World
Inherits: GameSystem
World is a game system that defines global properties of the game world.
Properties
The current active camera in the game world.
The gravity strength in the game world.
When enabled, only instances near each player are streamed over the network. Reduces memory and improves performance for large worlds.
The radius of the priority zone sent before WorldReady fires. Everything within this radius is guaranteed to be present before the player can move.
The radius within which instances are streamed to each player.
The height below which objects are destroyed when they fall.
Functions
Properties
Whether this Instance or any of its descendants should be included when saving or copying via Clone()
The unique identifier for this Instance.
The name of this Instance.
The parent of this Instance in the hierarchy.
The sort index of this Instance among its siblings. If this Instance has no parent, this value is ignored.
Functions
Re-attaches an existing component ref (used by detach-undo to preserve identity).
Creates a deep clone of this Instance and all its descendants.
Removes this Instance, and all its descendants, from the DataModel, and locks its parent property.
Schedules this Instance to be destroyed after the specified delay in seconds. This function will error if called multiple times.
Detaches a specific component by reference. Use this to remove a broken component, which has no live file to identify it by.
Returns an array of the children of this Instance.
Returns the path of the script component at , or an empty string if the script file no longer exists.
Determines if this Instance is a descendant of the specified ancestor Instance.