The Size property determines the dimensions of a part. The individual dimensions can go as low as 0.05 and as high as 2048 (or 2^11). The size of the part is used in determining its mass, which is given by
/BasePart/Shape of a part can apply some restrictions on Size - namely, a Ball must have the same 3 dimensions. A part’s Size is used by a variety of other objects:
/ParticleEmitteruses Size to determine the area from which particles are spawned.
/BlockMeshuses Size to partially determine the rendered rectangular prism.
/SpecialMeshuses Size for some certain
/SpecialMesh/MeshTypes to determine the size of the rendered mesh.
/SurfaceLightuses Size to determine the space to illuminate.
This code sample constructs a pyramid by stacking parts that get progressively smaller. It also colors the parts so they blend between a start color and end color.
-- Configuration of the tower local pos = Vector3.new(50, 50, 50) local towerBaseSize = 30 -- Decide on two colors that are different in hue local hue = math.random() local color0 = Color3.fromHSV(hue, 1, 1) local color1 = Color3.fromHSV((hue + .35) % 1, 1, 1) -- Create a model to hold tower parts local model = Instance.new("Model") model.Name = "Tower" for i = towerBaseSize, 1, -2 do -- Create a part local part = Instance.new("Part") part.Parent = model part.Size = Vector3.new(i, 2, i) part.Position = pos part.Anchored = true -- Tween from color0 and color1 local perc = i / towerBaseSize part.Color = Color3.new( color0.r * perc + color1.r * (1 - perc), color0.g * perc + color1.g * (1 - perc), color0.b * perc + color1.b * (1 - perc) ) -- Move up pos = pos + Vector3.new(0, part.Size.Y, 0) end model.Parent = workspace