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Class

ProximityPrompt

Inherits
Instance › Object
Memory category
Instances

An object that lets you prompt players to interact with an object in the 3D world.

The ProximityPrompt instance lets you prompt players to interact with an object in the 3D world, such as opening a door or picking up an item. A ProximityPrompt object works when parented to a BasePart, Attachment, or Model (with PrimaryPart set) in the workspace. When the player's character approaches, a UI appears to prompt them for input.

Prompts consist of three primary elements, each of which can be controlled by the noted properties. The default UI can be swapped out for your own custom appearance as outlined in Style.

Property Description Default
Class.ProximityPrompt.ObjectText|ObjectText An optional name for the object being interacted with.
Class.ProximityPrompt.ActionText|ActionText An optional action name shown to the player. Interact
Class.ProximityPrompt.KeyboardKeyCode|KeyboardKeyCode The keyboard key which will trigger the prompt. E
Class.ProximityPrompt.GamepadKeyCode|GamepadKeyCode The gamepad button which will trigger the prompt. ButtonX

You can connect to proximity prompt events either on the ProximityPrompt object itself or globally through ProximityPromptService. The ProximityPromptService allows you to manage all proximity prompt behavior from one location, preventing any need for duplicate code in your experience.

For more information regarding proximity prompts, see the Proximity Prompts guide.

Properties 15#

ActionTextstringThe action text shown to the user.ReadSafe
AutoLocalizebooleanWhether the prompt's ProximityPrompt.ActionText and ProximityPrompt.ObjectText will be localized according to the ProximityPrompt.RootLocalizationTable.ReadSafe
ClickablePromptbooleanWhether the prompt can be activated by clicking/tapping on the prompt UI.ReadSafe
EnabledbooleanWhether or not this prompt should be shown.ReadSafe
ExclusivityProximityPromptExclusivityUsed to customize which prompts can be shown at the same time.ReadSafe
GamepadKeyCodeKeyCodeThe gamepad button the player should press to trigger the prompt.ReadSafe
HoldDurationfloatThe duration, in seconds, that the player must hold the button/key down to trigger the prompt.ReadSafe
KeyboardKeyCodeKeyCodeThe key the player should press to trigger the prompt.ReadSafe
MaxActivationDistancefloatThe maximum distance a Player's character can be from the ProximityPrompt for the prompt to appear.ReadSafe
MaxIndicatorDistancefloatThe maximum distance at which a lightweight indicator for the prompt is shown, hinting at a nearby interaction before the player is close enough to trigger it.ReadSafe
ObjectTextstringAn optional property that determines the object name text shown to the user.ReadSafe
RequiresLineOfSightbooleanWhether the prompt is hidden if the path between the player's Camera and object parented to the ProximityPrompt is obstructed.ReadSafe
RootLocalizationTableLocalizationTableA reference to a LocalizationTable to be used to apply automated localization to this prompt's ProximityPrompt.ActionText and ProximityPrompt.ObjectText.ReadSafe
StyleProximityPromptStyleThe style of the prompt's UI.ReadSafe
UIOffsetVector2The pixel offset applied to the prompt's UI.ReadSafe

ActionText: string#

ReadSafe

This property determines the action text shown to the user.

AutoLocalize: boolean#

ReadSafe

This property determines whether the prompt's ProximityPrompt.ActionText and ProximityPrompt.ObjectText will be localized according to the ProximityPrompt.RootLocalizationTable. When set to true, localization will be applied.

ClickablePrompt: boolean#

ReadSafe

This property determines whether the prompt can be activated by clicking/tapping on the prompt's UI. When set to false, the prompt cannot be activated by click/tap except on mobile.

Enabled: boolean#

ReadSafe

This property indicates whether or this ProximityPrompt should be shown.

Exclusivity: ProximityPromptExclusivity#

ReadSafe

This property is used to customize which prompts can be shown at the same time.

GamepadKeyCode: KeyCode#

ReadSafe

This property determines the gamepad button the player should press to trigger the ProximityPrompt. Default is ButtonX.

HoldDuration: float#

ReadSafe

This property indicates the duration, in seconds, that the player must hold the button/key down to trigger the prompt.

KeyboardKeyCode: KeyCode#

ReadSafe

This property determines the key the player should press to trigger the ProximityPrompt. Default is E.

MaxActivationDistance: float#

ReadSafe

This property determines the maximum distance a Player's character can be from the ProximityPrompt for the prompt to appear.

MaxIndicatorDistance: float#

ReadSafe

The maximum distance a player's character can be from the ProximityPrompt for a lightweight indicator to appear. An indicator is shown while the player is farther than ProximityPrompt.MaxActivationDistance but no farther than MaxIndicatorDistance, hinting that an interaction is nearby before the prompt itself becomes active.

The default is 0, which disables the indicator; an indicator only appears when this property is set to a value greater than 0. The number of indicators shown at once is capped by ProximityPromptService.MaxIndicatorsVisible.

ObjectText: string#

ReadSafe

This optional property determines the optional object name text shown to the user.

RequiresLineOfSight: boolean#

ReadSafe

This property indicates whether the prompt is hidden if the path between the player's Camera and object parented to the ProximityPrompt is obstructed. If true, this prompt will only be shown if there is a clear path from the camera to the object.

The parent Part or Model of the prompt will be excluded from this check.

RootLocalizationTable: LocalizationTable#

ReadSafe

This property serves as a reference to the LocalizationTable used to apply automated localization to the prompt's ProximityPrompt.ActionText and ProximityPrompt.ObjectText. In order for this to apply, ProximityPrompt.AutoLocalize must be set.

Developers can set this to reference a LocalizationTable anywhere in the DataModel. It is not required to be a child of LocalizationService. If there is no translation available in the referenced table it will look for a translation in the parent of that table, if it is also a LocalizationTable, and so on.

Style: ProximityPromptStyle#

ReadSafe

This property indicates the prompt's style. When set to Custom, no default UI will be provided.

The provided UI can be swapped out for a custom UI. In order to do this, set Style to Custom. Then, listen to the ProximityPrompt.PromptShown and ProximityPrompt.PromptHidden events in a LocalScript, where developers should create and tear down the UI.

Developers may also use ProximityPrompt.PromptButtonHoldBegan and ProximityPrompt.PromptButtonHoldEnded in order to utilize the ProximityPrompt.HoldDuration progress animation feature.

UIOffset: Vector2#

ReadSafe

This property indicates the pixel offset applied to the prompt's UI.

Methods 2#

InputHoldBeginFires a signal indicating that the user began pressing the prompt GUI button.
InputHoldEndFires a signal indicating that the user ended pressing the prompt GUI button.

InputHoldBegin(): ()#

This function triggers a signal indicating that the user began pressing the ProximityPrompt prompt button. It should be used by developers who wish to customize the prompt and trigger it from a prompt GUI button press.

Returns
  • ()

InputHoldEnd(): ()#

A counterpoint to ProximityPrompt:InputHoldBegin(), this signals that the user ended pressing the prompt GUI button.

Returns
  • ()

Events 8#

IndicatorHiddenFires on the client when a lightweight indicator for the prompt is no longer shown.
IndicatorShownFires on the client when a lightweight indicator for the prompt becomes visible.
PromptButtonHoldBeganTriggered when a player begins holding down the key/button connected to a prompt with a non-zero ProximityPrompt.HoldDuration.
PromptButtonHoldEndedTriggers when the player ends holding down the button on a prompt with a non-zero ProximityPrompt.HoldDuration.
PromptHiddenTriggers when the prompt becomes hidden.
PromptShownTriggers when the prompt becomes visible.
TriggeredTriggered when the prompt key/button is pressed, or after a specified amount of time holding the button, if ProximityPrompt.HoldDuration is used.
TriggerEndedTriggers when key/button is released, for longer events where the user is required to hold down the button.

IndicatorHidden()#

Fires client-side when a lightweight indicator for this ProximityPrompt is hidden, which occurs when the player's character moves farther than ProximityPrompt.MaxIndicatorDistance from the prompt or the prompt itself becomes active. Use this event to tear down a custom indicator UI.

As with ProximityPrompt.IndicatorShown, indicators only appear when ProximityPrompt.MaxIndicatorDistance is set to a value greater than 0; it defaults to 0.

IndicatorShown()#

Fires client-side when a lightweight indicator for this ProximityPrompt becomes visible, which occurs when the player's character is within ProximityPrompt.MaxIndicatorDistance of the prompt but still farther away than ProximityPrompt.MaxActivationDistance. Listen to this event to render a custom indicator UI.

Because ProximityPrompt.MaxIndicatorDistance defaults to 0, indicators are disabled unless you set it to a value greater than 0.

PromptButtonHoldBegan(playerWhoTriggered: Player)#

This event triggers when a player begins holding down the key/button on a prompt with a non-zero ProximityPrompt.HoldDuration. One possible usage includes to animate a hold progress bar.

NameTypeDefaultDescription
playerWhoTriggeredPlayerThe Player who begins holding down the prompt button.

PromptButtonHoldEnded(playerWhoTriggered: Player)#

This event triggers when the player ends holding down the button on a prompt with a non-zero ProximityPrompt.HoldDuration. One possible usage includes to animate a hold progress bar.

NameTypeDefaultDescription
playerWhoTriggeredPlayerThe player who ended the input hold.

PromptHidden()#

This event triggers when the prompt becomes hidden. This event is triggered client-side for LocalScripts.

PromptShown(inputType: ProximityPromptInputType)#

This event triggers when the prompt becomes visible. This event is triggered client-side for LocalScripts.

NameTypeDefaultDescription
inputTypeProximityPromptInputTypeThe input that triggers the prompt.

Triggered(playerWhoTriggered: Player)#

This event is triggered when the prompt key/button is pressed, or after a specified amount of time holding the button, if ProximityPrompt.HoldDuration is used.

NameTypeDefaultDescription
playerWhoTriggeredPlayerThe Player who triggered the prompt.

TriggerEnded(playerWhoTriggered: Player)#

This event is triggered when the key/button is released, for longer events where the user is required to hold down the button (e.g. heal another player over time.)

NameTypeDefaultDescription
playerWhoTriggeredPlayerThe Player who released the key/button, ending the trigger event.

Inherited members#

Inherited from Instance 58
Inherited from Object 6
Properties (2)

ClassName, className

Events (1)

Changed