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Part

Summary

Properties Properties of a Part, in the order they appear on Vortex Studio.

Methods
Events

Properties

Anchored

Boolean

When true, the given part will be unable to move via interactions with the environment.
When false, the part will experience gravity and forces from other parts.


CanCollide

Boolean

Determines whether the Part is given physics collisions, or whether it can phase through other parts.

Note: A Part cannot be unanchored while collision is disabled.


CFrame

CFrame

Sets the position and rotation of the Part as a single transform.


ClassName

string

The runtime class name of the Part.


Cast Shadow

Boolean

Controls whether or not the Part will cast a shadow. This can be used to save performance with part’s whose shadows cannot be seen, or for glass parts which realistically would not create a shadow.


Color

Color3

Determines the visible color of the Part. Will also affect the part’s Material color.


Material

Enum.Material

Determines which Material type to apply when rendering the Part. Currently this has no effect other than visual.


Name

string

The name of the Part, and its label in the explorer.


Orientation

Vector3

The rotation of the Part in degrees along each axis.


Parent

Instance | nil

The containing Instance of the Part, or nil when it has no parent.


Position

Vector3

The position of the Part, in World-space.


Rotation

Vector3

The rotation of the Part along each axis.


Size

Vector3

The size of the Part in each dimension (width, height, depth).


Transparency

Float

Sets the transparency of the part from 0 (opaque) to 1 (invisible). When drawing shadows, all parts are treated as opaque regardless of their transparency. Unless it is set to 1, where the part does not render at all.


Truss

Boolean

If a part is a truss part, then the Player is able to climb the part by walking up to it. It is recommened to keep truss parts anchored, as they otherwise produce unpredictable effects.


Methods

Clone()

Part

Creates and returns a copy of the Part.


Destroy()

nil

Destroys the Part.


FindFirstChild()

Instance | nil

part:FindFirstChild(name: string)

Returns the first direct child with the supplied name, or nil when none is found.


FindFirstChildOfClass()

Instance | nil

part:FindFirstChildOfClass(className: string)

Returns the first direct child whose class matches className, or nil when none is found.


GetAttribute()

Variant | nil

part:GetAttribute(name: string)

Returns the value stored under the supplied attribute name.


GetAttributeChangedSignal()

Signal

part:GetAttributeChangedSignal(name: string)

Returns an event associated with changes to the supplied attribute name.


GetAttributes()

{ [string]: Variant }

Returns a table containing the Part attributes.


GetChildren()

{ Instance }

Returns the direct children of the Part.


GetDescendants()

{ Instance }

Returns the descendants of the Part.


GetPropertyChangedSignal()

Signal

part:GetPropertyChangedSignal(property: string)

Returns an event associated with changes to the supplied property.


IsA()

Boolean

part:IsA(className: string)

Returns whether the part is an instance of className or one of its ancestor classes.


SetAttribute()

nil

part:SetAttribute(name: string, value: Variant | nil)

Sets the attribute name to value. Passing nil clears the attribute.


WaitForChild()

Instance

part:WaitForChild(name: string)

Waits for and returns a direct child with the supplied name.


Events

Changed

Signal

An event associated with changes to the part.


Touched

Signal

An event associated with physical contact with the part.


TouchEnded

Signal

An event associated with the end of physical contact with the part.


Testing Notes

These observations are from Vortex Studio 0.3.4 and may differ in later releases.

Changed, GetPropertyChangedSignal, and GetAttributeChangedSignal expose connectable events, but changing the corresponding property or attribute does not deliver callbacks. Touched and TouchEnded are connectable; their event delivery has not been established.