# WedgePart

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WedgeParts are great for building slopes because of their slanted surface. They can even be rotated onto their slant so that they can be used at an angle to make a triangular ramp. Due to their collision, WedgeParts can be good for quickly rotating bricks to a certain angle within Roblox Studio, making them a quick solution to using scripting methods such as CFrame to perform the same function. WedgeParts can be adjusted to any size a regular brick can so that they can be aligned with the rest of your building work. WedgeParts, when used next to each other at different angles, can also make great curved ramps without the need for CFrame too

## Properties

Inherited from BasePart:

 ``` bool``` ``` CastShadow ``` Determines whether or not a part casts a shadow
 ``` float``` ``` BackParamA ``` Determines the first parameter for the SurfaceType on the Back face of a part (-Z direction)
 ``` int``` ``` CollisionGroupId ``` Describes the automatically-set ID number of a part’s collision group
 ``` float``` ``` BottomParamA ``` Determines the first parameter for the SurfaceType on the Bottom face of a part (-Y direction)
 ``` Vector3``` ``` Position ``` ``` [NotReplicated] ``` Describes the position of the part in the world.
 ``` Vector3``` ``` CenterOfMass ``` ``` [ReadOnly] ``` ``` [NotReplicated] ``` Describes the world position in which a part’s center of mass is located.
 ``` Vector3``` ``` RotVelocity ``` Determines a part’s change in orientation over time
 ``` float``` ``` Reflectance ``` Determines how much a part reflects the skybox.
 ``` bool``` ``` Locked ``` Determines whether a part is selectable in Studio.
 ``` int``` ``` RootPriority ``` The main rule in determining the root part of an assembly
 ``` bool``` ``` Anchored ``` Determines whether a part is immovable by physics
 ``` bool``` ``` Massless ``` Determines whether the part contributes to the total mass or inertia of its rigid body
 ``` float``` ``` LocalTransparencyModifier ``` ``` [Hidden] ``` ``` [NotReplicated] ``` Determines a multiplier for `BasePart/Transparency` that is only visible to the local client
 ``` float``` ``` Transparency ``` Determines how much a part can be seen through (the inverse of part opacity)
 ``` PhysicalProperties``` ``` CustomPhysicalProperties ``` Determines several physical properties of a part
 ``` float``` ``` BackParamB ``` Determines the second parameter for the SurfaceType on the Back face of a part (-Z direction)
 ``` InputType``` ``` BackSurfaceInput ``` Determines the kind of input for the Back face of a part (+Z direction)
 ``` float``` ``` BottomParamB ``` Determines the second parameter for the SurfaceType on the Bottom face of a part (-Y direction)
 ``` float``` ``` FrontParamA ``` Determines the first parameter for the SurfaceType on the Front face of a part (-Z direction)
 ``` float``` ``` FrontParamB ``` Determines the second parameter for the SurfaceType on the Front face of a part (-Z direction)
 ``` float``` ``` LeftParamA ``` Determines the first parameter for the SurfaceType on the Left face of a part (-Z direction)
 ``` float``` ``` LeftParamB ``` Determines the second parameter for the SurfaceType on the Left face of a part (-Z direction)
 ``` float``` ``` RightParamA ``` Determines the first parameter for the SurfaceType on the Right face of a part (-X direction)
 ``` float``` ``` RightParamB ``` Determines the second parameter for the SurfaceType on the Right face of a part (-X direction)
 ``` float``` ``` TopParamA ``` Determines the first parameter for the SurfaceType on the Top face of a part (+Y direction)
 ``` float``` ``` TopParamB ``` Determines the second parameter for the SurfaceType on the Top face of a part (+Y direction)
 ``` Vector3``` ``` Velocity ``` Determines a part’s change in position over time
 ``` InputType``` ``` TopSurfaceInput ``` Determines the kind of input for the Top face of a part (+Y direction)
 ``` SurfaceType``` ``` TopSurface ``` Determines the type of surface for the Top face of a part (+Y direction)
 ``` Vector3``` ``` Size ``` ``` [NotReplicated] ``` Determines the dimensions of a part (length, width, height)
 ``` Vector3``` ``` Rotation ``` ``` [NotReplicated] ``` The rotation of the part in degrees for the three axes.
 ``` InputType``` ``` RightSurfaceInput ``` Determines the kind of input for the Right face of a part (-X direction)
 ``` SurfaceType``` ``` RightSurface ``` Determines the type of surface for the Right face of a part (+X direction)
 ``` Faces``` ``` ResizeableFaces ``` ``` [ReadOnly] ``` ``` [NotReplicated] ``` Describes the faces on which a part may be resized
 ``` int``` ``` ResizeIncrement ``` ``` [ReadOnly] ``` ``` [NotReplicated] ``` Describes the smallest change in size allowable by the Resize method
 ``` float``` ``` ReceiveAge ``` ``` [Hidden] ``` ``` [ReadOnly] ``` ``` [NotReplicated] ``` Time since last recorded physics update
 ``` Vector3``` ``` Orientation ``` ``` [NotReplicated] ``` Describes the position of the part in the world.
 ``` Material``` ``` Material ``` Determines the texture and default physical properties of a part
 ``` InputType``` ``` LeftSurfaceInput ``` Determines the kind of input for the Left face of a part (+X direction)
 ``` SurfaceType``` ``` LeftSurface ``` Determines the type of surface for the Left face of a part (-X direction)
 ``` InputType``` ``` FrontSurfaceInput ``` Determines the kind of input for the Front face of a part (-Z direction)
 ``` SurfaceType``` ``` FrontSurface ``` Determines the type of surface for the Front face of a part (-Z direction)
 ``` Color3``` ``` Color ``` ``` [NotReplicated] ``` Determines the color of a part.
 ``` bool``` ``` CanCollide ``` Determines whether a part may collide with other parts.
 ``` CFrame``` ``` CFrame ``` Determines the position and rotation of a part in the world
 ``` BrickColor``` ``` BrickColor ``` ``` [NotReplicated] ``` Determines the color of a part.
 ``` InputType``` ``` BottomSurfaceInput ``` Determines the kind of input for the Bottom face of a part (-Y direction)
 ``` SurfaceType``` ``` BottomSurface ``` Determines the type of surface for the Bottom face of a part (-Y direction)
 ``` SurfaceType``` ``` BackSurface ``` Determines the type of surface for the Back face of a part (+Z direction)

Inherited from Instance:

 ``` 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 BasePart:

 ``` Instance``` ``` SubtractAsync ( Objects parts , CollisionFidelity collisionfidelity , RenderFidelity renderFidelity ) ``` ``` [Yields] ``` Performs a subtraction Union operation on the calling `BasePart` and the list of parts passed in as the first parameter
 ``` Instance``` ``` UnionAsync ( Objects parts , CollisionFidelity collisionfidelity , RenderFidelity renderFidelity ) ``` ``` [Yields] ``` Performs a Union operation on the calling `BasePart` and the list of parts passed in as the first parameter
 ``` Objects``` ``` GetJoints ( ) ``` Return all Joints or Constraints that is connected to this Part.
 ``` bool``` ``` IsGrounded ( ) ``` Returns true if the object is connected to a part that will hold it in place (eg an `BasePart/Anchored` part), otherwise returns false.
 ``` bool``` ``` CanCollideWith ( Instance part ) ``` Returns whether the parts can collide with each other.
 ``` void``` ``` SetNetworkOwnershipAuto ( ) ``` Lets the game engine dynamically decide who will handle the part’s physics (one of the clients or the server).
 ``` Instance``` ``` GetNetworkOwner ( ) ``` Returns the current player who is the network owner of this part, or nil in case of the server.
 ``` bool``` ``` GetNetworkOwnershipAuto ( ) ``` Returns true if the game engine automatically decides the network owner for this part.
 ``` void``` ``` BreakJoints ( ) ``` Breaks any surface connection with any adjacent part, including `Weld` and other `JointInstance`.
 ``` Objects``` ``` GetConnectedParts ( bool recursive ) ``` Returns a table of parts connected to the the object by any kind of rigid joint.
 ``` bool``` ``` Resize ( NormalId normalId , int deltaAmount ) ``` Changes the size of an object just like using the Studio resize tool.
 ``` void``` ``` MakeJoints ( ) ``` Creates a joint on any side of the object that has a surface ID that can make a joint.
 ``` float``` ``` GetMass ( ) ``` ``` [CustomLuaState] ``` Returns the part’s mass based on the part’s material and size
 ``` Tuple``` ``` CanSetNetworkOwnership ( ) ``` Checks whether you can set a `BasePart|part's` network ownership
 ``` Objects``` ``` GetTouchingParts ( ) ``` Returns a table of all CanCollide true parts that intersect with this part.
 ``` void``` ``` SetNetworkOwner ( Instance playerInstance ) ``` Sets the given player as network owner for this and all connected parts
 ``` Instance``` ``` GetRootPart ( ) ``` Returns the base part of an assembly of parts.

Inherited from Instance:

 ``` Instance``` ``` FindFirstChild ( string name , bool recursive ) ``` Returns the first child of the `Instance` found with the given name.
 ``` Array``` ``` GetDescendants ( ) ``` ``` [CustomLuaState] ``` Returns an array containing all of the descendants of the instance
 ``` 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.
 ``` 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.
 ``` 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 `Instance`s 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

Inherited from BasePart:

 ``` RBXScriptSignal``` ``` TouchEnded ( Instance otherPart ) ``` Fired when a part stops touching another part.
 ``` RBXScriptSignal``` ``` Touched ( Instance otherPart ) ``` Fired when a part comes in contact with another part

Inherited from Instance:

 ``` 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.