_message: ''
|
||||
properties: []
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
161
.cursor/rules/roblox/reference/engine/classes/BaseScript.yaml
Normal file
161
.cursor/rules/roblox/reference/engine/classes/BaseScript.yaml
Normal file
|
|
@ -0,0 +1,161 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: BaseScript
|
||||
type: class
|
||||
memory_category: Script
|
||||
summary: |
|
||||
The base class for all script objects which run automatically.
|
||||
description: |
|
||||
The base class for all script objects which run automatically.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- LuaSourceContainer
|
||||
descendants:
|
||||
- Script
|
||||
tags:
|
||||
- NotCreatable
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: BaseScript.Disabled
|
||||
summary: |
|
||||
Determines whether a `Class.BaseScript` will run or not.
|
||||
description: |
|
||||
Determines whether a `Class.BaseScript` will run or not.
|
||||
|
||||
If a script is disabled by changing this property to true while the script
|
||||
is running, the current running thread of the script will be terminated.
|
||||
|
||||
If this property is changed from true to false, the script will run again.
|
||||
This means that `Class.BaseScript.Disabled|Disabled` can be toggled to
|
||||
restart a script:
|
||||
|
||||
```lua
|
||||
scriptObject.Disabled = true
|
||||
scriptObject.Disabled = false
|
||||
```
|
||||
|
||||
Note that the above code snippet cannot be used within the script itself,
|
||||
since disabling the script from within itself will terminate the thread
|
||||
and the line to reenable it will never execute.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Behavior
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities: []
|
||||
- name: BaseScript.Enabled
|
||||
summary: |
|
||||
Determines whether a `Class.BaseScript` will run or not.
|
||||
description: |
|
||||
Determines whether a `Class.BaseScript` will run or not. This should be
|
||||
used in favor of the similar but opposite
|
||||
`Class.BaseScript.Disabled|Disabled` property.
|
||||
|
||||
If a script is disabled by changing this property to false while the
|
||||
script is running, the current running thread of the script will be
|
||||
terminated.
|
||||
|
||||
If this property is changed from false to true, the script will run again.
|
||||
This means that `Class.BaseScript.Enabled|Enabled` can be toggled to
|
||||
restart a script:
|
||||
|
||||
```lua
|
||||
scriptObject.Enabled = false
|
||||
scriptObject.Enabled = true
|
||||
```
|
||||
|
||||
Note that the above code snippet cannot be used within the script itself,
|
||||
since disabling the script from within itself will terminate the thread
|
||||
and the line to reenable it will never execute.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags:
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Behavior
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities: []
|
||||
- name: BaseScript.LinkedSource
|
||||
summary: |
|
||||
The content ID of an uploaded script. When set binds the uploaded code to
|
||||
the script's `Class.Script.Source`.
|
||||
description: |
|
||||
The content ID of an uploaded script. When set binds the uploaded code to
|
||||
the script's `Class.Script.Source`.
|
||||
|
||||
By default, this property is set to _'[Embedded]'_. This means the source
|
||||
of the script is not linked to an upload script and is instead written in
|
||||
the script.
|
||||
|
||||
```lua
|
||||
script.LinkedSource = "http://www.roblox.com/asset/?id=1014476" -- link source
|
||||
```
|
||||
|
||||
Developers should remove a linked source via the properties window, rather
|
||||
than setting the property to _'[Embedded]'_.
|
||||
|
||||
For the LinkedSource property for `Class.ModuleScript|ModuleScripts`,
|
||||
please see `Class.ModuleScript.LinkedSource`.
|
||||
code_samples: []
|
||||
type: ContentId
|
||||
tags:
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This property is now replaced by
|
||||
[packages](../../../projects/assets/packages.md) which has greater
|
||||
functionality.
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities: []
|
||||
- name: BaseScript.RunContext
|
||||
summary: |
|
||||
Determines the context under which the script will run.
|
||||
description: |
|
||||
Determines the context under which the script will run.
|
||||
|
||||
When using the Legacy RunContext scripts will only run when parented to
|
||||
certain containers dependent on whether they are a `Class.Script` or
|
||||
`Class.LocalScript`.
|
||||
|
||||
If RunContext is assigned while the script is running any threads created
|
||||
by the script will be terminated and the script will start running under
|
||||
the new context if possible.
|
||||
|
||||
Note, RunContext cannot be used from a LocalScript.
|
||||
code_samples: []
|
||||
type: RunContext
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: PluginSecurity
|
||||
thread_safety: ReadSafe
|
||||
category: Behavior
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities: []
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
206
.cursor/rules/roblox/reference/engine/classes/BaseWrap.yaml
Normal file
206
.cursor/rules/roblox/reference/engine/classes/BaseWrap.yaml
Normal file
|
|
@ -0,0 +1,206 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: BaseWrap
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: ''
|
||||
description: |
|
||||
The base class for `Class.WrapTarget` and `Class.WrapLayer` objects. Note that
|
||||
`Class.MeshPart` is the only valid parent type for `Class.BaseWrap` and that
|
||||
it behaves more like a component of `Class.MeshPart` than an independent
|
||||
object.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants:
|
||||
- WrapDeformer
|
||||
- WrapLayer
|
||||
- WrapTarget
|
||||
tags:
|
||||
- NotCreatable
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: BaseWrap.CageMeshContent
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: Content
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: PluginSecurity
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Avatar
|
||||
- name: BaseWrap.CageMeshId
|
||||
summary: |
|
||||
Asset ID for cage mesh.
|
||||
description: |
|
||||
This property is set up automatically by the 3D Importer.
|
||||
|
||||
Asset ID for cage mesh.
|
||||
code_samples: []
|
||||
type: ContentId
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: PluginSecurity
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Avatar
|
||||
- name: BaseWrap.CageOrigin
|
||||
summary: |
|
||||
Cage mesh offset relative to parent `Class.MeshPart`.
|
||||
description: |
|
||||
This property is set up automatically by the 3D Importer.
|
||||
|
||||
Cage mesh offset relative to parent `Class.MeshPart`.
|
||||
code_samples: []
|
||||
type: CFrame
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: PluginSecurity
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Avatar
|
||||
- name: BaseWrap.CageOriginWorld
|
||||
summary: |
|
||||
Cage mesh offset in world space.
|
||||
description: |
|
||||
Cage mesh offset in world space.
|
||||
code_samples: []
|
||||
type: CFrame
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Avatar
|
||||
- name: BaseWrap.HSRAssetId
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: ContentId
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: RobloxScriptSecurity
|
||||
write: RobloxEngineSecurity
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Avatar
|
||||
- name: BaseWrap.ImportOrigin
|
||||
summary: |
|
||||
Describes where a global zero was while authoring the cage mesh in an
|
||||
asset creation tool.
|
||||
description: |
|
||||
This property is set up automatically by the 3D Importer.
|
||||
|
||||
Describes where a global zero was while authoring the cage mesh in an
|
||||
asset creation tool such as Blender or Maya. This property is not used by
|
||||
the deformer but it is useful for tools/aligning scripts, for example
|
||||
aligning two parts by matching their pivots as follows:
|
||||
|
||||
```lua
|
||||
local function alignWraps()
|
||||
local selectionService = game:GetService("Selection")
|
||||
local selectedObjects = selectionService:Get()
|
||||
local alignObjects = {}
|
||||
for _, obj in selectedObjects do
|
||||
if obj:IsA("BaseWrap") then
|
||||
--print("Wrap: " .. obj.Name)
|
||||
table.insert(alignObjects, obj)
|
||||
else
|
||||
print("Ignore: " .. obj.Name)
|
||||
end
|
||||
end
|
||||
|
||||
if #alignObjects < 2 then
|
||||
warn("You need to select at least two wraps")
|
||||
return
|
||||
end
|
||||
|
||||
local anchorWrap = alignObjects[1]
|
||||
local worldA_from_Wrap = anchorWrap.ImportOriginWorld
|
||||
print("Anchor: " .. anchorWrap.Name)
|
||||
for i = 2, #alignObjects do
|
||||
local wrapToAlign = alignObjects[i]
|
||||
print("Align: " .. wrapToAlign.Name)
|
||||
local wrap_from_WorldB = wrapToAlign.ImportOriginWorld:Inverse()
|
||||
local worldA_from_WorldB = worldA_from_Wrap * wrap_from_WorldB
|
||||
local worldB = wrapToAlign.Parent.CFrame
|
||||
-- Note: adjust CFrame of the parent part
|
||||
wrapToAlign.Parent.CFrame = (worldB_from_WorldB * worldB)
|
||||
end
|
||||
end
|
||||
```
|
||||
code_samples: []
|
||||
type: CFrame
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: PluginSecurity
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Avatar
|
||||
- name: BaseWrap.ImportOriginWorld
|
||||
summary: |
|
||||
Describes where the origin (in world space) was while authoring the cage
|
||||
mesh in an asset creation tool.
|
||||
description: |
|
||||
Describes where the origin (in world space) was while authoring the cage
|
||||
mesh in an asset creation tool such as Blender or Maya.
|
||||
code_samples: []
|
||||
type: CFrame
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Avatar
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
646
.cursor/rules/roblox/reference/engine/classes/Beam.yaml
Normal file
646
.cursor/rules/roblox/reference/engine/classes/Beam.yaml
Normal file
|
|
@ -0,0 +1,646 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: Beam
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
Connects two `Class.Attachment|Attachments` by drawing a texture between them.
|
||||
description: |
|
||||
A **Beam** object connects two `Class.Attachment|Attachments` by drawing a
|
||||
texture between them.
|
||||
|
||||
To display, a beam must be a descendant of the `Class.Workspace` with its
|
||||
`Class.Beam.Attachment0|Attachment0` and `Class.Beam.Attachment1|Attachment1`
|
||||
properties set to `Class.Attachment|Attachments` also descending from the
|
||||
`Class.Workspace`.
|
||||
|
||||
The beam's appearance can be customized using the range of properties outlined
|
||||
below. Also see the [Beams](../../../effects/beams.md) guide for visual
|
||||
examples.
|
||||
|
||||
#### Beam Curvature
|
||||
|
||||
Beams are configured to use a cubic Bézier curve formed by four control
|
||||
points. This means they are not constrained to straight lines and the curve of
|
||||
the beam can be modified by changing `Class.Beam.CurveSize0|CurveSize0`,
|
||||
`Class.Beam.CurveSize1|CurveSize1`, and the orientation of the beam's
|
||||
`Class.Attachment|Attachments`.
|
||||
|
||||
- **P0** — The start of the beam; position of
|
||||
`Class.Beam.Attachment0|Attachment0`.
|
||||
- **P1** — `Class.Beam.CurveSize0|CurveSize0` studs away from
|
||||
`Class.Beam.Attachment0|Attachment0`, in the positive **X** direction of
|
||||
`Class.Beam.Attachment0|Attachment0`.
|
||||
- **P2** — `Class.Beam.CurveSize1|CurveSize1` studs away from
|
||||
`Class.Beam.Attachment1|Attachment1`, in the negative **X** direction of
|
||||
`Class.Beam.Attachment1|Attachment1`.
|
||||
- **P3** — The end of the beam; position of
|
||||
`Class.Beam.Attachment1|Attachment1`
|
||||
|
||||
<img src="/assets/engine-api/classes/Beam/Curvature-Diagram.png" width="800" alt="Beam curvature diagram" />
|
||||
code_samples:
|
||||
- Creating-a-Beam-From-Scratch
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: Beam.Attachment0
|
||||
summary: |
|
||||
The `Class.Attachment` the beam originates from.
|
||||
description: |
|
||||
The `Class.Attachment` the beam originates from. This attachment is the
|
||||
first control point on the beam's cubic Bézier curve; its orientation,
|
||||
alongside the `Class.Beam.CurveSize0|CurveSize0` property, determines the
|
||||
position of the second control point. See
|
||||
[Beams](../../../effects/beams.md#curve) for more details.
|
||||
|
||||
For the `Class.Attachment` where the beam ends, see
|
||||
`Class.Beam.Attachment1|Attachment1`.
|
||||
code_samples: []
|
||||
type: Attachment
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Shape
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Beam.Attachment1
|
||||
summary: |
|
||||
The `Class.Attachment` the beam ends at.
|
||||
description: |
|
||||
The `Class.Attachment` the beam ends at. This attachment is the fourth and
|
||||
final control point on the beam's cubic Bézier curve; its orientation,
|
||||
alongside the `Class.Beam.CurveSize1|CurveSize1` property, determines the
|
||||
position of the third control point. See
|
||||
[Beams](../../../effects/beams.md#curve) for more details.
|
||||
|
||||
For the `Class.Attachment` where the beam originates from, see
|
||||
`Class.Beam.Attachment0|Attachment0`.
|
||||
code_samples: []
|
||||
type: Attachment
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Shape
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Beam.Brightness
|
||||
summary: |
|
||||
Scales the light emitted from the beam when
|
||||
`Class.Beam.LightInfluence|LightInfluence` is less than 1.
|
||||
description: |
|
||||
Scales the light emitted from the beam when
|
||||
`Class.Beam.LightInfluence|LightInfluence` is less than 1. This property
|
||||
is 1 by default and can set to any number within the range of 0 to 10000.
|
||||
Increasing the value of `Class.Beam.LightInfluence|LightInfluence`
|
||||
decreases the effect of this property's value.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Beam.Color
|
||||
summary: |
|
||||
Determines the color of the beam across its
|
||||
`Class.Beam.Segments|Segments`.
|
||||
description: |
|
||||
Determines the color of the beam across its
|
||||
`Class.Beam.Segments|Segments`. If `Class.Beam.Texture|Texture` is set,
|
||||
this color will be applied to the beam's texture. If no
|
||||
`Class.Beam.Texture|Texture` is set, the `Class.Beam` will appear as a
|
||||
solid line colored in accordance with this property.
|
||||
|
||||
This property is a `Datatype.ColorSequence`, allowing the color to be
|
||||
configured to vary across the length of the beam. Consider the following
|
||||
`Datatype.ColorSequence` which, when applied to a beam, would yield the
|
||||
pictured result.
|
||||
|
||||
```lua
|
||||
local colorSequence = ColorSequence.new({
|
||||
ColorSequenceKeypoint.new(0, Color3.fromRGB(255, 0, 0)), -- Red
|
||||
ColorSequenceKeypoint.new(0.5, Color3.fromRGB(0, 188, 203)), -- Cyan
|
||||
ColorSequenceKeypoint.new(1, Color3.fromRGB(196, 0, 255)), -- Purple
|
||||
}
|
||||
)
|
||||
```
|
||||
|
||||
<img src="/assets/lighting-and-effects/beam/ColorSequence-Applied.png" width="800" />
|
||||
|
||||
Note the beam's coloration also depends on the number of
|
||||
`Class.Beam.Segments|Segments` the `Class.Beam` has. Each segment of the
|
||||
beam can only show a transition between two colors. Therefore a
|
||||
`Class.Beam` will need to have at least `n-1` segments in order for the
|
||||
color to display correctly, where `n` is the number of
|
||||
`Datatype.ColorSequenceKeypoint|ColorSequenceKeypoints` in the
|
||||
`Datatype.ColorSequence`.
|
||||
code_samples: []
|
||||
type: ColorSequence
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Beam.CurveSize0
|
||||
summary: |
|
||||
Determines, along with `Class.Beam.Attachment0|Attachment0`, the position
|
||||
of the second control point in the beam's Bézier curve.
|
||||
description: |
|
||||
Determines, along with `Class.Beam.Attachment0|Attachment0`, the position
|
||||
of the second control point in the beam's Bézier curve. See
|
||||
[Beams](../../../effects/beams.md#curve) for more details.
|
||||
|
||||
The position of this point can be determined by the following equation:
|
||||
|
||||
```lua
|
||||
local controlPoint2 = Beam.Attachment0.WorldPosition + (Beam.Attachment0.CFrame.RightVector * Beam.CurveSize0)
|
||||
```
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Shape
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Beam.CurveSize1
|
||||
summary: |
|
||||
Determines, along with `Class.Beam.Attachment1|Attachment1`, the position
|
||||
of the third control point in the beam's Bézier curve.
|
||||
description: |
|
||||
Determines, along with `Class.Beam.Attachment1|Attachment1`, the position
|
||||
of the third control point in the beam's Bézier curve. See
|
||||
[Beams](../../../effects/beams.md#curve) for more details.
|
||||
|
||||
The position of this point can be determined by the following equation:
|
||||
|
||||
```lua
|
||||
local controlPoint3 = Beam.Attachment1.WorldPosition - (Beam.Attachment1.CFrame.RightVector * Beam.CurveSize1)
|
||||
```
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Shape
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Beam.Enabled
|
||||
summary: |
|
||||
Determines whether the beam is visible or not.
|
||||
description: |
|
||||
Determines whether the beam is visible or not.
|
||||
|
||||
When this property is set to false, the beam's
|
||||
`Class.Beam.Segments|Segments` will not be displayed.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Beam.FaceCamera
|
||||
summary: |
|
||||
Determines whether the `Class.Beam.Segments|Segments` of the beam will
|
||||
always face the camera, regardless of its orientation.
|
||||
description: |
|
||||
A `Class.Beam` is a 2D projection existing in 3D space, meaning that it
|
||||
may not be visible from every angle. The **FaceCamera** property, when set
|
||||
to `true`, ensures that the beam always faces the
|
||||
`Class.Workspace.CurrentCamera|CurrentCamera`, regardless of its
|
||||
orientation.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Shape
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Beam.LightEmission
|
||||
summary: |
|
||||
Determines to what degree the colors of the beam are blended with the
|
||||
colors behind it.
|
||||
description: |
|
||||
Determines to what degree the colors of the beam are blended with the
|
||||
colors behind it. It should be set in the range of 0 to 1. A value of 0
|
||||
uses normal blending modes and a value of 1 uses additive blending.
|
||||
|
||||
This property should not be confused with
|
||||
`Class.Beam.LightInfluence|LightInfluence` which determines how the beam
|
||||
is affected by environmental light.
|
||||
|
||||
This property does **not** cause the beam to light the environment.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Beam.LightInfluence
|
||||
summary: |
|
||||
Determines the degree to which the beam is influenced by the environment's
|
||||
lighting.
|
||||
description: |
|
||||
Determines the degree to which the beam is influenced by the environment's
|
||||
lighting, clamped between 0 and 1. When 0, the beam will be unaffected by
|
||||
the environment's lighting. When 1, it will be fully affected by lighting
|
||||
as a `Class.BasePart` would be.
|
||||
|
||||
See also `Class.Beam.LightEmission|LightEmission` which specifies to what
|
||||
degree the colors of the beam are blended with the colors behind it.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Beam.LocalTransparencyModifier
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: float
|
||||
tags:
|
||||
- Hidden
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Beam.Segments
|
||||
summary: |
|
||||
Sets how many straight segments the beam is made up of.
|
||||
description: |
|
||||
Rather than being a perfect curve, a beam is made up of straight segments.
|
||||
The more segments, the higher the resolution of the curve. The
|
||||
**Segments** property sets how many straight segments the beam is made up
|
||||
of, with a default value of 10.
|
||||
|
||||
Note that the `Class.Beam.Color|Color` and
|
||||
`Class.Beam.Transparency|Transparency` properties require a certain number
|
||||
of segments to display correctly. This is because each segment can only
|
||||
show a transition between two colors or transparencies. Therefore a
|
||||
`Class.Beam` requires at least `n-1` segments to display correctly, where
|
||||
`n` is the number of keypoint associated with the beam's
|
||||
`Class.Beam.Color|Color` and `Class.Beam.Transparency|Transparency`.
|
||||
code_samples: []
|
||||
type: int
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Shape
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Beam.Texture
|
||||
summary: |
|
||||
The content ID of the texture to be displayed on the beam.
|
||||
description: |
|
||||
The content ID of the texture to be displayed on the beam. If this
|
||||
property is not set, the beam will be displayed as a solid line; this also
|
||||
occurs when the texture is set to an invalid content ID or the image
|
||||
associated with the texture has not yet loaded.
|
||||
|
||||
The appearance of the texture can be further modified by other beam
|
||||
properties including `Class.Beam.Color|Color` and
|
||||
`Class.Beam.Transparency|Transparency`.
|
||||
|
||||
Scaling of the texture is determined by the
|
||||
`Class.Beam.TextureMode|TextureMode`,
|
||||
`Class.Beam.TextureLength|TextureLength`, `Class.Beam.Width0|Width0`, and
|
||||
`Class.Beam.Width1|Width1` properties.
|
||||
code_samples: []
|
||||
type: ContentId
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Beam.TextureLength
|
||||
summary: |
|
||||
Sets the length of the beam's texture, dependent on
|
||||
`Class.Beam.TextureMode|TextureMode`.
|
||||
description: |
|
||||
Sets the length of the beam's texture, dependent on
|
||||
`Class.Beam.TextureMode|TextureMode`.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Beam.TextureMode
|
||||
summary: |
|
||||
Determines the manner in which the `Class.Beam.Texture|Texture` scales and
|
||||
repeats.
|
||||
description: |
|
||||
This property, alongside `Class.Beam.TextureLength|TextureLength`,
|
||||
determines how a beam's `Class.Beam.Texture|Texture` repeats.
|
||||
|
||||
When set to `Enum.TextureMode.Wrap` or `Enum.TextureMode.Static`, the
|
||||
texture repetitions will equal the beam's overall length (in studs)
|
||||
divided by its `Class.Beam.TextureLength|TextureLength`.
|
||||
|
||||
<img src="/assets/engine-api/enums/TextureMode/Wrap-Static.png" width="720" alt="TextureMode diagram with Wrap mode" />
|
||||
|
||||
When set to `Enum.TextureMode.Stretch`, the texture will repeat
|
||||
`Class.Beam.TextureLength|TextureLength` times across the beam's overall
|
||||
length.
|
||||
|
||||
<img src="/assets/engine-api/enums/TextureMode/Stretch.png" width="720" alt="TextureMode diagram with Stretch mode" />
|
||||
code_samples: []
|
||||
type: TextureMode
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Beam.TextureSpeed
|
||||
summary: |
|
||||
Determines the speed at which the `Class.Beam.Texture|Texture` image moves
|
||||
along the beam.
|
||||
description: |
|
||||
Determines the speed at which the `Class.Beam.Texture|Texture` image moves
|
||||
along the beam. When this property is a positive value, the beam's texture
|
||||
will move from `Class.Beam.Attachment0|Attachment0` to
|
||||
`Class.Beam.Attachment1|Attachment1`. This direction can be inverted by
|
||||
setting this property to a negative number.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Beam.Transparency
|
||||
summary: |
|
||||
Determines the transparency of the beam across its segments.
|
||||
description: |
|
||||
Determines the transparency of the beam across its segments. This property
|
||||
is a `Datatype.NumberSequence`, allowing the transparency to be configured
|
||||
to vary across the length of the beam.
|
||||
|
||||
Consider the following `Datatype.NumberSequence` which, when applied to a
|
||||
beam, would yield the pictured result.
|
||||
|
||||
```lua
|
||||
local numberSequence = NumberSequence.new({
|
||||
NumberSequenceKeypoint.new(0, 0), -- Opaque
|
||||
NumberSequenceKeypoint.new(0.5, 1), -- Transparent
|
||||
NumberSequenceKeypoint.new(1, 0), -- Opaque
|
||||
}
|
||||
)
|
||||
```
|
||||
|
||||
<img src="/assets/lighting-and-effects/beam/Transparency-Applied.png" width="800" />
|
||||
|
||||
Note that the beam's transparency also depends on the number of
|
||||
`Class.Beam.Segments|Segments`. Each segment of the beam can only show a
|
||||
transition between two transparencies. Therefore a beam will need to have
|
||||
at least `n-1` segments in order to display correctly, where `n` is the
|
||||
number of `Datatype.NumberSequenceKeypoint|NumberSequenceKeypoints` in the
|
||||
`Datatype.NumberSequence`.
|
||||
code_samples: []
|
||||
type: NumberSequence
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Beam.Width0
|
||||
summary: |
|
||||
The width of the beam at its origin
|
||||
(`Class.Beam.Attachment0|Attachment0`), in studs.
|
||||
description: |
|
||||
The width of the beam at its origin
|
||||
(`Class.Beam.Attachment0|Attachment0`), in studs. The beam's width will
|
||||
change linearly to `Class.Beam.Width1|Width1` studs at its end
|
||||
(`Class.Beam.Attachment1|Attachment1`).
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Shape
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Beam.Width1
|
||||
summary: |
|
||||
The width of the beam at its end (`Class.Beam.Attachment1|Attachment1`),
|
||||
in studs.
|
||||
description: |
|
||||
The width of the beam at its end (`Class.Beam.Attachment1|Attachment1`),
|
||||
in studs. The beam's width will change linearly from
|
||||
`Class.Beam.Width0|Width0` studs at its origin
|
||||
(`Class.Beam.Attachment0|Attachment0`).
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Shape
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: Beam.ZOffset
|
||||
summary: |
|
||||
The distance, in studs, the beam display is offset relative to the
|
||||
`Class.Workspace.CurrentCamera|CurrentCamera`.
|
||||
description: |
|
||||
The distance, in studs, the beam display is offset relative to the
|
||||
`Class.Workspace.CurrentCamera|CurrentCamera`. When 0, the beam will be
|
||||
displayed in its standard position between
|
||||
`Class.Beam.Attachment0|Attachment0` and
|
||||
`Class.Beam.Attachment1|Attachment1`. **ZOffset** can be either positive
|
||||
or negative.
|
||||
|
||||
This property is particularly useful to avoid "Z‑fighting" when using
|
||||
multiple `Class.Beam|Beams` between the same
|
||||
`Class.Attachment|Attachments`.
|
||||
code_samples:
|
||||
- Beam-ZOffset
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Basic
|
||||
methods:
|
||||
- name: Beam:SetTextureOffset
|
||||
summary: |
|
||||
Sets the current offset of the beam's texture cycle.
|
||||
description: |
|
||||
The offset of a beam's texture cycle represents the progress of its
|
||||
texture animation. This method sets the current offset of the beam's
|
||||
texture cycle; hence, it can be used to reset the cycle by passing `0` as
|
||||
the `offset` parameter.
|
||||
|
||||
#### Notes
|
||||
|
||||
- The given `offset` parameter is expected to be a value between 0 and 1,
|
||||
but greater values can be used.
|
||||
- The texture cycle wraps at 0 and 1, meaning the texture is in the same
|
||||
position when the offset is at 0 or 1.
|
||||
- If the `Class.Beam.Texture|Texture` property is not set, this method
|
||||
does nothing.
|
||||
- Increasing the offset will act in the inverse direction to the
|
||||
`Class.Beam.TextureSpeed|TextureSpeed` property, meaning it will move
|
||||
the texture in the opposite direction to the direction the texture
|
||||
animates when `Class.Beam.TextureSpeed|TextureSpeed` is greater than 0.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: offset
|
||||
type: float
|
||||
default: 0
|
||||
summary: |
|
||||
The desired offset of the texture cycle.
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Basic
|
||||
events: []
|
||||
callbacks: []
|
||||
33
.cursor/rules/roblox/reference/engine/classes/BevelMesh.yaml
Normal file
33
.cursor/rules/roblox/reference/engine/classes/BevelMesh.yaml
Normal file
|
|
@ -0,0 +1,33 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: BevelMesh
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
An abstract class that `Class.BlockMesh` and `Class.CylinderMesh` inherit
|
||||
from.
|
||||
description: |
|
||||
BevelMesh is an abstract class that `Class.BlockMesh` and `Class.CylinderMesh`
|
||||
inherit from.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- DataModelMesh
|
||||
descendants:
|
||||
- BlockMesh
|
||||
- CylinderMesh
|
||||
tags:
|
||||
- NotCreatable
|
||||
- NotBrowsable
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This object serves no purpose other than being an abstract class that
|
||||
`Class.BlockMesh` and `Class.CylinderMesh` inherit from. Note non-character
|
||||
beveled parts were removed in 2013. Developers looking for beveled edges are
|
||||
required to use either `Class.UnionOperation|UnionOperations` or
|
||||
`Class.MeshPart|MeshParts`.
|
||||
properties: []
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
571
.cursor/rules/roblox/reference/engine/classes/BillboardGui.yaml
Normal file
571
.cursor/rules/roblox/reference/engine/classes/BillboardGui.yaml
Normal file
|
|
@ -0,0 +1,571 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: BillboardGui
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
A container for `Class.GuiObject|GuiObjects` that renders in 3D space facing
|
||||
the camera.
|
||||
description: |
|
||||
`Class.BillboardGui` is a container for UI objects to appear in the 3D space
|
||||
but always face the camera. The container's position is relative to the parent
|
||||
`Class.BasePart` or `Class.Attachment` (or the
|
||||
`Class.BillboardGui.Adornee|Adornee`). For `Class.BasePart|BaseParts`, the
|
||||
`Class.BasePart.Position|Position` property is used, while for
|
||||
`Class.Attachment|Attachments`, the
|
||||
`Class.Attachment.WorldPosition|WorldPosition` property is used.
|
||||
|
||||
<img src="/assets/ui/in-experience/BillboardGui-Diagram.jpg" width="800" alt="BillboardGui with a TextLabel describing the screen console it floats above." />
|
||||
|
||||
A billboard's `Class.BillboardGui.Size|Size` property works slightly
|
||||
differently than `Class.GuiObject.Size`. While the **offset** components work
|
||||
the same, the **scale** components are used as stud sizes in 3D space.
|
||||
|
||||
When creating a size-scaled `Class.BillboardGui` that contains a
|
||||
`Class.TextLabel`, it's useful to enable the label's
|
||||
`Class.TextLabel.TextScaled|TextScaled` property so that its text scales along
|
||||
with the billboard canvas as the camera distance changes.
|
||||
|
||||
Note that interactive UI elements like `Class.ImageButton|ImageButtons` and
|
||||
`Class.TextButton|TextButtons` inside a `Class.BillboardGui` will only receive
|
||||
user input if they are parented to the `Class.PlayerGui`, typically via
|
||||
placing the `Class.BillboardGui` inside `Class.StarterGui`. The
|
||||
`Class.BillboardGui.Adornee|Adornee` property can be used to target a part or
|
||||
attachment in the 3D world while the `Class.BillboardGui` itself remains in
|
||||
the `Class.PlayerGui`.
|
||||
|
||||
See [In-Experience UI](../../../ui/in-experience-containers.md#billboard-ui)
|
||||
for a guide on working with `Class.BillboardGui` containers.
|
||||
|
||||
##### Caching Behavior
|
||||
|
||||
To help improve performance, the appearance of a `Class.BillboardGui` is
|
||||
cached until one of the following occurs, after which its appearance will be
|
||||
recomputed on the next rendering frame.
|
||||
|
||||
- A descendant is added to or removed from the `Class.BillboardGui`.
|
||||
- A property of a descendant of the `Class.BillboardGui` changes.
|
||||
- A property of the `Class.BillboardGui` itself changes.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- LayerCollector
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: BillboardGui.Active
|
||||
summary: |
|
||||
Controls whether the descendants will receive input events.
|
||||
description: |
|
||||
Controls whether the descendants will receive input events. If the
|
||||
`Class.BillboardGui` contains a `Class.GuiButton`, that button will become
|
||||
clickable only if `Class.BillboardGui.Active|Active` is set to `true` on
|
||||
both the `Class.BillboardGui` **and** the button.
|
||||
|
||||
Note that interactive UI elements like `Class.ImageButton|ImageButtons`
|
||||
and `Class.TextButton|TextButtons` inside a `Class.BillboardGui` will only
|
||||
receive user input if they are parented to the `Class.PlayerGui`,
|
||||
typically via placing the `Class.BillboardGui` inside `Class.StarterGui`.
|
||||
The `Class.BillboardGui.Adornee|Adornee` property can be used to target a
|
||||
part or attachment in the 3D world while the `Class.BillboardGui` itself
|
||||
remains in the `Class.PlayerGui`.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- UI
|
||||
- name: BillboardGui.Adornee
|
||||
summary: |
|
||||
Sets the target part or attachment that the `Class.BillboardGui` is
|
||||
positioned relative to.
|
||||
description: |
|
||||
Sets the target `Class.BasePart` or `Class.Attachment` that the
|
||||
`Class.BillboardGui` is positioned relative to, overriding the parent part
|
||||
or attachment.
|
||||
code_samples: []
|
||||
type: Instance
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- UI
|
||||
- name: BillboardGui.AlwaysOnTop
|
||||
summary: |
|
||||
Determines whether the `Class.BillboardGui` will always be rendered on top
|
||||
of other 3D objects.
|
||||
description: |
|
||||
This property determines whether the `Class.BillboardGui` will always
|
||||
render on top of other 3D objects.
|
||||
|
||||
When set to `false` (default), the `Class.BillboardGui` renders like other
|
||||
3D content and is occluded by other 3D objects. When set to `true`, the
|
||||
`Class.BillboardGui` always renders on top of 3D content and the
|
||||
appearance changes significantly:
|
||||
|
||||
- Colors match how they appear inside a `Class.ScreenGui`.
|
||||
- Text may appear sharper on high DPI devices.
|
||||
- `Class.BillboardGui.LightInfluence|LightInfluence` is treated as though
|
||||
it's `0`.
|
||||
- `Class.BillboardGui.Brightness|Brightness` has no effect.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- UI
|
||||
- name: BillboardGui.Brightness
|
||||
summary: |
|
||||
Determines the factor by which the `Class.BillboardGui` container's light
|
||||
is scaled when `Class.BillboardGui.LightInfluence|LightInfluence` is `0`.
|
||||
description: |
|
||||
This property determines the factor by which the `Class.BillboardGui`
|
||||
container's light is scaled when
|
||||
`Class.BillboardGui.LightInfluence|LightInfluence` is `0`. By default,
|
||||
this property is `1` and can be set to any number between `0` and `1000`.
|
||||
By modifying this property, the apparent brightness of a
|
||||
`Class.BillboardGui` can be better matched to its environment. For
|
||||
instance, a video billboard can be brightened inside a dark room by
|
||||
increasing `Class.BillboardGui.Brightness|Brightness` to `10`.
|
||||
|
||||
Note that `Class.BillboardGui.Brightness|Brightness` is inaccessible in
|
||||
Studio and has no effect when either
|
||||
`Class.BillboardGui.LightInfluence|LightInfluence` is `1` or
|
||||
`Class.BillboardGui.AlwaysOnTop|AlwaysOnTop` is `true`.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- UI
|
||||
- name: BillboardGui.ClipsDescendants
|
||||
summary: |
|
||||
Whether portions of `Class.GuiObject|GuiObjects` that fall outside of the
|
||||
`Class.BillboardGui` canvas borders will be drawn.
|
||||
description: |
|
||||
When set to `true` (default), portions of `Class.GuiObject|GuiObjects`
|
||||
that fall outside of the `Class.BillboardGui` canvas borders will not be
|
||||
drawn.
|
||||
|
||||
Even when this property is `false`, `Class.GuiObject|GuiObjects` that are
|
||||
**completely** outside of the canvas will not render.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Behavior
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- UI
|
||||
- name: BillboardGui.CurrentDistance
|
||||
summary: |
|
||||
The current distance in studs that the `Class.BillboardGui` is from the
|
||||
player's camera.
|
||||
description: |
|
||||
The current distance in studs that the `Class.BillboardGui` is from the
|
||||
player's camera. A changed event does not fire for this property unless
|
||||
`Class.BillboardGui.DistanceStep|DistanceStep` is more than `0`.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- UI
|
||||
- name: BillboardGui.DistanceLowerLimit
|
||||
summary: |
|
||||
Determines the distance in studs at which the `Class.BillboardGui` will
|
||||
stop scaling larger in size.
|
||||
description: |
|
||||
Determines the distance in studs at which the `Class.BillboardGui` will
|
||||
stop scaling larger in size relative to the player's current camera, with
|
||||
a default of `0`. If the
|
||||
`Class.BillboardGui.CurrentDistance|CurrentDistance` of the
|
||||
`Class.BillboardGui` is below this value, it will not scale any larger
|
||||
than it would at this distance.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags:
|
||||
- Deprecated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- UI
|
||||
- name: BillboardGui.DistanceStep
|
||||
summary: |
|
||||
Determines the size `Class.BillboardGui.CurrentDistance|CurrentDistance`
|
||||
increments and decrements in studs as the player's camera moves closer and
|
||||
further from the `Class.BillboardGui`.
|
||||
description: |
|
||||
Determines the size `Class.BillboardGui.CurrentDistance|CurrentDistance`
|
||||
increments and decrements in studs as the player's camera moves closer and
|
||||
further from the `Class.BillboardGui`. The property defaults to `0`.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags:
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: false
|
||||
capabilities:
|
||||
- UI
|
||||
- name: BillboardGui.DistanceUpperLimit
|
||||
summary: |
|
||||
Determines the distance in studs at which the `Class.BillboardGui` will
|
||||
stop scaling smaller in size.
|
||||
description: |
|
||||
Determines the distance in studs at which the `Class.BillboardGui` will
|
||||
stop scaling smaller in size relative to the player's current camera. If
|
||||
the `Class.BillboardGui.CurrentDistance|CurrentDistance` of the
|
||||
`Class.BillboardGui` is above this value, it will not scale any smaller
|
||||
than it would at this distance.
|
||||
|
||||
This property is ignored if the value is less than `0`. The default value
|
||||
is `-1`, meaning the property is ignored by default.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags:
|
||||
- Deprecated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- UI
|
||||
- name: BillboardGui.ExtentsOffset
|
||||
summary: |
|
||||
Determines how the `Class.BillboardGui` is offset from its
|
||||
`Class.BillboardGui.Adornee|Adornee`, relative to the `Class.Camera`
|
||||
orientation, in units half the dimensions of the model's
|
||||
`Class.Camera`-aligned bounding box.
|
||||
description: |
|
||||
This property determines how the `Class.BillboardGui` is offset from its
|
||||
`Class.BillboardGui.Adornee|Adornee`, relative to the `Class.Camera`
|
||||
orientation, in units half the dimensions of the model's
|
||||
`Class.Camera`-aligned bounding box.
|
||||
|
||||
See also `Class.BillboardGui.StudsOffset|StudsOffset` which works
|
||||
similarly but uses stud units, or
|
||||
`Class.BillboardGui.ExtentsOffsetWorldSpace|ExtentsOffsetWorldSpace` which
|
||||
works similarly except the offset orientation is relative to the global
|
||||
axes.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- UI
|
||||
- name: BillboardGui.ExtentsOffsetWorldSpace
|
||||
summary: |
|
||||
Determines how the `Class.BillboardGui` is offset from its
|
||||
`Class.BillboardGui.Adornee|Adornee`, relative to the global axes, in
|
||||
units half the dimensions of the model's axis-aligned bounding box.
|
||||
description: |
|
||||
This property determines how the `Class.BillboardGui` is offset from its
|
||||
`Class.BillboardGui.Adornee|Adornee`, relative to the global axes, in
|
||||
units half the dimensions of the model's axis-aligned bounding box.
|
||||
|
||||
See also `Class.BillboardGui.StudsOffset|StudsOffset` which works
|
||||
similarly but uses stud units, or
|
||||
`Class.BillboardGui.ExtentsOffset|ExtentsOffset` which works similarly
|
||||
except the offset orientation is relative to the `Class.Camera`.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- UI
|
||||
- name: BillboardGui.LightInfluence
|
||||
summary: |
|
||||
Controls how much the `Class.BillboardGui` is influenced by environmental
|
||||
lighting.
|
||||
description: |
|
||||
Controls how much the `Class.BillboardGui` is influenced by environmental
|
||||
lighting, in a range from `0` to `1`. Setting this to `1` means that
|
||||
surrounding lighting has complete control over the appearance, while
|
||||
setting it to `0` means that the lighting has no effect.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- UI
|
||||
- name: BillboardGui.MaxDistance
|
||||
summary: |
|
||||
Controls how far away the `Class.BillboardGui` can be displayed before it
|
||||
stops rendering.
|
||||
description: |
|
||||
This property controls how far from the camera the `Class.BillboardGui`
|
||||
will be displayed before it stops rendering. A value of `0` or `inf`
|
||||
(default) means there is no limit and it will render infinitely far away.
|
||||
|
||||
For `Class.BillboardGui|BillboardGuis` that appear outdoors, it's
|
||||
recommended that `Class.BillboardGui.MaxDistance|MaxDistance` is high
|
||||
enough to ensure that the container's UI is sufficiently small on the
|
||||
screen when it appears or disappears, minimizing the sudden pop‑in/out
|
||||
effect.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- UI
|
||||
- name: BillboardGui.PlayerToHideFrom
|
||||
summary: |
|
||||
Used by scripts to hide the `Class.BillboardGui` from a specific player.
|
||||
description: |
|
||||
Used by scripts to hide the `Class.BillboardGui` from a specific player.
|
||||
|
||||
To hide a `Class.BillboardGui` from more than one player, place it into
|
||||
`Class.StarterGui` and use a script to set the
|
||||
`Class.BillboardGui.Enabled|Enabled` property according to whether the
|
||||
`Class.Players.LocalPlayer|LocalPlayer` should be able to see it. The
|
||||
`Class.BillboardGui.Adornee|Adornee` property can be used to attach the
|
||||
`Class.BillboardGui` to a `Class.BasePart` or `Class.Attachment` in the
|
||||
`Class.Workspace`, instead of parenting it.
|
||||
code_samples: []
|
||||
type: Instance
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- UI
|
||||
- name: BillboardGui.Size
|
||||
summary: |
|
||||
Controls the size that the `Class.BillboardGui` will have on screen.
|
||||
description: |
|
||||
Controls the size that the `Class.BillboardGui` will have on screen.
|
||||
Unlike `Class.GuiObject.Size`, the
|
||||
[scale](../../../ui/position-and-size.md#size) components of this property
|
||||
set the billboard's stud size in 3D space.
|
||||
code_samples: []
|
||||
type: UDim2
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- UI
|
||||
- name: BillboardGui.SizeOffset
|
||||
summary: |
|
||||
A 2D offset in size-relative units that acts like an anchor point.
|
||||
description: |
|
||||
A 2D offset in size-relative units that acts like an anchor point. This
|
||||
can be used similarly to the `Class.GuiObject.AnchorPoint` property, but
|
||||
the values are different.
|
||||
|
||||
<table size="small">
|
||||
<thead>
|
||||
<th>Size Offset</th>
|
||||
<th>Explanation</th>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td><code>0, 0</code></td>
|
||||
<td>The default in which UI will be anchored at its center.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><code>0.5, 0.5</code></td>
|
||||
<td>UI will anchor at the bottom left.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><code>0.5, -0.5</code></td>
|
||||
<td>UI will anchor at the top left.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><code>-0.5, 0.5</code></td>
|
||||
<td>UI will anchor at the top right.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><code>-0.5, -0.5</code></td>
|
||||
<td>UI will anchor at the bottom right.</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
See also `Class.BillboardGui.StudsOffset|StudsOffset`,
|
||||
`Class.BillboardGui.StudsOffsetWorldSpace|StudsOffsetWorldSpace`,
|
||||
`Class.BillboardGui.ExtentsOffset|ExtentsOffset`, and
|
||||
`Class.BillboardGui.ExtentsOffsetWorldSpace|ExtentsOffsetWorldSpace` which
|
||||
are offset properties that work in 3D space instead.
|
||||
code_samples: []
|
||||
type: Vector2
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- UI
|
||||
- name: BillboardGui.StudsOffset
|
||||
summary: |
|
||||
Determines how the `Class.BillboardGui` is offset from its
|
||||
`Class.BillboardGui.Adornee|Adornee` in studs, relative to the
|
||||
`Class.Camera` orientation.
|
||||
description: |
|
||||
This property determines how the `Class.BillboardGui` is offset from its
|
||||
`Class.BillboardGui.Adornee|Adornee` in studs, relative to the
|
||||
`Class.Camera` orientation.
|
||||
|
||||
See also `Class.BillboardGui.StudsOffsetWorldSpace|StudsOffsetWorldSpace`
|
||||
which works similarly except the offset orientation is relative to the
|
||||
global axes.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- UI
|
||||
- name: BillboardGui.StudsOffsetWorldSpace
|
||||
summary: |
|
||||
Determines how the `Class.BillboardGui` is offset from its
|
||||
`Class.BillboardGui.Adornee|Adornee` in studs, relative to the global
|
||||
axes.
|
||||
description: |
|
||||
This property determines how the `Class.BillboardGui` is offset from its
|
||||
`Class.BillboardGui.Adornee|Adornee` in studs, relative to the global
|
||||
axes.
|
||||
|
||||
See also `Class.BillboardGui.StudsOffset|StudsOffset` which works
|
||||
similarly except the offset orientation is relative to the `Class.Camera`.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- UI
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,49 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: BinaryStringValue
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
An internal type of `Class.StringValue` object, that stores a `BinaryString`
|
||||
value.
|
||||
description: |
|
||||
An internal type of `Class.StringValue` object, that stores a `BinaryString`
|
||||
value.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- ValueBase
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties: []
|
||||
methods: []
|
||||
events:
|
||||
- name: BinaryStringValue.Changed
|
||||
summary: |
|
||||
Fires if the BinaryStringValue's value is changed.
|
||||
description: |
|
||||
Fires if the `Class.BinaryStringValue.Value` of the
|
||||
`Class.BinaryStringValue` is changed by the engine.
|
||||
|
||||
In practice, this object is stored out of reach from normal scripts, so
|
||||
this event cannot be connected to. If a BinaryStringValue is created by a
|
||||
script, the engine will not do anything with it, so the event will never
|
||||
fire.
|
||||
|
||||
Equivalent changed events exist for similar objects, such as
|
||||
`Class.NumberValue` and `Class.StringValue`, depending on what object type
|
||||
best suits the need.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: value
|
||||
type: BinaryString
|
||||
default:
|
||||
summary: |
|
||||
The new value after the change.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities: []
|
||||
callbacks: []
|
||||
106
.cursor/rules/roblox/reference/engine/classes/BindableEvent.yaml
Normal file
106
.cursor/rules/roblox/reference/engine/classes/BindableEvent.yaml
Normal file
|
|
@ -0,0 +1,106 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: BindableEvent
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
An object which enables custom events through asynchronous one-way
|
||||
communication between scripts on the same side of the client-server boundary.
|
||||
Scripts firing a `Class.BindableEvent` do not yield.
|
||||
description: |
|
||||
The **BindableEvent** object enables custom events through asynchronous
|
||||
one-way communication between scripts on the same side of the
|
||||
[client-server](../../../projects/client-server.md) boundary. When you fire a
|
||||
`Class.BindableEvent` through the `Class.BindableEvent:Fire()` method, the
|
||||
firing script does **not** yield and the target function receives the passed
|
||||
arguments with certain [limitations](#argument-limitations).
|
||||
`Class.BindableEvent|BindableEvents` create threads of each connected
|
||||
function, so even if one firing errors, others continue.
|
||||
|
||||
As an alternative for two-way communication between two scripts on the same
|
||||
side of the client-server boundary, consider `Class.BindableFunction`.
|
||||
|
||||
As stated, `Class.BindableEvent|BindableEvents` do not allow for communication
|
||||
between the server and clients. If you are looking for this functionality, use
|
||||
a `Class.RemoteEvent` as outlined in
|
||||
[Remote Events and Callbacks](../../../scripting/events/remote.md).
|
||||
|
||||
See [Bindable events and callbacks](../../../scripting/events/bindable.md) for
|
||||
code samples and further details on `Class.BindableEvent`.
|
||||
|
||||
#### Parameter Limitations
|
||||
|
||||
Any type of Roblox object such as an `Datatype.Enum`, `Class.Instance`, or
|
||||
others can be passed as a parameter when a `Class.BindableEvent` is fired, as
|
||||
well as Luau types such as numbers, strings, and booleans, although you should
|
||||
carefully explore the
|
||||
[limitations](../../../scripting/events/bindable.md#argument-limitations).
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties: []
|
||||
methods:
|
||||
- name: BindableEvent:Fire
|
||||
summary: |
|
||||
Fires the `Class.BindableEvent` which in turn fires the
|
||||
`Class.BindableEvent.Event|Event` event.
|
||||
description: |
|
||||
Fires the `Class.BindableEvent` which in turn fires the
|
||||
`Class.BindableEvent.Event|Event` event. This method does not yield, even
|
||||
if no script has connected to the event, and even if a connected function
|
||||
yields.
|
||||
|
||||
Any type of Roblox object such as an `Datatype.Enum`, `Class.Instance`, or
|
||||
others can be passed as a parameter to
|
||||
`Class.BindableEvent:Fire()|Fire()`, as well as Luau types such as
|
||||
numbers, strings, and booleans, although you should carefully explore the
|
||||
[limitations](../../../scripting/events/bindable.md#argument-limitations).
|
||||
|
||||
See [Bindable events and callbacks](../../../scripting/events/bindable.md)
|
||||
for code samples and further details on
|
||||
`Class.BindableEvent:Fire()|Fire()`.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: arguments
|
||||
type: Tuple
|
||||
default:
|
||||
summary: |
|
||||
Values to pass to `Class.BindableEvent.Event|Event` events connected
|
||||
to the same `Class.BindableEvent`.
|
||||
returns:
|
||||
- type: ()
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Safe
|
||||
capabilities: []
|
||||
events:
|
||||
- name: BindableEvent.Event
|
||||
summary: |
|
||||
Fires when any script calls the `Class.BindableEvent:Fire()|Fire()` method
|
||||
on the same `Class.BindableEvent` instance.
|
||||
description: |
|
||||
Fires when any script calls the `Class.BindableEvent:Fire()|Fire()` method
|
||||
on the same `Class.BindableEvent` instance, using the same arguments as
|
||||
parameters.
|
||||
|
||||
See [Bindable events and callbacks](../../../scripting/events/bindable.md)
|
||||
for code samples and further details on `Class.BindableEvent.Event|Event`.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: arguments
|
||||
type: Tuple
|
||||
default:
|
||||
summary: |
|
||||
The parameters sent through `Class.BindableEvent:Fire()|Fire()`.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities: []
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,127 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: BindableFunction
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
An object which allows for synchronous two-way communication between scripts
|
||||
on the same side of the client-server boundary. Scripts invoking a
|
||||
`Class.BindableFunction` yield until the corresponding callback is found.
|
||||
description: |
|
||||
The **BindableFunction** object allows for synchronous two-way communication
|
||||
between scripts on the same side of the
|
||||
[client-server](../../../projects/client-server.md) boundary. You can use it
|
||||
to define a custom callback function and invoke it manually by calling
|
||||
`Class.BindableFunction:Invoke()`. The code invoking the function **yields**
|
||||
until the corresponding callback is found, and the callback receives the
|
||||
arguments that you passed to `Class.BindableFunction:Invoke()|Invoke()`. If
|
||||
the callback was never set, the script that invokes it will not resume
|
||||
execution.
|
||||
|
||||
As an alternative for one-way communication between two scripts on the same
|
||||
side of the client-server boundary, consider `Class.BindableEvent` which does
|
||||
**not** yield for a return.
|
||||
|
||||
As stated, `Class.BindableFunction|BindableFunctions` do not allow for
|
||||
communication between the server and clients. If you are looking for this
|
||||
functionality, use a `Class.RemoteFunction` as outlined in
|
||||
[Remote events and callbacks](../../../scripting/events/remote.md).
|
||||
|
||||
See [Bindable events and callbacks](../../../scripting/events/bindable.md) for
|
||||
code samples and further details on `Class.BindableFunction`.
|
||||
|
||||
#### Parameter Limitations
|
||||
|
||||
Any type of Roblox object such as an `Datatype.Enum`, `Class.Instance`, or
|
||||
others can be passed as a parameter when a `Class.BindableFunction` is
|
||||
invoked, as well as Luau types such as numbers, strings, and booleans,
|
||||
although you should carefully explore the
|
||||
[limitations](../../../scripting/events/bindable.md#argument-limitations).
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties: []
|
||||
methods:
|
||||
- name: BindableFunction:Invoke
|
||||
summary: |
|
||||
Invokes the `Class.BindableFunction` which in turn calls the
|
||||
`Class.BindableFunction.OnInvoke|OnInvoke` callback, returning any values
|
||||
returned by the callback.
|
||||
description: |
|
||||
Invokes the `Class.BindableFunction` which in turn calls the
|
||||
`Class.BindableFunction.OnInvoke|OnInvoke` callback, returning any values
|
||||
returned by the callback. Invocations yield until the corresponding
|
||||
callback is found, and if the callback was never set, the script that
|
||||
invokes it will not resume execution.
|
||||
|
||||
Any type of Roblox object such as an `Datatype.Enum`, `Class.Instance`, or
|
||||
others can be passed as a parameter to
|
||||
`Class.BindableFunction:Invoke()|Invoke()`, as well as Luau types such as
|
||||
numbers, strings, and booleans, although you should carefully explore the
|
||||
[limitations](../../../scripting/events/bindable.md#argument-limitations).
|
||||
|
||||
Only one function can be bound to
|
||||
`Class.BindableFunction:Invoke()|Invoke()` at a time. If you assign
|
||||
multiple functions, only the last one assigned will be used.
|
||||
|
||||
See [Bindable events and callbacks](../../../scripting/events/bindable.md)
|
||||
for code samples and further details on
|
||||
`Class.BindableFunction:Invoke()|Invoke()`.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: arguments
|
||||
type: Tuple
|
||||
default:
|
||||
summary: |
|
||||
Values to pass to the `Class.BindableFunction.OnInvoke|OnInvoke`
|
||||
callback.
|
||||
returns:
|
||||
- type: Tuple
|
||||
summary: |
|
||||
Values returned from the `Class.BindableFunction.OnInvoke|OnInvoke`
|
||||
callback.
|
||||
tags:
|
||||
- Yields
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities: []
|
||||
events: []
|
||||
callbacks:
|
||||
- name: BindableFunction.OnInvoke
|
||||
summary: |
|
||||
Callback for when the `Class.BindableFunction` is invoked with
|
||||
`Class.BindableFunction:Invoke()|Invoke()`.
|
||||
description: |
|
||||
This callback is called when the `Class.BindableFunction` is invoked with
|
||||
`Class.BindableFunction:Invoke()|Invoke()`. It can be set multiple times
|
||||
but cannot be called directly. Invocations will yield until this callback
|
||||
is found and, if it is never set, the script that invoked it will not
|
||||
resume execution.
|
||||
|
||||
See [Bindable events and callbacks](../../../scripting/events/bindable.md)
|
||||
for code samples and further details on
|
||||
`Class.BindableFunction.OnInvoke|OnInvoke`.
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: arguments
|
||||
type: Tuple
|
||||
default:
|
||||
summary: |
|
||||
The parameters sent through
|
||||
`Class.BindableFunction:Invoke()|Invoke()`.
|
||||
returns:
|
||||
- type: Tuple
|
||||
summary: |
|
||||
Values returned by the callback function.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities: []
|
||||
writeCapabilities: []
|
||||
44
.cursor/rules/roblox/reference/engine/classes/BlockMesh.yaml
Normal file
44
.cursor/rules/roblox/reference/engine/classes/BlockMesh.yaml
Normal file
|
|
@ -0,0 +1,44 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: BlockMesh
|
||||
type: class
|
||||
memory_category: BaseParts
|
||||
summary: |
|
||||
The BlockMesh object applies a 'brick' mesh to the `Class.BasePart` it is
|
||||
parented to. It behaves identically to a `Class.SpecialMesh` with
|
||||
`Class.SpecialMesh.MeshType` set to 'Brick'.
|
||||
description: |
|
||||
The BlockMesh object applies a 'brick' mesh to the `Class.BasePart` it is
|
||||
parented to. It behaves identically to a `Class.SpecialMesh` with
|
||||
`Class.SpecialMesh.MeshType` set to 'brick'.
|
||||
|
||||
## What does a BlockMesh do?
|
||||
|
||||
A BlockMesh gives the `Class.BasePart` it was applied to a brick shaped mesh.
|
||||
It is identical in appearance to a standard Roblox `Class.Part`.
|
||||
|
||||
The dimensions of the mesh will scale linearly in all directions with
|
||||
`Class.BasePart.Size`, this means a part containing a BlockMesh can be resized
|
||||
the same way as any other part.
|
||||
|
||||
The additional functionality a BlockMesh brings however, is the ability to set
|
||||
the `Class.DataModelMesh.Scale` and `Class.DataModelMesh.Offset` properties.
|
||||
These allow the position and dimensions of the mesh that is displayed to be
|
||||
changed without changing the `Class.BasePart.Position` or
|
||||
`Class.BasePart.Size` of the `Class.BasePart` the mesh is parented to.
|
||||
|
||||
Note as the `Class.BlockMesh` object does not include a texture the
|
||||
`Class.DataModelMesh.VertexColor` property does not do anything.
|
||||
code_samples:
|
||||
- BlockMesh-Instantiation
|
||||
inherits:
|
||||
- BevelMesh
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties: []
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,97 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: BloomEffect
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
Simulates the camera viewing a very bright light.
|
||||
description: |
|
||||
The **BloomEffect** simulates the camera viewing a very bright light. It
|
||||
causes brighter colors to glow, similar to applying the neon
|
||||
`Class.BasePart.Material|Material` to everything, including the `Class.Sky`.
|
||||
Multiple **BloomEffect** objects can be applied at once and they will compose
|
||||
their effects together.
|
||||
|
||||
Like other post-processing effects, **BloomEffect** will only work while
|
||||
`Class.PostEffect.Enabled|Enabled` and when parented to `Class.Lighting` or
|
||||
`Class.Workspace.CurrentCamera`. Also, it may render differently depending on
|
||||
your Studio settings (see the **Quality Level** settings in **Rendering**
|
||||
→ **Performance**).
|
||||
|
||||
For more details on this effect and others, see
|
||||
[Post-Processing Effects](../../../environment/post-processing-effects.md).
|
||||
code_samples: []
|
||||
inherits:
|
||||
- PostEffect
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: BloomEffect.Intensity
|
||||
summary: |
|
||||
Determines the additive blending intensity.
|
||||
description: |
|
||||
Intensity determines how intensely the colors that bloom (determined by
|
||||
the `Class.BloomEffect.Threshold|Threshold`) will additively blend with
|
||||
themselves. Higher values will produce brighter colors.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Environment
|
||||
- name: BloomEffect.Size
|
||||
summary: |
|
||||
Determines the radius of the bloom in pixels.
|
||||
description: |
|
||||
Size determines the radius of the bloom effect in pixels in a similar
|
||||
manner to `Class.BlurEffect.Size`. Larger values create a wider bloom
|
||||
effect, and a value of 0 will disable the bleed (but not the color
|
||||
adjustment).
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Environment
|
||||
- name: BloomEffect.Threshold
|
||||
summary: |
|
||||
Determines how bright a color must be before it blooms.
|
||||
description: |
|
||||
Threshold determines how bright a color can be before it blooms. If set to
|
||||
1, only pure white colors will bloom. If set to 0, all colors will bloom.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Environment
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,53 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: BlurEffect
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
Applies a blur to the entire game world.
|
||||
description: |
|
||||
The **BlurEffect** applies a Gaussian blur to the entire rendered game world.
|
||||
The strength of the blur is controlled by the `Class.BlurEffect.Size`. Only
|
||||
one **BlurEffect** can be applied at once (the instance with the greatest
|
||||
`Class.BlurEffect.Size|Size` takes priority).
|
||||
|
||||
Like other post-processing effects, **BlurEffect** will only work while
|
||||
`Class.PostEffect.Enabled|Enabled` and when parented to `Class.Lighting` or
|
||||
`Class.Workspace.CurrentCamera`. Also, it may render differently on low-end
|
||||
devices and/or depending on your Studio settings (see the **Quality Level**
|
||||
settings in **Rendering** → **Performance**).
|
||||
|
||||
For more details on this effect and others, see
|
||||
[Post-Processing Effects](../../../environment/post-processing-effects.md).
|
||||
code_samples: []
|
||||
inherits:
|
||||
- PostEffect
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: BlurEffect.Size
|
||||
summary: |
|
||||
Determines the blur radius.
|
||||
description: |
|
||||
Size controls the blur radius, measured in pixels. The larger the size,
|
||||
the blurrier the screen will become.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: State
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Environment
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,150 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: BodyAngularVelocity
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
Applies a torque to maintain a constant angular velocity.
|
||||
description: |
|
||||
The `BodyAngularVelocity` object applies a torque (rotational force) on an
|
||||
assembly such that it maintains a constant angular velocity as determined by
|
||||
its `Class.BodyAngularVelocity.AngularVelocity|AngularVelocity` property. This
|
||||
allows for the creation of assemblies that continually rotate. It is the
|
||||
rotational counterpart to a `Class.BodyVelocity`. If you would like to
|
||||
maintain a constant angular displacement, use a `Class.BodyGyro` instead.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- BodyMover
|
||||
descendants: []
|
||||
tags:
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This object is deprecated and should not be used for new work. Use
|
||||
`Class.AngularVelocity` instead, and see the
|
||||
[legacy conversion notes](../../../physics/mover-constraints.md#legacy-mover-conversion).
|
||||
properties:
|
||||
- name: BodyAngularVelocity.AngularVelocity
|
||||
summary: |
|
||||
Determines the axis of rotation (direction) and the rotational velocity
|
||||
(magnitude) in radians/s.
|
||||
description: |
|
||||
This property is a `Datatype.Vector3` which determines the goal angular
|
||||
velocity a `Class.BodyAngularVelocity` should maintain through the
|
||||
exertion of torque. For this property, the direction of the vector is the
|
||||
axis of rotation. The magnitude is the angular velocity in **radians per
|
||||
second**.
|
||||
|
||||
You can multiply a `Datatype.Vector3` by `Library.math.rad(360)`, or `2π`,
|
||||
in order to convert angular frequency (rotations per second) into the
|
||||
desired angular velocity (radians per second).
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Goals
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: BodyAngularVelocity.angularvelocity
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags:
|
||||
- NotReplicated
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This deprecated property is a variant of
|
||||
`Class.BodyAngularVelocity.AngularVelocity` which should be used instead.
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Goals
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: BodyAngularVelocity.MaxTorque
|
||||
summary: |
|
||||
Determines the limit of torque that may be exerted on each world axis.
|
||||
description: |
|
||||
This property determines the limit of the torque that may be exerted on
|
||||
each world axis. If an assembly isn't moving, consider raising this value
|
||||
and also check that it is not `Class.BasePart.Anchored|Anchored` or
|
||||
attached to another anchored assembly). See also
|
||||
`Class.BodyAngularVelocity.P|P` (power).
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Goals
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: BodyAngularVelocity.maxTorque
|
||||
summary: |
|
||||
Determines how much force can be applied to each axis.
|
||||
description: |
|
||||
The maxTorque property is a deprecated variant of
|
||||
`Class.BodyAngularVelocity.MaxTorque` that lets you set how much force
|
||||
could be applied to each axis.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags:
|
||||
- NotReplicated
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This deprecated property is a variant of
|
||||
`Class.BodyAngularVelocity.MaxTorque` which should be used instead.
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Goals
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: BodyAngularVelocity.P
|
||||
summary: |
|
||||
Determines how aggressive of a torque is applied in reaching the goal
|
||||
angular velocity.
|
||||
description: |
|
||||
This property determines how much power is used while applying torque in
|
||||
order to reach the goal
|
||||
`Class.BodyAngularVelocity.AngularVelocity|AngularVelocity`. The higher
|
||||
this value, the more power will be used and the faster it will be used.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Goals
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
283
.cursor/rules/roblox/reference/engine/classes/BodyColors.yaml
Normal file
283
.cursor/rules/roblox/reference/engine/classes/BodyColors.yaml
Normal file
|
|
@ -0,0 +1,283 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: BodyColors
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
For a Humanoid character, the BodyColors will specify the colors for the
|
||||
different body parts.
|
||||
description: |
|
||||
BodyColors is a utility object used by Roblox to load avatar body colors from
|
||||
the website. Avatars that are loaded from the website will automatically have
|
||||
a BodyColors object corresponding to said avatar's body color configuration.
|
||||
When parented inside of a character with a `Class.Humanoid`, it will apply the
|
||||
colors to each specified limb.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- CharacterAppearance
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: BodyColors.HeadColor
|
||||
summary: |
|
||||
Sets the color of the head, as a `Datatype.BrickColor`.
|
||||
description: |
|
||||
Sets the color of the head, as a `Datatype.BrickColor`.
|
||||
|
||||
Setting this will also set `Class.BodyColors.HeadColor3`.
|
||||
code_samples: []
|
||||
type: BrickColor
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Avatar
|
||||
- name: BodyColors.HeadColor3
|
||||
summary: |
|
||||
Sets the color of the head, as a `Datatype.Color3`.
|
||||
description: |
|
||||
Sets the color of the head, as a `Datatype.Color3`.
|
||||
|
||||
Setting this will also set HeadColor to the closest `Datatype.BrickColor`.
|
||||
code_samples: []
|
||||
type: Color3
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Avatar
|
||||
- name: BodyColors.LeftArmColor
|
||||
summary: |
|
||||
Sets the color of the left arm, as a `Datatype.BrickColor`.
|
||||
description: |
|
||||
Sets the color of the left arm, as a `Datatype.BrickColor`.
|
||||
|
||||
Setting this will also set BodyColors.LeftArmColor3
|
||||
code_samples: []
|
||||
type: BrickColor
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Avatar
|
||||
- name: BodyColors.LeftArmColor3
|
||||
summary: |
|
||||
Sets the color of the left arm, as a `Datatype.Color3`.
|
||||
description: |
|
||||
Sets the color of the left arm, as a `Datatype.Color3`.
|
||||
|
||||
Setting this will also set LeftArmColor to the closest
|
||||
`Datatype.BrickColor`.
|
||||
code_samples: []
|
||||
type: Color3
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Avatar
|
||||
- name: BodyColors.LeftLegColor
|
||||
summary: |
|
||||
Sets the color of the left leg, as a `Datatype.BrickColor`.
|
||||
description: |
|
||||
Sets the color of the left leg, as a `Datatype.BrickColor`.
|
||||
|
||||
Setting this will also set `Class.BodyColors.LeftLegColor3`.
|
||||
code_samples: []
|
||||
type: BrickColor
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Avatar
|
||||
- name: BodyColors.LeftLegColor3
|
||||
summary: |
|
||||
Sets the color of the left leg, as a `Datatype.Color3`.
|
||||
description: |
|
||||
Sets the color of the left leg, as a `Datatype.Color3`.
|
||||
|
||||
Setting this will also set LeftLegColor to the closest
|
||||
`Datatype.BrickColor`.
|
||||
code_samples: []
|
||||
type: Color3
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Avatar
|
||||
- name: BodyColors.RightArmColor
|
||||
summary: |
|
||||
Sets the color of the right arm, as a `Datatype.BrickColor`.
|
||||
description: |
|
||||
Sets the color of the right arm, as a `Datatype.BrickColor`.
|
||||
|
||||
Setting this will also set `Class.BodyColors.RightArmColor3`.
|
||||
code_samples: []
|
||||
type: BrickColor
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Avatar
|
||||
- name: BodyColors.RightArmColor3
|
||||
summary: |
|
||||
Sets the color of the right arm, as a `Datatype.Color3`.
|
||||
description: |
|
||||
Sets the color of the right arm, as a `Datatype.Color3`.
|
||||
|
||||
Setting this will also set RightArmColor to the closest
|
||||
`Datatype.BrickColor`.
|
||||
code_samples: []
|
||||
type: Color3
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Avatar
|
||||
- name: BodyColors.RightLegColor
|
||||
summary: |
|
||||
Sets the color of the right leg, as a `Datatype.BrickColor`.
|
||||
description: |
|
||||
Sets the color of the right leg, as a `Datatype.BrickColor`.
|
||||
|
||||
Setting this will also set `Class.BodyColors.RightLegColor3`.
|
||||
code_samples: []
|
||||
type: BrickColor
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Avatar
|
||||
- name: BodyColors.RightLegColor3
|
||||
summary: |
|
||||
Sets the color of the right leg, as a `Datatype.Color3`.
|
||||
description: |
|
||||
Sets the color of the right leg, as a `Datatype.Color3`.
|
||||
|
||||
Setting this will also set RightLegColor to the closest
|
||||
`Datatype.BrickColor`.
|
||||
code_samples: []
|
||||
type: Color3
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Avatar
|
||||
- name: BodyColors.TorsoColor
|
||||
summary: |
|
||||
Sets the color of the torso, as a `Datatype.BrickColor`.
|
||||
description: |
|
||||
Sets the color of the torso, as a `Datatype.BrickColor`.
|
||||
|
||||
Setting this will also set `Class.BodyColors.TorsoColor3`.
|
||||
code_samples: []
|
||||
type: BrickColor
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Avatar
|
||||
- name: BodyColors.TorsoColor3
|
||||
summary: |
|
||||
Sets the color of the torso, as a `Datatype.Color3`.
|
||||
description: |
|
||||
Sets the color of the torso, as a `Datatype.Color3`.
|
||||
|
||||
Setting this will also set TorsoColor to the closest
|
||||
`Datatype.BrickColor`.
|
||||
code_samples: []
|
||||
type: Color3
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Avatar
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
77
.cursor/rules/roblox/reference/engine/classes/BodyForce.yaml
Normal file
77
.cursor/rules/roblox/reference/engine/classes/BodyForce.yaml
Normal file
|
|
@ -0,0 +1,77 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: BodyForce
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
Applies a constant force to an object.
|
||||
description: |
|
||||
The `BodyForce` object applies (or exerts) a force on the assembly to which it
|
||||
is parented. If the magnitude of such a force is great enough, assemblies can
|
||||
begin to accelerate. The force is determined by the
|
||||
`Class.BodyForce.Force|Force` property, and is defined on the three world
|
||||
axes.
|
||||
|
||||
A `BodyForce` alone cannot apply a torque (it cannot cause the parent to
|
||||
rotate on its own). To apply a force at a specific point or apply forces
|
||||
relative to the orientation of the assembly, use a `Class.BodyThrust` instead.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- BodyMover
|
||||
descendants: []
|
||||
tags:
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This object is deprecated and should not be used for new work. Use
|
||||
`Class.VectorForce` instead, and see the
|
||||
[legacy conversion notes](../../../physics/mover-constraints.md#legacy-mover-conversion).
|
||||
properties:
|
||||
- name: BodyForce.Force
|
||||
summary: |
|
||||
Determines the force exerted on each axis.
|
||||
description: |
|
||||
This property determines the magnitude of force exerted on each axis,
|
||||
relative to the world.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Goals
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: BodyForce.force
|
||||
summary: |
|
||||
Determines the amount of force applied on each axis.
|
||||
description: |
|
||||
A deprecated variant of `Class.BodyForce.Force` that indicates the amount
|
||||
of force applied on each axis.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags:
|
||||
- NotReplicated
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This deprecated property is a variant of `Class.BodyForce.Force` which
|
||||
should be used instead.
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Goals
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Physics
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
179
.cursor/rules/roblox/reference/engine/classes/BodyGyro.yaml
Normal file
179
.cursor/rules/roblox/reference/engine/classes/BodyGyro.yaml
Normal file
|
|
@ -0,0 +1,179 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: BodyGyro
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
Applies a torque to maintain a constant orientation.
|
||||
description: |
|
||||
The `BodyGyro` object applies a torque (rotational force) on an assembly such
|
||||
that it maintains a constant angular displacement, or orientation. This allows
|
||||
for the creation of assemblies that point in a certain direction, as if a real
|
||||
gyroscope were acting upon it. Essentially, it's the rotational counterpart to
|
||||
a `Class.BodyPosition`.
|
||||
|
||||
If you would like to maintain a constant angular velocity, use a
|
||||
`Class.BodyAngularVelocity` instead.
|
||||
|
||||
The `Class.BodyGyro.CFrame|CFrame` property controls the goal orientation.
|
||||
Only the angular components of the `Datatype.CFrame` are used; position will
|
||||
make no difference. `Class.BodyGyro.MaxTorque|MaxTorque` limits the amount of
|
||||
angular force that may be applied, `Class.BodyGyro.P|P` controls the power
|
||||
used in achieving the goal orientation, and `Class.BodyGyro.D|D` controls
|
||||
dampening behavior.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- BodyMover
|
||||
descendants: []
|
||||
tags:
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This object is deprecated and should not be used for new work. Use
|
||||
`Class.AlignOrientation` instead, and see the
|
||||
[legacy conversion notes](../../../physics/mover-constraints.md#legacy-mover-conversion).
|
||||
properties:
|
||||
- name: BodyGyro.CFrame
|
||||
summary: |
|
||||
Determines the target orientation (translational component ignored).
|
||||
description: |
|
||||
This property (not to be confused with `Class.BasePart.CFrame`) determines
|
||||
the target orientation towards which torque will be exerted. Since
|
||||
`Class.BodyGyro` does not apply translational force, the
|
||||
translational/positional component of the `Datatype.CFrame` is ignored.
|
||||
Consider using one of the following CFrame constructors in setting this
|
||||
property: `Datatype.CFrame.fromAxisAngle()`,
|
||||
`Datatype.CFrame.fromEulerAnglesXYZ()`, or
|
||||
`Datatype.CFrame.fromEulerAnglesYXZ()`.
|
||||
code_samples: []
|
||||
type: CFrame
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Goals
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: BodyGyro.cframe
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: CFrame
|
||||
tags:
|
||||
- NotReplicated
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This property is a deprecated variant of `Class.BodyGyro.CFrame` which
|
||||
should be used instead.
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Goals
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: BodyGyro.D
|
||||
summary: |
|
||||
Determines the amount of dampening to use in reaching the goal
|
||||
`Class.BodyGyro.CFrame|CFrame`.
|
||||
description: |
|
||||
This property defines how much dampening will be applied to the torque
|
||||
used to reach the goal `Class.BodyGyro.CFrame|CFrame`. When the assembly
|
||||
approaches the goal orientation, it needs to decelerate, otherwise it will
|
||||
rotate past the goal and have to stop and re-accelerate back toward the
|
||||
goal. This often creates an undesirable "rubber‑banding" effect, avoided
|
||||
by applying dampening. The higher this value is set, the greater the
|
||||
dampening curve becomes, or the slower the assembly will approach the goal
|
||||
orientation.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Goals
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: BodyGyro.MaxTorque
|
||||
summary: |
|
||||
Determines the limit on how much torque that may be applied to each axis.
|
||||
description: |
|
||||
This property determines the limit on the amount of torque that may be
|
||||
applied on each axis in reaching the goal orientation
|
||||
(`Class.BodyGyro.CFrame|CFrame`). If an assembly isn't moving, consider
|
||||
increasing this value and also check that it is not
|
||||
`Class.BasePart.Anchored|Anchored` or attached to any anchored assemblies.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Goals
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: BodyGyro.maxTorque
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags:
|
||||
- NotReplicated
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This property is a deprecated variant of `Class.BodyGyro.MaxTorque` which
|
||||
should be used instead.
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Goals
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: BodyGyro.P
|
||||
summary: |
|
||||
Determines how aggressive of a torque is applied in reaching the goal
|
||||
orientation.
|
||||
description: |
|
||||
This property determines how much power is used while applying torque in
|
||||
order to reach the goal `Class.BodyGyro.CFrame|CFrame`. The higher this
|
||||
value, the more power will be used and the faster it will be used.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Goals
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
47
.cursor/rules/roblox/reference/engine/classes/BodyMover.yaml
Normal file
47
.cursor/rules/roblox/reference/engine/classes/BodyMover.yaml
Normal file
|
|
@ -0,0 +1,47 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: BodyMover
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
Base class for objects that continually exert forces to assemblies.
|
||||
description: |
|
||||
`BodyMover` is the abstract base class for the set of legacy objects that
|
||||
exert forces to assemblies in different ways. In general, the subclasses of
|
||||
`BodyMover` are:
|
||||
|
||||
- `Class.BodyForce` exerts a force relative to world coordinates.
|
||||
- `Class.BodyPosition` exerts force to maintain a certain world position.
|
||||
- `Class.BodyVelocity` exerts force to maintain a certain velocity.
|
||||
- `Class.BodyThrust` exerts a force relative to object coordinates which
|
||||
applies torque if positioned in a certain way.
|
||||
- `Class.BodyGyro` exerts torque to maintain a certain orientation.
|
||||
- `Class.BodyAngularVelocity` exerts torque to maintain a certain angular
|
||||
velocity.
|
||||
- `Class.RocketPropulsion` exerts both translational and rotational forces to
|
||||
cause an assembly to track down another.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants:
|
||||
- BodyAngularVelocity
|
||||
- BodyForce
|
||||
- BodyGyro
|
||||
- BodyPosition
|
||||
- BodyThrust
|
||||
- BodyVelocity
|
||||
- RocketPropulsion
|
||||
tags:
|
||||
- NotCreatable
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This class has been deprecated. See the
|
||||
[mover constraints](../../../physics/mover-constraints.md) article for an
|
||||
overview of `Class.BodyMover` replacements, as well as the
|
||||
[legacy conversion notes](../../../physics/mover-constraints.md#legacy-mover-conversion).
|
||||
properties: []
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,126 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: BodyPartDescription
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
Describes the appearance of an avatar body part for the
|
||||
`Class.HumanoidDescription`.
|
||||
description: |
|
||||
**BodyPartDescription** is an object that stores the description for an
|
||||
avatar's body parts, such as the `Class.BodyPartDescription.Color|Color`. It
|
||||
is meant to be placed underneath a `Class.HumanoidDescription` in order to
|
||||
work with `Class.Humanoid:ApplyDescriptionAsync()`.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: BodyPartDescription.AssetId
|
||||
summary: |
|
||||
The asset ID that should be applied when applying this
|
||||
`Class.BodyPartDescription`.
|
||||
description: |
|
||||
The asset ID that should be applied when applying this
|
||||
`Class.BodyPartDescription`.
|
||||
code_samples: []
|
||||
type: int64
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Avatar
|
||||
- name: BodyPartDescription.BodyPart
|
||||
summary: |
|
||||
The type of body part.
|
||||
description: |
|
||||
The type of body part.
|
||||
code_samples: []
|
||||
type: BodyPart
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Avatar
|
||||
- name: BodyPartDescription.Color
|
||||
summary: |
|
||||
The `Datatype.Color3` for this body part.
|
||||
description: |
|
||||
The `Datatype.Color3` for this body part.
|
||||
code_samples: []
|
||||
type: Color3
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Avatar
|
||||
- name: BodyPartDescription.HeadShape
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: string
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Avatar
|
||||
- name: BodyPartDescription.Instance
|
||||
summary: |
|
||||
A reference to the `Class.Instance` that should be applied when applying
|
||||
this `Class.BodyPartDescription`.
|
||||
description: |
|
||||
A reference to the `Class.Instance` that should be applied when applying
|
||||
this `Class.BodyPartDescription`. This property can be used instead of
|
||||
`Class.BodyPartDescription.AssetId|AssetId` to apply accessories without
|
||||
uploading them to the platform. This can reference either a body part with
|
||||
R15, **R15ArtistIntent** and **R6** folders, or only reference a single
|
||||
subfolder.
|
||||
code_samples: []
|
||||
type: Instance
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Avatar
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
230
.cursor/rules/roblox/reference/engine/classes/BodyPosition.yaml
Normal file
230
.cursor/rules/roblox/reference/engine/classes/BodyPosition.yaml
Normal file
|
|
@ -0,0 +1,230 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: BodyPosition
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
Applies a force to maintain a constant position.
|
||||
description: |
|
||||
The `BodyPosition` object applies a force on an assembly such that it will
|
||||
maintain a constant position in the world. The
|
||||
`Class.BodyPosition.Position|Position` property, not to be confused with
|
||||
`Class.BasePart.Position`, controls the target world position. This is the
|
||||
translational counterpart to a `Class.BodyGyro`.
|
||||
|
||||
If you need further control on a force applied to an object, consider using a
|
||||
`Class.BodyForce` or `Class.BodyThrust` instead.
|
||||
|
||||
The strength of the force applied by this object is controlled by several
|
||||
factors, namely the distance to the goal position: the force is stronger when
|
||||
farther away from the goal. This is amplified by `Class.BodyPosition.P|P`
|
||||
(power). The present velocity will also dampen the force applied by this
|
||||
object, and this is amplified by `Class.BodyPosition.D|D` (dampening). The
|
||||
resulting force is then capped by `Class.BodyPosition.MaxForce|MaxForce`. Note
|
||||
the force applied on the assembly to achieve the goal position may vary on a
|
||||
per-axis basis.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- BodyMover
|
||||
descendants: []
|
||||
tags:
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This object is deprecated and should not be used for new work. Use
|
||||
`Class.AlignPosition` instead, and see the
|
||||
[legacy conversion notes](../../../physics/mover-constraints.md#legacy-mover-conversion).
|
||||
properties:
|
||||
- name: BodyPosition.D
|
||||
summary: |
|
||||
Determines the amount of dampening to use in reaching the goal
|
||||
`Class.BodyPosition.Position|Position`.
|
||||
description: |
|
||||
This property determines how much dampening will be applied to the force
|
||||
used toward reaching the goal `Class.BodyPosition.Position|Position`. When
|
||||
the assembly approaches the goal position it needs to decelerate,
|
||||
otherwise it will move past the goal and have to stop and re-accelerate
|
||||
back toward the goal. This is often creates an undesirable
|
||||
"rubber‑banding" effect, avoided by applying dampening. The higher this
|
||||
value is set, the greater the dampening curve becomes, or the slower the
|
||||
assembly will approach the goal position.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Goals
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: BodyPosition.MaxForce
|
||||
summary: |
|
||||
Determines the limit on how much force that may be applied to each axis.
|
||||
description: |
|
||||
This property determines the limit on the amount of force that may be
|
||||
applied on each axis in reaching the goal
|
||||
`Class.BodyPosition.Position|Position`. If an assembly isn't moving,
|
||||
consider increasing this value and also check that it is not
|
||||
`Class.BasePart.Anchored|Anchored` or attached to any anchored assemblies.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Goals
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: BodyPosition.maxForce
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags:
|
||||
- NotReplicated
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This property is a deprecated variant of `Class.BodyPosition.MaxForce`
|
||||
which should be used instead.
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Goals
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: BodyPosition.P
|
||||
summary: |
|
||||
Determines how aggressive of a force is applied in reaching the goal
|
||||
position.
|
||||
description: |
|
||||
This property determines how much power is used while applying force in
|
||||
order to reach the goal `Class.BodyPosition.Position|Position`. The higher
|
||||
this value, the more power will be used and the faster it will be used.
|
||||
The force the `Class.BodyPosition` exerts increases as the difference
|
||||
between the assembly's current position and the goal position increases.
|
||||
This property is multiplied to this force to either amplify or diminish
|
||||
it.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Goals
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: BodyPosition.Position
|
||||
summary: |
|
||||
Determines the goal position towards which force will be applied.
|
||||
description: |
|
||||
This property determines the goal position towards which the
|
||||
`Class.BodyPosition` will apply force.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Goals
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: BodyPosition.position
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags:
|
||||
- NotReplicated
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This is a deprecated variant of `Class.BodyPosition.Position` which should
|
||||
be used instead.
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Goals
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Physics
|
||||
methods:
|
||||
- name: BodyPosition:GetLastForce
|
||||
summary: |
|
||||
Returns the last force in the object.
|
||||
description: |
|
||||
This function returns the last force in the object.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Vector3
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: BodyPosition:lastForce
|
||||
summary: |
|
||||
Returns the last force in the object.
|
||||
description: |
|
||||
The lastForce function returns the last force in the object.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Vector3
|
||||
summary: ''
|
||||
tags:
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This property has been superseded by `Class.BodyPosition:GetLastForce()`
|
||||
which should be used in new work instead,
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Physics
|
||||
events:
|
||||
- name: BodyPosition.ReachedTarget
|
||||
summary: |
|
||||
Fired when the Parent of the BodyPosition reaches the desired
|
||||
`Class.BodyPosition.Position` (within .1 studs). Once this event fires it
|
||||
will not fire again until `Class.BodyPosition.Position` is updated.
|
||||
description: |
|
||||
Fired when the Parent of the BodyPosition reaches the desired
|
||||
`Class.BodyPosition.Position` (within .1 studs). Once this event fires it
|
||||
will not fire again until `Class.BodyPosition.Position` is updated.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities:
|
||||
- Physics
|
||||
callbacks: []
|
||||
119
.cursor/rules/roblox/reference/engine/classes/BodyThrust.yaml
Normal file
119
.cursor/rules/roblox/reference/engine/classes/BodyThrust.yaml
Normal file
|
|
@ -0,0 +1,119 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: BodyThrust
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
Applies a constant force to an object at a specific point.
|
||||
description: |
|
||||
The `BodyThrust` object applies a force relative to the assembly to which it
|
||||
is parented at a specific location. It behaves similar to a `Class.BodyForce`
|
||||
except that this object's force applies at a specific point
|
||||
(`Class.BodyThrust.Location|Location`), allowing you to exert a torque
|
||||
(rotational force). To apply a force dynamically so that an assembly maintains
|
||||
a constant angular velocity, use a `Class.BodyAngularVelocity` instead. To
|
||||
apply a force dynamically so that an assembly maintains a constant orientation
|
||||
(angular position), use a `Class.BodyGyro`.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- BodyMover
|
||||
descendants: []
|
||||
tags:
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This object is deprecated and should not be used for new work. Use
|
||||
`Class.VectorForce` instead, and see the
|
||||
[legacy conversion notes](../../../physics/mover-constraints.md#legacy-mover-conversion).
|
||||
properties:
|
||||
- name: BodyThrust.Force
|
||||
summary: |
|
||||
Determines the amount of force exerted on each axis relative to the
|
||||
assembly.
|
||||
description: |
|
||||
This property determines the amount of force exerted on each axis relative
|
||||
to the assembly. The force is exerted at the
|
||||
`Class.BodyThrust.Location|Location` which is also relative to the
|
||||
assembly.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Goals
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: BodyThrust.force
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags:
|
||||
- NotReplicated
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This property is a deprecated variant of `Class.BodyThrust.Force|Force`
|
||||
which should be used instead.
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Goals
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: BodyThrust.Location
|
||||
summary: |
|
||||
Determines the relative position where the `Class.BodyThrust.Force|Force`
|
||||
is exerted.
|
||||
description: |
|
||||
This property determines the relative position where the
|
||||
`Class.BodyThrust.Force|Force` is exerted. This is the primary means for
|
||||
turning force into torque.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Goals
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: BodyThrust.location
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags:
|
||||
- NotReplicated
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This property is a deprecated variant of `Class.BodyThrust.Location` which
|
||||
should be used instead.
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Goals
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Physics
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
185
.cursor/rules/roblox/reference/engine/classes/BodyVelocity.yaml
Normal file
185
.cursor/rules/roblox/reference/engine/classes/BodyVelocity.yaml
Normal file
|
|
@ -0,0 +1,185 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: BodyVelocity
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
Applies a force to maintain a constant velocity.
|
||||
description: |
|
||||
The `BodyVelocity` object applies a force on an assembly such that it will
|
||||
maintain a constant velocity. The `Class.BodyVelocity.Velocity|Velocity`
|
||||
property, not to be confused with `Class.BasePart.AssemblyLinearVelocity`,
|
||||
controls the goal velocity.
|
||||
|
||||
`Class.BodyVelocity` is the linear counterpart to `Class.BodyAngularVelocity`.
|
||||
If you need the assembly to move toward a goal position, use
|
||||
`Class.BodyPosition` instead. If you need further control on a force applied
|
||||
to an object, consider using a `Class.BodyForce` or `Class.BodyThrust`
|
||||
instead.
|
||||
|
||||
The strength of the force applied by this object is controlled by several
|
||||
factors, namely the difference between the assembly's current velocity and the
|
||||
goal velocity. This is multiplied by `Class.BodyVelocity.P|P` (power) to
|
||||
either amplify or diminish it. The resulting force is then capped by
|
||||
`Class.BodyVelocity.MaxForce|MaxForce`.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- BodyMover
|
||||
descendants: []
|
||||
tags:
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This object is deprecated and should not be used for new work. Use
|
||||
`Class.LinearVelocity` instead, and see the
|
||||
[legacy conversion notes](../../../physics/mover-constraints.md#legacy-mover-conversion).
|
||||
properties:
|
||||
- name: BodyVelocity.MaxForce
|
||||
summary: |
|
||||
Determines the limit on how much force that may be applied to each axis.
|
||||
description: |
|
||||
This property determines the limit on the amount of force that may be
|
||||
applied on each axis in reaching the goal
|
||||
`Class.BodyVelocity.Velocity|Velocity`. If an assembly isn't moving,
|
||||
consider increasing this value and also check that it is not
|
||||
`Class.BasePart.Anchored|Anchored` or attached to any anchored assemblies.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Goals
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: BodyVelocity.maxForce
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags:
|
||||
- NotReplicated
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This property is a deprecated variant of `Class.BodyVelocity.MaxForce`
|
||||
which should be used instead.
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Goals
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: BodyVelocity.P
|
||||
summary: |
|
||||
Determines how aggressive of a force is applied in reaching the goal
|
||||
velocity.
|
||||
description: |
|
||||
This property determines how much power is used while applying force in
|
||||
order to reach the goal `Class.BodyVelocity.Velocity|Velocity`. The higher
|
||||
this value, the more power will be used and the faster it will be used.
|
||||
The force the `Class.BodyVelocity` exerts increases as the difference
|
||||
between the assembly's current velocity and the goal velocity increases.
|
||||
This property is multiplied to this force to either amplify or diminish
|
||||
it.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Goals
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: BodyVelocity.Velocity
|
||||
summary: |
|
||||
Determines the goal velocity.
|
||||
description: |
|
||||
This property (not to be confused with `Class.BasePart.Velocity`)
|
||||
determines the target velocity towards which force will be exerted. It is
|
||||
specified relative to the world, not the assembly.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Goals
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: BodyVelocity.velocity
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags:
|
||||
- NotReplicated
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This property is a deprecated variant of `Class.BodyVelocity.Velocity`
|
||||
which should be used instead.
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Goals
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Physics
|
||||
methods:
|
||||
- name: BodyVelocity:GetLastForce
|
||||
summary: |
|
||||
Not implemented and will always return the `0` vector.
|
||||
description: |
|
||||
This method is not implemented and it will always return the `0` vector.
|
||||
You are advised to use `Class.AlignPosition` instead.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Vector3
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Physics
|
||||
- name: BodyVelocity:lastForce
|
||||
summary: |
|
||||
Returns the last force in the object.
|
||||
description: |
|
||||
Returns the last force in the object.
|
||||
code_samples: []
|
||||
parameters: []
|
||||
returns:
|
||||
- type: Vector3
|
||||
summary: ''
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
thread_safety: Unsafe
|
||||
capabilities:
|
||||
- Physics
|
||||
events: []
|
||||
callbacks: []
|
||||
150
.cursor/rules/roblox/reference/engine/classes/Bone.yaml
Normal file
150
.cursor/rules/roblox/reference/engine/classes/Bone.yaml
Normal file
|
|
@ -0,0 +1,150 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: Bone
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
Bones are non-rendered objects that drive the movement of one or more parts
|
||||
for the purposes of animation, or creating clothing and characters.
|
||||
description: |
|
||||
Bones are non-rendered objects that drive the movement of one or more parts
|
||||
for the purposes of animation, or creating clothing and characters. Bones are
|
||||
part of a `Class.Model` or `Class.MeshPart` object's skeletal **rig** that you
|
||||
typically access and animate through the
|
||||
[Animation Editor](../../../animation/editor.md).
|
||||
|
||||
Rigs are created during the modeling process in third-party software such as
|
||||
Blender or Maya. After importing the rigged model into Studio, you can add the
|
||||
model directly to your experience, or save and share the model as an asset.
|
||||
See [Rigging](../../../art/modeling/rigging.md) for more details on creating
|
||||
and using rigged models.
|
||||
|
||||
Note that you can parent `Class.Bone|Bones` under other `Class.Bone|Bones` and
|
||||
parts. When parenting a bone to another bone, the child bone's world position
|
||||
will be relative to the parent bone's position, and the hierarchy of parented
|
||||
`Class.Bone` objects can change the behavior of affected parts during posing
|
||||
or animation.
|
||||
|
||||
##### Relationship with Motor6D
|
||||
|
||||
To support animations with older rigs using joints, such as `Class.Motor6D`,
|
||||
you can use the `Class.Bone.Transform` property in the same way as
|
||||
`Class.Motor6D.Transform`. Roblox uses the offset of the bones from the
|
||||
default pose to drive an animation, and bones are not replicated or
|
||||
serialized.
|
||||
|
||||
##### Bone.CFrame
|
||||
|
||||
Bones inherit the `Class.Attachment.CFrame|CFrame` property of
|
||||
`Class.Attachment|Attachments` which Roblox uses as the bone's reference
|
||||
position. The inherited `Class.Attachment.WorldCFrame|WorldCFrame` and other
|
||||
world properties return the initial un-transformed position.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Attachment
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: Bone.Transform
|
||||
summary: |
|
||||
Determines the current animated offset of the bone in its local space.
|
||||
description: |
|
||||
**Transform** determines the current animated offset of the bone relative
|
||||
to its `Class.Attachment.CFrame|CFrame`. This property is set by Roblox
|
||||
when animations on skinned meshes are played, although it can be
|
||||
manipulated manually in a manner similar to `Class.Motor6D.Transform`.
|
||||
|
||||
See also:
|
||||
|
||||
- `Class.Motor6D.Transform`, a property which plays a similar role in
|
||||
character rig animation
|
||||
- `Class.Bone.TransformedCFrame|TransformedCFrame` and
|
||||
`Class.Bone.TransformedWorldCFrame|TransformedWorldCFrame`, whose values
|
||||
are partially determined by this property
|
||||
code_samples: []
|
||||
type: CFrame
|
||||
tags:
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Transform
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Basic
|
||||
- Animation
|
||||
- name: Bone.TransformedCFrame
|
||||
summary: |
|
||||
Describes the combined `Class.Attachment.CFrame|CFrame` offset of the bone
|
||||
and the current animation offset in the bone local space.
|
||||
description: |
|
||||
**TransformedCFrame** describes the combined
|
||||
`Class.Attachment.CFrame|CFrame` offset of the bone and the current
|
||||
animation offset (`Class.Bone.Transform|Transform`) in the bone's local
|
||||
space.
|
||||
|
||||
See also:
|
||||
|
||||
- `Class.Bone.Transform|Transform`, a property which partially determines
|
||||
this property's value
|
||||
- `Class.Bone.TransformedWorldCFrame`, a world-space variant of this
|
||||
property
|
||||
code_samples: []
|
||||
type: CFrame
|
||||
tags:
|
||||
- Hidden
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Derived Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Basic
|
||||
- Animation
|
||||
- name: Bone.TransformedWorldCFrame
|
||||
summary: |
|
||||
Describes the combined `Class.Attachment.CFrame|CFrame` offset of the bone
|
||||
and the current animation offset in world space.
|
||||
description: |
|
||||
**TransformedWorldCFrame** describes the combined
|
||||
`Class.Attachment.CFrame|CFrame` offset of the bone and the current
|
||||
animation offset (`Class.Bone.Transform|Transform`) in world space.
|
||||
|
||||
See also:
|
||||
|
||||
- `Class.Bone.Transform|Transform`, a property which partially determines
|
||||
this property's value
|
||||
- `Class.Bone.TransformedCFrame`, a local-space variant of this property
|
||||
code_samples: []
|
||||
type: CFrame
|
||||
tags:
|
||||
- ReadOnly
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: Unsafe
|
||||
category: Derived World Data
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Basic
|
||||
- Animation
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
83
.cursor/rules/roblox/reference/engine/classes/BoolValue.yaml
Normal file
83
.cursor/rules/roblox/reference/engine/classes/BoolValue.yaml
Normal file
|
|
@ -0,0 +1,83 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: BoolValue
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
A container object for a single boolean value.
|
||||
description: |
|
||||
Stores a single boolean value. The value can be used for many things,
|
||||
including to communicate between scripts.
|
||||
|
||||
Like all `Class.ValueBase` objects, this single value is stored in the
|
||||
`Class.BoolValue.Value|Value` property. The `Changed` event fires with the new
|
||||
value being stored in the object, instead of a string representing the
|
||||
property being changed.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- ValueBase
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: BoolValue.Value
|
||||
summary: |
|
||||
Used to hold a boolean value.
|
||||
description: |
|
||||
Used to hold a boolean value.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities: []
|
||||
methods: []
|
||||
events:
|
||||
- name: BoolValue.Changed
|
||||
summary: |
|
||||
Fires whenever the `Class.BoolValue.Value` is changed.
|
||||
description: |
|
||||
Fires whenever the `Class.BoolValue.Value` changes. It runs with the new
|
||||
value being stored in the argument object, instead of a string
|
||||
representing the property being changed.
|
||||
|
||||
Listening for the `Changed` signal can be useful in games that use
|
||||
`BoolValues` to track switch or enabled states.
|
||||
code_samples:
|
||||
- BoolValue-Changed1
|
||||
parameters:
|
||||
- name: value
|
||||
type: boolean
|
||||
default:
|
||||
summary: |
|
||||
The new value after the change.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities: []
|
||||
- name: BoolValue.changed
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: value
|
||||
type: boolean
|
||||
default:
|
||||
summary: ''
|
||||
tags:
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This event is a deprecated variant of `Class.BoolValue.Changed` which
|
||||
should be used instead.
|
||||
security: None
|
||||
capabilities: []
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,62 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: BoxHandleAdornment
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
A box-shaped handle that can be adorned to a `Class.BasePart`.
|
||||
description: |
|
||||
`BoxHandleAdornment` is a box-shaped handle that can be adorned to a
|
||||
`Class.BasePart`. If parented to a player's `Class.PlayerGui` or the
|
||||
`Class.CoreGui`, handles can listen to input events for purposes such as
|
||||
making dragger tools.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- HandleAdornment
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: BoxHandleAdornment.Shading
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: AdornShading
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Basic
|
||||
- UI
|
||||
- name: BoxHandleAdornment.Size
|
||||
summary: |
|
||||
Size of the adornment.
|
||||
description: |
|
||||
The size of the adornment in studs.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Basic
|
||||
- UI
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,84 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: BrickColorValue
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
A container object for a single BrickColor value.
|
||||
description: |
|
||||
An instance which is used to store a BrickColor value.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- ValueBase
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: BrickColorValue.Value
|
||||
summary: |
|
||||
Used to hold a `Datatype.BrickColor` value.
|
||||
description: |
|
||||
Used to hold a `Datatype.BrickColor` value.
|
||||
code_samples: []
|
||||
type: BrickColor
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities: []
|
||||
methods: []
|
||||
events:
|
||||
- name: BrickColorValue.Changed
|
||||
summary: |
|
||||
Fired whenever the `Class.BrickColorValue.Value` of the BrickColorValue is
|
||||
changed.
|
||||
description: |
|
||||
Fired whenever the `Class.BrickColorValue.Value` of the
|
||||
`Class.BrickColorValue` is changed. It will run with the new value being
|
||||
stored in the argument object, instead of a string representing the
|
||||
property being changed.
|
||||
|
||||
This event, like other changed events, can be used to track when an
|
||||
BrickColorValue changes and to track the different values that it may
|
||||
change to.
|
||||
|
||||
Equivalent changed events exist for similar objects, such as
|
||||
`Class.NumberValue` and `Class.StringValue`, depending on what object type
|
||||
best suits the need.
|
||||
code_samples:
|
||||
- BrickColorValue-Changed1
|
||||
parameters:
|
||||
- name: value
|
||||
type: BrickColor
|
||||
default:
|
||||
summary: |
|
||||
The new value after the change.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities: []
|
||||
- name: BrickColorValue.changed
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: value
|
||||
type: BrickColor
|
||||
default:
|
||||
summary: ''
|
||||
tags:
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This event is a deprecated variant of `Class.BrickColorValue.Changed`
|
||||
which should be used instead.
|
||||
security: None
|
||||
capabilities: []
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,22 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: BrowserService
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants: []
|
||||
tags:
|
||||
- NotCreatable
|
||||
- Service
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
properties: []
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,345 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: BubbleChatConfiguration
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
Allows for customization of text chat bubbles through `Class.TextChatService`.
|
||||
description: |
|
||||
Allows for customization of text chat bubbles through `Class.TextChatService`.
|
||||
See [Bubble Chat](../../../chat/bubble-chat.md) for implementation details.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- TextChatConfigurations
|
||||
descendants: []
|
||||
tags:
|
||||
- NotCreatable
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: BubbleChatConfiguration.AdorneeName
|
||||
summary: |
|
||||
Body part or `Class.Attachment` that bubbles will attach to.
|
||||
description: |
|
||||
String name of the body part or `Class.Attachment` that bubbles attach to;
|
||||
if multiple instances of the same name exist, the system attaches to the
|
||||
first instance found. Default is `"HumanoidRootPart"`.
|
||||
code_samples: []
|
||||
type: string
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Behavior
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Chat
|
||||
- name: BubbleChatConfiguration.BackgroundColor3
|
||||
summary: |
|
||||
Background color of bubbles.
|
||||
description: |
|
||||
`Datatype.Color3` background color of bubbles. Default is
|
||||
`Datatype.Color3|Color3.fromRGB(250, 250, 250)`.
|
||||
code_samples: []
|
||||
type: Color3
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Chat
|
||||
- name: BubbleChatConfiguration.BackgroundTransparency
|
||||
summary: |
|
||||
Determines the background transparency of the default bubble chat as a
|
||||
number between 0 and 1.
|
||||
description: |
|
||||
Determines the background transparency of the default bubble chat as a
|
||||
number between 0 and 1. This value is multiplied with the user's
|
||||
`Class.GuiService.PreferredTransparency` to create the effective
|
||||
background transparency used by the bubble chat, which may be more opaque
|
||||
than this value set here. Default value is 0.1.
|
||||
code_samples: []
|
||||
type: double
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Chat
|
||||
- name: BubbleChatConfiguration.BubbleDuration
|
||||
summary: |
|
||||
Time before a bubble fades out, in seconds.
|
||||
description: |
|
||||
Time before a bubble fades out, in seconds. Default is `30`.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Behavior
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Chat
|
||||
- name: BubbleChatConfiguration.BubblesSpacing
|
||||
summary: |
|
||||
Vertical space between stacked bubbles, in pixels.
|
||||
description: |
|
||||
Vertical space between stacked bubbles, in pixels. Default is `6`.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Behavior
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Chat
|
||||
- name: BubbleChatConfiguration.Enabled
|
||||
summary: |
|
||||
Whether text chat bubbles are enabled.
|
||||
description: |
|
||||
Whether text chat bubbles are enabled. Default is `false`.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Behavior
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Chat
|
||||
- name: BubbleChatConfiguration.Font
|
||||
summary: |
|
||||
`Datatype.Font` of the bubble text.
|
||||
description: |
|
||||
`Datatype.Font` of the bubble text. Default is `Enum.Font.GothamMedium`.
|
||||
code_samples: []
|
||||
type: Enum.Font
|
||||
tags:
|
||||
- Hidden
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Chat
|
||||
- name: BubbleChatConfiguration.FontFace
|
||||
summary: |
|
||||
`Datatype.Font` of the bubble text.
|
||||
description: |
|
||||
`Datatype.Font` of the bubble text. Similar to
|
||||
`Class.BubbleChatConfiguration.Font` but allows setting fonts that don't
|
||||
exist in `Enum.Font`.
|
||||
code_samples: []
|
||||
type: Datatype.Font
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Chat
|
||||
- name: BubbleChatConfiguration.LocalPlayerStudsOffset
|
||||
summary: |
|
||||
Offset of bubbles from their adornee, in studs.
|
||||
description: |
|
||||
If adorned to the local player, `Datatype.Vector3` offset of bubbles from
|
||||
their adornee, in studs, relative to the camera orientation.
|
||||
code_samples: []
|
||||
type: Vector3
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Behavior
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Chat
|
||||
- name: BubbleChatConfiguration.MaxBubbles
|
||||
summary: |
|
||||
Maximum number of text chat bubbles shown per user.
|
||||
description: |
|
||||
Maximum number of text chat bubbles shown per user. If the number of
|
||||
bubbles exceeds this maximum, the system removes bubbles from the oldest
|
||||
one. Default is `3`.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Behavior
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Chat
|
||||
- name: BubbleChatConfiguration.MaxDistance
|
||||
summary: |
|
||||
Maximum distance from the camera that bubbles are shown.
|
||||
description: |
|
||||
Maximum distance from the camera that bubbles are shown. Default is `100`.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Behavior
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Chat
|
||||
- name: BubbleChatConfiguration.MinimizeDistance
|
||||
summary: |
|
||||
Distance from the camera when bubbles turn into a single bubble with an
|
||||
ellipsis to indicate chatter.
|
||||
description: |
|
||||
Distance from the camera when bubbles turn into a single bubble with an
|
||||
ellipsis (**⋯**) to indicate chatter.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Behavior
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Chat
|
||||
- name: BubbleChatConfiguration.TailVisible
|
||||
summary: |
|
||||
Determines if the tail at the bottom of the text chat bubbles is visible.
|
||||
description: |
|
||||
Determines if the tail at the bottom of the text chat bubbles is visible.
|
||||
Default is `True`.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Chat
|
||||
- name: BubbleChatConfiguration.TextColor3
|
||||
summary: |
|
||||
Color of bubble text.
|
||||
description: |
|
||||
`Datatype.Color3` color of bubble text. Default is
|
||||
`Datatype.Color3|Color3.fromRGB(57, 59, 61)`.
|
||||
code_samples: []
|
||||
type: Color3
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Chat
|
||||
- name: BubbleChatConfiguration.TextSize
|
||||
summary: |
|
||||
Size of bubble text.
|
||||
description: |
|
||||
Size of bubble text. Default is `16`.
|
||||
code_samples: []
|
||||
type: int64
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Chat
|
||||
- name: BubbleChatConfiguration.VerticalStudsOffset
|
||||
summary: |
|
||||
Extra space between bubbles and their adornee, in studs.
|
||||
description: |
|
||||
Extra space between bubbles and their adornee, in studs. Default is `0`.
|
||||
code_samples: []
|
||||
type: float
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Behavior
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Chat
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,131 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: BubbleChatMessageProperties
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
inherits:
|
||||
- TextChatMessageProperties
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: BubbleChatMessageProperties.BackgroundColor3
|
||||
summary: |
|
||||
Background color of bubbles.
|
||||
description: |
|
||||
Background color of bubbles in `Datatype.Color3`.
|
||||
code_samples: []
|
||||
type: Color3
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Chat
|
||||
- name: BubbleChatMessageProperties.BackgroundTransparency
|
||||
summary: |
|
||||
Background transparency of bubbles.
|
||||
description: |
|
||||
Background transparency of bubbles.
|
||||
code_samples: []
|
||||
type: double
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Chat
|
||||
- name: BubbleChatMessageProperties.FontFace
|
||||
summary: |
|
||||
Font of the bubble text.
|
||||
description: |
|
||||
Font of the bubble text in `Datatype.Font`.
|
||||
code_samples: []
|
||||
type: Datatype.Font
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Chat
|
||||
- name: BubbleChatMessageProperties.TailVisible
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Chat
|
||||
- name: BubbleChatMessageProperties.TextColor3
|
||||
summary: |
|
||||
Color of bubble text.
|
||||
description: |
|
||||
Color of bubble text in `Datatype.Color3`.
|
||||
code_samples: []
|
||||
type: Color3
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Chat
|
||||
- name: BubbleChatMessageProperties.TextSize
|
||||
summary: |
|
||||
Size of bubble text.
|
||||
description: |
|
||||
Size of bubble text.
|
||||
code_samples: []
|
||||
type: int64
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Appearance
|
||||
serialization:
|
||||
can_load: false
|
||||
can_save: false
|
||||
capabilities:
|
||||
- Chat
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,68 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: BuoyancySensor
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
A `Class.SensorBase` that outputs data about how its `Class.BasePart` is
|
||||
interacting with `Class.Terrain` water.
|
||||
description: |
|
||||
A `Class.SensorBase` that outputs data about how its `Class.BasePart` is
|
||||
interacting with `Class.Terrain` water, allowing you to determine if the part
|
||||
is or is not in water.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- SensorBase
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: BuoyancySensor.FullySubmerged
|
||||
summary: |
|
||||
True when the entirety of the `Class.BasePart` is submerged in
|
||||
`Class.Terrain` water with at least one voxel of water above it.
|
||||
description: |
|
||||
This property is true when the entirety of the `Class.BasePart` is
|
||||
submerged in `Class.Terrain` water with at least one voxel of water above
|
||||
it.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Output
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Basic
|
||||
- name: BuoyancySensor.TouchingSurface
|
||||
summary: |
|
||||
True when any position on the `Class.BasePart` is touching `Class.Terrain`
|
||||
water.
|
||||
description: |
|
||||
This property is true when any position on the `Class.BasePart` is
|
||||
touching `Class.Terrain` water. The detection measurements are not exact
|
||||
and may use the bounding box of the part instead of its exact geometry.
|
||||
code_samples: []
|
||||
type: boolean
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Output
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities:
|
||||
- Basic
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,87 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: CFrameValue
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
A container object for a single CFrame value.
|
||||
description: |
|
||||
A container object for a single `Datatype.CFrame` value.
|
||||
code_samples:
|
||||
- Store-the-Camera-s-CFrame
|
||||
inherits:
|
||||
- ValueBase
|
||||
descendants: []
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
properties:
|
||||
- name: CFrameValue.Value
|
||||
summary: |
|
||||
Used to hold a `Datatype.CFrame` value.
|
||||
description: |
|
||||
Used to hold a `Datatype.CFrame` value.
|
||||
code_samples: []
|
||||
type: CFrame
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security:
|
||||
read: None
|
||||
write: None
|
||||
thread_safety: ReadSafe
|
||||
category: Data
|
||||
serialization:
|
||||
can_load: true
|
||||
can_save: true
|
||||
capabilities: []
|
||||
methods: []
|
||||
events:
|
||||
- name: CFrameValue.Changed
|
||||
summary: |
|
||||
Fired whenever the `Class.CFrameValue.Value` of the CFrameValue is
|
||||
changed.
|
||||
description: |
|
||||
Fired whenever the `Class.CFrameValue.Value` of the `Class.CFrameValue` is
|
||||
changed. It will run with the new value being stored in the argument
|
||||
object, instead of a string representing the property being changed.
|
||||
|
||||
This event, like other changed events, can be used to track when an
|
||||
CFrameValue changes and to track the different values that it may change
|
||||
to.
|
||||
|
||||
For instance, this even may be useful in games that rely on CFrameValues
|
||||
to track game object `Datatype.CFrame` positions and movements.
|
||||
|
||||
Equivalent changed events exist for similar objects, such as
|
||||
`Class.NumberValue` and `Class.StringValue`, depending on what object type
|
||||
best suits the need.
|
||||
code_samples:
|
||||
- CFrameValue-Changed1
|
||||
parameters:
|
||||
- name: value
|
||||
type: CFrame
|
||||
default:
|
||||
summary: |
|
||||
The new value after the change.
|
||||
tags: []
|
||||
deprecation_message: ''
|
||||
security: None
|
||||
capabilities: []
|
||||
- name: CFrameValue.changed
|
||||
summary: ''
|
||||
description: ''
|
||||
code_samples: []
|
||||
parameters:
|
||||
- name: value
|
||||
type: CFrame
|
||||
default:
|
||||
summary: ''
|
||||
tags:
|
||||
- Deprecated
|
||||
deprecation_message: |
|
||||
This event is a deprecated variant of `Class.CFrameValue.Changed` which
|
||||
should be used instead.
|
||||
security: None
|
||||
capabilities: []
|
||||
callbacks: []
|
||||
|
|
@ -0,0 +1,32 @@
|
|||
# This file is automatically generated. Please don't edit it manually.
|
||||
# To submit a bug report on the content, see
|
||||
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
|
||||
|
||||
name: CacheableContentProvider
|
||||
type: class
|
||||
memory_category: Instances
|
||||
summary: |
|
||||
A variant of the `Class.ContentProvider` that caches assets that have already
|
||||
been received. This service is not used directly, but it is used by the
|
||||
services that inherit from it.
|
||||
description: |
|
||||
A variant of the `Class.ContentProvider` that caches assets that have already
|
||||
been received. This service is not used directly, but it is used by the
|
||||
services that inherit from it.
|
||||
code_samples: []
|
||||
inherits:
|
||||
- Instance
|
||||
descendants:
|
||||
- HSRDataContentProvider
|
||||
- MeshContentProvider
|
||||
- SlimContentProvider
|
||||
- SolidModelContentProvider
|
||||
tags:
|
||||
- NotCreatable
|
||||
- Service
|
||||
- NotReplicated
|
||||
deprecation_message: ''
|
||||
properties: []
|
||||
methods: []
|
||||
events: []
|
||||
callbacks: []
|
||||
1490
.cursor/rules/roblox/reference/engine/classes/Camera.yaml
Normal file
1490
.cursor/rules/roblox/reference/engine/classes/Camera.yaml
Normal file
File diff suppressed because it is too large
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Loading…
Add table
Add a link
Reference in a new issue