[ Axes
' Axes.new (...)
#X {bool}
#Y {bool}
#Z {bool}
]
[ BrickColor
' BrickColor.Black
' BrickColor.Blue
' BrickColor.DarkGray
' BrickColor.Gray
' BrickColor.Green
' BrickColor.Random
' BrickColor.Red
' BrickColor.White
' BrickColor.Yellow
' BrickColor.new
' BrickColor.new (number)
' BrickColor.new (string)
' BrickColor.new (Color3)
' BrickColor.new (number = 0, number = 0, number = 0)
' BrickColor.palette (number)
#Color {Color3}
#Name {string}
#Number {number}
#b {number}
#g {number}
#r {number}
]
[ CFrame
' CFrame.Angles (number, number, number)
' CFrame.fromAxisAngle (Vector3, number)
' CFrame.fromEulerAnglesXYZ (number, number, number)
' CFrame.new
' CFrame.new (Vector3)
' CFrame.new (Vector3, Vector3)
' CFrame.new (number, number, number)
' CFrame.new (number, number, number, number, number, number, number)
' CFrame.new (number, number, number, number, number, number, number, number, number, number, number, number)
$components {Tuple}
$inverse {CFrame}
$pointToObjectSpace (Vector3) {Vector3}
$pointToWorldSpace (Vector3) {Vector3}
$toEulerAnglesXYZ {Tuple}
$toObjectSpace (CFrame) {CFrame}
$toWorldSpace (CFrame) {CFrame}
$vectorToObjectSpace (Vector3) {Vector3}
$vectorToWorldSpace (Vector3) {Vector3}
#lookVector {Vector3}
#p {Vector3}
#x {number}
#y {number}
#z {number}
]
[ Color3
' Color3.new (number = 0, number = 0, number = 0)
#b {number}
#g {number}
#r {number}
]
[ Faces
' Faces.new (...)
#Back {bool}
#Bottom {bool}
#Front {bool}
#Left {bool}
#Right {bool}
#Top {bool}
]
[ RBXScriptConnection
$disconnect
#connected {bool}
]
[ RBXScriptSignal
$connect (function) {RBXScriptConnection}
$connectFirst (function) {RBXScriptConnection}
$connectLast (function) {RBXScriptConnection}
~$disconnect
$wait {float, float}
]
[ Ray
' Ray.new (Vector3 = [0,0,0], Vector3 = [0,0,0])
$ClosestPoint (Vector3) {Vector3}
$Distance (Vector3) {number}
#Direction {Vector3}
#Origin {Vector3}
#Unit {Ray}
]
[ Region3
' Region3.new (Vector3 = [0,0,0], Vector3 = [0,0,0])
#CFrame {CFrame}
#Size {Vector3}
]
[ UDim
' UDim.new (number = 0, number = 0)
#Offset {number}
#Scale {number}
]
[ UDim2
' UDim2.new(number = 0, number = 0, number = 0, number = 0)
#X {UDim}
#Y {UDim}
]
[ Vector2
' Vector2.new (number = 0, number = 0)
#magnitude {number}
#unit {Vector2}
#x {number}
#y {number}
]
[ Vector3
' Vector3.new (number = 0, number = 0, number = 0)
' Vector3.FromNormalId (NormalId)
' Vector3.FromAxis (Axis)
$Cross (Vector3) {Vector3}
$Dot (Vector3) {number}
$Lerp (Vector3, number) {Vector3}
#magnitude {number}
#unit {Vector3}
#x {number}
#y {number}
#z {number}
]