Type Index Pages
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-
Instance
- GameSettings
- DebugSettings
- BodyMover
- WeldConstraint
- HttpRbxApiService
- NotificationService
- Translator
- Lighting
- Beam
- GuiService
- UserInputService
- Studio
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- HttpService
- Mouse
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- TestService
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- Chat
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- Feature
- CharacterAppearance
- Constraint
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- JointInstance
- Light
- BasePlayerGui
- AnalyticsService
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- FlyweightService
- Geometry
- LoginService
- InstancePacketCache
- ThirdPartyUserService
- TouchInputService
- RuntimeScriptService
- GuidRegistryService
- PartOperationAsset
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- PhysicsService
- AdService
- TextService
- MarketplaceService
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- Accoutrement
- GamePassService
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- InsertService
- PointsService
- ChangeHistoryService
- ServerScriptService
- JointsService
- LogService
- InputObject
- Toolbar
- LuaSettings
- RenderSettings
- AnimationTrack
- PhysicsSettings
- NetworkSettings
- CFrameValue
- Animation
- Color3Value
- BoolValue
- BrickColorValue
- Vector3Value
- AnimationController
- BindableFunction
- Button
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- LocalizationTable
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- ReflectionMetadataItem
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- PlayerScripts
- Configuration
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- Folder
- TweenService
- Players
- ContextActionService
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- KeyframeSequenceProvider
- VRService
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- Player
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- IntConstrainedValue
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- ForceField
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- ParticleEmitter
- IntValue
- StringValue
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- ClickDetector
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- Selection
- BadgeService
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- CustomEvent
- CustomEventReceiver
- VirtualInputManager
- FunctionalTest
- TweenBase
- SoundEffect
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- ClusterPacketCache
- PVInstance
- FaceInstance
- Controller
- ReflectionMetadataCallbacks
- ReflectionMetadataFunctions
- ReflectionMetadataYieldFunctions
- ReflectionMetadataProperties
- ReflectionMetadata
- AdvancedDragger
- HapticService
- FriendService
- GamepadService
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Color
This item is not replicated across Roblox’s server/client boundary.
The Color property determines the color of a part. If the part has a /BasePart/Material
, this also determines the color used when rendering the material texture. If this property is set, /BasePart/BrickColor
will use the closest BrickColor to the Color3 value.
Other visual properties of a part are determined by /BasePart/Transparency
and /BasePart/Reflectance
.
Code Samples
Character Health Body Color
This code sample colors a player’s entire character based on how much health they have. It generates a color based on their max health, then sets the color properties of objects within their character, removing any extra objects.
-- Paste into a Script within StarterCharacterScripts -- Then play the game, and fiddle with your character's health local char = script.Parent local human = char.Humanoid local colorHealthy = Color3.new(.4, 1, .2) local colorUnhealthy = Color3.new(1, .4, .2) -- Set the color of the humanoid, removing any extra objects local function setColor(color) for _, child in pairs(char:GetChildren()) do if child:IsA("BasePart") then -- Set the color of any parts child.Color = color -- Remove decals while child:FindFirstChildOfClass("Decal") do child:FindFirstChildOfClass("Decal"):Destroy() end elseif child:IsA("Accessory") then -- Set the color of any accessories child.Handle.Color = color local mesh = child.Handle:FindFirstChildOfClass("SpecialMesh") if mesh then mesh.TextureId = "" end elseif child:IsA("Shirt") or child:IsA("Pants") then -- Remove shirt/pant textures child:Destroy() end end end local function update() -- Calculate the percentage health the human has local perc = human.Health / human.MaxHealth -- Create a color by tweening based on the percentage of your healthy -- The color goes from colorHealthy (100%) ----- > colorUnhealthy (0%) local color = Color3.new( colorHealthy.r * perc + colorUnhealthy.r * (1 - perc), colorHealthy.g * perc + colorUnhealthy.g * (1 - perc), colorHealthy.b * perc + colorUnhealthy.b * (1 - perc) ) setColor(color) end update() human.HealthChanged:Connect(update)
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