I am trying to write a script that unanchors all models in my game. Here is my current code:
for _,unanchor in pairs(game.Workspace:GetChildren()) do
if unanchor:IsA("Model") then
unanchor.Anchored = false
end
end
I am trying to write a script that unanchors all models in my game. Here is my current code:
for _,unanchor in pairs(game.Workspace:GetChildren()) do
if unanchor:IsA("Model") then
unanchor.Anchored = false
end
end
You cant anchor a model so we would go through all its children instead
for _,unanchor in pairs(game.Workspace:GetChildren()) do
if unanchor:IsA("Model") then
for e, r in pairs(unanchor:GetChildren()) do --goes through the models children
if r:IsA("BasePart") then --checks if its a part
wait()
r.Anchored = false --unanchors it it
end
end
end
end
I believe you're not able to unanchor or anchor models, only parts, and for such you would have to get the children of the models to unanchor each part inside it. For that, you would simply need to use GetDescendants() instead of GetChildren() !
for _,unanchor in pairs(workspace:GetDescendants()) do
if unanchor:IsA("BasePart") then --checks if child is a type of part
unanchor.Anchored = false --unanchors it
end
wait(1)
end
Tips : You can use workspace instead of game.Workspace, it's easier. I would also advise keeping the wait(), since it keeps your game from crashing or having insane lag spikes if the part count is high. And remember this will unanchor EVERYTHING! , it doesn't check if the part is the Baseplate, or if its locked or anything! for that you would need to check either it's name or locked property!
Hope this helps!
Alternatively, if you want to unanchor every model in the workspace, not every part:
for _, child in pairs(game.Workspace:GetChildren())do
if child:IsA("Model") then
for _, desc in pairs(child:GetDescendants())do
if desc:IsA("BasePart") or desc:IsA("Union operation") then
desc.Anchored = false
end
end
end
end
This discussion is preserved as it was. New answers, comments, and votes are closed.
1 comment
I dont think you can unanchor the models. If you wanted to unanchor everything in the game you would have to loop through all the children of the models as well