| title | Properties window |
|---|---|
| description | The Properties window lets you adjust properties of a selected object to change how it looks and behaves. |
The Properties window, accessible from Studio's Window menu or Home tab toolbar, allows you to adjust certain properties of a selected object to change how the object looks and behaves. Additionally, you can manage tags and configure instance attributes at the bottom of the window.
When you select an object, the window's header bar changes to reflect the object's class and name, and its properties are divided into sections. For example, a Class.MeshPart includes sections like Appearance and Transform which respectively allow you to change its appearance and transform its Class.BasePart.Size|Size, Class.BasePart.CFrame|CFrame, and origin.
Some properties are collapsed by default, but you can expand them by clicking the small arrow next to its name. For instance, Class.BasePart|BaseParts contain a Class.BasePart.Position|Position property which represents an X, Y, Z coordinate in the 3D world. In Studio, these coordinates can be entered in two ways:
You can filter properties by typing a search query into the Filter Properties input near the top of the window. For example, filtering by the letters "velo" finds all properties containing them, such as AssemblyLinearVelocity and AssemblyAngularVelocity. Quickly access this input by pressing CtrlShiftP (Windows) or ⌘ShiftP (Mac).
The Tags section allows you to apply specific tags for use with Class.CollectionService. Tags are sets of strings applied to instances that replicate from the server to the client. They are also serialized when places are saved.
To add tags to an instance through the Properties window:
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Select the instance, scroll to the Tags section, and click the + button.
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In the popup window, enter a new tag name or select a tag you've already created for any other instance from the list below the input field. The tag will appear within the Tags section.
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If necessary, you can remove an existing tag by clicking the × icon.
Attributes allow you to customize instances with your own data. They are similar to built-in object properties, but you can create and modify your own attributes for any instance. Key features include:
- Attributes can be created, edited, and deleted directly within Studio or through scripting (see properties and attributes for script commands to create, set, get, and delete attributes).
- Attributes and their values are saved with your place and assets.
- Value changes can be viewed in real time and are replicated so that clients can access them immediately.
You can store the following types/values in attributes:
- [string](../luau/strings.md)
- [boolean](../luau/booleans.md)
- [number](../luau/numbers.md)
- `Datatype.UDim`
- `Datatype.UDim2`
- `Datatype.BrickColor`
- `Datatype.Color3`
- `Datatype.Vector2`
- `Datatype.Vector3`
- `Datatype.CFrame`
- `Datatype.NumberSequence`
- `Datatype.ColorSequence`
- `Datatype.NumberRange`
- `Datatype.Rect`
- `Datatype.Font`
New attributes can be created and modified in Studio as follows:
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Select the instance, scroll to the Attributes section, and click the + button.
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In the popup window, enter the attribute Name, select its Type, and click Save.
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The new attribute will appear with a default value that you can change just like any other property.
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If necessary, you can rename or delete an attribute by clicking the gear icon.
The configurable defaults feature allows you to save properties from a selected Class.Instance as the new default for that type, reset them as needed, and share them from a local file if desired. Use cases include:
- A default
Class.MeshPartinstance whereClass.BasePart.Anchored|Anchoredistrue, so that every newClass.MeshPartinserted into the 3D workspace is anchored. - A set of default mechanical constraints with physical behaviors that match the type of mechanisms you're currently building, such as massive vehicles vs. smaller machines with less mass.
- A set of default light sources (
Class.PointLight,Class.SpotLight,Class.SurfaceLight), each withClass.Light.Brightness|Brightnessthat suits the environment you're designing.
To set a specific instance as the default:
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Select the instance in the 3D viewport or Explorer hierarchy.
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From Studio's main Edit menu, select Save as Default [Instance]. A toast notification will indicate that the default has been updated, and newly inserted instances of that type will match the default properties.
Instance defaults are saved **locally** on each machine to a `DefaultInstances.rbxm` file, not to your Roblox or group account. The location of this directory can be changed in Studio's settings (AltS or ⌥S) under the **Studio** tab ⟩ **Instance Defaults Dir**.
To reset a configurable default instance:
- Select any instance of that type in the 3D viewport or Explorer hierarchy.
- From Studio's main Edit menu, select Reset Default [Instance]. Existing instances of that type will retain their properties, but newly inserted instances will use Studio's default properties.
- The positional instance properties
Class.BasePart.Position,Class.BasePart.CFrame,Class.PVInstance.Origin, andClass.Model.WorldPivotare not affected by default properties, but rather are overridden by Studio insertion rules and workflows. However,Class.GuiObject.Positionand positional properties forClass.Attachment|Attachments(Class.Attachment.Position|Position,Class.Attachment.WorldCFrame|WorldCFrame,Class.Attachment.WorldPosition|WorldPosition) are stored/maintained in configured defaults of those instance types. - Studio's Group as Model (CtrlG or ⌘G) and Group as Folder (CtrlAltG or ⌘⌥G) actions do not use the instance defaults for
Class.ModelorClass.Folder, respectively.




