The BackSurface property determines the type of surface used for the +Z direction of a part. When two parts’ faces are placed next to each other, they may create a joint between them depending on the SurfaceType used on the touching faces. If set to Motor, the
/BasePart/BackSurfaceInput determines how a motor joint should behave.
Most SurfaceTypes render a texture on the part face if the
/BasePart/Material is set to Plastic. Some SurfaceTypes - Hinge, Motor and SteppingMotor - will render a 3D adornment instead. If this property is selected in the Properties window, it will be highlighted in the game world similar to that of a
Show All SurfaceTypes
This code sample shows what each SurfaceType looks like on a part. In addition, it creates a BillboardGui label on the part with a TextLabel that reflects the name of the current SurfaceType.
local part = script.Parent -- Create a billboard gui to display what the current surface type is local bbgui = Instance.new("BillboardGui") bbgui.AlwaysOnTop = true bbgui.Size = UDim2.new(0, 200, 0, 50) bbgui.Adornee = part local tl = Instance.new("TextLabel") tl.Size = UDim2.new(0, 200, 0, 50) tl.BackgroundTransparency = 1 tl.TextStrokeTransparency = 0 tl.TextColor3 = Color3.new(1, 1, 1) -- White tl.Parent = bbgui bbgui.Parent = part local function setAllSurfaces(part, surfaceType) part.TopSurface = surfaceType part.BottomSurface = surfaceType part.LeftSurface = surfaceType part.RightSurface = surfaceType part.FrontSurface = surfaceType part.BackSurface = surfaceType end while true do -- Iterate through the different SurfaceTypes for _, enum in pairs(Enum.SurfaceType:GetEnumItems()) do tl.Text = enum.Name setAllSurfaces(part, enum) wait(1) end end