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VehicleSeat

A seat object that can be used to control a vehicle.

Member index 14

HistoryMember
553AreHingesDetected: int
553Disabled: bool
553HeadsUpDisplay: bool
553MaxSpeed: float
553Occupant: Humanoid
577Steer: int
553SteerFloat: float
577Throttle: int
553ThrottleFloat: float
553Torque: float
553TurnSpeed: float
573Sit(humanoid: Instance): null
inherited from BasePart
553Anchored: bool
553AssemblyAngularVelocity: Vector3
553AssemblyCenterOfMass: Vector3
553AssemblyLinearVelocity: Vector3
553AssemblyMass: float
553AssemblyRootPart: BasePart
553BackSurface: SurfaceType
553BottomSurface: SurfaceType
553BrickColor: BrickColor
553CFrame: CFrame
553CanCollide: bool
553CanQuery: bool
553CanTouch: bool
553CastShadow: bool
553CenterOfMass: Vector3
553CollisionGroup: string
574CollisionGroupId: int
553Color: Color3
553CurrentPhysicalProperties: PhysicalProperties
553CustomPhysicalProperties: PhysicalProperties
581EnableFluidForces: bool
553ExtentsCFrame: CFrame
553ExtentsSize: Vector3
553FrontSurface: SurfaceType
553LeftSurface: SurfaceType
553Locked: bool
553Mass: float
553Massless: bool
553Material: Material
553MaterialVariant: string
553PivotOffset: CFrame
553Reflectance: float
553ResizeIncrement: int
553ResizeableFaces: Faces
553RightSurface: SurfaceType
553RootPriority: int
553Rotation: Vector3
553Size: Vector3
553SpecificGravity: float
553TopSurface: SurfaceType
553Transparency: float
553brickColor: BrickColor
603AngularAccelerationToTorque(angAcceleration: Vector3, angVelocity: Vector3 = 0, 0, 0): Vector3
573ApplyAngularImpulse(impulse: Vector3): null
573ApplyImpulse(impulse: Vector3): null
573ApplyImpulseAtPosition(impulse: Vector3, position: Vector3): null
573BreakJoints(): null
557CanCollideWith(part: BasePart): bool
462CanSetNetworkOwnership(): Tuple
576GetClosestPointOnSurface(position: Vector3): Vector3
486GetConnectedParts(recursive: bool = false): Objects
486GetJoints(): Objects
486GetMass(): float
567GetNetworkOwner(): Instance
567GetNetworkOwnershipAuto(): bool
583GetNoCollisionConstraints(): Objects
462GetRenderCFrame(): CFrame
486GetRootPart(): Instance
462GetTouchingParts(): Objects
557GetVelocityAtPosition(position: Vector3): Vector3
564IntersectAsync(parts: Objects, collisionfidelity: CollisionFidelity = Default, renderFidelity: RenderFidelity = Automatic): Instance
486IsGrounded(): bool
573MakeJoints(): null
462Resize(normalId: NormalId, deltaAmount: int): bool
573SetNetworkOwner(playerInstance: Player = Player): null
573SetNetworkOwnershipAuto(): null
462SubtractAsync(parts: Objects, collisionfidelity: CollisionFidelity = Default, renderFidelity: RenderFidelity = Automatic): Instance
603TorqueToAngularAcceleration(torque: Vector3, angVelocity: Vector3 = 0, 0, 0): Vector3
462UnionAsync(parts: Objects, collisionfidelity: CollisionFidelity = Default, renderFidelity: RenderFidelity = Automatic): Instance
573breakJoints(): null
641getMass(): float
573makeJoints(): null
553resize(normalId: NormalId, deltaAmount: int): bool
483LocalSimulationTouched(part: BasePart)
462OutfitChanged()
553StoppedTouching(otherPart: BasePart)
483TouchEnded(otherPart: BasePart)
483Touched(otherPart: BasePart)
inherited from PVInstance
553Origin: CFrame
553Pivot Offset: CFrame
576GetPivot(): CFrame
573PivotTo(targetCFrame: CFrame): null
inherited from Instance
553Archivable: bool
635Capabilities: SecurityCapabilities
553ClassName: string
553Name: string
553Parent: Instance
635Sandboxed: bool
616UniqueId: UniqueId
553className: string
576AddTag(tag: string): null
573ClearAllChildren(): null
462Clone(): Instance
573Destroy(): null
486FindFirstAncestor(name: string): Instance
486FindFirstAncestorOfClass(className: string): Instance
486FindFirstAncestorWhichIsA(className: string): Instance
486FindFirstChild(name: string, recursive: bool = false): Instance
486FindFirstChildOfClass(className: string): Instance
486FindFirstChildWhichIsA(className: string, recursive: bool = false): Instance
486FindFirstDescendant(name: string): Instance
563GetActor(): Actor
486GetAttribute(attribute: string): Variant
462GetAttributeChangedSignal(attribute: string): RBXScriptSignal
631GetAttributes(): Dictionary
486GetChildren(): Objects
462GetDebugId(scopeLength: int = 4): string
486GetDescendants(): Array
486GetFullName(): string
462GetPropertyChangedSignal(property: string): RBXScriptSignal
641GetStyled(name: string): Variant
576GetTags(): Array
576HasTag(tag: string): bool
486IsA(className: string): bool
486IsAncestorOf(descendant: Instance): bool
486IsDescendantOf(ancestor: Instance): bool
580IsPropertyModified(name: string): bool
573Remove(): null
576RemoveTag(tag: string): null
580ResetPropertyToDefault(name: string): null
573SetAttribute(attribute: string, value: Variant): null
462WaitForChild(childName: string, timeOut: double): Instance
553children(): Objects
553clone(): Instance
573destroy(): null
553findFirstChild(name: string, recursive: bool = false): Instance
553getChildren(): Objects
462isA(className: string): bool
553isDescendantOf(ancestor: Instance): bool
573remove(): null
462AncestryChanged(child: Instance, parent: Instance)
462AttributeChanged(attribute: string)
462Changed(property: string)
462ChildAdded(child: Instance)
462ChildRemoved(child: Instance)
462DescendantAdded(descendant: Instance)
462DescendantRemoving(descendant: Instance)
500Destroying()
553childAdded(child: Instance)

Description

The VehicleSeat objects welds a player to the seat when the player touches the seat. It then forwards the movement keys to any connected motor joints, allowing control of a vehicle.

While VehicleSeats are great for making simple vehicles they do have some limitations. Movement control will only detect motors connected directly to the vehicle seat, or through another rigid connection. This means that if you have a wheel connected to a beam which is then welded to the seat it will work fine, however if you have the wheel connected to a part, which is connected by a hinge to the rest of the car, it will not work.

History 53

Members 14

AreHingesDetected

TypeDefault
int0

Displays how many hinges are detected by the VehicleSeat. Useful for debugging vehicle designs.

This property is not replicated. Its interface does not cross the network boundary.
This property is read-only. Its value can be read, but it cannot be modified.

History 4

Tags: [ReadOnly, NotReplicated]

Disabled

TypeDefault
boolfalse

Toggles whether the VehicleSeat is active or not. If the seat is disabled then it will not automatically weld a character to it on collision and will not allow a character to control the connected vehicle.

History 4

HeadsUpDisplay

TypeDefault
booltrue

If true, a fancy speed bar will be displayed speed on screen that tells you what speed the Vehicle is moving at.

History 4

MaxSpeed

TypeDefault
float25

The maximum speed that can be attained.

History 4

Occupant

TypeDefault
Humanoid

The humanoid that is sitting in the seat

This property is not replicated. Its interface does not cross the network boundary.
This property is read-only. Its value can be read, but it cannot be modified.

History 5

Tags: [ReadOnly, NotReplicated]

Sit

Parameters (1)
humanoidInstance
Returns (1)
null

Forces the character with the specified Humanoid to sit in the VehicleSeat.

History 3

Steer

TypeDefault
int0

The direction of movement, tied to the keys A and D. Must be one of 1 (right), 0 (straight), or -1 (left). Will refresh back to 0 unless constantly set.

This property is not replicated. Its interface does not cross the network boundary.

History 5

  • 577 Change Tags of Steer from [] to [NotReplicated]
  • 553 Change Default of Steer from to 0
  • 486 Change ThreadSafety of Steer from ReadOnly to ReadSafe
  • 462 Change ThreadSafety of Steer from to ReadOnly
  • 47 Add Steer
Tags: [NotReplicated]

SteerFloat

TypeDefault
float0

Functions identically to VehicleSeat.Steer, but the value is not an integer.

History 4

Throttle

TypeDefault
int0

The direction of movement, tied to the keys W and S. Must be an integer 1 (forward) 0 (null) or -1 (reverse). Will refresh back to 0 unless constantly set.

This property is not replicated. Its interface does not cross the network boundary.

History 5

Tags: [NotReplicated]

ThrottleFloat

TypeDefault
float0

Functions identically to VehicleSeat.Throttle, but the value is not an integer.

History 4

Torque

TypeDefault
float10

How fast the vehicles will be able to attain VehicleSeat.MaxSpeed. The greater the number, the faster it will reach the maximum speed.

History 4

TurnSpeed

TypeDefault
float1

The speed at which the vehicle will turn. Higher numbers can cause problems and are not necessarily better.

History 4

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