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VehicleSeat

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

Member index 12

HistoryMember
726AreHingesDetected: int
726Disabled: bool
726HeadsUpDisplay: bool
726MaxSpeed: float
726Occupant: Humanoid
726Steer: int
726SteerFloat: float
726Throttle: int
726ThrottleFloat: float
726Torque: float
726TurnSpeed: float
573Sit(humanoid: Instance): null
inherited from BasePart
726Anchored: bool
726AssemblyAngularVelocity: Vector3
726AssemblyCenterOfMass: Vector3
726AssemblyLinearVelocity: Vector3
726AssemblyMass: float
726AssemblyRootPart: BasePart
726AudioCanCollide: bool
726BackSurface: SurfaceType
726BottomSurface: SurfaceType
726BrickColor: BrickColor
726CFrame: CFrame
726CanCollide: bool
726CanQuery: bool
726CanTouch: bool
726CastShadow: bool
726CenterOfMass: Vector3
726CollisionGroup: string
726CollisionGroupId: int
726Color: Color3
726CurrentPhysicalProperties: PhysicalProperties
726CustomPhysicalProperties: PhysicalProperties
726EnableFluidForces: bool
726ExtentsCFrame: CFrame
726ExtentsSize: Vector3
726FrontSurface: SurfaceType
726LeftSurface: SurfaceType
726Locked: bool
726Mass: float
726Massless: bool
726Material: Material
726MaterialVariant: string
726PivotOffset: CFrame
726Reflectance: float
726ResizeIncrement: int
726ResizeableFaces: Faces
726RightSurface: SurfaceType
726RootPriority: int
726Rotation: Vector3
726Size: Vector3
726SpecificGravity: float
726TopSurface: SurfaceType
726Transparency: float
726brickColor: 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
648GetConnectedParts(recursive: bool = false): Instances
648GetJoints(): Instances
486GetMass(): float
567GetNetworkOwner(): Instance
567GetNetworkOwnershipAuto(): bool
648GetNoCollisionConstraints(): Instances
678GetPhysicsCost(): float
462GetRenderCFrame(): CFrame
726GetRootPart(): Instance
648GetTouchingParts(): Instances
557GetVelocityAtPosition(position: Vector3): Vector3
648IntersectAsync(parts: Instances, collisionfidelity: CollisionFidelity = Default, renderFidelity: RenderFidelity = Automatic): Instance
486IsGrounded(): bool
573MakeJoints(): null
462Resize(normalId: NormalId, deltaAmount: int): bool
573SetNetworkOwner(playerInstance: Player = Player): null
573SetNetworkOwnershipAuto(): null
648SubtractAsync(parts: Instances, collisionfidelity: CollisionFidelity = Default, renderFidelity: RenderFidelity = Automatic): Instance
603TorqueToAngularAcceleration(torque: Vector3, angVelocity: Vector3 = 0, 0, 0): Vector3
648UnionAsync(parts: Instances, collisionfidelity: CollisionFidelity = Default, renderFidelity: RenderFidelity = Automatic): Instance
726breakJoints(): null
726getMass(): float
573makeJoints(): null
726resize(normalId: NormalId, deltaAmount: int): bool
483LocalSimulationTouched(part: BasePart)
462OutfitChanged()
726StoppedTouching(otherPart: BasePart)
483TouchEnded(otherPart: BasePart)
483Touched(otherPart: BasePart)
inherited from PVInstance
726Origin: CFrame
726Pivot Offset: CFrame
576GetPivot(): CFrame
573PivotTo(targetCFrame: CFrame): null
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)

Removed member index 2

HistoryMember

Description

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

While VehicleSeat is 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 66

Members 12

AreHingesDetected

TypeDefault
int

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 5

Tags: [ReadOnly, NotReplicated]

Disabled

TypeDefault
bool

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

History 5

HeadsUpDisplay

TypeDefault
bool

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

History 5

MaxSpeed

TypeDefault
float

The maximum speed that can be attained.

History 5

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 6

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
int

The direction of movement, tied to left and right movement inputs. Can be either 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 6

  • 726 Change Default of Steer from 0 to
  • 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
float

The left-to-right movement float, tied to left and right movement inputs. Can range between 1 (right) and -1 (left). Will refresh back to 0 (straight) unless constantly set.

History 5

Throttle

TypeDefault
int

The direction of throttle, tied to forward and backward movement inputs. Can be either 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 6

Tags: [NotReplicated]

ThrottleFloat

TypeDefault
float

The forward-to-reverse throttle float, tied to forward and backward movement inputs. Can range between 1 (forward) and -1 (reverse). Will refresh back to 0 (null) unless constantly set.

History 5

Torque

TypeDefault
float

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

History 5

TurnSpeed

TypeDefault
float

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

History 5

Removed members 2

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