mirror of
https://github.com/rojo-rbx/rojo.git
synced 2026-10-23 14:01:37 +00:00
2823 lines
93 KiB
YAML
2823 lines
93 KiB
YAML
# 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: Player
|
|
type: class
|
|
memory_category: Instances
|
|
summary: |
|
|
An object that represents a presently connected client to the experience.
|
|
description: |
|
|
A `Player` object is a client that is currently connected. These objects are
|
|
added to the `Class.Players` service when a new player connects, then removed
|
|
when they eventually disconnect from the server.
|
|
|
|
The `Class.Instance.Name` property reflects the player's username. When saving
|
|
information about a player, you should use their `Class.Player.UserId|UserId`
|
|
since it is possible that a player can change their username.
|
|
|
|
There are several similar methods in the `Class.Players` service for working
|
|
with Player objects. Use these over their respective `Class.Instance` methods:
|
|
|
|
- You can get a table of current `Player` objects using
|
|
`Class.Players:GetPlayers()`; again, use this instead of
|
|
`Class.Instance:GetChildren()`.
|
|
- To detect the addition of `Player` objects, it is recommended to use the
|
|
`Class.Players.PlayerAdded` event (instead of `Class.Instance.ChildAdded` on
|
|
the `Class.Players` service).
|
|
- Similarly, you can detect the removal of `Player` objects using
|
|
`Class.Players.PlayerRemoving`, which fires just **before** the `Player` is
|
|
removed (instead of `Class.Instance.ChildRemoved` which fires after). This
|
|
is important if you are saving information about the player that might be
|
|
removed or cleaned up on removal.
|
|
code_samples: []
|
|
inherits:
|
|
- Instance
|
|
descendants: []
|
|
tags: []
|
|
deprecation_message: ''
|
|
properties:
|
|
- name: Player.AccountAge
|
|
summary: |
|
|
Describes the player's account age in days.
|
|
description: |
|
|
This property describes how long ago a player's account was registered in
|
|
days. It is set using the `Class.Player:SetAccountAge()|SetAccountAge()`
|
|
method, which cannot be accessed by scripts.
|
|
code_samples: []
|
|
type: int
|
|
tags:
|
|
- ReadOnly
|
|
- NotReplicated
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Data
|
|
serialization:
|
|
can_load: false
|
|
can_save: false
|
|
capabilities:
|
|
- Players
|
|
- name: Player.AutoJumpEnabled
|
|
summary: |
|
|
Determines whether the character of a player using a mobile device will
|
|
automatically jump upon hitting an obstacle.
|
|
description: |
|
|
This property determines whether the `Class.Player.Character|Character` of
|
|
a `Class.Player` using a mobile device will automatically jump when they
|
|
hit an obstacle. This can make levels more navigable while on a mobile
|
|
device.
|
|
|
|
When the player joins the experience, the
|
|
`Class.StarterPlayer.AutoJumpEnabled` value determines the initial state
|
|
of this property. Then, this property determines the value of the
|
|
`Class.Humanoid.AutoJumpEnabled` property of the
|
|
`Class.Player.Character|Character` on spawn. In other words, it is
|
|
possible to set the auto-jump behavior on a per-character, per-player, and
|
|
per-experience basis using these three properties.
|
|
code_samples:
|
|
- Auto-Jump-Toggle
|
|
type: boolean
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Data
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- Players
|
|
- name: Player.CameraMaxZoomDistance
|
|
summary: |
|
|
The maximum distance the player's camera is allowed to zoom out.
|
|
description: |
|
|
This property sets the maximum distance the player's camera is allowed to
|
|
zoom out, in studs.
|
|
|
|
The default value of this property is set by
|
|
`Class.StarterPlayer.CameraMaxZoomDistance`. If this value is set to a
|
|
lower value than
|
|
`Class.Player.CameraMinZoomDistance|CameraMinZoomDistance`, it will be
|
|
increased to `Class.Player.CameraMinZoomDistance|CameraMinZoomDistance`.
|
|
code_samples: []
|
|
type: float
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Camera
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- Players
|
|
- name: Player.CameraMinZoomDistance
|
|
summary: |
|
|
The minimum distance the player's camera is allowed to zoom in.
|
|
description: |
|
|
This property sets the minimum distance the player's camera is allowed to
|
|
zoom in, in studs.
|
|
|
|
The default value of this property is set by
|
|
`Class.StarterPlayer.CameraMinZoomDistance`. If this value is set to a
|
|
higher value than
|
|
`Class.Player.CameraMaxZoomDistance|CameraMaxZoomDistance`, it will be
|
|
decreased to `Class.Player.CameraMaxZoomDistance|CameraMaxZoomDistance`.
|
|
code_samples: []
|
|
type: float
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Camera
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- Players
|
|
- name: Player.CameraMode
|
|
summary: |
|
|
Changes the camera's mode to either first or third person.
|
|
description: |
|
|
This property sets the player's camera mode, defaulting to third person.
|
|
|
|
#### Third Person
|
|
|
|
In the default third person mode (`Enum.CameraMode.Classic`), the
|
|
character can be seen in the camera. While in this mode, the default
|
|
behavior is:
|
|
|
|
- Players can right-click and drag (mouse), tap and drag (mobile), use the
|
|
secondary thumbstick (gamepad), or press the left/right arrows
|
|
(keyboard) to rotate the camera around their character.
|
|
- When a player moves their character, it faces in the corresponding
|
|
movement direction.
|
|
- Players can zoom in and out freely, even to first person on full zoom
|
|
in.
|
|
|
|
#### First Person
|
|
|
|
In first person mode (`Enum.CameraMode.LockFirstPerson`), the player's
|
|
camera is zoomed all the way in. Unless there is a visible GUI present
|
|
with the `Class.GuiButton.Modal` property set to `true`, moving the mouse,
|
|
tap-dragging on mobile, or using the secondary thumbstick on a gamepad
|
|
will rotate the camera around the character.
|
|
code_samples:
|
|
- playing-in-first-person
|
|
type: CameraMode
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Camera
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- Players
|
|
- name: Player.CanLoadCharacterAppearance
|
|
summary: |
|
|
Determines whether the character's appearance will be loaded when the
|
|
player spawns. If `false`, the player will spawn with a default
|
|
appearance.
|
|
description: |
|
|
This property determines whether the character's appearance will be loaded
|
|
when the player spawns. The default value of this property is set by
|
|
`Class.StarterPlayer.LoadPlayerAppearance`.
|
|
|
|
- If `true`, the character will load the appearance of the player
|
|
corresponding to the player's
|
|
`Class.Player.CharacterAppearanceId|CharacterAppearanceId`.
|
|
|
|
- If `false`, the player will spawn with a default appearance.
|
|
|
|
Attempting to set the property after the character has spawned will not
|
|
change the character; you must call
|
|
`Class.Player:LoadCharacterAsync()|LoadCharacterAsync()` to load the new
|
|
appearance.
|
|
code_samples: []
|
|
type: boolean
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Behavior
|
|
serialization:
|
|
can_load: false
|
|
can_save: false
|
|
capabilities:
|
|
- Players
|
|
- name: Player.Character
|
|
summary: |
|
|
A `Class.Model` controlled by the player that contains a `Class.Humanoid`,
|
|
body parts, scripts, and other objects.
|
|
description: |
|
|
This property contains a reference to a `Class.Model` containing a
|
|
`Class.Humanoid`, body parts, scripts, and other objects required for
|
|
simulating the player's avatar in-experience. The model is parented to the
|
|
`Class.Workspace` but it may be moved. It is automatically loaded when
|
|
`Class.Players.CharacterAutoLoads` is `true` and it can be manually loaded
|
|
otherwise using `Class.Player:LoadCharacterAsync()|LoadCharacterAsync()`.
|
|
|
|
Initially this property is `nil` and it is set when the player's character
|
|
first spawns. Use the `Class.Player.CharacterAdded|CharacterAdded` event
|
|
to detect when a player's character properly loads, and the
|
|
`Class.Player.CharacterRemoving|CharacterRemoving` event to detect when
|
|
the character is about to despawn. Avoid using
|
|
`Class.Object:GetPropertyChangedSignal()` on this property.
|
|
|
|
Note that `Class.LocalScript|LocalScripts` that are cloned from
|
|
`Class.StarterGui` or `Class.StarterPack` into a player's
|
|
`Class.PlayerGui` or `Class.Backpack` respectively are often run before
|
|
the old character model is replaced, so `Class.Player.Character` may refer
|
|
to the old model whose `Class.Instance.Parent|Parent` property is `nil`.
|
|
Therefore, in a `Class.LocalScript` under `Class.StarterGui` or
|
|
`Class.StarterPack`, it is advisable to make sure the parent of
|
|
`Character` is not `nil` before using it, for example:
|
|
|
|
```lua
|
|
local Players = game:GetService("Players")
|
|
local player = Players.LocalPlayer
|
|
|
|
local character = player.Character
|
|
if not character or character.Parent == nil then
|
|
character = player.CharacterAdded:Wait()
|
|
end
|
|
```
|
|
code_samples: []
|
|
type: Model
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Data
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- Players
|
|
- name: Player.CharacterAppearance
|
|
summary: |
|
|
The URL of the asset containing the character's appearance, clothing, and
|
|
gear.
|
|
description: |
|
|
This property indicates the URL of the asset containing the character's
|
|
appearance, clothing, and gear. It is automatically set by Roblox to load
|
|
your avatar's appearance when you join an experience.
|
|
|
|
Attempting to set the property after the character has spawned will not
|
|
change the character, you must call
|
|
`Class.Player:LoadCharacterAsync()|LoadCharacterAsync()` to load the new
|
|
appearance.
|
|
code_samples: []
|
|
type: string
|
|
tags:
|
|
- NotBrowsable
|
|
- Deprecated
|
|
deprecation_message: |
|
|
This item is deprecated. Do not use it for new work.
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Data
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- Players
|
|
- name: Player.CharacterAppearanceId
|
|
summary: |
|
|
Determines the user ID of the account whose character appearance is used
|
|
for a player's `Class.Player.Character|Character`.
|
|
description: |
|
|
This property determines the user ID of the account whose character
|
|
appearance is used for a player's `Class.Player.Character|Character`. By
|
|
default, this property is the `Class.Player.UserId|UserId`, which uses the
|
|
player's avatar as they have created it on Roblox.
|
|
|
|
Changing this property to the user ID of another account will cause the
|
|
player to spawn with that account's appearance.
|
|
|
|
You can also toggle whether or not a player's character appearance is
|
|
loaded in experience by changing the
|
|
`Class.StarterPlayer.LoadCharacterAppearance` property.
|
|
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:
|
|
- Players
|
|
- name: Player.DataComplexity
|
|
summary: |
|
|
The total amount of data currently being stored in the player's cache on
|
|
the current place.
|
|
description: |
|
|
This property was once used by an ancient data persistence method to
|
|
indicate the total amount of data currently being stored in the player's
|
|
cache on the current place.
|
|
|
|
#### Notes
|
|
|
|
- Booleans and numbers cost 1 data complexity unit.
|
|
- Strings cost their length divided by 100 in data complexity units.
|
|
- Instances cost their DataCost in data complexity units.
|
|
- Saving the default value (0 for numbers, false for booleans, "" for
|
|
strings and `nil` for Instances) removes the key from the DataComplexity
|
|
count.
|
|
- If, when using the SaveBoolean, SaveString, SaveNumber or SaveInstance
|
|
functions, the DataComplexity for the player goes over the limit
|
|
(currently 45000 units, defined by DataComplexityLimit), the function
|
|
throws an error, the value is not saved, and any previous value of the
|
|
key that was being saved to is deleted.
|
|
code_samples: []
|
|
type: int
|
|
tags:
|
|
- Hidden
|
|
- ReadOnly
|
|
- NotReplicated
|
|
- Deprecated
|
|
deprecation_message: |
|
|
This item is deprecated, as it may have been used for a now obsolete data
|
|
persistence method. Please save and load player data using
|
|
`Class.DataStoreService` for new work.
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Data
|
|
serialization:
|
|
can_load: false
|
|
can_save: false
|
|
capabilities:
|
|
- Players
|
|
- name: Player.DataReady
|
|
summary: |
|
|
Indicates when the player's data is available to load.
|
|
description: |
|
|
This property was once used by an ancient data persistence method to
|
|
indicate when the player's data is available to load. Becomes true when
|
|
data is available.
|
|
code_samples: []
|
|
type: boolean
|
|
tags:
|
|
- Hidden
|
|
- ReadOnly
|
|
- NotReplicated
|
|
- Deprecated
|
|
deprecation_message: |
|
|
This item is deprecated, as it may have been used for a now obsolete data
|
|
persistence method. Please save and load player data using
|
|
`Class.DataStoreService` for new work.
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Data
|
|
serialization:
|
|
can_load: false
|
|
can_save: false
|
|
capabilities:
|
|
- Players
|
|
- name: Player.DevCameraOcclusionMode
|
|
summary: |
|
|
Sets how the default camera handles objects between the camera and the
|
|
player.
|
|
description: |
|
|
Defines how the default camera scripts handle objects between the camera
|
|
and the camera subject. Set by
|
|
`Class.StarterPlayer.DevCameraOcclusionMode` and can't be changed for
|
|
individual players.
|
|
|
|
The default value is `Enum.DevCameraOcclusionMode|Zoom`. See
|
|
`Enum.DevCameraOcclusionMode` for a list of available modes.
|
|
code_samples: []
|
|
type: DevCameraOcclusionMode
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Camera
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- Players
|
|
- name: Player.DevComputerCameraMode
|
|
summary: |
|
|
Determines player's camera movement mode when using a device with a mouse
|
|
and keyboard.
|
|
description: |
|
|
This property determines the manner in which a player moves their camera
|
|
when using a device with a mouse and keyboard. This property cannot be set
|
|
using a `Class.LocalScript` (it must be set on the server using a
|
|
`Class.Script`).
|
|
|
|
The default value of this property is determined by
|
|
`Class.StarterPlayer.DevComputerCameraMovementMode`.
|
|
|
|
This property doesn't affect players using a
|
|
`Class.UserInputService.TouchEnabled|TouchEnabled` device. See
|
|
`Class.Player.DevTouchCameraMode|DevTouchCameraMode` instead.
|
|
code_samples: []
|
|
type: DevComputerCameraMovementMode
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Camera
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- Players
|
|
- name: Player.DevComputerMovementMode
|
|
summary: |
|
|
Determines player's character movement mode when using a device with a
|
|
mouse and keyboard.
|
|
description: |
|
|
This property determines the manner in which a player moves their
|
|
character when using a device with a mouse and keyboard. This property
|
|
cannot be set using a `Class.LocalScript` (it must be set on the server
|
|
using a `Class.Script`).
|
|
|
|
The default value of this property is determined by
|
|
`Class.StarterPlayer.DevComputerMovementMode`.
|
|
|
|
This property doesn't affect players using a
|
|
`Class.UserInputService.TouchEnabled|TouchEnabled` device. See
|
|
`Class.Player.DevTouchMovementMode|DevTouchMovementMode` instead.
|
|
code_samples: []
|
|
type: DevComputerMovementMode
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Control
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- Players
|
|
- name: Player.DevEnableMouseLock
|
|
summary: |
|
|
Determines if the player can toggle mouse lock.
|
|
description: |
|
|
This property determines if a player is able to toggle mouse lock by
|
|
pressing <kbd>Shift</kbd>. A player can disable the mouse lock switch in
|
|
the experience's settings during play. By default, this property is set to
|
|
the value of `Class.StarterPlayer.EnableMouseLockOption`. This can be set
|
|
server-side during runtime by using a `Class.Script`. It can not be set
|
|
client-side.
|
|
|
|
When mouse lock is enabled, the player's cursor is locked to the center of
|
|
the screen. Moving the mouse will orbit the camera around the player's
|
|
`Class.Player.Character|Character`, and the character will face the same
|
|
direction as the `Class.Camera`. It also offsets the camera view just over
|
|
the right shoulder of the player's character.
|
|
code_samples: []
|
|
type: boolean
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Camera
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- Players
|
|
- name: Player.DevTouchCameraMode
|
|
summary: |
|
|
Determines player's camera movement mode when using a touch-enabled
|
|
device.
|
|
description: |
|
|
This property determines the manner in which a player moves their camera
|
|
when using a `Class.UserInputService.TouchEnabled|TouchEnabled` device.
|
|
This property cannot be set using a `Class.LocalScript` (it must be set on
|
|
the server using a `Class.Script`).
|
|
|
|
The default value of this property is determined by
|
|
`Class.StarterPlayer.DevTouchCameraMovementMode`.
|
|
|
|
This property doesn't affect players who aren't using a
|
|
`Class.UserInputService.TouchEnabled|TouchEnabled` device. See
|
|
`Class.Player.DevComputerCameraMode|DevComputerCameraMode` instead.
|
|
code_samples: []
|
|
type: DevTouchCameraMovementMode
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Camera
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- Players
|
|
- name: Player.DevTouchMovementMode
|
|
summary: |
|
|
Determines player's character movement mode when using a touch-enabled
|
|
device.
|
|
description: |
|
|
This property determines the manner in which a player moves their
|
|
character when using a `Class.UserInputService.TouchEnabled|TouchEnabled`
|
|
device. This property cannot be set using a `Class.LocalScript` (it must
|
|
be set on the server using a `Class.Script`).
|
|
|
|
The default value of this property is determined by
|
|
`Class.StarterPlayer.DevTouchMovementMode`.
|
|
|
|
This property doesn't affect players who aren't using a
|
|
`Class.UserInputService.TouchEnabled|TouchEnabled` device. See
|
|
`Class.Player.DevComputerMovementMode|DevComputerMovementMode` instead.
|
|
code_samples: []
|
|
type: DevTouchMovementMode
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Control
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- Players
|
|
- name: Player.DisplayName
|
|
summary: |
|
|
The display name of the authenticated user associated with the
|
|
`Class.Player`.
|
|
description: |
|
|
This property contains the display name of the authenticated user
|
|
associated with the `Class.Player` object. Unlike
|
|
`Class.Player.UserId|UserId`, display names are non-unique names a player
|
|
displays to others.
|
|
|
|
#### Usage Notes
|
|
|
|
- Since display names are non-unique, it's possible for two players in a
|
|
single instance to have identical names. If you need a globally unique
|
|
identifier for a player, use `Class.Player.UserId|UserId` instead.
|
|
|
|
- Characters generated with
|
|
`Class.Player:LoadCharacterAsync()|LoadCharacterAsync()` or by the
|
|
Roblox engine will have their `Class.Humanoid.DisplayName` property
|
|
assigned to the `Class.Player.DisplayName` property.
|
|
|
|
- Display names may have unicode characters in the string. See
|
|
`Library.utf8|UTF-8` for more information on how to work with strings
|
|
with unicode characters.
|
|
code_samples: []
|
|
type: string
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Data
|
|
serialization:
|
|
can_load: false
|
|
can_save: false
|
|
capabilities:
|
|
- Players
|
|
- name: Player.FollowUserId
|
|
summary: |
|
|
Describes the user ID of the player who was followed into an experience by
|
|
a player.
|
|
description: |
|
|
This property contains the `Class.Player.UserId|UserId` of the user that a
|
|
player followed into the experience, or `0` if the player did not follow
|
|
anyone in. This property is useful for alerting players who have been
|
|
followed by another player into the experience.
|
|
|
|
You can get the name of the player followed using this user ID and the
|
|
`Class.Players:GetNameFromUserIdAsync()` method.
|
|
code_samples:
|
|
- Followed-Alert
|
|
type: int64
|
|
tags:
|
|
- ReadOnly
|
|
- NotReplicated
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Data
|
|
serialization:
|
|
can_load: false
|
|
can_save: true
|
|
capabilities:
|
|
- Players
|
|
- name: Player.GameplayPaused
|
|
summary: |
|
|
Whether player client-side gameplay is currently paused.
|
|
description: |
|
|
This property indicates if the player is currently in a pause state in a
|
|
place with `Class.Workspace.StreamingEnabled|StreamingEnabled` activated.
|
|
It is set on the client but replicated to the server.
|
|
|
|
#### See Also
|
|
|
|
- `Class.Workspace.StreamingEnabled` which controls whether content
|
|
streaming is enabled
|
|
- `Class.Workspace.StreamingIntegrityMode` and
|
|
`Enum.StreamingIntegrityMode` for more details on when gameplay is
|
|
paused.
|
|
code_samples: []
|
|
type: boolean
|
|
tags:
|
|
- Hidden
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: NotAccessibleSecurity
|
|
thread_safety: ReadSafe
|
|
category: Behavior
|
|
serialization:
|
|
can_load: false
|
|
can_save: false
|
|
capabilities:
|
|
- Players
|
|
- name: Player.HasVerifiedBadge
|
|
summary: |
|
|
Indicates if a player has a **Verified** badge.
|
|
description: |
|
|
This property indicates if the player has a **Verified** badge.
|
|
code_samples: []
|
|
type: boolean
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Data
|
|
serialization:
|
|
can_load: false
|
|
can_save: false
|
|
capabilities:
|
|
- Players
|
|
- name: Player.HealthDisplayDistance
|
|
summary: |
|
|
Sets the distance at which this player will see other players' health
|
|
bars.
|
|
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
|
|
`Class.StarterPlayer.HealthDisplayDistance` by default.
|
|
|
|
If a humanoid's health bar is visible, you can set the display type using
|
|
`Class.Humanoid.DisplayDistanceType`.
|
|
code_samples: []
|
|
type: float
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Camera
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- Players
|
|
- name: Player.LocaleId
|
|
summary: |
|
|
This property shows the locale ID that the local player has set for their
|
|
Roblox account.
|
|
description: |
|
|
This property shows the locale ID that the local player has set for their
|
|
Roblox account. It holds a string with the two letter code, for example
|
|
`en-us`.
|
|
|
|
See also `Class.LocalizationService.RobloxLocaleId`, the locale ID used
|
|
for localizing internal content. This will be a different value when
|
|
Roblox does not yet internally support the local player's set locale.
|
|
code_samples: []
|
|
type: string
|
|
tags:
|
|
- Hidden
|
|
- ReadOnly
|
|
- NotReplicated
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Data
|
|
serialization:
|
|
can_load: false
|
|
can_save: false
|
|
capabilities:
|
|
- Players
|
|
- name: Player.MembershipType
|
|
summary: |
|
|
Describes the account's membership type.
|
|
description: |
|
|
This property can only be read from to determine membership (it cannot be
|
|
set to another membership type). It holds a `Enum.MembershipType` enum of
|
|
the account's membership type.
|
|
code_samples:
|
|
- check-membership-status
|
|
type: MembershipType
|
|
tags:
|
|
- ReadOnly
|
|
- NotReplicated
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Data
|
|
serialization:
|
|
can_load: false
|
|
can_save: false
|
|
capabilities:
|
|
- Players
|
|
- name: Player.NameDisplayDistance
|
|
summary: |
|
|
Sets the distance at which this player will see other players' names.
|
|
description: |
|
|
This property sets the distance in studs at which this player will see
|
|
other `Class.Humanoid` names. If the property is set to `0`, names are
|
|
hidden. This property is set to `Class.StarterPlayer.NameDisplayDistance`
|
|
by default.
|
|
|
|
If a humanoid's name is visible, you can set the display type using
|
|
`Class.Humanoid.DisplayDistanceType`.
|
|
code_samples: []
|
|
type: float
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Camera
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- Players
|
|
- name: Player.Neutral
|
|
summary: |
|
|
Determines whether the player is on a specific team.
|
|
description: |
|
|
This property determines whether the player is on a specific team.
|
|
|
|
- When `true`, the player is not on a specific team. This also means that
|
|
the `Class.Player.Team|Team` property will be `nil` and the
|
|
`Class.Player.TeamColor|TeamColor` will be white.
|
|
|
|
- When `false`, the player is on a specific team. The
|
|
`Class.Player.Team|Team` property will correspond to the `Class.Team`
|
|
that the player is on, as will the `Class.Player.TeamColor|TeamColor`.
|
|
code_samples: []
|
|
type: boolean
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Team
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- Players
|
|
- name: Player.PartyId
|
|
summary: |
|
|
A unique identifier of the party a `Class.Player` belongs to.
|
|
description: |
|
|
A read-only string identifying the party the player currently belongs to
|
|
within the experience. If the player is not in a party, this value is an
|
|
empty string.
|
|
|
|
This property is essential for integrating with the Roblox Party feature.
|
|
Use it in combination with `Class.SocialService:GetPlayersByPartyId()` and
|
|
`Class.SocialService:GetPartyAsync()` to access information about a
|
|
player's party and its members.
|
|
|
|
To test this service in your experience, use the
|
|
[Party Simulator](../../../studio/testing-modes.md#party-simulation) in
|
|
Roblox Studio or publish the experience and play it in the Roblox
|
|
application.
|
|
code_samples:
|
|
- Player-PartyId
|
|
type: string
|
|
tags:
|
|
- Hidden
|
|
- NotReplicated
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: RobloxEngineSecurity
|
|
thread_safety: ReadSafe
|
|
category: Data
|
|
serialization:
|
|
can_load: false
|
|
can_save: false
|
|
capabilities:
|
|
- Players
|
|
- name: Player.ReplicationFocus
|
|
summary: |
|
|
Sets the part to focus replication around.
|
|
description: |
|
|
This property sets the part to focus replication around a player.
|
|
Different Roblox systems that communicate over the network (such as
|
|
physics, streaming, etc.) replicate at different rates depending on how
|
|
close objects are to the replication focus.
|
|
|
|
When this property is `nil`, it reverts to its default behavior which is
|
|
to treat the local player's character's
|
|
`Class.Model.PrimaryPart|PrimaryPart` as the replication focus.
|
|
|
|
This property should only be set on the server with a `Class.Script`, not
|
|
a `Class.LocalScript`. Note that this property does not change or update
|
|
network ownership of parts.
|
|
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:
|
|
- Players
|
|
- name: Player.RespawnLocation
|
|
summary: |
|
|
If set, the player will respawn at the given `Class.SpawnLocation`.
|
|
description: |
|
|
If set, the player will respawn at the given `Class.SpawnLocation` which
|
|
must meet the following criteria:
|
|
|
|
- Descendant of `Class.Workspace`.
|
|
|
|
- The `Class.SpawnLocation.TeamColor` property is set to the player's
|
|
`Class.Player.TeamColor|TeamColor` or the `Class.SpawnLocation.Neutral`
|
|
property is set to `true`.
|
|
|
|
#### Alternatives
|
|
|
|
- A `Class.Player` will spawn from `Class.SpawnLocation|SpawnLocations`
|
|
belonging to their team. In some cases it may be simpler to change the
|
|
player's `Class.Player.Team|Team` instead.
|
|
- Implement your own custom spawn logic using `Class.PVInstance:PivotTo()`
|
|
to manually move the `Class.Player.Character|Character`.
|
|
code_samples:
|
|
- change-spawn-on-touch
|
|
type: SpawnLocation
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Data
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- Players
|
|
- name: Player.StepIdOffset
|
|
summary: ''
|
|
description: ''
|
|
code_samples: []
|
|
type: int
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: RobloxEngineSecurity
|
|
write: RobloxEngineSecurity
|
|
thread_safety: ReadSafe
|
|
category: Data
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- Players
|
|
- name: Player.Team
|
|
summary: |
|
|
Determines the `Class.Team` with which the player is associated.
|
|
description: |
|
|
This property is a reference to a `Class.Team` object within the
|
|
`Class.Teams` service. If the player isn't on a team or has an invalid
|
|
`Class.Player.TeamColor|TeamColor`, this property is `nil`. When this
|
|
property is set, the player has joined the `Class.Team` and the
|
|
`Class.Team.PlayerAdded` event fires on the associated team. Similarly,
|
|
`Class.Team.PlayerRemoved` fires when the property is unset from a certain
|
|
`Class.Team`.
|
|
code_samples: []
|
|
type: Team
|
|
tags:
|
|
- NotReplicated
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Team
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- Players
|
|
- name: Player.TeamColor
|
|
summary: |
|
|
Determines the `Class.Team` with which the player is associated with
|
|
according to that team's `Class.Team.TeamColor`.
|
|
description: |
|
|
This property determines which `Class.Team` a player is associated with
|
|
according to that team's `Class.Team.TeamColor`. If no `Class.Team` object
|
|
has the associated `Datatype.BrickColor`, the player will not be
|
|
associated with a team.
|
|
|
|
It's often a better idea to set `Class.Player.Team` to the respective
|
|
`Class.Team` instead of using this property. Setting this property often
|
|
leads to repetition of the same `Datatype.BrickColor` value for a certain
|
|
team across many scripts.
|
|
code_samples: []
|
|
type: BrickColor
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Team
|
|
serialization:
|
|
can_load: true
|
|
can_save: true
|
|
capabilities:
|
|
- Players
|
|
- name: Player.ThirdPartyTextChatRestrictionStatus
|
|
summary: ''
|
|
description: ''
|
|
code_samples: []
|
|
type: ChatRestrictionStatus
|
|
tags:
|
|
- ReadOnly
|
|
- NotReplicated
|
|
deprecation_message: ''
|
|
security:
|
|
read: RobloxScriptSecurity
|
|
write: RobloxScriptSecurity
|
|
thread_safety: ReadSafe
|
|
category: Data
|
|
serialization:
|
|
can_load: false
|
|
can_save: true
|
|
capabilities:
|
|
- Players
|
|
- name: Player.UserId
|
|
summary: |
|
|
A unique identifying integer assigned to all user accounts.
|
|
description: |
|
|
This property contains a read-only integer that **uniquely and
|
|
consistently** identifies the user's account on Roblox. Unlike the
|
|
player's `Class.Player.DisplayName|DisplayName` which may change, this
|
|
value will never change for the same account.
|
|
|
|
This property is essential when saving/loading player data using
|
|
`Class.GlobalDataStore|GlobalDataStores`.
|
|
code_samples:
|
|
- Player-UserId1
|
|
- GlobalDataStore-GetAsync1
|
|
type: int64
|
|
tags: []
|
|
deprecation_message: ''
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Data
|
|
serialization:
|
|
can_load: false
|
|
can_save: false
|
|
capabilities:
|
|
- Players
|
|
- name: Player.userId
|
|
summary: ''
|
|
description: ''
|
|
code_samples: []
|
|
type: int64
|
|
tags:
|
|
- Deprecated
|
|
deprecation_message: |
|
|
This property is a deprecated variant of `Class.Player.UserId` which
|
|
should be used instead.
|
|
security:
|
|
read: None
|
|
write: None
|
|
thread_safety: ReadSafe
|
|
category: Data
|
|
serialization:
|
|
can_load: false
|
|
can_save: false
|
|
capabilities:
|
|
- Players
|
|
methods:
|
|
- name: Player:AddReplicationFocus
|
|
summary: |
|
|
Adds an additional replication focus for the player.
|
|
description: |
|
|
This method adds an additional replication focus for the player in order
|
|
to trigger streaming around the location of the specified `part`. In this
|
|
manner, streaming can occur around multiple locations, not just the
|
|
location of `Class.Player.ReplicationFocus`. This has no effect in
|
|
experiences that are not streaming enabled.
|
|
|
|
Additional foci will use the same values of
|
|
`Class.Workspace.StreamingMinRadius` and
|
|
`Class.Workspace.StreamingTargetRadius` as are used by the primary focus.
|
|
|
|
This method should only be called on the server. It has no effect when
|
|
called from a `Class.LocalScript`.
|
|
code_samples: []
|
|
parameters:
|
|
- name: part
|
|
type: BasePart
|
|
default:
|
|
summary: |
|
|
The `Class.BasePart` to use as a new replication focus.
|
|
returns:
|
|
- type: ()
|
|
summary: ''
|
|
tags: []
|
|
deprecation_message: ''
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- name: Player:ClearCharacterAppearance
|
|
summary: |
|
|
Removes all accessories and other character appearance objects from a
|
|
player's `Class.Player.Character|Character`.
|
|
description: |
|
|
This method removes all `Class.Accessory`, `Class.Shirt`, `Class.Pants`,
|
|
`Class.CharacterMesh`, and `Class.BodyColors` from the given player's
|
|
`Class.Player.Character|Character`. In addition, it also removes the
|
|
T-Shirt `Class.Decal` on the player's torso. The character's body part
|
|
colors and face will remain unchanged. This method does nothing if the
|
|
player does not have a `Class.Player.Character|Character`.
|
|
code_samples:
|
|
- Player-ClearCharacterAppearance1
|
|
parameters: []
|
|
returns:
|
|
- type: ()
|
|
summary: ''
|
|
tags: []
|
|
deprecation_message: ''
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- name: Player:DistanceFromCharacter
|
|
summary: |
|
|
Returns the distance between the character's head and the given
|
|
`Datatype.Vector3`, or `0` if the player has no character.
|
|
description: |
|
|
This method returns the distance between the character's head and the
|
|
given `Datatype.Vector3` point, or `0` if the player has no
|
|
`Class.Player.Character|Character`.
|
|
|
|
This is useful when determining the distance between a player and another
|
|
object or location in experience.
|
|
|
|
If you would like to determine the distance between two non-player
|
|
instances or positions, you can use the following:
|
|
|
|
```lua
|
|
local distance = (position1 - position2).Magnitude
|
|
```
|
|
code_samples:
|
|
- Player-DistanceFromCharacter1
|
|
parameters:
|
|
- name: point
|
|
type: Vector3
|
|
default:
|
|
summary: |
|
|
The location from which player's distance to is being measured.
|
|
returns:
|
|
- type: float
|
|
summary: |
|
|
The distance in studs between the player and the location.
|
|
tags: []
|
|
deprecation_message: ''
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- name: Player:GetFriendsOnlineAsync
|
|
summary: |
|
|
Returns a dictionary of online connections.
|
|
description: |
|
|
This function returns a dictionary array of online connections, using a 30
|
|
second cache. In the returned array, some fields are only present for
|
|
certain location types; for example, `PlaceId` won't be present when
|
|
`LocationType` is `0` (mobile website).
|
|
|
|
<table>
|
|
<thead>
|
|
<tr>
|
|
<th>Name</th>
|
|
<th>Type</th>
|
|
<th>Description</th>
|
|
</tr>
|
|
</thead>
|
|
<tbody>
|
|
<tr>
|
|
<td><code>VisitorId</code></td>
|
|
<td>number</td>
|
|
<td>The <code>Class.Player.UserId|UserId</code> of the connection.</td>
|
|
</tr>
|
|
<tr>
|
|
<td><code>UserName</code></td>
|
|
<td>string</td>
|
|
<td>The username of the connection.</td>
|
|
</tr>
|
|
<tr>
|
|
<td><code>DisplayName</code></td>
|
|
<td>string</td>
|
|
<td>The <code>Class.Player.DisplayName|DisplayName</code> of the connection.</td>
|
|
</tr>
|
|
<tr>
|
|
<td><code>LastOnline</code></td>
|
|
<td>string</td>
|
|
<td>When the connection was last online.</td>
|
|
</tr>
|
|
<tr>
|
|
<td><code>IsOnline</code></td>
|
|
<td>boolean</td>
|
|
<td>If the connection is currently online.</td>
|
|
</tr>
|
|
<tr>
|
|
<td><code>LastLocation</code></td>
|
|
<td>string</td>
|
|
<td>The name of the connection's current location.</td>
|
|
</tr>
|
|
<tr>
|
|
<td><code>PlaceId</code></td>
|
|
<td>number</td>
|
|
<td>The place ID of the connection's last location.</td>
|
|
</tr>
|
|
<tr>
|
|
<td><code>GameId</code></td>
|
|
<td>string</td>
|
|
<td>The <code>Class.DataModel.JobId</code> of the connection's last location.</td>
|
|
</tr>
|
|
<tr>
|
|
<td><code>LocationType</code></td>
|
|
<td>number</td>
|
|
<td>The location type of the connection's last location.</td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
code_samples:
|
|
- how-to-get-a-list-of-online-friends
|
|
parameters:
|
|
- name: maxFriends
|
|
type: int
|
|
default: 200
|
|
summary: |
|
|
The maximum number of online connections to return.
|
|
returns:
|
|
- type: Array
|
|
summary: |
|
|
A dictionary of online connections (see the table above).
|
|
tags:
|
|
- Yields
|
|
deprecation_message: ''
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- Social
|
|
- name: Player:GetFriendsOnline
|
|
summary: |
|
|
Returns a dictionary of online connections. Returns the product
|
|
information of an asset using its asset ID.
|
|
description: ''
|
|
code_samples:
|
|
- how-to-get-a-list-of-online-friends
|
|
parameters:
|
|
- name: maxFriends
|
|
type: int
|
|
default: 200
|
|
summary: |
|
|
The maximum number of online connections to return.
|
|
returns:
|
|
- type: Array
|
|
summary: |
|
|
A dictionary of online connections (see the table above).
|
|
tags:
|
|
- Yields
|
|
- Deprecated
|
|
deprecation_message: |
|
|
This method has been superseded by
|
|
`Class.Player.GetFriendsOnline|GetFriendsOnline()`.
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- Social
|
|
- name: Player:GetJoinData
|
|
summary: |
|
|
Returns a dictionary containing information describing how the player
|
|
joins the experience.
|
|
description: |
|
|
Returns a dictionary containing information describing how the player
|
|
joins the experience. The dictionary contains any of the following fields:
|
|
|
|
<table>
|
|
<thead>
|
|
<tr>
|
|
<th>Key</th>
|
|
<th>Value Type</th>
|
|
<th>Description</th>
|
|
</tr>
|
|
</thead>
|
|
<tbody>
|
|
<tr>
|
|
<th><code>SourceGameId</code></th>
|
|
<td>number</td>
|
|
<td>The <code>Class.DataModel.GameId</code> of the experience the <code>Player</code> teleported from. Only present if the player teleports to the current experience and if a server calls the teleport function.</td>
|
|
</tr>
|
|
<tr>
|
|
<th><code>SourcePlaceId</code></th>
|
|
<td>number</td>
|
|
<td>The <code>Class.DataModel.PlaceId</code> of the place the <code>Player</code> teleported from. Only present if the player teleports to the current place and a server calls the teleport function.</td>
|
|
</tr>
|
|
<tr>
|
|
<th><code>ReferredByPlayerId</code></th>
|
|
<td>number</td>
|
|
<td>The <code>Class.Player.UserId|UserId</code> of the player who invited the current player to the experience. Use this data to identify the referrer and trigger reward logic.</td>
|
|
</tr>
|
|
<tr>
|
|
<th><code>Members</code></th>
|
|
<td>array</td>
|
|
<td>An array containing the <code>Class.Player.UserId|UserId</code> numbers of the users teleported alongside the player. Only present if the player teleported as part of a group.</td>
|
|
</tr>
|
|
<tr>
|
|
<th><code>TeleportData</code></th>
|
|
<td>variant</td>
|
|
<td>Reflects the <code>teleportData</code> specified in the original teleport. Useful for sharing information between servers the player teleports to. Only present if <code>teleportData</code> was specified and a server calls the teleport function.</td>
|
|
</tr>
|
|
<tr>
|
|
<th><code>LaunchData</code></th>
|
|
<td>string</td>
|
|
<td>A plain or JSON encoded string that contains launch data specified in a <a href="../../../production/promotion/share-links.md">share link</a> or
|
|
<code>Class.ExperienceInviteOptions.LaunchData</code>.</td>
|
|
</tr>
|
|
<tr>
|
|
<th><code>GameJoinContext</code></th>
|
|
<td>dictionary</td>
|
|
<td>
|
|
A dictionary that includes relevant information based on the context of the join. It contains the following keys:<br /><br />
|
|
<ul>
|
|
<li><code>JoinSource</code>: <code>Enum.JoinSource</code></li>
|
|
<li><code>ItemType</code>: optional <code>Enum.AvatarItemType</code></li>
|
|
<li><code>AssetId</code>: optional <code>string</code></li>
|
|
<li><code>OutfitId</code>: optional <code>string</code></li>
|
|
<li><code>AssetType</code>: optional <code>Enum.AssetType</code></li>
|
|
</ul>
|
|
</td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
|
|
If a server initiates the player's teleport, the dictionary that this
|
|
method returns includes the player's teleport data. The
|
|
`Class.Player:GetJoinData()|GetJoinData()` method can only be used to
|
|
fetch teleport data on the server. To fetch the data on the client, use
|
|
`Class.TeleportService:GetLocalPlayerTeleportData()`.
|
|
|
|
Unlike `Class.TeleportService:GetLocalPlayerTeleportData()`,
|
|
`Class.Player:GetJoinData()|GetJoinData()` only provides teleport data
|
|
that meets the following security criteria:
|
|
|
|
- It's guaranteed to have been sent by a Roblox server in the past 48
|
|
hours.
|
|
- It's guaranteed to have been sent with this `Class.Player`.
|
|
- The `SourcePlaceId` and `SourceGameId` are guaranteed to be the place
|
|
and universe the data was sent from. This means you can verify the
|
|
teleport data came from an approved place.
|
|
|
|
As this data is transmitted by the client, it can still potentially be
|
|
abused by an exploiter. Sensitive data such as player currency should be
|
|
transmitted via a secure solution like
|
|
[Memory Stores](../../../cloud-services/memory-stores/index.md).
|
|
code_samples:
|
|
- Player-GetJoinData-Tracking-Traffic-Sources
|
|
- Player-GetJoinData-Referral-Url-Generator
|
|
- Player-GetJoinData-Table-as-Launch-Data
|
|
- Player-GetJoinData-Decoding-Json-Launch-Data
|
|
- server-teleportdata-example
|
|
parameters: []
|
|
returns:
|
|
- type: Dictionary
|
|
summary: |
|
|
A dictionary containing PlaceId and UserId values (see table in
|
|
description).
|
|
tags:
|
|
- CustomLuaState
|
|
deprecation_message: ''
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- name: Player:GetMouse
|
|
summary: |
|
|
Returns the mouse being used by the client.
|
|
description: |
|
|
This method returns the `Class.Mouse` being used by the client. The
|
|
player's mouse instance can be used to track user mouse input including
|
|
left and right mouse button clicks and movement and location.
|
|
|
|
Note that `Class.UserInputService` provides additional methods,
|
|
properties, and events to track user input, especially for devices that do
|
|
not use a mouse.
|
|
code_samples: []
|
|
parameters: []
|
|
returns:
|
|
- type: Mouse
|
|
summary: ''
|
|
tags: []
|
|
deprecation_message: ''
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Input
|
|
- Players
|
|
- name: Player:GetNetworkPing
|
|
summary: |
|
|
Returns the round-trip, isolated network latency in seconds.
|
|
description: |
|
|
Returns the round-trip, isolated network latency of the player in seconds.
|
|
"Ping" is a measurement of the time taken for data to be sent from the
|
|
client to the server, then back again. It doesn't involve data
|
|
deserialization or processing.
|
|
|
|
For client-side `Class.LocalScript|LocalScripts`, this function can only
|
|
be called on the `Class.Players.LocalPlayer`. This function is useful in
|
|
identifying and debugging issues that occur in high network latency
|
|
scenarios. It's also useful for masking latency, such as adjusting the
|
|
speed of throwing animations for projectiles.
|
|
code_samples: []
|
|
parameters: []
|
|
returns:
|
|
- type: float
|
|
summary: ''
|
|
tags: []
|
|
deprecation_message: ''
|
|
security: None
|
|
thread_safety: Safe
|
|
capabilities:
|
|
- Players
|
|
- name: Player:GetRankInGroupAsync
|
|
summary: |
|
|
Returns the player's rank in the group as an integer.
|
|
description: |
|
|
This method returns the player's rank in the group as an integer between
|
|
`0` and `255`, where `0` is a non-member and `255` is the group's owner.
|
|
|
|
This call may not yield the most up-to-date information. If a player
|
|
leaves a group while they are in the experience, `GetRankInGroupAsync()`
|
|
will still think they're in that group until they leave. However, this
|
|
does not happen when used with a `Class.LocalScript` because the method
|
|
caches results, so multiple calls of `GetRankInGroupAsync()` on the same
|
|
player with the same group ID will yield the same result as when the
|
|
method was first called with the given group ID. The caching behavior is
|
|
on a per-peer basis: a server does not share the same cache as a client.
|
|
|
|
When a player joins a group in-experience due to a call to
|
|
`Class.GroupService:PromptJoinAsync()`, any cached value for that player
|
|
will be cleared on the client where the prompt was shown.
|
|
code_samples:
|
|
- Player-GetRankInGroup1
|
|
parameters:
|
|
- name: groupId
|
|
type: int64
|
|
default:
|
|
summary: |
|
|
The `groupId` of the specified group.
|
|
returns:
|
|
- type: int
|
|
summary: |
|
|
The player's rank in the group.
|
|
tags:
|
|
- Yields
|
|
deprecation_message: ''
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- Groups
|
|
- name: Player:GetRankInGroup
|
|
summary: |
|
|
Returns the player's rank in the group as an integer.
|
|
description: ''
|
|
code_samples:
|
|
- Player-GetRankInGroup1
|
|
parameters:
|
|
- name: groupId
|
|
type: int64
|
|
default:
|
|
summary: |
|
|
The `groupId` of the specified group.
|
|
returns:
|
|
- type: int
|
|
summary: |
|
|
The player's rank in the group.
|
|
tags:
|
|
- Yields
|
|
- Deprecated
|
|
deprecation_message: ''
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- Groups
|
|
- name: Player:GetRoleInGroupAsync
|
|
summary: |
|
|
Returns the player's role in the group as a string, or `Guest` if the
|
|
player isn't part of the group.
|
|
description: |
|
|
This method returns the player's role in the group as a string, or `Guest`
|
|
if the player isn't part of the group.
|
|
|
|
This call may not yield the most up-to-date information. If a player
|
|
leaves a group while they are in the experience, `GetRoleInGroupAsync()`
|
|
will still think they're in that group until they leave. However, this
|
|
does not happen when used with a `Class.LocalScript` because the method
|
|
caches results, so multiple calls of `GetRoleInGroupAsync()` on the same
|
|
player with the same group ID will yield the same result as when the
|
|
method was first called with the given group ID. The caching behavior is
|
|
on a per-peer basis: a server does not share the same cache as a client.
|
|
|
|
When a player joins a group in-experience due to a call to
|
|
`Class.GroupService:PromptJoinAsync()`, any cached value for that player
|
|
will be cleared on the client where the prompt was shown.
|
|
code_samples:
|
|
- Player-GetRoleInGroup1
|
|
parameters:
|
|
- name: groupId
|
|
type: int64
|
|
default:
|
|
summary: |
|
|
The group ID of the specified group.
|
|
returns:
|
|
- type: string
|
|
summary: |
|
|
The player's role in the specified group, or `Guest` if the player is
|
|
not a member.
|
|
tags:
|
|
- Yields
|
|
deprecation_message: ''
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- Groups
|
|
- name: Player:GetRoleInGroup
|
|
summary: |
|
|
Returns the player's role in the group as a string, or `Guest` if the
|
|
player isn't part of the group.
|
|
description: ''
|
|
code_samples:
|
|
- Player-GetRoleInGroup1
|
|
parameters:
|
|
- name: groupId
|
|
type: int64
|
|
default:
|
|
summary: |
|
|
The group ID of the specified group.
|
|
returns:
|
|
- type: string
|
|
summary: |
|
|
The player's role in the specified group, or `Guest` if the player is
|
|
not a member.
|
|
tags:
|
|
- Yields
|
|
- Deprecated
|
|
deprecation_message: |
|
|
This method has been superseded by
|
|
`Class.Player.GetRoleInGroupAsync|GetRoleInGroup()`.
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- Groups
|
|
- name: Player:HasAppearanceLoaded
|
|
summary: |
|
|
Returns whether or not the appearance of the player's character has
|
|
loaded.
|
|
description: |
|
|
This method returns whether or not the appearance of the player's
|
|
`Class.Player.Character|Character` has loaded. Appearance includes items
|
|
such as the player's `Class.Shirt`, `Class.Pants`, and
|
|
`Class.Accessory|Accessories`.
|
|
|
|
This is useful when determining whether a player's appearance has loaded
|
|
after they first join the experience, which can be tracked using the
|
|
`Class.Players.PlayerAdded` event.
|
|
code_samples:
|
|
- check-if-a-player-s-appearance-has-loaded
|
|
parameters: []
|
|
returns:
|
|
- type: boolean
|
|
summary: |
|
|
A boolean indicating whether or not the appearance of the player's
|
|
character has loaded.
|
|
tags: []
|
|
deprecation_message: ''
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- name: Player:IsBestFriendsWith
|
|
summary: |
|
|
Returns whether a player is connections with the specified user.
|
|
description: |
|
|
This function was once used to return whether a player is best friends
|
|
with the specified user, but the feature has since been removed.
|
|
code_samples: []
|
|
parameters:
|
|
- name: userId
|
|
type: int64
|
|
default:
|
|
summary: ''
|
|
returns:
|
|
- type: boolean
|
|
summary: ''
|
|
tags:
|
|
- Yields
|
|
- Deprecated
|
|
deprecation_message: |
|
|
This function is obsolete because the "best friends" feature was removed.
|
|
Use `Class.Player:IsFriendsWithAsync()` instead.
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- name: Player:IsFriendsWithAsync
|
|
summary: |
|
|
Checks whether a player is a connection of the user with the given
|
|
`Class.Player.UserId`.
|
|
description: |
|
|
This method sends a request to Roblox asking whether a player is a
|
|
connection of another user, given the `Class.Player.UserId|UserId` of that
|
|
user. This method caches results so multiple calls on the same player with
|
|
the same `userId` may not yield the most up-to-date result.
|
|
code_samples: []
|
|
parameters:
|
|
- name: userId
|
|
type: int64
|
|
default:
|
|
summary: |
|
|
The `Class.Player.UserId` of the specified player.
|
|
returns:
|
|
- type: boolean
|
|
summary: |
|
|
A boolean indicating whether a player is a connection of the specified
|
|
user.
|
|
tags:
|
|
- Yields
|
|
deprecation_message: ''
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- Social
|
|
- name: Player:IsFriendsWith
|
|
summary: |
|
|
Checks whether a player is a connection of the user with the given
|
|
`Class.Player.UserId`.
|
|
description: ''
|
|
code_samples: []
|
|
parameters:
|
|
- name: userId
|
|
type: int64
|
|
default:
|
|
summary: |
|
|
The `Class.Player.UserId` of the specified player.
|
|
returns:
|
|
- type: boolean
|
|
summary: |
|
|
A boolean indicating whether a player is a connection of the specified
|
|
user.
|
|
tags:
|
|
- Yields
|
|
- Deprecated
|
|
deprecation_message: |
|
|
This method has been superseded by the `Class.Player:IsFriendsWithAsync()`
|
|
method which should be used for new work.
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- Social
|
|
- name: Player:isFriendsWith
|
|
summary: ''
|
|
description: ''
|
|
code_samples: []
|
|
parameters:
|
|
- name: userId
|
|
type: int64
|
|
default:
|
|
summary: ''
|
|
returns:
|
|
- type: boolean
|
|
summary: ''
|
|
tags:
|
|
- Yields
|
|
- Deprecated
|
|
deprecation_message: |
|
|
This method has been superseded by the `Class.Player:IsFriendsWithAsync()`
|
|
method which should be used for new work.
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- name: Player:IsInGroupAsync
|
|
summary: |
|
|
Checks whether a player is a member of a group with the given ID.
|
|
description: |
|
|
This method sends a request to Roblox asking whether a player is a member
|
|
of a group, given the ID of that group.
|
|
|
|
This call may not yield the most up-to-date information. If a player
|
|
leaves a group while they are in the experience, `IsInGroupAsync()` will
|
|
still think they're in that group until they leave. However, this does not
|
|
happen when used with a `Class.LocalScript` because the method caches
|
|
results, so multiple calls of `IsInGroupAsync()` on the same player with
|
|
the same group ID will yield the same result as when the method was first
|
|
called with the given group ID. The caching behavior is on a per-peer
|
|
basis: a server does not share the same cache as a client.
|
|
|
|
When a player joins a group in-experience due to a call to
|
|
`Class.GroupService:PromptJoinAsync()`, any cached value for that player
|
|
will be cleared on the client where the prompt was shown.
|
|
code_samples: []
|
|
parameters:
|
|
- name: groupId
|
|
type: int64
|
|
default:
|
|
summary: |
|
|
The group ID of the specified group.
|
|
returns:
|
|
- type: boolean
|
|
summary: |
|
|
A boolean indicating whether the player is in the specified group.
|
|
tags:
|
|
- Yields
|
|
deprecation_message: ''
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- Groups
|
|
- name: Player:IsInGroup
|
|
summary: |
|
|
Checks whether a player is a member of a group with the given ID.
|
|
description: ''
|
|
code_samples: []
|
|
parameters:
|
|
- name: groupId
|
|
type: int64
|
|
default:
|
|
summary: |
|
|
The group ID of the specified group.
|
|
returns:
|
|
- type: boolean
|
|
summary: |
|
|
A boolean indicating whether the player is in the specified group.
|
|
tags:
|
|
- Yields
|
|
- Deprecated
|
|
deprecation_message: |
|
|
This method has been superseded by
|
|
`Class.Player.IsInGroupAsync|IsInGroupAsync()`.
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- Groups
|
|
- name: Player:IsVerified
|
|
summary: |
|
|
Returns whether the player is verified with concrete, real-world signals.
|
|
description: |
|
|
Returns a boolean value indicating that player's verification status. When
|
|
`true`, the player is verified. Verification includes, but isn't limited
|
|
to, non-VOIP phone number or government ID verification.
|
|
|
|
When implementing `IsVerified`, exercise caution to ensure that the
|
|
implementation does not inadvertently block all unverified users.
|
|
|
|
Note that the method can only be called on the backend server. Calling it
|
|
client-side results in an error. Additionally, this method will always
|
|
return `false` in Studio.
|
|
code_samples:
|
|
- Player-IsVerified
|
|
parameters: []
|
|
returns:
|
|
- type: boolean
|
|
summary: |
|
|
A boolean indicating whether the player is verified.
|
|
tags: []
|
|
deprecation_message: ''
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- name: Player:Kick
|
|
summary: |
|
|
Forcibly disconnect a player from the experience, optionally providing a
|
|
message.
|
|
description: |
|
|
This method allows an experience to gracefully disconnect a client and
|
|
optionally provide a message to the disconnected user. This is useful for
|
|
moderating abusive users. You should only allow specific users whom you
|
|
trust to trigger this method on other users.
|
|
|
|
Calling this method on a `Class.Player` with no arguments disconnects the
|
|
user from the server and provides a default notice message. Calling this
|
|
method on a `Class.Player` along with a string as the first argument
|
|
replaces the default message with the provided string.
|
|
|
|
When using this method from a `Class.LocalScript`, only the local user's
|
|
client can be kicked.
|
|
code_samples: []
|
|
parameters:
|
|
- name: message
|
|
type: string
|
|
default:
|
|
summary: |
|
|
The message to show the user upon kicking.
|
|
returns:
|
|
- type: ()
|
|
summary: ''
|
|
tags: []
|
|
deprecation_message: ''
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- Consequences
|
|
- name: Player:LoadBoolean
|
|
summary: |
|
|
Returns a boolean value that was previously saved to the player with
|
|
`Class.Player:SaveBoolean()` with the same key.
|
|
description: |
|
|
This function returns a boolean value that was previously saved to the
|
|
player with `Class.Player:SaveBoolean()` with the same key. Returns false
|
|
if the key doesn't exist, not `nil`.
|
|
code_samples: []
|
|
parameters:
|
|
- name: key
|
|
type: string
|
|
default:
|
|
summary: ''
|
|
returns:
|
|
- type: boolean
|
|
summary: ''
|
|
tags:
|
|
- Deprecated
|
|
deprecation_message: |
|
|
This item is deprecated, as it may have been used for a now obsolete data
|
|
persistence method. Please save and load player data using
|
|
`Class.DataStoreService` for new work.
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- name: Player:loadBoolean
|
|
summary: ''
|
|
description: ''
|
|
code_samples: []
|
|
parameters:
|
|
- name: key
|
|
type: string
|
|
default:
|
|
summary: ''
|
|
returns:
|
|
- type: boolean
|
|
summary: ''
|
|
tags:
|
|
- Deprecated
|
|
deprecation_message: |
|
|
This deprecated function is a variant of `Class.Player:LoadBoolean()`
|
|
which has also been deprecated. Neither function should be used in new
|
|
work.
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- name: Player:LoadCharacterAsync
|
|
summary: |
|
|
Creates a new character for the player, removing the old one. Also clears
|
|
the player's `Class.Backpack` and `Class.PlayerGui`.
|
|
description: |
|
|
This method creates a new character for the player, removing the old one.
|
|
It also clears the player's `Class.Backpack` and `Class.PlayerGui`. This
|
|
is useful in cases where you want to reload the character without killing
|
|
the player, such as when you want to load a new character appearance after
|
|
changing the player's
|
|
`Class.Player.CharacterAppearance|CharacterAppearance`.
|
|
|
|
After calling `LoadCharacterAsync()` for an individual player, it is not
|
|
recommended to call it again for the same player until after that player's
|
|
`Class.Player.CharacterAppearanceLoaded|CharacterAppearanceLoaded` event
|
|
has fired.
|
|
|
|
#### Character Loading Event Order
|
|
|
|
Calling the `LoadCharacterAsync()` method on any `Player` fires events in
|
|
the following order:
|
|
|
|
1. The character appearance initializes.
|
|
2. The character rig builds and scales.
|
|
3. The character moves to the spawn location.
|
|
4. `Class.Player.Character` sets, automatically removing old character.
|
|
5. `Class.Object.Changed` fires on the `Class.Player` with a value of
|
|
`Character`.
|
|
6. The character's `Class.Instance.Parent|Parent` sets to the
|
|
`Class.DataModel`.
|
|
7. `Class.Player.CharacterAdded` fires.
|
|
8. `Class.Player.CharacterAppearanceLoaded` fires.
|
|
code_samples:
|
|
- Player-LoadCharacter1
|
|
parameters: []
|
|
returns:
|
|
- type: ()
|
|
summary: ''
|
|
tags:
|
|
- Yields
|
|
deprecation_message: ''
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- name: Player:LoadCharacter
|
|
summary: |
|
|
Creates a new character for the player, removing the old one. Also clears
|
|
the player's `Class.Backpack` and `Class.PlayerGui`.
|
|
description: ''
|
|
code_samples:
|
|
- Player-LoadCharacter1
|
|
parameters: []
|
|
returns:
|
|
- type: ()
|
|
summary: ''
|
|
tags:
|
|
- Yields
|
|
- Deprecated
|
|
deprecation_message: |
|
|
This method has been superseded by
|
|
`Class.Player:LoadCharacterAsync()|LoadCharacterAsync()`.
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- name: Player:LoadCharacterAppearance
|
|
summary: |
|
|
Places the given instance either in the player's character, head, or
|
|
StarterGear based on the instance's class.
|
|
description: |
|
|
The LoadCharacterAppearance `Class.Player` function places the given
|
|
instance either in the player's `Class.Player.Character`, head, or
|
|
`Class.StarterGear` based on the instance's class.
|
|
|
|
This is useful when giving a player's character an asset from the Roblox
|
|
catalog, such as a hat or piece of gear.
|
|
|
|
It is similar to `Class.Player:LoadCharacterAsync()`, except it does not
|
|
reload the entire character instance, StarterGear, or `Class.PlayerGui`.
|
|
|
|
Note:
|
|
|
|
- `Class.Accessory`, `Class.Shirt`, `Class.ShirtGraphic`,
|
|
`Class.CharacterMesh`, `Class.BodyColors`, and `Class.Accoutrement` are
|
|
parented to the player's character.
|
|
- `Class.Decal`, `Class.FileMesh`, `Class.SpecialMesh`, `Class.BlockMesh`,
|
|
`Class.CylinderMesh`, and `Class.Texture` are parented to the
|
|
character's head.
|
|
- `Class.Tool` is parented to the player's `Class.StarterGear`.
|
|
- All other classes are ignored.
|
|
code_samples:
|
|
- Player-LoadCharacterAppearance1
|
|
parameters:
|
|
- name: assetInstance
|
|
type: Instance
|
|
default:
|
|
summary: |
|
|
An instance of the asset being loaded, which can be obtained using the
|
|
`Class.InsertService:LoadAsset()` function.
|
|
returns:
|
|
- type: ()
|
|
summary: ''
|
|
tags:
|
|
- Deprecated
|
|
deprecation_message: ''
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Avatar
|
|
- Players
|
|
- name: Player:LoadCharacterWithHumanoidDescriptionAsync
|
|
summary: |
|
|
Spawns a player character with everything equipped in the passed in
|
|
`Class.HumanoidDescription`.
|
|
description: |
|
|
This method spawns a player character with everything equipped in the
|
|
passed in `Class.HumanoidDescription`.
|
|
|
|
After calling this method for an individual player, it is not recommended
|
|
to call it again for the same player until after that player's
|
|
`Class.Player.CharacterAppearanceLoaded|CharacterAppearanceLoaded` event
|
|
has fired.
|
|
|
|
See also
|
|
[HumanoidDescription System](../../../characters/appearance.md#humanoiddescription),
|
|
an article which explains the humanoid description system in greater
|
|
detail and provides several scripting examples.
|
|
code_samples:
|
|
- spawn-characters-with-humanoiddescription
|
|
parameters:
|
|
- name: humanoidDescription
|
|
type: HumanoidDescription
|
|
default:
|
|
summary: |
|
|
A `Class.HumanoidDescription` containing traits like body
|
|
parts/colors, body scaling, accessories, clothing, and animations that
|
|
will be equipped to the loaded character.
|
|
returns:
|
|
- type: ()
|
|
summary: ''
|
|
tags:
|
|
- Yields
|
|
deprecation_message: ''
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- name: Player:LoadCharacterWithHumanoidDescription
|
|
summary: |
|
|
Spawns a player character with everything equipped in the passed in
|
|
`Class.HumanoidDescription`.
|
|
description: ''
|
|
code_samples:
|
|
- spawn-characters-with-humanoiddescription
|
|
parameters:
|
|
- name: humanoidDescription
|
|
type: HumanoidDescription
|
|
default:
|
|
summary: |
|
|
A `Class.HumanoidDescription` containing traits like body
|
|
parts/colors, body scaling, accessories, clothing, and animations that
|
|
will be equipped to the loaded character.
|
|
returns:
|
|
- type: ()
|
|
summary: ''
|
|
tags:
|
|
- Yields
|
|
- Deprecated
|
|
deprecation_message: |
|
|
This method has been superseded by
|
|
`Class.Player:LoadCharacterWithHumanoidDescriptionAsync()|LoadCharacterWithHumanoidDescriptionAsync()`.
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- name: Player:LoadInstance
|
|
summary: |
|
|
Returns an instance that was previously saved to the player with
|
|
`Class.Player:SaveInstance()` with the same key.
|
|
description: |
|
|
This function returns an instance that was previously saved to the player
|
|
with `Class.Player:SaveInstance()` with the same key. Returns `nil` if the
|
|
key doesn't exist.
|
|
code_samples:
|
|
- Player-LoadInstance1
|
|
parameters:
|
|
- name: key
|
|
type: string
|
|
default:
|
|
summary: ''
|
|
returns:
|
|
- type: Instance
|
|
summary: ''
|
|
tags:
|
|
- Deprecated
|
|
deprecation_message: |
|
|
This item is deprecated, as it may have been used for a now obsolete data
|
|
persistence method. Please save and load player data using
|
|
`Class.DataStoreService` for new work.
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- name: Player:loadInstance
|
|
summary: ''
|
|
description: ''
|
|
code_samples: []
|
|
parameters:
|
|
- name: key
|
|
type: string
|
|
default:
|
|
summary: ''
|
|
returns:
|
|
- type: Instance
|
|
summary: ''
|
|
tags:
|
|
- Deprecated
|
|
deprecation_message: |
|
|
This deprecated function is a variant of `Class.Player:LoadInstance()`
|
|
which has also been deprecated. Neither function should be used in new
|
|
work.
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- name: Player:LoadNumber
|
|
summary: |
|
|
Returns a number value that was previously saved to the player.
|
|
description: |
|
|
This function was once used by an ancient data persistence method to
|
|
return a number value that was previously saved to the player with
|
|
`Class.Player:SaveNumber()` with the same key. Returns 0 if the key
|
|
doesn't exist, not `nil`.
|
|
code_samples:
|
|
- Player-LoadNumber1
|
|
parameters:
|
|
- name: key
|
|
type: string
|
|
default:
|
|
summary: ''
|
|
returns:
|
|
- type: double
|
|
summary: ''
|
|
tags:
|
|
- Deprecated
|
|
deprecation_message: |
|
|
This item is deprecated, as it may have been used for a now obsolete data
|
|
persistence method. Please save and load player data using
|
|
`Class.DataStoreService` for new work.
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- name: Player:loadNumber
|
|
summary: ''
|
|
description: ''
|
|
code_samples: []
|
|
parameters:
|
|
- name: key
|
|
type: string
|
|
default:
|
|
summary: ''
|
|
returns:
|
|
- type: double
|
|
summary: ''
|
|
tags:
|
|
- Deprecated
|
|
deprecation_message: |
|
|
This deprecated function is a variant of `Class.Player:LoadNumber()` which
|
|
has also been deprecated. Neither function should be used in new work.
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- name: Player:LoadString
|
|
summary: |
|
|
Returns a string value that was previously saved to the player.
|
|
description: |
|
|
This function returns a string value that was previously saved to the
|
|
player with `Class.Player:SaveString()` with the same key. Returns an
|
|
empty string ("") if the key doesn't exist, not `nil`.
|
|
code_samples:
|
|
- Player-LoadString1
|
|
parameters:
|
|
- name: key
|
|
type: string
|
|
default:
|
|
summary: ''
|
|
returns:
|
|
- type: string
|
|
summary: ''
|
|
tags:
|
|
- Deprecated
|
|
deprecation_message: |
|
|
This item is deprecated, as it may have been used for a now obsolete data
|
|
persistence method. Please save and load player data using
|
|
`Class.DataStoreService` for new work.
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- name: Player:loadString
|
|
summary: ''
|
|
description: ''
|
|
code_samples: []
|
|
parameters:
|
|
- name: key
|
|
type: string
|
|
default:
|
|
summary: ''
|
|
returns:
|
|
- type: string
|
|
summary: ''
|
|
tags:
|
|
- Deprecated
|
|
deprecation_message: |
|
|
This function is a deprecated variant of `Class.Player:LoadString()` which
|
|
has also been deprecated. Neither function should be used in new work.
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- name: Player:Move
|
|
summary: |
|
|
Causes the player's character to walk in the given direction until
|
|
stopped, or interrupted by the player (by using their controls).
|
|
description: |
|
|
This method causes the player's character to walk in the given direction
|
|
until stopped, or interrupted by the player (by using their controls).
|
|
|
|
This is useful when scripting NPC `Class.Humanoid|Humanoids` that move
|
|
around a map but are not controlled by an actual player's input.
|
|
|
|
Note that the function's second argument indicates whether the provided
|
|
`Datatype.Vector3` should move the player relative to world coordinates
|
|
(`false`) or the player's `Class.Camera` (`true`).
|
|
code_samples:
|
|
- Player-Move1
|
|
parameters:
|
|
- name: walkDirection
|
|
type: Vector3
|
|
default:
|
|
summary: |
|
|
The Vector3 direction that the player should move.
|
|
- name: relativeToCamera
|
|
type: boolean
|
|
default: false
|
|
summary: |
|
|
A boolean indicating whether the player should move relative to the
|
|
player's camera.
|
|
returns:
|
|
- type: ()
|
|
summary: ''
|
|
tags: []
|
|
deprecation_message: ''
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- name: Player:RemoveReplicationFocus
|
|
summary: |
|
|
Removes a previously added replication focus.
|
|
description: |
|
|
This method removes a replication focus previously added by
|
|
`Class.Player:AddReplicationFocus()|AddReplicationFocus(). Has no effect
|
|
in experiences that are not streaming enabled.
|
|
|
|
This method should only be called on the server. It has no effect when
|
|
called from a `Class.LocalScript`.
|
|
code_samples: []
|
|
parameters:
|
|
- name: part
|
|
type: BasePart
|
|
default:
|
|
summary: |
|
|
The `Class.BasePart` to remove as a replication focus.
|
|
returns:
|
|
- type: ()
|
|
summary: ''
|
|
tags: []
|
|
deprecation_message: ''
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- name: Player:RequestStreamAroundAsync
|
|
summary: |
|
|
Requests that the server stream to the player around the specified
|
|
location.
|
|
description: |
|
|
For experiences where
|
|
[instance streaming](../../../workspace/streaming.md) is enabled, requests
|
|
that the server stream to the player regions (parts and terrain) around
|
|
the specified **X**, **Y**, **Z** location in the 3D world. It is useful
|
|
if the experience knows that the player's `Datatype.CFrame` will be set to
|
|
the specified location in the near future. Without providing the location
|
|
with this call, the player may not have streamed in content for the
|
|
destination, resulting in a streaming pause or other undesirable behavior.
|
|
|
|
The effect of this call will be temporary and there are no guarantees of
|
|
what will be streamed in around the specified location. Client memory
|
|
limits and network conditions may impact what will be available on the
|
|
client.
|
|
|
|
#### Usage Precaution
|
|
|
|
Requesting streaming around an area is **not a guarantee** that the
|
|
content will be present when the request completes, as streaming is
|
|
affected by the client's network bandwidth, memory limitations, and other
|
|
factors.
|
|
code_samples: []
|
|
parameters:
|
|
- name: position
|
|
type: Vector3
|
|
default:
|
|
summary: |
|
|
World location where streaming is requested.
|
|
- name: timeOut
|
|
type: double
|
|
default: 0
|
|
summary: |
|
|
Optional timeout for the request, the maximum duration that the engine
|
|
attempts to stream regions around the `position` parameter before
|
|
abandoning the request. If you don't specify a value, the timeout is
|
|
effectively infinite. However, if the client is low on memory, the
|
|
engine abandons all streaming requests, even those that are still
|
|
within the timeout duration.
|
|
returns:
|
|
- type: ()
|
|
summary: ''
|
|
tags:
|
|
- Yields
|
|
deprecation_message: ''
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- name: Player:SaveBoolean
|
|
summary: |
|
|
Used to save a boolean value that can be loaded again at a later time
|
|
using `Class.Player:LoadBoolean()`.
|
|
description: |
|
|
This function is used to save a boolean value that can be loaded again at
|
|
a later time using `Class.Player:LoadBoolean()`.
|
|
code_samples:
|
|
- Player-SaveBoolean1
|
|
parameters:
|
|
- name: key
|
|
type: string
|
|
default:
|
|
summary: ''
|
|
- name: value
|
|
type: boolean
|
|
default:
|
|
summary: ''
|
|
returns:
|
|
- type: ()
|
|
summary: ''
|
|
tags:
|
|
- Deprecated
|
|
deprecation_message: |
|
|
This item is deprecated, as it may have been used for a now obsolete data
|
|
persistence method. Please save and load player data using
|
|
`Class.DataStoreService` for new work.
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- name: Player:saveBoolean
|
|
summary: ''
|
|
description: ''
|
|
code_samples: []
|
|
parameters:
|
|
- name: key
|
|
type: string
|
|
default:
|
|
summary: ''
|
|
- name: value
|
|
type: boolean
|
|
default:
|
|
summary: ''
|
|
returns:
|
|
- type: ()
|
|
summary: ''
|
|
tags:
|
|
- Deprecated
|
|
deprecation_message: |
|
|
This function is a deprecated variant of `Class.Player:SaveBoolean()`
|
|
which has also been deprecated. Neither function should be used in new
|
|
work.
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- name: Player:SaveInstance
|
|
summary: |
|
|
Saves an instance which can be loaded again at a later time.
|
|
description: |
|
|
This function was once used by an ancient data persistence method to save
|
|
an instance which can be loaded again at a later time using
|
|
`Class.Player:LoadInstance()`..
|
|
code_samples:
|
|
- Player-SaveInstance1
|
|
parameters:
|
|
- name: key
|
|
type: string
|
|
default:
|
|
summary: ''
|
|
- name: value
|
|
type: Instance
|
|
default:
|
|
summary: ''
|
|
returns:
|
|
- type: ()
|
|
summary: ''
|
|
tags:
|
|
- Deprecated
|
|
deprecation_message: |
|
|
This item is deprecated, as it may have been used for a now obsolete data
|
|
persistence method. Please save and load player data using
|
|
`Class.DataStoreService` for new work.
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- name: Player:saveInstance
|
|
summary: ''
|
|
description: ''
|
|
code_samples: []
|
|
parameters:
|
|
- name: key
|
|
type: string
|
|
default:
|
|
summary: ''
|
|
- name: value
|
|
type: Instance
|
|
default:
|
|
summary: ''
|
|
returns:
|
|
- type: ()
|
|
summary: ''
|
|
tags:
|
|
- Deprecated
|
|
deprecation_message: |
|
|
This function is a deprecated variant of `Class.Player:SaveInstance()`
|
|
which has also been deprecated. Neither function should be used in new
|
|
work.
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- name: Player:SaveNumber
|
|
summary: |
|
|
Saves a number value that can be loaded again at a later time using.
|
|
description: |
|
|
This function was once used by an ancient data persistence method to save
|
|
a number value that can be loaded again at a later time using
|
|
`Class.Player:LoadNumber()`.
|
|
code_samples:
|
|
- Player-SaveNumber1
|
|
parameters:
|
|
- name: key
|
|
type: string
|
|
default:
|
|
summary: ''
|
|
- name: value
|
|
type: double
|
|
default:
|
|
summary: ''
|
|
returns:
|
|
- type: ()
|
|
summary: ''
|
|
tags:
|
|
- Deprecated
|
|
deprecation_message: |
|
|
This item is deprecated, as it may have been used for a now obsolete data
|
|
persistence method. Please save and load player data using
|
|
`Class.DataStoreService` for new work.
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- name: Player:saveNumber
|
|
summary: ''
|
|
description: ''
|
|
code_samples: []
|
|
parameters:
|
|
- name: key
|
|
type: string
|
|
default:
|
|
summary: ''
|
|
- name: value
|
|
type: double
|
|
default:
|
|
summary: ''
|
|
returns:
|
|
- type: ()
|
|
summary: ''
|
|
tags:
|
|
- Deprecated
|
|
deprecation_message: |
|
|
This function is a deprecated variant of `Class.Player:SaveNumber()` which
|
|
has also been deprecated. Neither function should be used in new work.
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- name: Player:SaveString
|
|
summary: |
|
|
Saves a string value that can be loaded again at a later time.
|
|
description: |
|
|
This function was once used by an ancient data persistence method to save
|
|
a string value that can be loaded again at a later time using
|
|
`Class.Player:LoadString()`.
|
|
code_samples:
|
|
- Player-SaveString1
|
|
parameters:
|
|
- name: key
|
|
type: string
|
|
default:
|
|
summary: ''
|
|
- name: value
|
|
type: string
|
|
default:
|
|
summary: ''
|
|
returns:
|
|
- type: ()
|
|
summary: ''
|
|
tags:
|
|
- Deprecated
|
|
deprecation_message: |
|
|
This item is deprecated, as it may have been used for a now obsolete data
|
|
persistence method. Please save and load player data using
|
|
`Class.DataStoreService` for new work.
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- name: Player:saveString
|
|
summary: ''
|
|
description: ''
|
|
code_samples: []
|
|
parameters:
|
|
- name: key
|
|
type: string
|
|
default:
|
|
summary: ''
|
|
- name: value
|
|
type: string
|
|
default:
|
|
summary: ''
|
|
returns:
|
|
- type: ()
|
|
summary: ''
|
|
tags:
|
|
- Deprecated
|
|
deprecation_message: |
|
|
This function is a deprecated variant of `Class.Player:SaveString()` which
|
|
has also been deprecated. Neither function should be used in new work.
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- name: Player:SetAccountAge
|
|
summary: |
|
|
Sets the `Class.Player.AccountAge|AccountAge` of the player.
|
|
description: |
|
|
This method sets the `Class.Player.AccountAge|AccountAge` of the player in
|
|
days, meaning the age of the account itself relative to when it was first
|
|
created.
|
|
code_samples: []
|
|
parameters:
|
|
- name: accountAge
|
|
type: int
|
|
default:
|
|
summary: |
|
|
The age of the account in days.
|
|
returns:
|
|
- type: ()
|
|
summary: ''
|
|
tags: []
|
|
deprecation_message: ''
|
|
security: PluginSecurity
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- name: Player:SetSuperSafeChat
|
|
summary: |
|
|
Sets whether or not the player sees filtered chats, rather than normal
|
|
chats.
|
|
description: |
|
|
This method sets whether or not the player sees chat filtered by
|
|
`Class.TextService:FilterStringAsync()` rather than normal chats.
|
|
|
|
```lua
|
|
local Players = game:GetService("Players")
|
|
|
|
local player = Players.LocalPlayer
|
|
player:SetSuperSafeChat(true)
|
|
```
|
|
|
|
Regardless of whether a player has filtered chat enabled, all chat should
|
|
be filtered by `Class.TextService` when broadcast to other players or on
|
|
the player's own screen. `Class.TextService:FilterStringAsync()` returns a
|
|
`Class.TextFilterResult` object that can be filtered differently according
|
|
to the message's intended use.
|
|
code_samples: []
|
|
parameters:
|
|
- name: value
|
|
type: boolean
|
|
default:
|
|
summary: |
|
|
A boolean indicating whether or not the player sees filtered chat.
|
|
returns:
|
|
- type: ()
|
|
summary: ''
|
|
tags: []
|
|
deprecation_message: ''
|
|
security: PluginSecurity
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- name: Player:WaitForDataReady
|
|
summary: |
|
|
Used to pause the script until the player's data is available to
|
|
manipulate, or until a certain amount of time has elapsed without fetching
|
|
the player's data.
|
|
description: |
|
|
This function is used to pause the script until the player's data is
|
|
available to manipulate, or until a certain amount of time has elapsed
|
|
without fetching the player's data
|
|
code_samples: []
|
|
parameters: []
|
|
returns:
|
|
- type: boolean
|
|
summary: ''
|
|
tags:
|
|
- Yields
|
|
- Deprecated
|
|
deprecation_message: |
|
|
This item is deprecated, as it may have been used for a now obsolete data
|
|
persistence method. Please save and load player data using
|
|
`Class.DataStoreService` for new work.
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
- name: Player:waitForDataReady
|
|
summary: ''
|
|
description: ''
|
|
code_samples: []
|
|
parameters: []
|
|
returns:
|
|
- type: boolean
|
|
summary: ''
|
|
tags:
|
|
- Yields
|
|
- Deprecated
|
|
deprecation_message: |
|
|
This function is a deprecated variant of `Class.Player:WaitForDataReady()`
|
|
which has also been deprecated. Neither function should be used in new
|
|
work.
|
|
security: None
|
|
thread_safety: Unsafe
|
|
capabilities:
|
|
- Players
|
|
events:
|
|
- name: Player.CharacterAdded
|
|
summary: |
|
|
Fires when a player's character spawns or respawns.
|
|
description: |
|
|
This event fires when a player's character spawns or respawns. It fires
|
|
soon after setting `Class.Player.Character|Character` to a non-`nil` value
|
|
or calling `Class.Player:LoadCharacterAsync()|LoadCharacterAsync()`, which
|
|
is before the character is parented to the `Class.Workspace`.
|
|
|
|
This can be used alongside the
|
|
`Class.Player.CharacterRemoving|CharacterRemoving` event which fires right
|
|
before a player's character is about to be removed, typically after death.
|
|
As such, both of these events can potentially fire many times as players
|
|
die then respawn in a place.
|
|
|
|
Note that the `Class.Humanoid` and its default body parts (head, torso,
|
|
and limbs) will exist on the server when this event fires, but clothing
|
|
items like `Class.Hat|Hats`, `Class.Shirt|Shirts`, and `Class.Pants` might
|
|
take a few seconds to be added to the character. The parts will also take
|
|
time to replicate to clients. Connect `Class.Instance.ChildAdded` on the
|
|
added character to detect these, or wait for the
|
|
`Class.Player.CharacterAppearanceLoaded|CharacterAppearanceLoaded` event
|
|
to be sure the character has everything equipped.
|
|
|
|
If you instead need to track when a player joins/leaves the experience,
|
|
use the events `Class.Players.PlayerAdded` and
|
|
`Class.Players.PlayerRemoving`.
|
|
code_samples:
|
|
- spawns-and-despawns
|
|
- accessory-remover
|
|
parameters:
|
|
- name: character
|
|
type: Model
|
|
default:
|
|
summary: |
|
|
An instance of the character that spawned/respawned.
|
|
tags: []
|
|
deprecation_message: ''
|
|
security: None
|
|
capabilities:
|
|
- Players
|
|
- name: Player.CharacterAppearanceLoaded
|
|
summary: |
|
|
Fires when the full appearance of a `Class.Player.Character|Character` has
|
|
been inserted.
|
|
description: |
|
|
This event fires when the full appearance of a
|
|
`Class.Player.Character|Character` has been inserted. It only fires on the
|
|
server.
|
|
|
|
A `Class.Player.Character|Character` generally has a range of objects
|
|
modifying its appearance, including `Class.Accoutrement|Accoutrements`,
|
|
`Class.Shirt|Shirts`, `Class.Pants` and
|
|
`Class.CharacterMesh|CharacterMeshes`. This event will fire when all such
|
|
objects have been inserted into the character.
|
|
|
|
For custom character implementations, such as using a character model
|
|
named `StarterCharacter` inside `Class.StarterPlayer`, use
|
|
`Class.Player.CharacterAdded|CharacterAdded` and handle your own
|
|
accessories.
|
|
|
|
One use for this event is to ensure all accessories have loaded before
|
|
destroying them. See below for an example of this.
|
|
code_samples:
|
|
- remove-accessories-after-loading
|
|
parameters:
|
|
- name: character
|
|
type: Model
|
|
default:
|
|
summary: |
|
|
The `Class.Player.Character` `Class.Model`.
|
|
tags: []
|
|
deprecation_message: ''
|
|
security: None
|
|
capabilities:
|
|
- Players
|
|
- name: Player.CharacterRemoving
|
|
summary: |
|
|
Fires right before a player's character is removed.
|
|
description: |
|
|
This event fires right before a player's
|
|
`Class.Player.Character|Character` is removed, such as when the player is
|
|
respawning. This can be used alongside the
|
|
`Class.Player.CharacterAdded|CharacterAdded` event which fires when a
|
|
player's character spawns or respawns.
|
|
|
|
If you instead need to track when a player joins/leaves the experience,
|
|
use the events `Class.Players.PlayerAdded` and
|
|
`Class.Players.PlayerRemoving`.
|
|
code_samples:
|
|
- spawns-and-despawns
|
|
parameters:
|
|
- name: character
|
|
type: Model
|
|
default:
|
|
summary: |
|
|
An instance of the character that is being removed.
|
|
tags: []
|
|
deprecation_message: ''
|
|
security: None
|
|
capabilities:
|
|
- Players
|
|
- name: Player.Chatted
|
|
summary: |
|
|
Fires when a player chats in experience using Roblox's provided chat bar.
|
|
description: |
|
|
This event fires when a `Class.Player` types a message and presses
|
|
<kbd>Enter</kbd> in Roblox's provided chat bar. This is done using some
|
|
Luau bindings by the default chat script. You can prevent players from
|
|
chatting by using `Class.StarterGui:SetCoreGuiEnabled()` and setting
|
|
`Enum.CoreGuiType.Chat` to `false`.
|
|
code_samples: []
|
|
parameters:
|
|
- name: message
|
|
type: string
|
|
default:
|
|
summary: |
|
|
The content of the message the player typed in chat.
|
|
- name: recipient
|
|
type: Player
|
|
default:
|
|
summary: |
|
|
**Deprecated.** For whisper messages, this was the Player who was the
|
|
intended target of the chat message.
|
|
tags: []
|
|
deprecation_message: ''
|
|
security: None
|
|
capabilities:
|
|
- Chat
|
|
- Players
|
|
- name: Player.Idled
|
|
summary: |
|
|
This event fires approximately two minutes after the engine classifies the
|
|
player as idle. Time is the number of seconds that have elapsed since that
|
|
point.
|
|
description: |
|
|
This event fires approximately two minutes after the engine classifies the
|
|
player as idle. Time is the number of seconds that have elapsed since that
|
|
point. The event continues to fire every 30 seconds for as long as the
|
|
player remains idle.
|
|
|
|
This event only fires in client scripts, not server scripts; use a
|
|
`Class.RemoteEvent` to notify the server of idle players.
|
|
|
|
Roblox automatically disconnects players that have been idle for at least
|
|
20 minutes, so this event is useful for warning players that they will be
|
|
disconnected soon, disconnecting players prior to those 20 minutes, or
|
|
other away from keyboard (AFK) features.
|
|
|
|
To track how often automatic disconnects occur, try correlating this event
|
|
with occurrences of `Class.Players.PlayerRemoving`.
|
|
code_samples: []
|
|
parameters:
|
|
- name: time
|
|
type: double
|
|
default:
|
|
summary: |
|
|
The time in seconds the player has been idle.
|
|
tags: []
|
|
deprecation_message: ''
|
|
security: None
|
|
capabilities:
|
|
- Players
|
|
- name: Player.OnTeleport
|
|
summary: |
|
|
Fires when the teleport state of a player changes.
|
|
description: |
|
|
This event fires when the `Enum.TeleportState` of a player changes. This
|
|
event is useful for detecting whether a teleportation was successful.
|
|
code_samples:
|
|
- Player-OnTeleport1
|
|
parameters:
|
|
- name: teleportState
|
|
type: TeleportState
|
|
default:
|
|
summary: |
|
|
The new `Enum.TeleportState` of the `Class.Player`.
|
|
- name: placeId
|
|
type: int64
|
|
default:
|
|
summary: |
|
|
The ID of the place the `Class.Player` is being teleported to.
|
|
- name: spawnName
|
|
type: string
|
|
default:
|
|
summary: |
|
|
The name of the spawn to teleport to, if
|
|
`Class.TeleportService:TeleportToSpawnByName()` has been used.
|
|
tags: []
|
|
deprecation_message: ''
|
|
security: None
|
|
capabilities:
|
|
- Players
|
|
- Teleport
|
|
callbacks: []
|