So today you're going to continue looking at the parts properties in the properties tab.
And we're going to start today by looking at locked which is a property in the data section.
So make sure you have the properties section open.
Remember you can find that in the view section just on the left over here.
And make sure you also have your objects selected by just left clicking on it or by clicking on it in
the explorer.
So we've looked at the appearance section.
So I'm just going to close those properties off.
And today we're going to be looking at the data section.
The first property called Archivable.
We are going to skip out for now.
Um we're going to start by looking at the class name.
Now the class name describes what object, um, this is.
So this is a part.
So the class name tells you um, it's a part.
Okay.
Um, if you add a different object into the game, which you will see later on, it will have a different
class name.
The reason why this is grayed out is because we can't actually change it.
Because if you were changing the class name, you're basically changing this object into a different
object, which doesn't really make any sense.
So it's grayed out and can only be looked at or used in coding.
On to the one that I said we were going to start off with, which was locked.
Now, locked is quite a cool one.
If you select locked to be on, um, you can't select the object, um, on your screen here.
Now, um, the only way to select it would be to go into explorer and left click on where the part is
in the explorer, but still, um, all that way you can move it.
Um, but if you try, um, in here.
Um.
You.
It's probably unlocked.
Yeah.
Because it locked was turned by.
Yeah.
So by going in there and moving it I turned locked off.
But now it's on.
I can't do anything again.
Now, the reason why you might want to have a locked on is say you have finished creating a building.
Um, and you don't want to look at it anymore, and you don't want to look at it anymore.
You want to focus on a different section of your game?
Well, if you turn locked on, you can be sure that you won't be making any changes by accident and
things won't be moved around, just be kept in the way they are.
So it can be useful, but at the same time, just make sure you remember that you have locked on.
Because if you do want to try, and if you do want to make some changes to it later on, it can be a
bit more difficult, especially if you don't know that locked is on.
So it's a good property.
But just remember that you've got it on and then we come on to name.
Now name is a really, really useful property which a lot of people don't use.
Okay.
Now, um, we currently have one part in our game which has the default name of part.
Okay.
Um, in, you know, the games, you see hit games you see on Roblox, they all have thousands of these
parts.
Now think what would happen if we named all of them parts by default?
Um, well, it'd be very difficult to figure out which ones, which, you know, if you locked the part
and you were trying to find it in the explorer to unlock it, you're going to have no idea what part
is which.
Which is why I always recommend naming your parts.
Okay.
It's not as important if you're just testing things around like we are now, but if you're actually
creating a game, it's very important.
Um.
So make sure you take advantage of that property to change the name.
Or you have to do is click on where it says part, which is what it would say by default.
Press backspace to get rid of part and type in your own name.
So I might call this test part for example.
Once I'm done with my name, just press enter and it will then change it to test part.
As you can see now if we look in the explorer it's now called test part.
If we add in another part into our game by doing it here, this is called part.
So now we can tell just by looking in the explorer which one represents the test part and which one
represents this part here.
Cool.
Um.
Let's turn locked on.
Off.
Sorry.
Um, cool.
Now, the last one we're going to look at for this lesson is the parent.
Now, parent, um, is a very, very useful property, especially when it comes to scripting.
So when it comes to coding.
Um, but it's still very useful when you're just learning the basics as well.
Now the parent is the object which this is inside of.
Um, in this case it is inside of the workspace because, um, when you close the workspace by pressing
this arrow, you can no longer see the object.
And you can also tell because it is shifted slightly to the right.
Van, the workspaces.
And that's how you can tell that is a parent that if the workspace is its parent, if we open up baseplate,
for example, it has something inside it called a texture.
You don't need to know what a texture is.
We're only using it for an example.
Now the texture is shifted slightly to the right of the base plate and it's inside of it, which means
the textures parent is the base plate.
We can see here parent base plate.
However, its parent is not the workspace because while it is inside it, it's shifted to to the right.
Not one to the right.
So the workspace is almost its grandparent, if you'd like.
It's its parent.
If its its its its parent.
Parents parent.
Um, but it is not its parent.
Okay.
Its its parents parent.
Sounds confusing, but hopefully you understand what I'm saying there.
Um, now, the reason why it's important to know what its parent is is basically because, um, if you
make changes to something's parent, it could change the objects inside it.
Um, which we'll look at in a few lessons time when we start grouping objects together, how that kind
of works.
Um, but some of its properties do get changed based on what parent it is.
So parent is a very important property to know.
Um, and it works the other way around as well.
So if the test part has a parent called workspace, then the workspace has a child called test part.
Okay.
It also has other children called camera terrain spawn location and base plate.
Okay.
So it's best to think of it as like a family tree.
Okay.
But sideways, as you go more to the left, you go up the family tree.
So the family tree starts here in the texture.
Its parent is the base plate, which is a child of the workspace.
Okay.
Understanding parents and children can be a little bit tricky.
So hopefully you do get that.
But don't worry if it takes you a little bit longer to understand that as it is something that people
find a little bit tricky.
Um, there are two other properties in the data section, but we're not going to go over them.
One because they're grayed out and two, they're not really needed.
Um, right now.
So that will be it for the properties for this lesson.
So we'll close off that section.
And next lesson we'll be looking at the transform properties.