A type of
BasePart that a player character can ‘sit’ in. When a character touches an enabled Seat object, it will be attached to the part by a
Weld and the default character scripts will play a sitting animation.
How do Seats work?
When a model containing a
Humanoid and a
BasePart called ‘HumanoidRootPart’ (generally a player character) touches a seat, a
Weld is created between the seat and the part. The
JointInstance/C1|C1 properties are configured so that the character is welded 2 studs above the seat. This weld is named ‘SeatWeld’ and parented to the seat.
When sitting the
Seat/Occupant property is set to the
Humanoid that is ‘sitting’ in the seat. Furthermore the
Humanoid/SeatPart property of the humanoid is set to the seat.
A character can also be forced to sit in a seat using the
There are two ways for a character to get out of a seat. When a player jumps, they are removed from the seat. However this can also be done manually by destroying the seat weld, for example:
Note seats have a cooldown (currently 3 seconds) that is on a per-character per-seat basis. This means once a character has gotten out of a seat they cannot sit back on the same seat for 3 seconds. This cooldown behavior may change and should not be relied upon by developers.
What can Seats be used for?
Seats have a diverse range of uses, ranging from the obvious to the more unconventional.
- Creating chairs or benches without the need for any programming
- Allowing characters to ‘sit’ in moving objects such as vehicles without getting flung around
- Creating interfaces that are controlled by the character in the seat using the
Whether or not the seat is usable. If set to true, the seat will act as a normal part.
The humanoid that is sitting in the seat
Forces the character with the specified Humanoid to sit in the Seat.