Roblox UtilitiesDevlHub Roblox Documentation

Class

WorldRoot

NotCreatable
Inherits
Model › PVInstance › Instance › Object
Memory category
BaseParts
Subclasses
2

Base class for handling physics simulation and 3D spatial queries.

This base class provides an API for any instance intended for handling 3D spatial queries and simulation, such as Workspace and WorldModel.

Methods 29#

ArePartsTouchingOthersReturns true if any of the given BasePart are touching any other parts.
BlockcastCasts a block shape in a given direction and returns a RaycastResult if the shape hits a BasePart or Terrain cell.Safe
BulkMoveToMoves an array of BaseParts to an array of CFrames.
CollisionGroupsAreCollidableReturns whether the two groups will collide in this world.
CollisionGroupSetCollidableSets the collision status between two groups in this world.
FindPartOnRayReturns the first BasePart or Terrain cell intersecting with the given Ray.Deprecated
findPartOnRayDeprecated
FindPartOnRayWithIgnoreListReturns the first BasePart or Terrain cell intersecting with the given Ray that isn't in, nor is a descendant of an object in, the given ignore list.Deprecated
FindPartOnRayWithWhitelistReturns the first BasePart or Terrain cell intersecting with the given Ray that is in, or is a descendant of an object in, the given inclusion list.Deprecated
FindPartsInRegion3Returns an array of BaseParts in the given Region3.Deprecated
findPartsInRegion3Deprecated
FindPartsInRegion3WithIgnoreListReturns an array of BaseParts in the given Region3 that aren't in, or a descendant of an entry in, the given ignore list.Deprecated
FindPartsInRegion3WithWhiteListReturns an array of BaseParts in the given Region3 that are in, or descendant of an entry in, the given inclusion list.Deprecated
GetMaxCollisionGroupsReturns the maximum number of collision groups in this world.
GetPartBoundsInBoxReturns an array of parts whose bounding boxes overlap a given box.SafeCustomLuaState
GetPartBoundsInRadiusReturns an array of parts whose bounding boxes overlap a given sphere.SafeCustomLuaState
GetPartsInPartReturns an array of parts whose occupied space is shared with the given part.SafeCustomLuaState
GetRegisteredCollisionGroupsReturns a table with info on all of this world's collision groups.
IKMoveToMoves the specified part to the specified location via inverse kinematics rather than moving it there directly, to ensure any joints, constraints, or collisions that part is participating in remain physically satisfied.PluginSecurity security
IsCollisionGroupRegisteredChecks if a collision group is registered in this world.
IsRegion3EmptyReturns a bool indicating whether there are no BaseParts within the given Region3.Deprecated
IsRegion3EmptyWithIgnoreListReturns a boolean indicating whether there are no BaseParts within the given Region3, ignoring any BaseParts that are descendants of the objects within the given ignore list.Deprecated
RaycastCasts a ray using an origin, direction, and optional RaycastParams, then returns a RaycastResult if an eligible object or terrain intersects the ray.Safe
RegisterCollisionGroupRegisters a new collision group in this world with the given name.
RenameCollisionGroupRenames specified collision group in this world.
ShapecastCasts the shape of a given BasePart in a direction and returns a RaycastResult if the shape hits a BasePart or Terrain cell.
SpherecastCasts a spherical shape in a given direction and returns a RaycastResult if the shape hits a BasePart or Terrain cell.Safe
StepPhysicsAdvances the simulation for parts in the world forward based on a specified time increment and an optional set of BaseParts.PluginSecurity security
UnregisterCollisionGroupUnregisters the collision group for the given name in this world.

ArePartsTouchingOthers(partList: Instances, overlapIgnored: float = 0.000199999995): boolean#

ArePartsTouchingOthers returns true if at least one of the given BasePart are touching any other parts. Two parts are considered "touching" if they are within the distance threshold, overlapIgnored.

If no parts are provided, false is returned.

NameTypeDefaultDescription
partListInstancesA list of parts checks to see if any parts in the list are touching any parts not in the list.
overlapIgnoredfloat0.000199999995The part overlap threshold in studs that is ignored before parts are considered to be touching.
Returns
  • boolean — True if and only if any of the parts in partList are touching any other parts (parts not in the partList). False if no parts are passed.

Blockcast(cframe: CFrame, size: Vector3, direction: Vector3, params: RaycastParams = RaycastParams{IgnoreWater=false, BruteForceAllSlow=false, RespectCanCollide=false, CollisionGroup=Default, FilterDescendantsInstances={}}): RaycastResult?#

Safe

Casts a block shape in a given direction and returns the first collision with a BasePart or Terrain cell. This is analogous to how WorldRoot:Raycast() casts a linear ray in a direction to find a collision, but it uses a 3D shape instead of a ray.

Unlike WorldRoot:GetPartsInPart(), this method does not detect BaseParts that initially intersect the shape.

If a hit is detected, a RaycastResult is returned containing the hit information. The Distance property represents the distance the shape has to travel to find a hit, and the Position property represents the intersection point that causes the hit.

This method throws an error if it is passed invalid CFrame, size, or direction inputs.

NameTypeDefaultDescription
cframeCFrameThe initial position and rotation of the cast block shape.
sizeVector3The size of the cast block shape in studs. The maximum size is 512 studs.
directionVector3Direction of the shapecast, with the magnitude representing the maximum distance the shape can travel. The maximum distance is 1024 studs.
paramsRaycastParamsRaycastParams{IgnoreWater=false, BruteForceAllSlow=false, RespectCanCollide=false, CollisionGroup=Default, FilterDescendantsInstances={}}An object used to specify hit eligibility in the shapecast operation. If not provided, default values are used where all parts are considered and Terrain water is not ignored.
Returns

BulkMoveTo(partList: Instances, cframeList: Array, eventMode: BulkMoveMode = FireAllEvents): ()#

This function moves an array of BaseParts to an array of CFrames without necessarily firing the default property Changed events. This provides a very fast way to move large numbers of parts, as you don't have to pay the cost of separate property sets for each individual part.

Both partList and cframeList are sequential arrays (Luau tables with integer indices starting at 1), not dictionaries. Each part at index i in partList is moved to the CFrame at index i in cframeList. The arrays must contain the same number of entries.

Luau
local Workspace = game:GetService("Workspace")

local partList = { Workspace.Part1, Workspace.Part2 }
local cframeList = { CFrame.new(0, 5, 0), CFrame.new(10, 5, 0) }
Workspace:BulkMoveTo(partList, cframeList, Enum.BulkMoveMode.FireCFrameChanged)

The third argument allows you to further optimize the movement operation. By default, the Changed event of each part fires for Position, Orientation, and CFrame. However, if you specify FireCFrameChanged as the third argument, only the Changed event for the CFrame property will fire.

Note that you should only use this function if you're sure that part movement is a bottleneck in your code. Simply setting the CFrame property of individual parts and welded models is fast enough in the majority of cases.

NameTypeDefaultDescription
partListInstancesAn array of BaseParts to be moved. Each entry is matched by index to the corresponding entry in cframeList.
cframeListArrayAn array of CFrames that the parts will be moved to, matched by index to partList. Both arrays must be the same length.
eventModeBulkMoveModeFireAllEventsAn BulkMoveMode enum specifying which Changed events fire during the move. Default is FireAllEvents.
Returns
  • ()

CollisionGroupsAreCollidable(name1: string, name2: string): boolean#

Returns whether the two specified collision groups will collide in this world. This method will also return true if either of the groups are unregistered in this world, as the default collision mask collides with all groups.

NameTypeDefaultDescription
name1string
name2string
Returns
  • boolean

CollisionGroupSetCollidable(name1: string, name2: string, collidable: boolean): ()#

Sets the collision status between two groups in this world. This method will throw an error if either of the groups is unregistered in this world, so it's recommended that you confirm each group's registration through WorldRoot:IsCollisionGroupRegistered() before making this call.

NameTypeDefaultDescription
name1string
name2string
collidableboolean
Returns
  • ()

FindPartOnRay(ray: Ray, ignoreDescendantsInstance: Instance = nil, terrainCellsAreCubes: boolean = false, ignoreWater: boolean = false): Tuple#

DeprecatedDeprecated

Deprecated. This function has been deprecated. Use WorldRoot:Raycast() along with RaycastParams for new work.

FindPartOnRay uses raycasting to find the first BasePart or Terrain cell intersecting with a given Ray. This function returns the BasePart or terrain cell hit, the point of intersection, the surface normal at the point of intersection, and the associated Material hit.

If the ignoreDescendantsInstance parameter is provided, the raycasting calculation will ignore the given object and all of its descendants. It behaves similar to the Mouse.TargetFilter property.

The terrainCellsAreCubes and ignoreWater parameters determine whether Terrain cells should be treated as cubes or not, and whether water should be ignored or not.

In order to include or exclude multiple objects and their descendants, use the WorldRoot:FindPartOnRayWithWhitelist() and WorldRoot:FindPartOnRayWithIgnoreList() variants.

Notes#

  • Theoretically, a ray extends infinitely in one direction. However, the max length of the direction vector on Roblox is 15000 studs.
  • The length (magnitude) of the directional vector is important, as parts further away than its length will not be tested.
  • If the ray does not intersect anything, the return values will be nil and the point at the end of the ray, respectively.
  • Parts that are in a collision group that does not collide with the "Default" collision group are ignored implicitly.
NameTypeDefaultDescription
rayRayA Ray whose origin and direction define the raycast.
ignoreDescendantsInstanceInstancenilAn Instance whose descendants are ignored in the raycast.
terrainCellsAreCubesbooleanfalseWhether Terrain cells are treated as full cubes when calculating intersection. Default is false.
ignoreWaterbooleanfalseWhether Terrain water cells are ignored by the ray. Default is false.
Returns

findPartOnRay(ray: Ray, ignoreDescendantsInstance: Instance = nil, terrainCellsAreCubes: boolean = false, ignoreWater: boolean = false): Tuple#

DeprecatedDeprecated

Deprecated. This deprecated function is a variant of WorldRoot:FindPartOnRay() which should be used instead.

NameTypeDefaultDescription
rayRay
ignoreDescendantsInstanceInstancenil
terrainCellsAreCubesbooleanfalse
ignoreWaterbooleanfalse
Returns
  • Tuple

FindPartOnRayWithIgnoreList(ray: Ray, ignoreDescendantsTable: Instances, terrainCellsAreCubes: boolean = false, ignoreWater: boolean = false): Tuple#

DeprecatedDeprecated

Deprecated. This function has been deprecated. Use WorldRoot:Raycast() along with RaycastParams for new work.

This function is a variant of WorldRoot:FindPartOnRay() with the addition of an ignore list. This lets you ignore certain parts or Models.

Those looking to include a specific group of objects should instead use WorldRoot:FindPartOnRayWithWhitelist().

NameTypeDefaultDescription
rayRayA Ray whose origin and direction define the raycast.
ignoreDescendantsTableInstancesAn array of objects whose descendants are excluded from the raycast.
terrainCellsAreCubesbooleanfalseWhether Terrain cells are treated as full cubes when calculating intersection. Default is false.
ignoreWaterbooleanfalseWhether Terrain water cells are ignored by the ray. Default is false.
Returns

FindPartOnRayWithWhitelist(ray: Ray, whitelistDescendantsTable: Instances, ignoreWater: boolean = false): Tuple#

DeprecatedDeprecated

Deprecated. This function has been deprecated. Use WorldRoot:Raycast() along with RaycastParams for new work.

This function is a variant of WorldRoot:FindPartOnRay() with the addition of an inclusion list. This lets you detect only certain parts or Models and is particularly useful when, for example, looking for points of intersection between a ray and a single part.

If a nil value is given in the inclusion list, instances after it will be disregarded.

Those looking to exclude a specific group of objects should instead use WorldRoot:FindPartOnRayWithIgnoreList().

NameTypeDefaultDescription
rayRayA Ray whose origin and direction define the raycast.
whitelistDescendantsTableInstancesAn array of objects whose descendants are the only candidates considered in the raycast.
ignoreWaterbooleanfalseWhether Terrain water cells are ignored by the ray. Default is false.
Returns

FindPartsInRegion3(region: Region3, ignoreDescendantsInstance: Instance = nil, maxParts: int = 20): List<BasePart>#

DeprecatedDeprecated

Deprecated. This function has been deprecated. Use WorldRoot:GetPartBoundsInBox() along with OverlapParams for new work.

Returns an array of BaseParts in the given Region3.

This function takes an optional maxParts parameter (default 20) which limits the number of BaseParts that can be returned. Once this number has been reached, the search for BaseParts will stop. This means some BaseParts may not be returned even if they are within the Region3

The optional ignoreDescendantsInstance parameter can be used to specify a specific instance for whom itself and all of its descendants should be ignored by this function. This can be useful when, for example, looking to see if any BaseParts are inside a BasePart other than the BasePart itself.

Code
local min = part.Position - (0.5 * part.Size)
local max = part.Position + (0.5 * part.Size)
local region = Region3.new(min, max)
local parts = worldroot:FindPartsInRegion3(region, part)  -- Ignore part

The WorldRoot:FindPartsInRegion3WithIgnoreList() and WorldRoot:FindPartsInRegion3WithWhiteList() variants of this method exist to provide specific exclusion and inclusion functionality.

If no BaseParts are found, an empty array will be returned.

NameTypeDefaultDescription
regionRegion3The Region3 to be checked.
ignoreDescendantsInstanceInstancenilAn Instance to be ignored.
maxPartsint20The maximum amount of BaseParts to be returned.
Returns

findPartsInRegion3(region: Region3, ignoreDescendantsInstance: Instance = nil, maxParts: int = 20): List<BasePart>#

DeprecatedDeprecated

Deprecated. This deprecated function is a variant of WorldRoot:FindPartsInRegion3() which should be used instead.

NameTypeDefaultDescription
regionRegion3
ignoreDescendantsInstanceInstancenil
maxPartsint20
Returns
  • List<BasePart>

FindPartsInRegion3WithIgnoreList(region: Region3, ignoreDescendantsTable: Instances, maxParts: int = 20): List<BasePart>#

DeprecatedDeprecated

Deprecated. This function has been deprecated. Use WorldRoot:GetPartBoundsInBox() along with OverlapParams for new work.

Returns an array of BaseParts in the given Region3 that aren't in, or a descendant of an entry in, the given ignore list.

If a nil value is given in the ignore list, instances after this value will not be ignored. If no BaseParts are found, an empty array will be returned.

This function is a variant of WorldRoot:FindPartsInRegion3() with the addition of an ignore list. This allows the developer to exclude certain BaseParts or Models from the search. Those looking to find BaseParts in a Region3 using an inclusion list should use WorldRoot:FindPartsInRegion3WithWhiteList().

NameTypeDefaultDescription
regionRegion3The Region3 to be checked.
ignoreDescendantsTableInstancesAn array of objects to be ignored.
maxPartsint20The maximum number of BaseParts to be returned.
Returns

FindPartsInRegion3WithWhiteList(region: Region3, whitelistDescendantsTable: Instances, maxParts: int = 20): List<BasePart>#

DeprecatedDeprecated

Deprecated. This function has been deprecated. Use WorldRoot:GetPartBoundsInBox() along with OverlapParams for new work.

Returns an array of BaseParts in the given Region3 that are in, or descendant of an entry in, the given inclusion list.

If a nil value is given in the inclusion list, instances after this value will not be ignored. If no BaseParts are found, an empty array will be returned.

This function is a variant of WorldRoot:FindPartsInRegion3() with the addition of an inclusion list. This allows the developer to include only certain BaseParts or Models in the search. Those looking to find BaseParts in a Region3 using an exclusion list should use WorldRoot:FindPartsInRegion3WithIgnoreList().

NameTypeDefaultDescription
regionRegion3The Region3 to be checked.
whitelistDescendantsTableInstancesAn array of objects to check.
maxPartsint20The maximum number of BaseParts to be returned.
Returns

GetMaxCollisionGroups(): int#

Returns the maximum number of collision groups the engine supports per world. This value is currently 32.

Returns
  • int

GetPartBoundsInBox(cframe: CFrame, size: Vector3, overlapParams: OverlapParams = OverlapParams{MaxParts=0, Tolerance=0, BruteForceAllSlow=false, RespectCanCollide=false, CollisionGroup=Default, FilterDescendantsInstances={}}): List<BasePart>#

CustomLuaStateSafe

WorldRoot:GetPartBoundsInBox() returns an array of parts whose bounding boxes overlap a box whose volume is described using the given center (CFrame) and size (Vector3).

As emphasized, this spatial query method efficiently considers the volume of parts' bounding boxes rather than their actual occupied volume. This may be important when considering cylinders, spheres, unions, and MeshParts which have non-block shapes. For cases where accuracy especially matters, use WorldRoot:GetPartsInPart() instead, or further filter the results of this method yourself.

This method uses a OverlapParams object to describe reusable portions of the spatial query, such as an inclusion or exclusion list, the maximum number of parts to query, what collision group to use, and whether the query favors an intersected part's BasePart.CanCollide value over its BasePart.CanQuery value.

NameTypeDefaultDescription
cframeCFrameThe location of the center of the given box volume to be queried.
sizeVector3The size of the given box volume to be queried.
overlapParamsOverlapParamsOverlapParams{MaxParts=0, Tolerance=0, BruteForceAllSlow=false, RespectCanCollide=false, CollisionGroup=Default, FilterDescendantsInstances={}}Contains reusable portions of the spatial query parameters.
Returns
  • List<BasePart> — An array of BaseParts which matched the spatial query.

GetPartBoundsInRadius(position: Vector3, radius: float, overlapParams: OverlapParams = OverlapParams{MaxParts=0, Tolerance=0, BruteForceAllSlow=false, RespectCanCollide=false, CollisionGroup=Default, FilterDescendantsInstances={}}): List<BasePart>#

CustomLuaStateSafe

WorldRoot:GetPartBoundsInRadius() returns an array of parts whose bounding boxes overlap a sphere whose volume is described using the given center (Vector3) and radius (number).

As emphasized, this spatial query method efficiently considers the volume of parts' bounding boxes rather than their actual occupied volume. This may be important when considering cylinders, spheres, unions, and MeshParts which have non-block shapes. For cases where accuracy especially matters, use WorldRoot:GetPartsInPart() instead, or further filter the results of this method yourself.

This method uses a OverlapParams object to describe reusable portions of the spatial query, such as an inclusion or exclusion list, the maximum number of parts to query, what collision group to use, and whether the query favors an intersected part's BasePart.CanCollide value over its BasePart.CanQuery value.

NameTypeDefaultDescription
positionVector3The location of the center of the given sphere volume to be queried.
radiusfloatThe radius of the given sphere volume to be queried.
overlapParamsOverlapParamsOverlapParams{MaxParts=0, Tolerance=0, BruteForceAllSlow=false, RespectCanCollide=false, CollisionGroup=Default, FilterDescendantsInstances={}}Contains reusable portions of the spatial query parameters.
Returns
  • List<BasePart> — An array of BaseParts which matched the spatial query.

GetPartsInPart(part: BasePart, overlapParams: OverlapParams = OverlapParams{MaxParts=0, Tolerance=0, BruteForceAllSlow=false, RespectCanCollide=false, CollisionGroup=Default, FilterDescendantsInstances={}}): List<BasePart>#

CustomLuaStateSafe

WorldRoot:GetPartsInPart() returns an array of parts whose occupied space is shared with the given part (which must exist in the same WorldRoot as the parts to be queried). This method can be used in place of BasePart:GetTouchingParts() and is generally a better choice.

As noted, this spatial query method considers the exact volume occupied by the given part using a full geometric collision check. As an example, a concave/hollow part won't match queried parts within it unless they actually overlap/touch such a part. For simpler volumes, consider using WorldRoot:GetPartBoundsInBox() or WorldRoot:GetPartBoundsInRadius(), as they are less accurate but perform more efficiently.

This method uses a OverlapParams object to describe reusable portions of the spatial query, such as an inclusion or exclusion list, the maximum number of parts to query, what collision group to use, and whether the query favors an intersected part's BasePart.CanCollide value over its BasePart.CanQuery value.

NameTypeDefaultDescription
partBasePartThe part whose volume is to be checked against other parts.
overlapParamsOverlapParamsOverlapParams{MaxParts=0, Tolerance=0, BruteForceAllSlow=false, RespectCanCollide=false, CollisionGroup=Default, FilterDescendantsInstances={}}Contains reusable portions of the spatial query parameters.
Returns
  • List<BasePart> — An array of BaseParts which matched the spatial query.

GetRegisteredCollisionGroups(): Array#

Returns a table with info on all of this world's collision groups. Each value in the returned table is itself a table and containing two members:

Member Type Description
mask integer The collision group's mask; only for internal use.
name string Name of the collision group.
Returns
  • Array

IKMoveTo(part: BasePart, target: CFrame, translateStiffness: float = 0.5, rotateStiffness: float = 0.5, collisionsMode: IKCollisionsMode = OtherMechanismsAnchored): ()#

PluginSecurity security

This function moves the specified part to the specified location via inverse kinematics rather than moving it there directly, to ensure any joints, constraints, or collisions that part is participating in remain physically satisfied. Currently this function is only available in Studio to plugins, as it currently conflicts with the physics of a running game.

Translate stiffness is a number between 0 and 1 specifying how aggressively to match the part's position to the position part of the target CFrame. Rotate stiffness is a number between 0 and 1 specifying how aggressively to match the part's rotation to the rotation part of the target CFrame.

For example:

  • If translate stiffness and rotate stiffness are both equal to 1, then the part will be moved exactly to the target CFrame regardless of what physical constraints there are on it.
  • If translate stiffness and rotate stiffness are both equal to 0.5, then the part will try to move to exactly the target CFrame, but may be pushed out of the way by physical constraints on it.
  • If translate stiffness and rotate stiffness are both equal to 0, then the target CFrame will be ignored and physical constraints will be solved for the object at the position where it was.
NameTypeDefaultDescription
partBasePartThe part being moved.
targetCFrameThe location to move the specified part.
translateStiffnessfloat0.5A number between 0 and 1 specifying how aggressively to match the part's position to the position part of the target CFrame.
rotateStiffnessfloat0.5A number between 0 and 1 specifying how aggressively to match the part's rotation to the rotation part of the target CFrame.
collisionsModeIKCollisionsModeOtherMechanismsAnchoredAllows you to specify what objects should be effected by the physical resolution.
Returns
  • ()

IsCollisionGroupRegistered(name: string): boolean#

Checks if a collision group is registered in this world. It's recommended that you call this method before calling methods that throw errors for unregistered collision groups, such as WorldRoot:CollisionGroupSetCollidable().

NameTypeDefaultDescription
namestring
Returns
  • boolean

IsRegion3Empty(region: Region3, ignoreDescendentsInstance: Instance = nil): boolean#

DeprecatedDeprecated

Deprecated. This function has been deprecated. Use WorldRoot:GetPartBoundsInBox() along with OverlapParams for new work.

IsRegion3Empty returns a bool indicating whether there are no BaseParts within the given Region3.

The optional ignoreDescendantsInstance parameter can be used to specify a specific instance for whom itself and all of its descendants should be ignored by this function. This can be useful when, for example, looking to see if any BaseParts are inside a BasePart other than the BasePart itself.

Code
local min = part.Position - (0.5 * part.Size)
local max = part.Position + (0.5 * part.Size)
local region = Region3.new(min, max)
local isPartEmpty = worldroot:IsRegion3Empty(region, part)  -- Ignore part

If more than one object and its descendants need to be excluded from the search, developers should use WorldRoot:IsRegion3EmptyWithIgnoreList().

This function only returns if a region is empty or not. Developers looking to find BaseParts in a region should use WorldRoot:FindPartsInRegion3().

How do Region3 checks work?#

Checking if a part overlaps a Region3 is not a simple process. It actually is time consuming and complicated. Instead it checks if parts are roughly in the same area. When this function is called, it figures out which voxels contain the Region3. It then figures out which parts might be in those voxels. It does this by comparing the axis-aligned bounding box (sometimes called the AABB) of the part with the voxels. The axis-aligned bounding box can be seen in Roblox Studio when a part is selected.

This means that the area that is inspected by the function may be larger than the Region3. For this reason it is recommended to make sure that the Region3 is on the voxel grid. The best way to do this is by setting the coordinates of the Region3 to multiples of 4 (since voxels are 4 x 4 x 4 studs).

This method is a fairly quick and easy way to see if any parts are in a general area. If a game needs to know if parts are exactly in an area, then BasePart:GetTouchingParts() should be used. There is a higher cost to using BasePart:GetTouchingParts() since a part is needed in the WorldRoot and the function takes more time to run.

NameTypeDefaultDescription
regionRegion3The Region3 to be checked.
ignoreDescendentsInstanceInstancenilAn Instance to be ignored.
Returns
  • boolean — True if the Region3 is empty.

IsRegion3EmptyWithIgnoreList(region: Region3, ignoreDescendentsTable: Instances): boolean#

DeprecatedDeprecated

Deprecated. This function has been deprecated. Use WorldRoot:GetPartBoundsInBox() along with OverlapParams for new work.

Returns a boolean indicating whether there are no BaseParts within the given Region3, ignoring any BaseParts that are descendants of the objects within the given ignore list. If a nil value is given in the ignore list, instances after this value will not be ignored.

This function only returns if a region is empty or not. Developers looking to find specific BaseParts in a region should use WorldRoot:FindPartsInRegion3WithIgnoreList().

This function is a variant of WorldRoot:IsRegion3Empty() with the addition of an ignore list. In cases where an inclusion list is required instead, developers should check to see if any parts are returned by WorldRoot:FindPartsinRegion3WithWhitelist().

NameTypeDefaultDescription
regionRegion3The Region3 to be checked.
ignoreDescendentsTableInstancesAn array of objects to be ignored.
Returns
  • boolean — True if the Region3 is empty.

Raycast(origin: Vector3, direction: Vector3, raycastParams: RaycastParams = RaycastParams{IgnoreWater=false, BruteForceAllSlow=false, RespectCanCollide=false, CollisionGroup=Default, FilterDescendantsInstances={}}): RaycastResult?#

Safe

Casts a ray using an origin, direction, and optional RaycastParams. If it finds an eligible BasePart or Terrain cell, a RaycastResult is returned containing the results of the operation. If no RaycastParams object is provided, the defaults are used (all parts are considered and Terrain water is not ignored).

Note that the length (magnitude) of the directional vector is important, as objects/terrain further away than its length will not be tested. If you're using a CFrame to help create the ray components, consider using CFrame.LookVector as the directional vector and multiply it by the desired length as shown in the example below. The maximum length of the direction vector is 15,000 studs.

This method does not use a Ray object, but its origin and direction components can be borrowed from Ray.Origin and Ray.Direction.

NameTypeDefaultDescription
originVector3The origin point of the ray.
directionVector3The directional vector of the ray. Note that the length of this vector matters, as parts/terrain further away than its length will not be tested.
raycastParamsRaycastParamsRaycastParams{IgnoreWater=false, BruteForceAllSlow=false, RespectCanCollide=false, CollisionGroup=Default, FilterDescendantsInstances={}}An object used to specify hit eligibility in the raycast operation. If not provided, default values are used where all parts are considered and Terrain water is not ignored.
Returns

RegisterCollisionGroup(name: string): ()#

Registers a new collision group in this world with the given name. The name cannot be "Default".

Note that this method has a slight performance overhead based on the number of BaseParts in the world, so it's recommended that you register all collision groups at edit time through the Studio editor and call UnregisterCollisionGroup() and RenameCollisionGroup() as infrequently as possible.

NameTypeDefaultDescription
namestring
Returns
  • ()

RenameCollisionGroup(from: string, to: string): ()#

Renames the specified registered collision group in this world, but does not rename the CollisionGroup property of parts that utilize the group. The first argument of this method is the name of the group to rename, the second argument is the new name for the group. If the specified group does not exist, this method will not do anything. The naming conventions for the new name follow the same rules as if the group was being created with RegisterCollisionGroup().

This method will throw a runtime error in the following circumstances:

  • Invalid or empty name provided for either argument.
  • The method is called from a client.

Note that this method has a slight performance overhead based on the number of BaseParts in the world, so it's recommended that you register all collision groups at edit time through the Studio editor and rename them as infrequently as possible.

NameTypeDefaultDescription
fromstring
tostring
Returns
  • ()

Shapecast(part: BasePart, direction: Vector3, params: RaycastParams = RaycastParams{IgnoreWater=false, BruteForceAllSlow=false, RespectCanCollide=false, CollisionGroup=Default, FilterDescendantsInstances={}}, cframeOverride: CFrame?, sizeOverride: Vector3?): RaycastResult?#

Casts the shape of the given BasePart in a given direction and returns the first collision with a BasePart or Terrain cell. This is analogous to how WorldRoot:Raycast() casts a linear ray in a direction to find a collision, but it uses a 3D shape instead of a ray. Unlike WorldRoot:Blockcast() and WorldRoot:Spherecast(), which use a simple box or sphere, this method casts the actual geometry of the provided part.

Unlike WorldRoot:GetPartsInPart(), this method does not detect BaseParts that initially intersect the shape.

If a hit is detected, a RaycastResult is returned containing the hit information. The Distance property represents the distance the shape has to travel to find a hit, and the Position property represents the intersection point that causes the hit.

This method throws an error if it is passed a non-existent part, an invalid direction, or a part with Terrain geometry.

NameTypeDefaultDescription
partBasePartThe part whose shape is cast. The cast uses this part's geometry (block, ball, mesh, and so on) and size; excessively large parts may not be supported, and it cannot be a Terrain part.
directionVector3Direction of the shapecast, with the magnitude representing the maximum distance the shape can travel. The maximum distance is 1024 studs.
paramsRaycastParamsRaycastParams{IgnoreWater=false, BruteForceAllSlow=false, RespectCanCollide=false, CollisionGroup=Default, FilterDescendantsInstances={}}An object used to specify hit eligibility in the shapecast operation. If not provided, default values are used where all other parts are considered and Terrain water is not ignored. The part being cast is always excluded from the results.
cframeOverrideCFrame?The CFrame from which the shape begins the cast. If not provided, the part's own CFrame is used.
sizeOverrideVector3?The size of the cast shape. If not provided, the part's own Size is used. Every component must be finite and greater than or equal to 0, and the shape must not exceed the maximum supported side length.
Returns

Spherecast(position: Vector3, radius: float, direction: Vector3, params: RaycastParams = RaycastParams{IgnoreWater=false, BruteForceAllSlow=false, RespectCanCollide=false, CollisionGroup=Default, FilterDescendantsInstances={}}): RaycastResult?#

Safe

Casts a spherical shape in a given direction and returns the first collision with a BasePart or Terrain cell. This is analogous to how WorldRoot:Raycast() casts a linear ray in a direction to find a collision, but it uses a 3D shape instead of a ray.

Unlike WorldRoot:GetPartsInPart(), this method does not detect BaseParts that initially intersect the shape.

If a hit is detected, a RaycastResult is returned containing the hit information. The Distance property represents the distance the shape has to travel to find a hit, and the Position property represents the intersection point that causes the hit.

This method throws an error if it is passed invalid radius or direction inputs.

NameTypeDefaultDescription
positionVector3The initial position of the cast spherical shape.
radiusfloatThe radius of the cast spherical shape in studs. The maximum radius is 256 studs.
directionVector3Direction of the shapecast, with the magnitude representing the maximum distance the shape can travel. The maximum distance is 1024 studs.
paramsRaycastParamsRaycastParams{IgnoreWater=false, BruteForceAllSlow=false, RespectCanCollide=false, CollisionGroup=Default, FilterDescendantsInstances={}}An object used to specify hit eligibility in the shapecast operation. If not provided, default values are used where all parts are considered and Terrain water is not ignored.
Returns

StepPhysics(dt: float, parts: Instances = {}): ()#

PluginSecurity security

Advances the simulation for parts in the world forward based on a specified time increment and an optional set of BasePart. When a set of parts is specified, only these parts will be simulated and all other parts in the world will be treated as anchored. When this argument is left out, all parts in the world will be included in the simulation. The specified time increment can be any positive number, with larger values increasing the runtime of the function. Depending on the value of the time increment, the physics system may subdivide it into multiple individual steps to maintain the accuracy and stability of the simulation. Even if the function performs multiple substeps, the results of the simulation will only be seen once the function completes. To visualize the individual steps of a simulation, the function can be called once per RenderStep via the RunService.RenderStepped event.

NameTypeDefaultDescription
dtfloatThe amount of time that will be simulated. This argument must be a positive number. Larger values will increase the runtime of this function.
partsInstances{}Optional array of parts that will be simulated. This set must contain instances that are of type BasePart; any other types will be ignored.
Returns
  • ()

UnregisterCollisionGroup(name: string): ()#

Unregisters the collision group for the given name in this world, with the following behaviors:

  • If an invalid name is provided, the method will not do anything.
  • If the reserved name "Default" is provided or if the method is called from a client, it will throw an error.
  • If there are any parts in the collision group when it is removed, those parts will still maintain the same collision group name. The physical behavior of parts in a removed group is undefined, so it's recommended to move any parts in a removed group to another group, such as the "Default" group.

Note that this method has a slight performance overhead based on the number of BaseParts in the world, so it's recommended that you register all collision groups at edit time through the Studio editor and call this method as infrequently as possible.

NameTypeDefaultDescription
namestring
Returns
  • ()

Inherited members#

Inherited from Model 26
Inherited from PVInstance 4
Properties (2)

Origin, Pivot Offset

Methods (2)

GetPivot, PivotTo

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

ClassName, className

Events (1)

Changed

Subclasses 2#