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Reference API Roblox

AngularVelocity

Applies torque on an assembly to maintain a constant angular velocity.

Member index 4

HistoryMember
726AngularVelocity: Vector3
726MaxTorque: float
726ReactionTorqueEnabled: bool
726RelativeTo: ActuatorRelativeTo
inherited from Constraint
726Active: bool
726Attachment0: Attachment
726Attachment1: Attachment
726Color: BrickColor
726Enabled: bool
726Visible: bool
604GetDebugAppliedForce(bodyId: int): Vector3
604GetDebugAppliedTorque(bodyId: int): Vector3
inherited from Instance
726Archivable: bool
726Capabilities: SecurityCapabilities
726IsInSandbox: bool
726Name: string
726Parent: Instance
726PredictionMode: PredictionMode
726Sandboxed: bool
726UniqueId: UniqueId
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
648GetChildren(): Instances
462GetDebugId(scopeLength: int = 4): string
707GetDescendants(): Instances
486GetFullName(): string
706GetStyled(name: string, selector: string?): Variant
657GetStyledPropertyChangedSignal(property: string): RBXScriptSignal
576GetTags(): Array
576HasTag(tag: string): bool
486IsAncestorOf(descendant: Instance): bool
486IsDescendantOf(ancestor: Instance): bool
664IsPropertyModified(property: string): bool
698QueryDescendants(selector: string): Instances
573Remove(): null
576RemoveTag(tag: string): null
664ResetPropertyToDefault(property: string): null
573SetAttribute(attribute: string, value: Variant): null
462WaitForChild(childName: string, timeOut: double): Instance
726children(): Instances
726clone(): Instance
726destroy(): null
726findFirstChild(name: string, recursive: bool = false): Instance
726getChildren(): Instances
726isDescendantOf(ancestor: Instance): bool
726remove(): null
462AncestryChanged(child: Instance, parent: Instance)
462AttributeChanged(attribute: string)
462ChildAdded(child: Instance)
462ChildRemoved(child: Instance)
462DescendantAdded(descendant: Instance)
462DescendantRemoving(descendant: Instance)
500Destroying()
657StyledPropertiesChanged()
726childAdded(child: Instance)
inherited from Object
726ClassName: string
726className: string
647GetPropertyChangedSignal(property: string): RBXScriptSignal
647IsA(className: string): bool
726isA(className: string): bool
647Changed(property: string)

Description

The AngularVelocity constraint applies torque on an assembly to maintain a constant angular velocity. Alternatively:

  • If you want to control the amount of torque applied, use a Torque constraint.
  • If you only need initial angular velocity, set the AssemblyAngularVelocity method directly on the assembly.

When configuring this constraint, it may be helpful to study Roblox Units to understand how Roblox units compare to metric units.

Relativity

Application of velocity can be controlled through the constraint's RelativeTo property. If set to World, the angular velocity vector is used as is. If set to Attachment1 and the constraint's Attachment1 property is set to another attachment, the angular velocity will be affected by that of the other attachment. Setting RelativeTo to Attachment1 also exposes the ReactionTorqueEnabled property.

History 27

Members 4

AngularVelocity

TypeDefault
Vector3

A Vector3 that gives the desired or target angular velocity. This vector is set in the CFrame expressed by the RelativeTo property.

History 5

MaxTorque

TypeDefault
float

Magnitude of the maximum torque the constraint can apply.

History 5

ReactionTorqueEnabled

TypeDefault
bool

This property, when enabled, causes the constraint to apply equal and opposite reaction forces. This is important if the two attached parts can collide, since without reaction forces collisions can create energy that would otherwise be disregarded.

When enabled, the reaction forces cause the constraint to act like an angular motor between the two attachments.

Only meaningful when RelativeTo is set to Attachment1.

History 7

RelativeTo

TypeDefault
ActuatorRelativeTo

The CFrame in which the AngularVelocity force is specified. If set to World, the angular velocity vector is used as is. If set to Attachment1, the angular velocity is transformed by the CFrame of the assigned attachment.

RelativeTo can also be set to Attachment0, but it makes no physical sense and will lead to unpredictable behaviors.

History 5

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