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BodyAngularVelocity

Show deprecated

BodyAngularVelocity

Show deprecated

The BodyAngularVelocity object applies a torque (or rotational force) on a BasePart such that it maintains a constant angular velocity as determined by its BodyAngularVelocity/AngularVelocity|AngularVelocity property. This allows for the creation of parts that continually rotate. It is the rotational counterpart to a BodyVelocity. If you would like to maintain a constant angular displacement, use a BodyGyro instead.

An animation of a Part with a BodyAngularVelocity applied; there is a superimposed green line visualizing the AngularVelocity property

The BodyAngularVelocity/AngularVelocity|AngularVelocity property (visualized above as a green line) controls the goal angular velocity of the applied torque: the direction of the DataType/Vector3 is the axis which the part rotates around, and the magnitude is the speed in radians/s. The BodyAngularVelocity/MaxTorque|MaxTorque property controls the maximum amount of torque that can be applied to the object, while the BodyAngularVelocity/P|P property controls the amount of power used in applying the torque.

Tip: Regarding the BodyAngularVelocity/AngularVelocity|AngularVelocity property, you can multiply a DataType/Vector3 by math.rad(360), or , in order to convert angular frequency (rotations per second) into the desired angular velocity (radians per second). For example: Setting BodyAngularVelocity/AngularVelocity|AngularVelocity to Vector3.new(0, 1, 0) * math.rad(360)Vector3.new(0, 6.283, 0) will cause a part to spin around the Y axis once per second.

Diagram of each axes and the torque applied

Properties

Vector3

AngularVelocity

Determines the axis of rotation (direction) and the rotational velocity (magnitude) in radians/s

Vector3

MaxTorque

Determines the limit of torque that may be exerted on each world axis

float

P

Determines how aggressive of a torque is applied in reaching the goal angular velocity

Inherited from Instance: Show Hide

int

DataCost

[ReadOnly] [NotReplicated]
The cost of saving the instance using data persistence.
Instance

Parent

Determines the hierarchical parent of the `Instance`.
bool

RobloxLocked

If true, the `Instance` and its descendants cannot be indexed or edited by a `Script` or `LocalScript` and will throw an error if it is attempted.
string

ClassName

[ReadOnly] [NotReplicated]
A read-only string representing the class this `Instance` belongs to.
string

Name

A non-unique identifier of the `Instance`.
bool

Archivable

Determines if an `Instance` can be cloned using `/Instance/Clone` or saved to file.

Functions

Inherited from Instance: Show Hide

RBXScriptSignal

GetPropertyChangedSignal ( string property )

Get an event that fires when a given property of an object changes.
Instance

FindFirstChildWhichIsA ( string className , bool recursive )

Returns the first child of the `Instance` for whom `Instance/IsA` returns true for the given className.
Array

GetDescendants ( )

[CustomLuaState]
Returns an array containing all of the `Instance`'s descendants.
bool

IsAncestorOf ( Instance descendant )

Returns true if an `Instance` is an ancestor of the given descendant.
bool

IsDescendantOf ( Instance ancestor )

Returns true if an `Instance` is a descendant of the given ancestor.
Instance

FindFirstChildOfClass ( string className )

Returns the first child of the `Instance` whose `Instance/ClassName|ClassName` is equal to the given className.
Instance

FindFirstChild ( string name , bool recursive )

Returns the first child of the `Instance` found with the given name.
Instance

FindFirstAncestorWhichIsA ( string className )

Returns the first ancestor of the `Instance` for whom `Instance/IsA` returns true for the given className.
Instance

FindFirstAncestorOfClass ( string className )

Returns the first ancestor of the `Instance` whose `Instance/ClassName` is equal to the given className.
Instance

FindFirstAncestor ( string name )

Returns the first ancestor of the `Instance` whose `Instance/Name` is equal to the given name.
bool

IsA ( string className )

Returns true if an `Instance`'s class matches or inherits from a given class
Instance

WaitForChild ( string childName , double timeOut )

[CustomLuaState] [CanYield]
Returns the child of the `Instance` with the given name. If the child does not exist, it will yield the current thread until it does.
string

GetFullName ( )

Returns a string showing the `Instance`'s ancestry.
string

GetDebugId ( int scopeLength )

[NotBrowsable]
Returns a coded string of the `Instance`s DebugId used internally by Roblox.
Objects

GetChildren ( )

Returns an array containing all of the `Instance`'s children.
void

Destroy ( )

Sets the `Instance/Parent` property to nil, locks the `Instance/Parent` property, disconnects all connections and calls Destroy on all children.
Instance

Clone ( )

Create a deep copy of a Roblox instance and descendants where `Archivable = true`.
void

ClearAllChildren ( )

This function destroys all of an `Instance`'s children.

Events

Inherited from Instance: Show Hide

RBXScriptSignal

DescendantRemoving ( Instance descendant )

Fires immediately before a descendant of the `Instance` is removed.
RBXScriptSignal

AncestryChanged ( Instance child , Instance parent )

Fires when the `Instance/Parent` property of the object or one of its ancestors is changed.
RBXScriptSignal

ChildAdded ( Instance child )

Fires when an object is parented to this `Instance`.
RBXScriptSignal

ChildRemoved ( Instance child )

Fires when a child is removed from this `Instance`.
RBXScriptSignal

DescendantAdded ( Instance descendant )

Fires when a descendant is added to the `Instance`.
RBXScriptSignal

Changed ( string property )

Fired immediately after a property of an object changes.