The Developer Hub is now deprecated and information on this page may no longer be accurate. Instead, you should go to our new and improved documentation. You can also learn more about the future of documentation.
Collapse Sidebar


IsRegion3EmptyWithIgnoreList returns a bool indicating whether there are no BaseParts within in the given DataType/Region3, ignoring any BaseParts that are descendants of the objects within the given ignore list.

For example, the following code snippet will check to see if the Region is empty, ignoring the descendants of a Model named ‘Scenery’.

local region3 = Region3.new(Vector3.new(0, 0, 0), Vector3.new(10, 10, 10))
local scenery = workspace:FindFirstChild("Scenery")
local ignoreList = {scenery}
local isEmpty = workspace:IsRegion3EmptyWithIgnoreList(region3, ignoreList)

This function only returns if a region is empty or not. Developers looking to find BaseParts in a region should use Workspace/FindPartsInRegion3WithIgnoreList.

This function is a variant of Workspace/IsRegion3Empty with the addition of an ignore list. In cases where a white list is required instead, developers should check to see if any parts are returned by Workspace/FindPartsinRegion3WithWhitelist.

How do Region3 checks work?

Checking if a part overlaps a DataType/Region3 is not a simple process. It actually is time consuming and complicated. Instead it checks if parts are roughly in the same area. When this function is called, it figures out which voxels contain the DataType/Region3. It then figures out which parts might be in those voxels. It does this by comparing the axis-aligned bounding box (sometimes called the AABB) of the part with the voxels. The axis-aligned bounding box can be seen in Roblox Studio when a part is selected.

This means that the area that is inspected by the function may be larger than the DataType/Region3. For this reason it is recommended to make sure that the DataType/Region3 is on the voxel grid. The best way to do this is by setting the coordinates of the DataType/Region3 to multiples of 4 (since voxels are 4 x 4 x 4 studs).

This method is a fairly quick and easy way to see if any parts are in a general area. If a game needs to know if parts are exactly in an area, then BasePart/GetTouchingParts should be used. There is a higher cost to using BasePart/GetTouchingParts since a part is needed in the Workspace and the function takes more time to run.


  • If a nil value is given in the ignore list, instances after this value will not be ignored


Name Type Default Description

The DataType/Region3 to be checked.

An array of objects to be ignored.


Return Type Summary

True if the DataType/Region3 is empty.