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778 lines
25 KiB
YAML
778 lines
25 KiB
YAML
# 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: StarterPlayer
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type: class
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memory_category: Instances
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summary: |
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A service which allows the defaults of properties in the `Class.Player` object
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to be set.
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description: |
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A service which allows the defaults of properties in the `Class.Player` object
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to be set. When a player enters the server, each property of the player object
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is set to the current value of the corresponding property in
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`Class.StarterPlayer`.
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Additionally, you may add four objects to this service:
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- A `Class.StarterPlayerScripts` instance with scripts that run once for each
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player.
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- A `Class.StarterCharacterScripts` instance with scripts to add to each
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player's character every time they spawn.
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- A `Class.Humanoid` instance named `StarterHumanoid` which will be used as
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the default humanoid for each player's character.
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- A `Class.Model` instance named `StarterCharacter` which will be used as the
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character model for all players.
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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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- NotCreatable
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- Service
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deprecation_message: ''
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properties:
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- name: StarterPlayer.AllowCustomAnimations
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summary: |
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Describes the current game's permission levels regarding custom avatar
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animations from the website.
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description: |
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This property describes the current game's permission levels regarding
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custom avatar `Class.Animation|Animations` from the website.
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As such, this value cannot be changed from within the game. It can only be
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changed by changing the game's permission levels within the game's
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setting's page on the website.
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This property is not intended for use in the game.
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code_samples: []
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type: boolean
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tags:
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- Hidden
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deprecation_message: ''
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security:
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read: None
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write: RobloxScriptSecurity
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thread_safety: ReadSafe
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category: Character
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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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- Players
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- name: StarterPlayer.AutoJumpEnabled
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summary: |
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Sets whether the character will automatically jump when hitting an
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obstacle on a mobile device.
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description: |
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This property sets whether the character will automatically jump when
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hitting an obstacle on a mobile device.
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This property is copied from the `Class.StarterPlayer` to a `Class.Player`
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when they join the game. Following that. the value of this property is
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copied to `Class.Humanoid.AutoJumpEnabled` property of the character's
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`Class.Humanoid` on spawn. In other words, it is possible to set the
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auto-jump behavior on a per-character, per-player and per-game basis using
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these three properties.
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code_samples:
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- Auto-Jump-Toggle
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type: boolean
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Mobile
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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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- Players
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- name: StarterPlayer.AvatarJointUpgrade
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summary: |
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Controls whether avatars spawn with AnimationConstraint joints for
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physical simulation.
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description: |
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This property controls the rollout state of new AnimationConstraint joints
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in avatars. When Disabled, avatars spawn with legacy
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`Class.Motor6D|Motor6Ds` connecting their limbs. When Enabled, avatars
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spawn with `Class.AnimationConstraint|AnimationConstraints` and
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`Class.BallSocketConstraint|BallSocketConstraints` connecting their limbs.
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This makes it easier to write scripts that enable physical simulation,
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like arm strength and ragdoll falling down.
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For more info see the
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[devforum announcement](https://devforum.roblox.com/t/studio-beta-avatar-joint-upgrade-enabling-physically-simulated-characters/3266099).
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code_samples: []
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type: RolloutState
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tags:
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- NotReplicated
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- NotScriptable
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- NotBrowsable
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Character
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serialization:
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can_load: false
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can_save: false
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capabilities:
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- Players
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- name: StarterPlayer.CameraMaxZoomDistance
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summary: |
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The maximum distance the player's default camera is allowed to zoom out in
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studs.
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description: |
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This property sets the maximum distance in studs the camera can be from
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the character with the default cameras.
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This property sets the default value of
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`Class.Player.CameraMaxZoomDistance` for each player who joins the game.
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If this value is set to a lower value than
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`Class.StarterPlayer.CameraMinZoomDistance` it will be increased to
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CameraMinZoomDistance.
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code_samples:
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- setting-camera-zoom-distance
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type: float
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Camera
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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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- Players
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- name: StarterPlayer.CameraMinZoomDistance
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summary: |
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The minimum distance in studs the player's default camera is allowed to
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zoom in.
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description: |
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This property sets the minimum distance in studs the camera can be from
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the character with the default cameras.
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This property sets the default value of
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`Class.Player.CameraMinZoomDistance` for each player who joins the game.
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If this value is set to a higher value than
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`Class.StarterPlayer.CameraMaxZoomDistance` it will be decreased to
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CameraMaxZoomDistance.
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code_samples:
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- setting-camera-zoom-distance
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type: float
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Camera
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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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- Players
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- name: StarterPlayer.CameraMode
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summary: |
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Changes the default camera's mode to either first or third person.
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description: |
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Sets the default value for `Class.Player.CameraMode` for each player in
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the game. The camera has two modes:
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##### First Person
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In first person mode, the player's camera is zoomed all the way in. Unless
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there is a visible GUI present with the `Class.GuiButton.Modal` property
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set to `true`, the mouse will be locked and the user's camera will turn as
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the mouse moves.
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##### Third Person
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In third person mode (default), the character can be seen in the camera.
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While in third person mode on Roblox:
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- You may right-click and drag to rotate your camera, or use the arrow
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keys at the bottom right-hand corner of the screen.
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- When you move your mouse, your camera does not change (unless you move
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the mouse to the end of the screen).
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- When you press any of the arrow keys, the user's character will face in
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the corresponding arrow key's direction.
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- You can zoom in and out freely.
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code_samples:
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- playing-in-first-person
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type: CameraMode
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Camera
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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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- Players
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- name: StarterPlayer.CharacterBreakJointsOnDeath
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summary: |
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Determines the starting value of `Class.Humanoid.BreakJointsOnDeath` for
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`Class.Player.Character`.
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description: |
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This property determines the starting value of
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`Class.Humanoid.BreakJointsOnDeath` for a player's
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`Class.Player.Character`.
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Note, `Class.StarterPlayer.AvatarJointUpgrade` must be enabled for
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CharacterBreakJointsOnDeath to take effect.
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code_samples: []
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type: boolean
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Character
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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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- Players
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- name: StarterPlayer.CharacterJumpHeight
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summary: |
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Determines the starting value of `Class.Humanoid.JumpHeight` for
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`Class.Player.Character`.
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description: |
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This property determines the starting value of `Class.Humanoid.JumpHeight`
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for a player's `Class.Player.Character`. The value of this property
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defaults to 7.2 studs.
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This property is only visible in the Properties window If
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`Class.StarterPlayer.CharacterUseJumpPower` is set to `false`, as it would
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not be relevant otherwise.
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Since this property is only relevant for characters being spawned in the
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future, changing it will not change any existing player characters.
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Changes to this property will only take effect when a player respawns.
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code_samples: []
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type: float
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Character Jump Settings
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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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- Players
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- name: StarterPlayer.CharacterJumpPower
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summary: |
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Determines the starting value of `Class.Humanoid.JumpPower` for
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`Class.Player.Character`.
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description: |
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This property determines the starting value of `Class.Humanoid.JumpPower`
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for a player's `Class.Player.Character`. The value of this property
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defaults to 50 and when applied to the player's `Class.Humanoid` it will
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be constrained between 0 and 1000.
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This property is only visible in the Properties window If
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`Class.StarterPlayer.CharacterUseJumpPower` is set to `true`, as it would
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not be relevant otherwise.
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Since this property is only relevant for characters being spawned in the
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future, changing it will not change any existing player characters.
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Changes to this property will only take effect when a player respawns.
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code_samples: []
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type: float
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Character Jump Settings
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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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- Players
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- name: StarterPlayer.CharacterMaxSlopeAngle
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summary: |
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Determines the starting value of `Class.Humanoid.MaxSlopeAngle` for
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`Class.Player.Character`.
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description: |
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This property determines the starting value of
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`Class.Humanoid.MaxSlopeAngle` for a player's `Class.Player.Character`. It
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defaults to 89°, so humanoids can climb pretty much any slope they want by
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default. When applied to the player's `Class.Humanoid` it will be
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constrained between 0 and 89.
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Since this property is only relevant for characters being spawned in the
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future, changing it will not change any existing player characters.
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Changes to this property will only take effect when a player respawns.
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code_samples: []
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type: float
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Character
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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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- Players
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- name: StarterPlayer.CharacterUseJumpPower
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summary: |
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Determines the starting state of `Class.Humanoid.UseJumpPower` for
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`Class.Player.Character`.
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description: |
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`CharacterUseJumpPower` determines the starting value of
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`Class.Humanoid.UseJumpPower` for a player's `Class.Player.Character`.
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Toggling it will change which property is visible in the properties
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window: `Class.StarterPlayer.CharacterJumpHeight|CharacterJumpHeight`
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(false) or `Class.StarterPlayer.CharacterJumpPower` (true). Defaults to
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true.
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Since this property is only relevant for characters being spawned in the
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future, changing it will not change any existing player characters.
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Changes to this property will only take effect when a player respawns.
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code_samples: []
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type: boolean
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Character Jump Settings
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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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- Players
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- name: StarterPlayer.CharacterWalkSpeed
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summary: |
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Determines the starting value of `Class.Humanoid.WalkSpeed` for
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`Class.Player.Character`.
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description: |
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This property determines the starting value of `Class.Humanoid.WalkSpeed`
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for a player's `Class.Player.Character`. This property defaults to 16.
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Since this property is only relevant for characters being spawned in the
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future, changing it will not change any existing player characters.
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Changes to this property will only take effect when a player respawns.
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code_samples: []
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type: float
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Character
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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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- Players
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- name: StarterPlayer.ClassicDeath
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summary: ''
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description: ''
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code_samples: []
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type: boolean
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tags:
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- NotBrowsable
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Character
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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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- Players
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- name: StarterPlayer.CreateDefaultPlayerModule
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summary: |
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Controls how the default player module and related scripts are handled.
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description: |
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This property is only visible when
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`Class.Workspace.PlayerScriptsUseInputActionSystem` is enabled. When set
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to `true` (default), the `PlayerModule` injection point occurs at
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`Class.StarterPlayer`. When set to `false`, the default camera and control
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scripts will not be added to the place.
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code_samples: []
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type: boolean
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tags:
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- NotScriptable
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Controls
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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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- Players
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- name: StarterPlayer.DevCameraOcclusionMode
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summary: |
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Sets how the default camera handles objects between the camera and the
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player.
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description: |
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Defines how the default camera scripts handle objects between the camera
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and the camera subject. Applies to all players as they join the experience
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and can't be changed for individual players.
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The default value is `Enum.DevCameraOcclusionMode|Zoom` (0). See
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`Enum.DevCameraOcclusionMode` for a list of available modes.
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code_samples: []
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type: DevCameraOcclusionMode
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Camera
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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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- Players
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- name: StarterPlayer.DevComputerCameraMovementMode
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summary: |
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Lets you overwrite the player's camera mode on a computer.
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description: |
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This property lets you overwrite the player's camera mode on a computer.
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If set to `Enum.DevComputerCameraMovementMode|UserChoice`, the player's
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camera movement mode will be determined by whatever they set in the
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experience's settings. Otherwise, the mode will be set based on this
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property.
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This property does not affect players who are not on a computer.
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code_samples: []
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type: DevComputerCameraMovementMode
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Camera
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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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- Players
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- name: StarterPlayer.DevComputerMovementMode
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summary: |
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Lets you overwrite the player's movement mode on a computer.
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description: |
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This property lets you overwrite the player's movement mode on a computer.
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If set to `Enum.DevComputerMovementMode|UserChoice`, the player's movement
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mode will be determined by whatever they set in the experience's settings.
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Otherwise, the mode will be set based on this property.
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This property does not affect players who are not on a computer.
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code_samples: []
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type: DevComputerMovementMode
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Controls
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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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- Players
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- name: StarterPlayer.DevTouchCameraMovementMode
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summary: |
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Lets you overwrite the player's camera mode on a touch-enabled device.
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description: |
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This property lets you overwrite the player's camera mode on a
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touch-enabled device.
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If set to `Enum.DevTouchCameraMovementMode|UserChoice`, the player's
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camera movement mode will be determined by whatever they set in the
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experience's settings. Otherwise, the mode will be set based on this
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property.
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This property does not affect players who are not on a touch-enabled
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device.
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code_samples: []
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type: DevTouchCameraMovementMode
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Camera
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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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- Players
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- name: StarterPlayer.DevTouchMovementMode
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summary: |
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Lets you overwrite the player's movement mode on a touch-enabled device.
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description: |
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Lets you overwrite the player's movement mode on a touch-enabled device.
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If set to `Enum.DevTouchMovementMode|UserChoice`, the player's movement
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mode will be determined by whatever they set in the experience's settings.
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Otherwise, the mode will be set based on this property.
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This property does not affect players who are not on a touch-enabled
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device.
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code_samples: []
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type: DevTouchMovementMode
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tags: []
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|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Controls
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- Players
|
|
- name: StarterPlayer.EnableDynamicHeads
|
|
summary: |
|
|
Sets the use of dynamic heads. When true, enables the use of avatar heads
|
|
with facial animation data.
|
|
description: |
|
|
Sets the use of dynamic heads. When true, enables the use of avatar heads
|
|
with facial animation data.
|
|
code_samples: []
|
|
type: LoadDynamicHeads
|
|
tags:
|
|
- NotScriptable
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Character
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- Players
|
|
- name: StarterPlayer.EnableMouseLockOption
|
|
summary: |
|
|
Determines if a player can toggle mouse lock by default.
|
|
description: |
|
|
This property determines if a player can toggle mouse lock by default.
|
|
|
|
Mouselock will lock the player's cursor to the center of the screen.
|
|
Moving the mouse will rotate the `Class.Camera` and `Class.Player` will
|
|
move relative to the current rotation of the camera.
|
|
|
|
This property sets the value of `Class.Player.DevEnableMouseLock`.
|
|
|
|
Note that shift-lock related APIs are in the process of being deprecated,
|
|
so it's recommended to use `Class.UserInputService.MouseBehavior` instead
|
|
to lock the mouse.
|
|
code_samples:
|
|
- enabling-a-player-s-mouse-lock
|
|
type: boolean
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Controls
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- Players
|
|
- name: StarterPlayer.HealthDisplayDistance
|
|
summary: |
|
|
Sets the distance at which this player will see other `Class.Humanoid`
|
|
health bars. If set to 0, the health bars will not be displayed.
|
|
description: |
|
|
This property sets the distance in studs at which this player will see
|
|
other `Class.Humanoid` health bars. If set to 0, the health bars will not
|
|
be displayed. This property is set to 100 studs by default.
|
|
|
|
To change the display distance for a player once they join the game, you
|
|
can set the `Class.Player.HealthDisplayDistance` property.
|
|
|
|
If a `Class.Humanoid` health bar is visible, you can set the display type
|
|
using `Class.Humanoid.DisplayDistanceType`.
|
|
code_samples:
|
|
- hiding-player-health-and-names
|
|
type: float
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Data
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- Players
|
|
- name: StarterPlayer.LoadCharacterAppearance
|
|
summary: |
|
|
Whether or not the appearance of a player's character should be loaded.
|
|
description: |
|
|
This property sets whether or not the appearance of a player's character
|
|
should be loaded.
|
|
|
|
Setting this to `false` results in the player having no clothes (including
|
|
hats), body colors, body packages or anything else related to the
|
|
appearance of the player's avatar. By default, this property is set to
|
|
`true`.
|
|
|
|
Setting this to `true` results in the player loading the appearance
|
|
corresponding to the player's `Class.Player.CharacterAppearanceId`.
|
|
|
|
If `Class.Player:LoadCharacterWithHumanoidDescriptionAsync()` is used, it
|
|
can be advantageous to set `Class.StarterPlayer.LoadCharacterAppearance`
|
|
to false as the player's avatar is not required as all asset IDs to equip
|
|
on the character will come from the passed in `Class.HumanoidDescription`.
|
|
code_samples:
|
|
- disabling-a-player-s-appearance
|
|
type: boolean
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Character
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- Players
|
|
- name: 'StarterPlayer.LoadCharacterLayeredClothing '
|
|
summary: |
|
|
Indicates whether characters spawning into an experience will have layered
|
|
clothing accessories equipped on them.
|
|
description: |
|
|
Indicates whether characters spawning into an experience will have layered
|
|
clothing accessories equipped on them (Although
|
|
`Class.Workspace.MeshPartHeadsAndAccessories` also need to be enabled in
|
|
the `Class.Workspace`).
|
|
code_samples: []
|
|
type: LoadCharacterLayeredClothing
|
|
tags:
|
|
- NotReplicated
|
|
- NotScriptable
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Character
|
|
serialization:
|
|
can_load: false
|
|
can_save: false
|
|
capabilities:
|
|
- Players
|
|
- name: StarterPlayer.LuaCharacterController
|
|
summary: ''
|
|
description: ''
|
|
code_samples: []
|
|
type: CharacterControlMode
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Controls
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- Players
|
|
- name: StarterPlayer.NameDisplayDistance
|
|
summary: |
|
|
Sets the distance at which this player will see other `Class.Humanoid`
|
|
names.
|
|
description: |
|
|
Sets the distance at which this player will see other `Class.Humanoid`
|
|
names. If set to `0`, names are hidden. This property is set to `100`
|
|
studs by default.
|
|
|
|
To change the display distance for a player once they join the game, you
|
|
can set the `Class.Player.NameDisplayDistance` property.
|
|
|
|
If a `Class.Humanoid` name is visible, you can set the display type using
|
|
`Class.Humanoid.DisplayDistanceType`.
|
|
code_samples:
|
|
- hiding-player-health-and-names
|
|
type: float
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Data
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- Players
|
|
- name: StarterPlayer.UserEmotesEnabled
|
|
summary: |
|
|
Determines if user-owned emotes are loaded when loading avatars.
|
|
description: |
|
|
This property determines if user-owned emotes are loaded when loading
|
|
avatars. Setting this property to `false` disables loading. Developers can
|
|
set the property in Studio directly.
|
|
|
|
When emote loading is disabled, the emotes UI will still work as long as
|
|
developers choose to use the emotes feature by adding emotes within their
|
|
game.
|
|
|
|
See also [Avatar Emotes](../../../characters/emotes.md), an article
|
|
detailing how to control, customize, and play avatar emotes.
|
|
code_samples: []
|
|
type: boolean
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Character
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- Players
|
|
methods: []
|
|
events: []
|
|
callbacks: []
|