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BodyPosition

Show deprecated

BodyPosition

Show deprecated

The BodyPosition obejct applies a force on a BasePart such that it will maintain a constant position in the world. The BodyPosition/Position|Position property, not to be confused with BasePart/Position, controls the target world position. This is the translational counterpart to a BodyGyro. If you need further control on a force applied to an object, consider using a BodyForce or BodyThrust instead.

The strength of the force applied by this object is controlled by several factors, namely the distance to the goal position: the force is stronger when farther away from the goal. This is amplified by BodyPosition/P|P (power). The present velocity will also dampen the force applied by this object, and this is amplified by BodyPosition/D|D (dampening). The resulting force is then capped by BodyPosition/MaxForce|MaxForce. Note the force applied on the part to achieve the goal position may vary on a per-axis basis.

Troubleshooting

  • If an assembly with a BodyPosition isn’t moving, it is likely the BodyPosition/MaxForce|MaxForce is too low. Also check for any BasePart/Anchored|Anchored parts within the assembly or in the way of the assembly.

  • If an assembly with a BodyPosition is moving horizontally but not vertically, it is likely the BodyPosition/MaxForce|MaxForce is strong enough to overcome friction but not gravity. Consider raising the Y component of BodyPosition/MaxForce|MaxForce in order to get the object off the ground.

  • If an assembly with a BodyPosition is overshooting the goal position and rubber banding back, it is likely that the BodyPosition/D|D (dampening) is too low. Alternatively, the BodyPosition/MaxForce|MaxForce and/or BodyPosition/P|P may be too high.

Properties

float

D

Determines the amount of dampening to use in reaching the goal BodyPostion/Position|Position

Vector3

MaxForce

Determines the limit on how much force that may be applied to each axis

float

P

Determines how aggressive of a force is applied in reaching the goal position

Vector3

Position

Determines the goal position towards which force will be applied

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

Vector3

GetLastForce ( )

Returns the last force in the object.

Inherited from Instance: Show Hide

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

FindFirstChild ( string name , bool recursive )

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

RBXScriptSignal

GetPropertyChangedSignal ( string property )

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

string

GetFullName ( )

Returns a string describing the Instance's ancestry.

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

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

GetDebugId ( int scopeLength )

[NotBrowsable]

Returns a coded string of the Instances DebugId used internally by Roblox.

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

RBXScriptSignal

ReachedTarget ( )

Fired when the Parent of the BodyPosition reaches the desired BodyPosition/Position (within .1 studs). Once this event fires it will not fire again until BodyPosition/Position is updated.

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.