Okay, so in today's lesson we are going to finish off looking at the properties section.
Okay.
So let's select our object.
And in the properties section we are going to be going through the collision and the part sections.
So the first property is called can collide.
And this basically controls if the player can collide with this part or not.
So if it's on it means if they try to walk into this part they won't be able to get they'll get stopped
here.
Okay.
If it's off, it means they can walk straight right through.
Okay.
Um, in one or a few lessons time, we will be looking at how you play the game.
So we'll be able to test things like that out.
Can query can touch and collision group.
We're all going to skip out for now.
Um those they don't we just really don't need to know them just yet.
Um, so ignore them for now.
Okay.
On to the part section.
Anchored is the first property and anchored is a super, super important property.
It basically determines whether the part is affected by gravity or not.
So if it's suspended up in the air, does it fall straight down?
So if I position this part up here, for example, if anchored is off when I play the game, it will
have fallen down and just be on the floor down here.
If anchor is on, it will stay in place.
So for majority of your objects anchored will be on buildings and stuff, you probably don't want them
to be moved in your game.
Some objects, however, things like cars, um, or other things like a door for example.
Anchor should probably be off because you want them to be movable.
Okay, but most you probably want that to be on.
Okay.
Um, now, quite a few to skip here.
Center of mass, current physical position.
Um, custom physical properties, mass and mass loss and root priority.
We're all going to skip out.
Reason is just because they're not needed to know just yet.
Okay.
Don't worry, we will cover them eventually.
Um, just later on in the course.
Which brings us to our final property called shape.
Now, shape is something I haven't mentioned yet about parts, but not all of them are just, um, square
like like this one.
Um, if we click on this and click on the little arrow, it's a little list.
And here we have a bunch of different shapes which the part can contain.
It can be a ball like this here.
It can be a block which we've already looked at a wedge which looks like this.
A corner wedge which looks like this.
And a cylinder which looks like this.
So those shapes can be really good when you're making any kind of buildings and things like that.
Because instead of trying to make a wedge from block parts, which I've tried, it's very difficult
to do.
You can just change the shape of it, which is much easier, much better to use.
And there are also a couple other shapes for the part which aren't actually listed here.
If we go to the insert section, the part actually has a little arrow here.
If we click on the arrow it gives you the options.
Now actually yeah these options are all the same.
Um, but if you wanted to, if you're, if you're using this method to add a part into the game, you
can also add in any of these other types over here.
But if we go to the workspace hover over it and click the plus icon and search up part.
You'll notice that a couple others come up which you haven't looked at, which is mesh part and truss
part.
Let's add in mesh part.
And let's also add in a truss part.
Um, now first off mesh parts um, basically allows you to add in a mesh into your game.
Now meshes and all that kind of stuff are a topic for later on, but simply explained, it allows you
to add objects in which were not made in Roblox studio.
They are made in other software which is a bit more advanced.
So we're not really interested in mesh parts for now.
So we're going to delete them.
You don't use them for building and basics like that.
You'd use any other parts.
And the truss part is here and it has the same kind of properties.
If we open all these up same kind of properties as of a normal parts.
But the difference is when multiple are stacked together.
For example, if I turn collisions on and duplicate this by using my shortcut, they just stack on top
of each other like that.
You might recognize it from some Roblox games.
You can climb up this with your character, which is quite cool.
Okay, so just some other types of parts which haven't been mentioned just yet.
So we come to the end of the properties tab.
Took a while, but now we know a lot of the properties.
Now there are lots and lots hundreds of different objects that exist in Roblox studio.
However, the reason why I spent so long looking at the properties of the parts specifically is because
a lot of these properties you will find in other objects.
So once we look at some other objects which we will be doing in a couple of lessons time, you will
notice some of these properties will be repeated.
So you should hopefully know what they already do and how to change them already.
Of course, you'll be always also introduced to some new properties.
Um, but ones like name and workspace, they exist for everything.
Um, anything physical.
There's going to be a size and a position and orientation and stuff like that.
So, um, we spent quite a lot of time looking at them, but I promise you, a lot of those will be
very useful, not just for the parts, um, but also for any other objects that you add in.
Um, so we are going to finish off there for today's lesson, and I would really recommend you have
a try out at those properties.
Okay.
Get comfortable with them.
And honestly just try some things out okay.
Um, experimenting is a really good way to learn, and I'd really recommend that you experiment a bit
with the stuff I've taught you in the last few lessons.
There's quite a lot of stuff there and you don't want to forget, um, a lot of it when you need it
later on in the course.
So have a play around with that.
And the next lesson we are going to still be still looking at parts, but in a bit of a different way,
we're going to be looking at how to group objects and parts together.
So make sure you have a play around with that and join me and we'll continue on in the next lesson.