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Reference API Roblox

Humanoid

A special object that gives models the functionality of a character.

Member index 116

HistoryMember
553AutoJumpEnabled: bool
553AutoRotate: bool
553AutomaticScalingEnabled: bool
553BreakJointsOnDeath: bool
553CameraOffset: Vector3
553CollisionType: HumanoidCollisionType
553DisplayDistanceType: HumanoidDisplayDistanceType
486DisplayName: string
596EvaluateStateMachine: bool
553FloorMaterial: Material
553Health: float
553HealthDisplayDistance: float
553HealthDisplayType: HumanoidHealthDisplayType
553HipHeight: float
553Jump: bool
553JumpHeight: float
553JumpPower: float
553MaxHealth: float
553MaxSlopeAngle: float
553MoveDirection: Vector3
553NameDisplayDistance: float
553NameOcclusion: NameOcclusion
553PlatformStand: bool
553RequiresNeck: bool
553RigType: HumanoidRigType
553RootPart: BasePart
553SeatPart: BasePart
553Sit: bool
553TargetPoint: Vector3
553UseJumpPower: bool
553WalkSpeed: float
553WalkToPart: BasePart
553WalkToPoint: Vector3
553maxHealth: float
573AddAccessory(accessory: Instance): null
462AddCustomStatus(status: string): bool
462AddStatus(status: Status = Poison): bool
573ApplyDescription(humanoidDescription: HumanoidDescription, assetTypeVerification: AssetTypeVerification = Default): null
573ApplyDescriptionClientServer(humanoidDescription: HumanoidDescription): null
573ApplyDescriptionReset(humanoidDescription: HumanoidDescription, assetTypeVerification: AssetTypeVerification = Default): null
573BuildRigFromAttachments(): null
573CacheDefaults(): null
573ChangeState(state: HumanoidStateType = None): null
573EquipTool(tool: Instance): null
462GetAccessories(): Array
494GetAccessoryHandleScale(instance: Instance, partType: BodyPartR15): Vector3
486GetAppliedDescription(): HumanoidDescription
462GetBodyPartR15(part: Instance): BodyPartR15
462GetLimb(part: Instance): Limb
636GetMoveVelocity(): Vector3
553GetPlayingAnimationTracks(): Array
566GetState(): HumanoidStateType
566GetStateEnabled(state: HumanoidStateType): bool
462GetStatuses(): Array
462HasCustomStatus(status: string): bool
462HasStatus(status: Status = Poison): bool
553LoadAnimation(animation: Animation): AnimationTrack
573Move(moveDirection: Vector3, relativeToCamera: bool = false): null
573MoveTo(location: Vector3, part: Instance = Instance): null
462PlayEmote(emoteName: string): bool
462PlayEmoteAndGetAnimTrackById(emoteId: int64): Tuple
573RemoveAccessories(): null
462RemoveCustomStatus(status: string): bool
462RemoveStatus(status: Status = Poison): bool
486ReplaceBodyPartR15(bodyPart: BodyPartR15, part: BasePart): bool
573SetClickToWalkEnabled(enabled: bool): null
573SetStateEnabled(state: HumanoidStateType, enabled: bool): null
573TakeDamage(amount: float): null
573UnequipTools(): null
553loadAnimation(animation: Animation): AnimationTrack
573takeDamage(amount: float): null
553AnimationPlayed(animationTrack: AnimationTrack)
632ApplyDescriptionFinished(description: HumanoidDescription)
462Climbing(speed: float)
485ClusterCompositionFinished()
462CustomStatusAdded(status: string)
462CustomStatusRemoved(status: string)
462Died()
541EmoteTriggered(success: bool, animationTrack: AnimationTrack)
462FallingDown(active: bool)
462FreeFalling(active: bool)
462GettingUp(active: bool)
462HealthChanged(health: float)
462Jumping(active: bool)
462MoveToFinished(reached: bool)
462PlatformStanding(active: bool)
462Ragdoll(active: bool)
462Running(speed: float)
486Seated(active: bool, currentSeatPart: BasePart)
462StateChanged(old: HumanoidStateType, new: HumanoidStateType)
462StateEnabledChanged(state: HumanoidStateType, isEnabled: bool)
462StatusAdded(status: Status)
462StatusRemoved(status: Status)
462Strafing(active: bool)
462Swimming(speed: float)
486Touched(touchingPart: BasePart, humanoidPart: BasePart)
inherited from Instance
553Archivable: bool
635Capabilities: SecurityCapabilities
553Name: string
553Parent: Instance
635Sandboxed: bool
616UniqueId: 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
486GetDescendants(): Array
486GetFullName(): string
641GetStyled(name: string): Variant
576GetTags(): Array
576HasTag(tag: 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
648children(): Instances
553clone(): Instance
573destroy(): null
553findFirstChild(name: string, recursive: bool = false): Instance
648getChildren(): Instances
553isDescendantOf(ancestor: Instance): bool
573remove(): null
462AncestryChanged(child: Instance, parent: Instance)
462AttributeChanged(attribute: string)
462ChildAdded(child: Instance)
462ChildRemoved(child: Instance)
462DescendantAdded(descendant: Instance)
462DescendantRemoving(descendant: Instance)
500Destroying()
553childAdded(child: Instance)
inherited from Object
647ClassName: string
647className: string
647GetPropertyChangedSignal(property: string): RBXScriptSignal
647IsA(className: string): bool
650isA(className: string): bool
647Changed(property: string)

Removed member index 3

HistoryMember
596ApplyDescriptionBlocking(humanoidDescription: HumanoidDescription): null
463PlayEmoteById(emoteName: string, emoteId: int64): bool

Description

The Humanoid is a special object that gives models the functionality of a character. It grants the model with the ability to physically walk around and interact with various components of a Roblox experience. Humanoids are always parented inside of a Model, and the model is expected to be an assembly of BasePart and Motor6D; the root part of the assembly is expected to be named HumanoidRootPart. It also expects a part named Head to be connected to the character's torso part, either directly or indirectly. By default, there are two official types of character rigs supplied by Roblox, each with their own set of rules:

R6

  • A basic character rig that uses 6 parts for limbs.
  • The Head part must be attached to a part named Torso, or the Humanoid will die immediately.
  • BodyPart appearances are applied using CharacterMesh objects.
  • Certain properties, such as Humanoid.LeftLeg and Humanoid.RightLeg, only work with R6.

R15

  • More complex than R6, but also far more flexible and robust.
  • Uses 15 parts for limbs.
  • The Head part must be attached to a part named UpperTorso or the Humanoid will die immediately.
  • BodyPart appearances have to be assembled directly.
  • Can be dynamically rescaled by using special NumberValue objects parented inside of the Humanoid.
  • The Humanoid will automatically create Vector3Value objects named OriginalSize inside of each limb.
  • If a NumberValue is parented inside of the Humanoid and is named one of the following, it will be used to control the scaling functionality:
    • BodyDepthScale
    • BodyHeightScale
    • BodyWidthScale
    • HeadScale

History 397

Members 116

AddAccessory

Parameters (1)
accessoryInstance
Returns (1)
null

This method attaches the specified Accessory to the humanoid's parent.

When this method is called, an Accessory is attached to the character by searching for an Attachment in the humanoid's parent that shares the same name as an Attachment in the accessory's Handle Part. If one is found, the Handle part will be connected to the parent of the Attachment using a Weld, and the weld will be configured so the Attachments occupy the same space.

If the required Attachment can not be found, then the Accessory will remain parented to the humanoid's parent but it will be unattached.

Typically, accessory welds are created on the server, but they can be created on the client under certain circumstances. In these situations, client-sided calls to AddAccessory() may not always produce the desired behavior and you can use BuildRigFromAttachments() to force the expected weld creation.

History 5

AddCustomStatus

Parameters (1)
statusstring
Returns (1)
bool

Adds a BoolValue to the Humanoid's Status object, whose name is equal to the string passed as the status argument. If the status already exists, a new BoolValue will not be created.

This function is deprecated. It exists only for backward compatibility, and should not be used for new work.

History 3

Tags: [Deprecated]

AddStatus

Parameters (1)Default
statusStatusPoison
Returns (1)
bool

Adds a BoolValue to the Humanoid's Status object, whose name is equal to the name of the Status enum passed as the status argument. If the status already exists, a new BoolValue will not be created.

This function is deprecated. It exists only for backward compatibility, and should not be used for new work.

History 3

Tags: [Deprecated]

AnimationPlayed

Parameters (1)
animationTrackAnimationTrack

The AnimationPlayed event fires when an AnimationTrack begins playing on the Humanoid.

A common use for this function is to connect the AnimationTrack.KeyframeReached event for the playing AnimationTrack, so additional effects can be added to the animation (for example Sounds and ParticleEmitters).

This event can be used for any Humanoid regardless if it belongs to the local player's client or not.

See also:

This event is deprecated. It exists only for backward compatibility, and should not be used for new work.

History 7

Tags: [Deprecated]

ApplyDescription

Parameters (2)Default
humanoidDescriptionHumanoidDescription
assetTypeVerificationAssetTypeVerificationDefault
Returns (1)
null

This yielding function makes the character's look match that of the passed in HumanoidDescription. A copy of the passed HumanoidDescription is cached as the HumanoidDescription for the Humanoid.

This function is optimized through making the assumption that only this function is used to change the appearance of the character, and no changes are made through other means between calls. If changes are made to the character between calls. Then this function may not make the character reflect the passed in HumanoidDescription accurately. If you want to use this function in conjunction with other means of updating the character, Humanoid:ApplyDescriptionReset() will always ensure the character reflects the passed in HumanoidDescription.

See Also

This function yields. It will block the calling thread until completion.

History 7

Tags: [Yields]

ApplyDescriptionClientServer

Parameters (1)
humanoidDescriptionHumanoidDescription
Returns (1)
null
This function yields. It will block the calling thread until completion.

History 4

Tags: [Yields]

ApplyDescriptionFinished

Parameters (1)
descriptionHumanoidDescription

History 1

ApplyDescriptionReset

Parameters (2)Default
humanoidDescriptionHumanoidDescription
assetTypeVerificationAssetTypeVerificationDefault
Returns (1)
null

This yielding function makes the character's look match that of the passed in HumanoidDescription, even after external changes. A copy of the passed HumanoidDescription is cached as the HumanoidDescription for the Humanoid.

This function will always ensure the character reflects the passed in HumanoidDescription, even if changes have been made to the character not using the HumanoidDescription system (for example not using ApplyDescriptionReset() or ApplyDescription()). This is in contrast to ApplyDescription() which is optimized and may incorrectly apply a HumanoidDescription if the character has been changed by means other than through the HumanoidDescription system.

This function yields. It will block the calling thread until completion.

History 2

Tags: [Yields]

AutoJumpEnabled

TypeDefault
booltrue

AutoJumpEnabled sets whether or not the Humanoid will attempt to automatically jump over an obstacle it is walking towards.

Currently, this property only works when the following conditions are true:

  • The Humanoid's character model is the Player.Character of a Player.
  • The Player in question is using touch controls.

When a player's character spawns, the property's value matches the player's Player.AutoJumpEnabled property - which in turn matches the StarterPlayer.AutoJumpEnabled property.

History 5

AutoRotate

TypeDefault
booltrue

The AutoRotate property describes whether or not the Humanoid will automatically rotate to face in the direction they are moving. When set to true, the character model will gradually turn to face their movement direction as the Humanoid walks around. When set to false, the character model will remain fixated in its current rotation, unless a rotating force is applied to the HumanoidRootPart.

If the character model happens to be the character of a player, then the behavior of the Humanoid's rotation is influenced by the UserGameSetting's RotateType property.

When the AutoRotate property is set to true, the RotateType property has the following effects on the Humanoid's rotation:

RotationTypeBehaviorContext
MovementRelative
CameraRelativeCharacter will rotate to face in the direction of the camera.Player has their camera zoomed into first-person, or they are in shift-lock mode.

History 4

AutomaticScalingEnabled

TypeDefault
booltrue

The Humanoid has six child scale values including BodyDepthScale, BodyHeightScale, BodyProportionScale, BodyTypeScale, BodyWidthScale, HeadScale. Changing the value of any of these causes the character's body parts and accessories to change size, but only if AutomaticScalingEnabled is true.

History 4

BreakJointsOnDeath

TypeDefault
booltrue

Determines whether the humanoid's joints break when in the HumanoidStateType.Dead state. Defaults to true.

History 4

BuildRigFromAttachments

Parameters (0)
No parameters.
Returns (1)
null

This method assembles a tree of Motor6D joints for the Humanoid. Motor6D joints are required for the playback of Animations.

Starting from the humanoid's RootPart, this method collects all Attachments parented in the current part whose name ends with RigAttachment. It then searches for a matching attachment in the character that shares the same name as the attachment. Using those two attachments, a Motor6D joint is generated based on the parts associated with the two attachments and the CFrame of the attachments.

Humanoid:BuildRigFromAttachments() also scales the character and sets body colors.

History 3

CacheDefaults

Parameters (0)
No parameters.
Returns (1)
null

History 3

CameraOffset

TypeDefault
Vector30, 0, 0

The CameraOffset property specifies an offset to the camera's subject position when its Camera.CameraSubject is set to this Humanoid.

The offset is applied in object-space, relative to the orientation of the Humanoid's HumanoidRootPart. For example, an offset Vector3 value of (0, 10, 0) offsets the player's camera to 10 studs above the player's humanoid.

History 4

ChangeState

Parameters (1)Default
stateHumanoidStateTypeNone
Returns (1)
null

This function causes the Humanoid to enter the given HumanoidStateType, describing the activity the Humanoid is currently doing.

Please review the HumanoidStateType page for more information on the particular states, as some have unintuitive names. For example, HumanoidStateType.Running describes a state where the humanoid's legs are on the ground, including when stationary.

Due to the default behavior of the Humanoid, some states will automatically be changed when set. For example:

See also Humanoid:SetStateEnabled() to enable or disable a particular state, and Humanoid:GetState() to get the current humanoid state.

History 3

Climbing

Parameters (1)
speedfloat

Fires when the speed at which a Humanoid is climbing changes.

Humanoids can climb up ladders made out of Parts or TrussParts.

Humanoids climb at 70% of their Humanoid.WalkSpeed.

This event will not always fire with a speed of 0 when the Humanoid stops climbing.

See also:

History 2

ClusterCompositionFinished

Parameters (0)
No parameters.

History 1

CollisionType

TypeDefault
HumanoidCollisionTypeOuterBox

This property selects the HumanoidCollisionType for R15 and Rthro non-player characters.

The collision geometry for the InnerBox type is calculated at run-time and will not be applied in Studio when the simulation is not running.

For player Characters the CollisionType property will be decided by the Avatar Collision Option in Game Settings.

This property is writable by Plugins and can be read by all scripts.

Enums

NameValueDescription
OuterBox0Dynamically sized collision boxes based on mesh sizes
Innerbox1Fixed size collision boxes, similar to the classic avatar collision
This property is deprecated. It exists only for backward compatibility, and should not be used for new work.

History 5

Tags: [Deprecated]

CustomStatusAdded

Parameters (1)
statusstring

The CustomStatusAdded event fires when a status is added to the Humanoid via the Humanoid:AddCustomStatus() method.

This event is deprecated. It exists only for backward compatibility, and should not be used for new work.

History 3

Tags: [Deprecated]

CustomStatusRemoved

Parameters (1)
statusstring

The CustomStatusRemoved event fires when a status is removed from the Humanoid via the Humanoid:RemoveCustomStatus() method.

This event is deprecated. It exists only for backward compatibility, and should not be used for new work.

History 3

Tags: [Deprecated]

Died

Parameters (0)
No parameters.

This event fires when the Humanoid dies, usually when Humanoid.Health reaches 0. This could be caused either by disconnecting their head from their Humanoid.Torso, or directly setting the health property.

This event only fires if the Humanoid is a descendant of the Workspace. If the Dead HumanoidStateType is disabled it will not fire.

History 2

DisplayDistanceType

TypeDefault
HumanoidDisplayDistanceTypeViewer

The DisplayDistanceType property controls the distance behavior of the humanoid's name and health display. This property is set using the HumanoidDisplayDistanceType enum with three available values, each with their own set of rules:

  • When set to Viewer, the humanoid sees the name/health of other humanoids within range of its own NameDisplayDistance and HealthDisplayDistance.
  • When set to Subject, the humanoid takes full control over its own name and health display through its NameDisplayDistance and HealthDisplayDistance values.
  • When set to None, the humanoid's name and health bar do not appear under any circumstances.

See Character Name/Health Display for an in-depth guide on controlling the appearance of character names and health bars.

History 4

DisplayName

TypeDefault
string

DisplayName is a property that determines the Humanoid's name display when visible. By default, a new Humanoid will have the value of an empty string. If DisplayName is an empty string, the humanoid's name display will default to the humanoid's parent's name property.

Player Character Loading

When players load their character, either automatically or through the use of LoadCharacter(), the Humanoid that is created by the engine will have its DisplayName property set to the player's DisplayName property.

StarterCharacter and StarterHumanoid

When a Humanoid named StarterHumanoid is parented to StarterPlayer, or when a Humanoid is present in a Model named StarterCharacter, the DisplayName property will be respected when Characters are loaded by Players in the game. The engine will only override the DisplayName property of the Humanoid with the DisplayName property of the player if the Humanoid.DisplayName of StarterHumanoid is an empty string.

History 3

EmoteTriggered

Parameters (2)
successbool
animationTrackAnimationTrack

History 2

EquipTool

Parameters (1)
toolInstance
Returns (1)
null

This function makes the Humanoid equip the given Tool.

The below example would cause a Player to equip a tool in Workspace named 'Tool'.

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local Players = game:GetService("Players")

local player = Players:FindFirstChildOfClass("Player")
if player and player.Character then
	local humanoid = player.Character:FindFirstChildWhichIsA("Humanoid")
	if humanoid then
		local tool = workspace:FindFirstChild("Tool")
		if tool then
			humanoid:EquipTool(tool)
		end
	end
end

When this function is called, the Humanoid will first automatically unequip all Tools that it currently has equipped.

Although they will be equipped, Tools for which Tool.RequiresHandle is true will not function if they have no handle, regardless if this function is used to equip them or not

See also:

History 7

EvaluateStateMachine

TypeDefault
booltrue

History 3

FallingDown

Parameters (1)
activebool

The FallingDown event fires when the Humanoid enters and leaves the FallingDown HumanoidStateType.

The Humanoid will enter the GettingUp state 3 seconds after the FallingDown state is enabled. When this happens this event will fire with an active value of false, and Humanoid.GettingUp will fire with an active value of true.

History 2

FloorMaterial

TypeDefault
MaterialAir

This is a read-only property that describes the Material the Humanoid is currently standing on. It works with both regular Parts and Terrain voxels.

The code sample below demonstrates how to listen to when this property changes using Object:GetPropertyChangedSignal(). When the material the humanoid is standing on changes, it will print a message indicating the new material being stood on.

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local Humanoid = route.to.humanoid

Humanoid:GetPropertyChangedSignal("FloorMaterial"):Connect(function()
	print("New value for FloorMaterial: " .. tostring(Humanoid.FloorMaterial))
end)

Caveats

  • When the Humanoid is not standing on a floor, the value of this property will be set to Air.
    • This occurs because Enum properties cannot have an empty value.
    • This can cause some confusion if a part has its material is set to Air, though in practice, parts are not supposed to use that material in the first place.
  • The character model of the Humanoid must be able to collide with the floor, or else it will not be detected.
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]

FreeFalling

Parameters (1)
activebool

This event fires when the Humanoid enters or leaves the Freefall HumanoidStateType.

The active parameter represents whether the Humanoid is entering or leaving the Freefall state.

Although the Freefall state generally ends when the Humanoid reaches the ground, this event may fire with active equal to false if the state is changed while the Humanoid is falling. For this reason, you should use Humanoid.StateChanged and listen for the Landed state to work out when a Humanoid has landed.

History 2

GetAccessories

Parameters (0)
No parameters.
Returns (1)
Array

This function returns an array of Accessory objects that the humanoid's parent is currently wearing. All such Accessory objects will be included, regardless of whether they're attached or not.

If the Humanoid has no Accessory objects, an empty array will be returned.

See also Humanoid:AddAccessory() to attach an Accessory to a humanoid's parent.

History 4

GetAccessoryHandleScale

Parameters (2)
instanceInstance
partTypeBodyPartR15
Returns (1)
Vector3

History 1

GetAppliedDescription

Parameters (0)
No parameters.
Returns (1)
HumanoidDescription

This function returns a copy of the humanoid's cached HumanoidDescription which describes its current look. This can be used to quickly determine a character's look and to assign their look to other characters using the Humanoid:ApplyDescription() function.

See Also

History 3

GetBodyPartR15

Parameters (1)
partInstance
Returns (1)
BodyPartR15

This function returns what BodyPartR15 a Part is, or BodyPartR15.Unknown if the part is not an R15 body part. This function allows developers to retrieve player body parts independent of what the actual body part names are, instead returning an enum.

It can be used in conjunction with Humanoid:ReplaceBodyPartR15(). For example, if a player's body part touches something, this function will return get a part instance. Developers can then look up what part of the body that was, like head or arm. Then depending on what that part was, developers can either perform some gameplay action or replace that part with some other part - perhaps showing damage.

This function can be useful for games where hit location is important. For example, it can be used to determine if a player is hit in the leg and then slow them down based on the injury.

History 2

GetLimb

Parameters (1)
partInstance
Returns (1)
Limb

This function returns the Limb enum that is associated with the given Part. It works for both R15 and R6 rigs, for example:

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-- For R15
print(humanoid:GetLimb(character.LeftUpperLeg))  -- Enum.Limb.LeftLeg
print(humanoid:GetLimb(character.LeftLowerLeg))  -- Enum.Limb.LeftLeg
print(humanoid:GetLimb(character.LeftFoot))  -- Enum.Limb.LeftLeg

-- For R6
print(humanoid:GetLimb(character:FindFirstChild("Left Leg")))  -- Enum.Limb.LeftLeg

Note that Humanoid:GetLimb() will throw an error if the part's parent is not set to the humanoid's parent.

History 4

GetMoveVelocity

Parameters (0)
No parameters.
Returns (1)
Vector3

History 2

GetPlayingAnimationTracks

Parameters (0)
No parameters.
Returns (1)
Array

This function returns an array of all AnimationTracks that are currently being played on the Humanoid.c A typical use for this function is stopping currently playing tracks using AnimationTrack:Stop().

Beware that this function will not return AnimationTracks that have loaded but are not playing. If you want to track these you will need to index them manually.

This function is deprecated. It exists only for backward compatibility, and should not be used for new work.

History 6

Tags: [Deprecated]

GetState

Parameters (0)
No parameters.
Returns (1)
HumanoidStateType

This function returns the humanoid's current HumanoidStateType, describing the activity the Humanoid is currently doing, such as jumping or swimming.

See also Humanoid:SetStateEnabled() to enable or disable a particular state, and Humanoid:ChangeState() to change the current humanoid state.

History 3

GetStateEnabled

Parameters (1)
stateHumanoidStateType
Returns (1)
bool

The GetStateEnabled function returns whether a HumanoidStateType is enabled for the Humanoid.

The humanoid state describes the activity the humanoid is currently doing.

When a particular HumanoidStateType is disabled, the humanoid can never enter that state. This is true regardless if the attempt to change state is made using Humanoid:ChangeState() or Roblox internal humanoid code.

See also:

History 3

GetStatuses

Parameters (0)
No parameters.
Returns (1)
Array

The GetStatuses function returns a table of the Humanoid's statuses, and custom statuses.

This function is deprecated. It exists only for backward compatibility, and should not be used for new work.

History 3

Tags: [Deprecated]

GettingUp

Parameters (1)
activebool

This event fires when the Humanoid enters or leaves the HumanoidStateType.GettingUp state, a transition state that is activated shortly after the Humanoid enters the FallingDown (3 seconds) or Ragdoll (1 second) states.

When a Humanoid attempts to get back up, this event will first fire with an active parameter of true before shortly after firing again with an active parameter of false.

To force a Humanoid to fall over, use the Humanoid:ChangeState() function with HumanoidStateType.FallingDown.

History 2

HasCustomStatus

Parameters (1)
statusstring
Returns (1)
bool

The HasCustomStatus function returns boolean based on if custom statuses exist.

This function is deprecated. It exists only for backward compatibility, and should not be used for new work.

History 3

Tags: [Deprecated]

HasStatus

Parameters (1)Default
statusStatusPoison
Returns (1)
bool

The HasStatus function returns a boolean based on if a status exists.

This function is deprecated. It exists only for backward compatibility, and should not be used for new work.

History 3

Tags: [Deprecated]

Health

TypeDefault
float100

This property represents the current health of the Humanoid. The value is restricted to the range between 0 and MaxHealth. If the humanoid is dead, this property is continually set to 0.

Note that the TakeDamage() function may be used to subtract from Health instead of setting the property directly.

Health Regeneration

By default, a passive health regeneration script is automatically inserted into humanoids. This causes non-dead player characters to regenerate 1% of MaxHealth each second. To disable this regeneration behavior, add an empty Script named Health to StarterCharacterScripts.

Health Bar Display

When Health is less than MaxHealth, a health bar is displayed in-experience. The display behavior of the health bar is dependent on the HealthDisplayDistance and HealthDisplayType.

See Character Name/Health Display for an in-depth guide on controlling the appearance of character names and health bars.

Death

When the value of the character's health reaches 0, the Humanoid automatically transitions to the HumanoidStateType.Dead state. In this state, Health is locked to 0; however, there is no error or warning for setting the Health of a dead humanoid to a positive nonzero value.

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

History 4

Tags: [NotReplicated]

HealthChanged

Parameters (1)
healthfloat

This event fires when the Humanoid.Health changes. However, it will not fire if the health is increasing from a value equal to or greater than the Humanoid.MaxHealth.

When Humanoid.Health reaches zero, the Humanoid will die and the Humanoid.Died event will fire. This event will fire with a value of zero.

History 2

HealthDisplayDistance

TypeDefault
float100

This property is a number used in conjunction with the DisplayDistanceType property to control the distance from which a humanoid's health bar can be seen.

See Character Name/Health Display for an in-depth guide on controlling the appearance of character names and health bars.

History 4

HealthDisplayType

TypeDefault
HumanoidHealthDisplayTypeDisplayWhenDamaged

This property controls when a humanoid's health bar is allowed to be displayed. By default, this property is set to DisplayWhenDamaged, which makes the health bar only display when a humanoid's Health is less than its MaxHealth. It can also be set to AlwaysOn, which makes the health bar always display, or AlwaysOff, which prevents it from ever displaying.

Note that this property functions independently of the humanoid's HealthDisplayDistance property which is responsible for making the health bar fade out at certain distances. If Humanoid.HealthDisplayType|HealthDisplayType is set to AlwaysOn, it will still fade out depending the how HealthDisplayDistance is configured.

See Character Name/Health Display for an in-depth guide on controlling the appearance of character names and health bars.

History 4

HipHeight

TypeDefault
float0

Determines the distance (in studs) off the ground the RootPart should be when the humanoid is standing. The RigType influences the way this property behaves.

For R15 rigs, a suitable hip height is preset to ensure the height of the RootPart is correct. The height of the legs is not used. The overall height of the humanoid can be described in the following formula:

1
Height = (0.5 * RootPart.Size.Y) + HipHeight

For R6 rigs, HipHeight instead describes a relative offset. The overall height of the humanoid can be described in the following formula:

1
Height = LeftLeg.Size.Y + (0.5 * RootPart.Size.Y) + HipHeight

History 4

Jump

TypeDefault
boolfalse

If true, the Humanoid jumps with an upwards force equal to the value of Humanoid.JumpPower or the height of Humanoid.JumpHeight, depending on the value of Humanoid.UseJumpPower.

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

History 4

  • 553 Change Default of Jump from to false
  • 486 Change ThreadSafety of Jump from ReadOnly to ReadSafe
  • 462 Change ThreadSafety of Jump from to ReadOnly
  • 47 Add Jump
Tags: [NotReplicated]

JumpHeight

TypeDefault
float7.19999981

Provides control over the height a Humanoid jumps, in studs. The starting value of this property is determined by the value of StarterPlayer.CharacterJumpHeight which defaults to 7.2.

Although setting this property to 0 will effectively prevent the humanoid from jumping, it's recommended to disable jumping by disabling the HumanoidStateType.Jumping state through Humanoid:SetStateEnabled().

This property is only visible in the Properties window if Humanoid.UseJumpPower is set to false, as it would not be relevant otherwise (instead, Humanoid.JumpPower is used).

History 5

JumpPower

TypeDefault
float50

Determines how much upwards force is applied to the Humanoid when jumping. The starting value of this property is determined by the value of StarterPlayer.CharacterJumpPower which defaults to 50 and is constrained between 0 and 1000. Note that jumps are also influenced by the Workspace.Gravity property which determines the acceleration due to gravity.

Although setting this property to 0 will effectively prevent the humanoid from jumping, it's recommended to disable jumping by disabling the HumanoidStateType.Jumping state through Humanoid:SetStateEnabled().

This property is only visible in the Properties window if Humanoid.UseJumpPower is set to true, as it would not be relevant otherwise (instead, Humanoid.JumpHeight is used).

History 5

Jumping

Parameters (1)
activebool

This event fires when the Humanoid enters and leaves the Jumping HumanoidStateType.

When a Humanoid jumps, this event fires with an active parameter of true before shortly afterwards firing again with an active parameter of false. This second firing does not correspond with a Humanoid landing; for that, listen for the Landed HumanoidStateType using Humanoid.StateChanged.

You can disable jumping using the Humanoid:SetStateEnabled() function.

History 2

LoadAnimation

Parameters (1)
animationAnimation
Returns (1)
AnimationTrack

This function loads an Animation onto a Humanoid, returning an AnimationTrack that can be used for playback.

This function is deprecated. It exists only for backward compatibility, and should not be used for new work.

History 8

Tags: [Deprecated]

MaxHealth

TypeDefault
float100

The maximum value of a humanoid's Health.

The value of this property is used alongside the Health property to size the default health bar display. When a humanoid's Health reaches MaxHealth, its health bar may not be displayed, depending on its HealthDisplayType property.

History 4

MaxSlopeAngle

TypeDefault
float89

This property determines the maximum slope angle that a humanoid can climb. If the angle of a slope is greater than a humanoid's MaxSlopeAngle, they will slide down the slope.

When a character spawns, this property is set according to the value of StarterPlayer.CharacterMaxSlopeAngle.

The value of this property is constrained to values between 0° and 89°. It defaults to 89°, so humanoids can climb pretty much any slope they want by default.

History 4

Move

Parameters (2)Default
moveDirectionVector3
relativeToCameraboolfalse
Returns (1)
null

This function causes the Humanoid to walk in the given Vector3 direction.

By default, the direction is in world terms, but If the relativeToCamera parameter is true, the direction is relative to the CFrame of the CurrentCamera. As the negative Z direction is considered "forwards" in Roblox, the following code will make the humanoid walk in the direction of the CurrentCamera.

1
humanoid:Move(Vector3.new(0, 0, -1), true)

When this function is called, the Humanoid will move until the function is called again. However, if the default control scripts are being used, this function will be overwritten when called on player Characters. This can be avoided by either not using the default control scripts, or calling this function every frame using RunService:BindToRenderStep() (see example).

This function can be called on the server, but this should only be done when the server has network ownership of the humanoid's assembly.

See also Humanoid:MoveTo() which makes aHumanoid walk to a point, and Player:Move() which effectively calls this function.

History 3

MoveDirection

TypeDefault
Vector30, 0, 0

MoveDirection is a read-only property that describes the direction a Humanoid is walking in, as a unit vector or zero length vector. The direction is described in world space.

Because this property is read-only, it cannot be set by a Script or LocalScript.

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]

MoveTo

Parameters (2)Default
locationVector3
partInstanceInstance
Returns (1)
null

This function causes the Humanoid to attempt to walk to the given location by setting the Humanoid.WalkToPoint and Humanoid.WalkToPart properties.

The location and part parameters correspond with what Humanoid.WalkToPoint and Humanoid.WalkToPart will be set to.

If the part parameter is specified, the Humanoid will still attempt to walk to the point. However, if the part moves then the point the Humanoid is walking to will move to be at the same position relative to the part. If the part parameter is not specified, then the position the Humanoid is walking to will not change.

The reach goal state of a humanoid will timeout after 8 seconds if it doesn't reach its goal. This is done so that NPCs won't get stuck waiting for Humanoid.MoveToFinished to fire. If you don't want this to happen, you should repeatedly call MoveTo so that the timeout will keep resetting.

MoveTo() ends if any of the following conditions apply:

History 5

MoveToFinished

Parameters (1)
reachedbool

This event fires when the Humanoid finishes walking to a goal declared by the Humanoid.WalkToPoint and Humanoid.WalkToPart properties.

The Humanoid.WalkToPoint and Humanoid.WalkToPart properties can be set individually, or using the Humanoid:MoveTo() function.

If the Humanoid reaches its goal within 8 seconds, this event will return with reached as true. If the goal is not reached within 8 seconds the Humanoid will stop walking and reached will be false. This timeout can be reset be calling Humanoid:MoveTo() again within the timeout period.

History 2

NameDisplayDistance

TypeDefault
float100

The NameDisplayDistance property is a number used in conjunction with the Humanoid.DisplayDistanceType property to control the distance from which a humanoid's name can be seen.

See Character Name/Health Display for an in-depth guide on controlling the appearance of character names and health bars.

History 4

NameOcclusion

TypeDefault
NameOcclusionOccludeAll

Controls whether a humanoid's name and health bar can be seen behind walls or other objects. This property is a NameOcclusion value and can be configured to occlude all names, enemy names, or disable occlusion entirely.

In cases where the LocalPlayer has no Humanoid associated with it, this property instead applies to the subject Humanoid.

See Character Name/Health Display for an in-depth guide on controlling the appearance of character names and health bars.

History 8

PlatformStand

TypeDefault
boolfalse

Determines whether the Humanoid is currently in the HumanoidStateType.PlatformStanding state. When true, the Humanoid is in a state where it is free-falling and cannot move. This state behaves similar to sitting, except that jumping does not free the humanoid from the state.

History 4

PlatformStanding

Parameters (1)
activebool

This event fires when the Humanoid enters or leaves the PlatformStanding HumanoidStateType.

Whilst the Humanoid is in the PlatformStanding state, the Humanoid.PlatformStand property will be true.

Whilst Humanoid.PlatformStand is set to true, the Humanoid will be unable to move. For more information please see the page for Humanoid.PlatformStand.

The PlatformStand HumanoidStateType was associated with the now disabled Platform part. Despite this, it can still be used by developers.

History 2

PlayEmote

Parameters (1)
emoteNamestring
Returns (1)
bool

If the emote could not be played because the emoteName is not found in the HumanoidDescription this API will give an error. The API will return true to indicate that the emote was played successfully.

This function yields. It will block the calling thread until completion.

History 2

Tags: [Yields]

PlayEmoteAndGetAnimTrackById

Parameters (1)
emoteIdint64
Returns (1)
Tuple
This function yields. It will block the calling thread until completion.

History 2

Tags: [Yields]

Ragdoll

Parameters (1)
activebool

This event fires when the Humanoid enters or leaves the Ragdoll HumanoidStateType.

The active parameter will have the value true or false to indicate entering or leaving.

Use Humanoid:SetStateEnabled() to disable the GettingUp state to stay in the Ragdoll state.

See also:

History 2

RemoveAccessories

Parameters (0)
No parameters.
Returns (1)
null

This function removes all Accessory objects worn by the humanoid's parent. For player Characters, this will remove all hats and other accessories.

This function removes Accessory object by calling Instance:Destroy() on them, meaning the Parent of the accessories are set to nil and locked.

See also Humanoid:AddAccessory() to attach an Accessory, and Humanoid:GetAccessories() to get all Accessory objects belonging to a Humanoid.

History 5

RemoveCustomStatus

Parameters (1)
statusstring
Returns (1)
bool

The RemoveCustomStatus function removes the defined custom status from the Status model in the Humanoid..

This function is deprecated. It exists only for backward compatibility, and should not be used for new work.

History 3

Tags: [Deprecated]

RemoveStatus

Parameters (1)Default
statusStatusPoison
Returns (1)
bool

The RemoveStatus function removes the defined status from the Status model in the Humanoid.

This function is deprecated. It exists only for backward compatibility, and should not be used for new work.

History 3

Tags: [Deprecated]

ReplaceBodyPartR15

Parameters (2)
bodyPartBodyPartR15
partBasePart
Returns (1)
bool

Dynamically replaces a R15/Rthro limb part in a Humanoid with a different part. The part is automatically scaled as normal.

This function is useful for modifying characters during gameplay or building characters from a base rig. The related function GetBodyPartR15 can come in handy when using this function.

The name of the part passed in should match with the name of the BodyPartR15 Enum passed in.

History 3

RequiresNeck

TypeDefault
booltrue

Allows developers to disable the behavior where a player Character|character dies if the Neck Motor6D is removed or disconnected even momentarily. This property defaults to true.

History 4

RigType

TypeDefault
HumanoidRigTypeR6

RigType describes whether a Humanoid is utilizing the legacy R6 character rig, or the newer R15 character rig.

The R6 rig uses 6 visible Parts while the R15 rig uses 15 visible Parts. R15 rigs have more joints than R6 rigs, making them much more versatile when being animated.

Note that if this property is set incorrectly, the Humanoid will not function correctly. For example, if a R15 humanoid's RigType is set to R6, the Humanoid will die as there is no BasePart called Torso connected to a BasePart called Head.

History 4

RootPart

TypeDefault
BasePart

A reference to the humanoid's HumanoidRootPart object, the root driving part of the Humanoid that controls a humanoid's movement through the 3D world. This part is normally invisible.

Note that in the case of player characters, RootPart is the same as the Model.PrimaryPart of the Player.Character model.

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]

Running

Parameters (1)
speedfloat

This event fires when the speed at which a Humanoid is running changes.

While running Humanoids cover, on average, their Humanoid.WalkSpeed in studs per second.

When the Humanoid stops running this event will fire with a speed of 0.

See also:

History 2

SeatPart

TypeDefault
BasePart

SeatPart is a reference to the seat that a Humanoid is currently sitting in, if any. The value of this property can be either a Seat, or a VehicleSeat. It will be nil if the Humanoid is not currently sitting in a seat.

Note:

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]

Seated

Parameters (2)
activebool
currentSeatPartBasePart

This event fires when a Humanoid either sits in or gets up from a Seat or VehicleSeat.

When a character comes into contact with a seat, they are attached to the seat and a sitting animation plays. For more information on this, see the Seat page.

  • If the character is sitting down, the active parameter will be true and currentSeatPart will be the seat they are currently sitting in.
  • If the character got up from a seat, the active parameter will be false and currentSeatPart will be nil.

See also:

  • Humanoid.Sit, which indicates if a Humanoid is currently sitting
  • Humanoid.SeatPart, which indicates the seat a Humanoid is currently sitting in, if any.

History 4

SetClickToWalkEnabled

Parameters (1)
enabledbool
Returns (1)
null

History 3

SetStateEnabled

Parameters (2)
stateHumanoidStateType
enabledbool
Returns (1)
null

This function sets whether a given HumanoidStateType is enabled for the Humanoid. When a particular HumanoidStateType is disabled, the Humanoid can never enter that state. This is true regardless if the attempt to change state is made using Humanoid:ChangeState() or Roblox internal Humanoid code.

Note that using SetStateEnabled() on the server does not replicate the change to the client, nor vice-versa.

History 3

Sit

TypeDefault
boolfalse

The Sit property is a boolean that indicates whether the Humanoid is currently sitting. Humanoids can be forced into a sitting state by setting this property's value to true. If the Humanoid isn't attached to a seat while in its sitting state, it will trip over with no collision in its legs. A Humanoid can escape from the sitting state by jumping.

Note:

History 4

  • 553 Change Default of Sit from to false
  • 486 Change ThreadSafety of Sit from ReadOnly to ReadSafe
  • 462 Change ThreadSafety of Sit from to ReadOnly
  • 47 Add Sit

StateChanged

Parameters (2)
oldHumanoidStateType
newHumanoidStateType

This event fires when the state of the Humanoid is changed.

As there is no "idle" humanoid state, you should instead use the Humanoid.Running event or listen to the RootPart part's Velocity to work out when the Humanoid is standing still.

See Also

History 2

StateEnabledChanged

Parameters (2)
stateHumanoidStateType
isEnabledbool

The StateEnableChanged event fires when Humanoid:SetStateEnabled() is called on the Humanoid.

Parameters include the HumanoidStateType in question along with a bool indicating if this state is now enabled.

See also:

History 2

StatusAdded

Parameters (1)
statusStatus

The StatusAdded event fires when a status is added to the Humanoid.

This event is deprecated. It exists only for backward compatibility, and should not be used for new work.

History 3

Tags: [Deprecated]

StatusRemoved

Parameters (1)
statusStatus

The StatusRemoved event fires when a status is removed from the Humanoid.

This event is deprecated. It exists only for backward compatibility, and should not be used for new work.

History 3

Tags: [Deprecated]

Strafing

Parameters (1)
activebool

This event does not fire when the Humanoid is strafing and should not be used by developers

This event is fired when the Humanoid enters or leaves the StrafingNoPhysics HumanoidStateType.

When the Humanoid enters the StrafingNoPhysics state this event will fire with an active parameter of true. The event will fire again with active equal to false when the Humanoid leaves the StrafingNoPhysics state.

This event is associated with the StrafingNoPhysics Humanoid state and does not fire when the Humanoid is moving perpendicular to the direction it is facing. This state is currently unused, if it is set using Humanoid:ChangeState() the state will revert to RunningNoPhysics.

History 2

Swimming

Parameters (1)
speedfloat

This event fires when the speed at which a Humanoid is swimming in Terrain water changes.

Humanoids swim at 87.5% of their Humanoid.WalkSpeed.

This event will not always fire with a speed of 0 when the Humanoid stops swimming.

See also:

History 2

TakeDamage

Parameters (1)
amountfloat
Returns (1)
null

This function lowers the Humanoid.Health of the Humanoid by the given amount if it is not protected by a ForceField

This function accepts negative values for the amount parameter. This will increase the humanoid's Humanoid.Health. However this will only have an effect if no ForceField is present.

How do ForceFields protect against TakeDamage

A Humanoid is considered protected by a ForceField if a ForceField meets one of the following criteria:

To do damage to a Humanoid irrespective of any ForceFields present, set Humanoid.Health directly.

For more information on how ForceFields protect Humanoids see the ForceField page

History 4

TargetPoint

TypeDefault
Vector30, 0, 0

Do not use This property only works with Experimental Mode enabled, which has been entirely discontinued.

This property describes a 3D position in space where the Player controlling this Humanoid last clicked with a Tool equipped.

This property is primarily used by classic tools to determine what a humanoid is targeting when they activate a tool. If you give an NPC a classic rocket launcher, set their TargetPoint, and then call the tool's Tool:Activate() function, you can make the NPC fire a rocket at the target point.

History 4

Touched

Parameters (2)
touchingPartBasePart
humanoidPartBasePart

This event fires when one of the humanoid's limbs comes in contact with another BasePart. The BasePart which the limb is touching, along with the limb itself, is given.

This event will not fire when limbs belonging to the Humanoid come into contact with themselves.

Alternatives

Although the Humanoid.Touched event is useful, you should consider if there are alternatives that better suit your needs.

Notes

History 5

UnequipTools

Parameters (0)
No parameters.
Returns (1)
null

This function unequips any Tool currently equipped by the Humanoid

The unequipped Tool will be parented to the Backpack of the Player associated with the Humanoid.

If no Tool is equipped, this function will do nothing.

Although Tools can be equipped by NPCs (Non Player Characters), this function only works on Humanoids with a corresponding Player. This is because a Backpack object is required to parent the unequipped Tool to.

See also:

History 7

UseJumpPower

TypeDefault
booltrue

When a character spawns, this property is set according to the value of StarterPlayer.CharacterUseJumpPower which defaults to true.

When jumping, with this set to true, the Humanoid.JumpHeight value is used to ensure the humanoid jumps to that height. With this set to false, the Humanoid.JumpPower value is used to apply an upward force.

History 5

WalkSpeed

TypeDefault
float16

This property describes how quickly the Humanoid is able to walk, in studs per second. It defaults to the value of StarterPlayer.CharacterWalkSpeed (16), meaning a player character can move 16 studs in any direction each second.

Notes

  • When controlled on a mobile device or a gamepad, a humanoid can walk slower than its WalkSpeed if the controlling thumbstick is moved just a gradual degree from center.
  • You can freeze a humanoid in place by setting WalkSpeed to 0; this prevents the controlling player from moving it through the default movement mechanisms.
  • The default animation script scales a humanoid's movement animations based on how fast it is moving relative to the default speed of 16 studs/second.
  • The speed at which the Humanoid is currently walking can be obtained using the Running event.

History 4

WalkToPart

TypeDefault
BasePart

WalkToPart is a reference to a part that the Humanoid is trying to reach. This property is normally set when a part is passed as the 2nd argument of the Humanoid's Humanoid:MoveTo() function.

When WalkToPart is set and a humanoid is actively trying to reach the part, it will keep updating its Vector3 goal to be the position of the part, plus the Humanoid.WalkToPoint translated in object space relative to the rotation of the part.

This can be described in Lua as:

1
goal = humanoid.WalkToPart.CFrame:pointToObjectSpace(humanoid.WalkToPoint)

Caveats

  • Setting the value of WalkToPart isn't sufficient enough to make a humanoid start following a part.
  • The Humanoid is prompted to start attempting to reach a goal when the value of WalkToPoint is changed.
  • This may be changed in the future.
  • The reach goal state of a humanoid will timeout after 8 seconds if it doesn't reach its goal.
  • This is done so that NPCs won't get stuck waiting for Humanoid.MoveToFinished to fire.
  • If you don't want this to happen, you should repeatedly call MoveTo so that the timeout will keep resetting.

History 5

WalkToPoint

TypeDefault
Vector30, 0, 0

WalkToPoint describes the 3D position in space that a humanoid is trying to reach, after having been prompted to do so by the Humanoid's Humanoid:MoveTo() function.

If a humanoid's Humanoid.WalkToPart is set, the goal is set by transforming WalkToPoint relative to the parts position and rotation. If WalkToPart is not set, then the humanoid will try to reach the 3D position specified by WalkToPoint directly.

Caveats

  • The value of WalkToPoint must be changed to a different value in order for the humanoid to start walking towards it.
  • If you want to make a humanoid walk to 0,0,0, you should use the Humanoid's MoveTo function.
  • This may be changed in the future.
  • The reach goal state of a humanoid will timeout after 8 seconds if it doesn't reach its goal.
  • This is done so that NPCs won't get stuck waiting for Humanoid.MoveToFinished to fire.
  • If you don't want this to happen, you should repeatedly call MoveTo so that the timeout will keep resetting.

History 4

loadAnimation

Parameters (1)
animationAnimation
Returns (1)
AnimationTrack
This function is deprecated. It exists only for backward compatibility, and should not be used for new work. LoadAnimation should be used instead.

History 5

Tags: [Deprecated]

maxHealth

TypeDefault
float100
This property is deprecated. It exists only for backward compatibility, and should not be used for new work. MaxHealth should be used instead.
This property is not replicated. Its interface does not cross the network boundary.

History 5

Tags: [NotReplicated, Deprecated]

takeDamage

Parameters (1)
amountfloat
Returns (1)
null
This function is deprecated. It exists only for backward compatibility, and should not be used for new work. TakeDamage should be used instead.

History 4

Tags: [Deprecated]

Removed members 3

ApplyDescriptionBlocking

Parameters (1)
humanoidDescriptionHumanoidDescription
Returns (1)
null

History 5

PlayEmoteById

Parameters (2)
emoteNamestring
emoteIdint64
Returns (1)
bool
This function yields. It will block the calling thread until completion.

History 3

Tags: [Yields]

Settings