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VehicleSeat

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

Member index 14

HistoryMember
731AreHingesDetected: int
731Disabled: bool
731HeadsUpDisplay: bool
731MaxSpeed: float
731Occupant: Humanoid
731Steer: int
731SteerFloat: float
731Throttle: int
731ThrottleFloat: float
731Torque: float
731TurnSpeed: float
573Sit(humanoid: Instance): null
inherited from BasePart
731Anchored: bool
731AssemblyAngularVelocity: Vector3
731AssemblyCenterOfMass: Vector3
731AssemblyLinearVelocity: Vector3
731AssemblyMass: float
731AssemblyRootPart: BasePart
731AudioCanCollide: bool
731BackSurface: SurfaceType
731BottomSurface: SurfaceType
731BrickColor: BrickColor
731CFrame: CFrame
731CanCollide: bool
731CanQuery: bool
731CanTouch: bool
731CastShadow: bool
731CenterOfMass: Vector3
731CollisionGroup: string
731CollisionGroupId: int
731Color: Color3
731CurrentPhysicalProperties: PhysicalProperties
731CustomPhysicalProperties: PhysicalProperties
731EnableFluidForces: bool
731ExtentsCFrame: CFrame
731ExtentsSize: Vector3
731FrontSurface: SurfaceType
731LeftSurface: SurfaceType
731Locked: bool
731Mass: float
731Massless: bool
731Material: Material
731MaterialVariant: string
731PivotOffset: CFrame
731Reflectance: float
731ResizeIncrement: int
731ResizeableFaces: Faces
731RightSurface: SurfaceType
731RootPriority: int
731Rotation: Vector3
731Size: Vector3
731SpecificGravity: float
731TopSurface: SurfaceType
731Transparency: float
731brickColor: 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
731GetRootPart(): 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
731breakJoints(): null
731getMass(): float
573makeJoints(): null
731resize(normalId: NormalId, deltaAmount: int): bool
483LocalSimulationTouched(part: BasePart)
462OutfitChanged()
731StoppedTouching(otherPart: BasePart)
483TouchEnded(otherPart: BasePart)
483Touched(otherPart: BasePart)
inherited from PVInstance
731Origin: CFrame
731Pivot Offset: CFrame
576GetPivot(): CFrame
573PivotTo(targetCFrame: CFrame): null
inherited from Instance
731Archivable: bool
731Capabilities: SecurityCapabilities
731IsInSandbox: bool
731Name: string
731Parent: Instance
731PredictionMode: PredictionMode
731Sandboxed: bool
731UniqueId: 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
731children(): Instances
731clone(): Instance
731destroy(): null
731findFirstChild(name: string, recursive: bool = false): Instance
731getChildren(): Instances
731isDescendantOf(ancestor: Instance): bool
731remove(): null
462AncestryChanged(child: Instance, parent: Instance)
462AttributeChanged(attribute: string)
462ChildAdded(child: Instance)
462ChildRemoved(child: Instance)
462DescendantAdded(descendant: Instance)
462DescendantRemoving(descendant: Instance)
500Destroying()
657StyledPropertiesChanged()
731childAdded(child: Instance)
inherited from Object
731ClassName: string
731className: string
647GetPropertyChangedSignal(property: string): RBXScriptSignal
647IsA(className: string): bool
731isA(className: string): bool
647Changed(property: string)

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 79

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 6

Tags: [ReadOnly, NotReplicated]

Disabled

TypeDefault
boolfalse

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 6

HeadsUpDisplay

TypeDefault
booltrue

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

History 6

MaxSpeed

TypeDefault
float25

The maximum speed that can be attained.

History 6

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 7

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 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 7

  • 731 Change Default of Steer from to 0
  • 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
float0

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 6

Throttle

TypeDefault
int0

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 7

Tags: [NotReplicated]

ThrottleFloat

TypeDefault
float0

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 6

Torque

TypeDefault
float10

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

History 6

TurnSpeed

TypeDefault
float1

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

History 6

Settings