Character
Character-related APIs. To use these, you must first have a reference to a character, such as the local player's character. Example:
local character = Players.Local()
local localChar = playerClient:GetCharacter()
Player Class Hierarchy
The diagram shows the inheritance hierarchy of player-related classes. To navigate between classes:
- Get a
PlayerClient
usingPlayers.Local()
- Get the
NetPlayer
from aPlayerClient
using:GetNetPlayer()
- Get the
Player
from aNetPlayer
using:GetGamePlayer()
- Get the
Character
from aPlayer
using:GetCharacter()
Class Instance Methods
Inherited Methods
From GameObject:
GameObject:GetPosition(): vec3
Returns the position of the game object.
GameObject:GetRotation(): quat
Returns the rotation of the game object.
GameObject:GetEulerRotation(): vec3
Returns the euler rotation of the game object.
From Damageable:
Damageable:GetHP(): number
Returns the health of the damageable.
Class Methods
Character:SetPosition(pos: vec3)
Sets the Character's position in the world. Do not use this to teleport the local character; use Local.Teleport(pos) instead.
Character:SetLinearVelocity(velocity: vec3)
Sets the Character's linear velocity.
Character:GoRagdoll()
Forces the Character into the ragdoll state.
Character:IsRagdolling(): boolean
Returns true if the Character is currently ragdolling, false otherwise.
Character:IsGettingUpFromRagdoll(): boolean
Returns true if the Character is currently getting up from ragdoll, false otherwise.
Character:UsingParachute(): boolean
Returns true if the Character is using a parachute, false otherwise.
Character:UsingWingsuit(): boolean
Returns true if the Character is using a wingsuit, false otherwise.
Character:GetPlayer(): Player
Returns the Player associated with this Character.
Character:GetBonePosition(bone: Bone): vec3
Gets the world position of a specific bone on a character.
Character:SetGhostMode(enabled: bool)
Enables or disables ghost mode. When ghost mode is enabled, all collisions will be disabled for the character, allowing them to pass through entities, objects, and terrain.
Character:SetCloaked(enabled: bool)
Enables or disables cloaked mode. When cloaked mode is enabled, the character will become mostly invisible with a shine on them.
Character:SetOpacity(opacity: number)
Sets the opacity of the character. Takes a value from 0-1 where 0 means invisible and 1 means fully opaque.