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The Touched event fires when a part comes in contact with another part. For instance, if PartA bumps into PartB, then PartA.Touched fires with PartB, and PartB fires with PartA.

This event only fires as a result of physics movement, so it will not fire if the CFrame property was changed such that the part overlaps another part. This also means that at least one of the parts involved must not be /BasePart/Anchored at the time of the collision.

Many types of parts are removed or destroyed as soon as they hit another part. This means that it is possible for the other part’s /Instance/Parent to be nil. Be sure to check that otherPart.Parent is not nil before using it, such as calling /Instance/FindFirstChild.


Name Type Default Description

The other part that came in contact with the given part.

Code Samples

Model Touched

This code sample demonstrates how to connect the Touched event of multiple parts in a Model to one function.

local model = script.Parent

local function onModelTouched(part)
	-- Filter any instances of the model coming in contact with itself
	if part:IsDescendantOf(model) then return end
	print(model:GetFullName() .. " was touched by " .. part:GetFullName())

for _, child in pairs(model:GetChildren()) do
	if child:IsA("BasePart") then

Touching Parts Count

This code sample creates a BillboardGui on a part that displays the number of parts presently touching it.

local part = script.Parent

-- Create a BillboardGui
local bbgui = Instance.new("BillboardGui", part)
bbgui.Size = UDim2.new(0, 200, 0, 50)
bbgui.Adornee = part
bbgui.AlwaysOnTop = true
local tl = Instance.new("TextLabel", bbgui)
tl.Size = UDim2.new(1, 0, 1, 0)
tl.BackgroundTransparency = 1

local numTouchingParts = 0

local function onTouch(part)
	print("Touch started: " .. part.Name)
	numTouchingParts = numTouchingParts + 1
	tl.Text = numTouchingParts

local function onTouchEnded(part)
	print("Touch ended: " .. part.Name)
	numTouchingParts = numTouchingParts - 1
	tl.Text = numTouchingParts


Touch Blink

This code sample causes a part to blink its Reflectance and a PointLight every time it is touched. It uses a pattern that prevents multiple concurrent function calls from fighting with each other.

local part = script.Parent

-- Add a light
local pointLight = Instance.new("PointLight", part)
pointLight.Brightness = 0
pointLight.Range = 12

local touchNo = 0
local function blink()
	-- Advance touchNo to tell other blink() calls to stop early
	touchNo = touchNo + 1
	-- Save touchNo locally so we can tell when it changes globally
	local myTouchNo = touchNo
	for i = 1, 0, -.1 do
		-- Stop early if another blink started
		if touchNo ~= myTouchNo then break end
		-- Update the blink animation
		part.Reflectance = i
		pointLight.Brightness = i * 2