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.cursor/rules/roblox/reference/engine/classes/Weld.yaml
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.cursor/rules/roblox/reference/engine/classes/Weld.yaml
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# This file is automatically generated. Please don't edit it manually.
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# To submit a bug report on the content, see
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# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
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name: Weld
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type: class
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memory_category: BaseParts
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summary: ''
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description: |
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An object used to hold two objects together in a relative position, regardless
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of whether they're touching. This object is placed inside of a
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`Class.BasePart` and the `Class.JointInstance.Part1|Part1` property determines
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which other part should be welded to the original part. Two
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`Datatype.CFrame|CFrames`, `Class.JointInstance.C0|C0` and
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`Class.JointInstance.C1|C1`, then determine how the parts should be placed.
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See also `Class.RigidConstraint` for a newer alternative using the constraints
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system that does not require `Class.JointInstance.C0|C0` or
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`Class.JointInstance.C1|C1`, but instead uses `Class.Attachment|Attachments`
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to control offsets through `Class.Constraint.Attachment0` and
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`Class.Constraint.Attachment1`.
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While the weld is `Class.JointInstance.Active|Active`, it maintains the part
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positions such that:
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`part1.CFrame * C1 == Part0.CFrame * C0`
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#### Root Part
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Every assembly has a root part (see `Class.BasePart:GetRootPart()`). When a
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weld's `Class.JointInstance.C0|C0`/`Class.JointInstance.C1|C1` is modified,
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the root part will stay where it was.
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#### Directionality
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Welds do not have any directionality. Imagine rigid joints forming a tree,
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branching up from the root part such that all the parts up the tree from the
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root will move and their welded "children" will move with them.
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code_samples: []
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inherits:
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- JointInstance
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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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methods: []
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events: []
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callbacks: []
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