All right.
So in this video, I just want to take a deeper dive into parts so you can check out all the other properties
parts have that you can use and manipulate.
So I'll just make a part here my game.
And as you can tell, we have loads of properties we can manipulate here.
Now, you obviously know we can change the color of a part to whatever we want.
Like maybe a nice blue.
Or you can select the color from bright color here to one of the predefined colors that robots has.
Of course, there's this other property here called Cash Shadow.
And this basically tells the game whether or not you want this part to have a shadow casted from it.
So if I move my part up here, you see, it's got a shadow.
But if I turn it off, the shadow is gone.
We can also change the material, of course.
Maybe I want to stand part.
And then here for material variant, it allows you to change the material to a different variant of
a material using material service.
We'll go over this later when we learn more about the material service.
Reflectance is basically, yeah, there's a little pop up menu there.
So if you hover over a property, you don't really know what it does.
It gives you a little description of what the property does.
So Reflectance is basically how shiny you want the part to be, and it only works on parts that use
plastic or glass as the material.
So if we set it to one, obviously you can't see it at all here on the sand.
So we've got to change it to either plastic or glass.
We'll just pick plastic.
Okay.
So I do like one.
Okay.
There we go.
We have a very shiny part.
It's basically chrome as the property states.
A value of one is completely reflective, and then zero is just the default plastic.
So no reflectance and we can tweak it.
Maybe we want it to be more reflective to the point where it turns into a chrome brick.
So that's kind of cool.
Of course, transparency, how transparent you want your block to be.
So one is fully transparent, completely invisible.
While you can give it float numbers in between.
So my part's half invisible.
We can see right through it.
And of course, zero can't see through it at all.
Archival.
This is a property for like if you want this instance to save when you publish the game, you won't
ever really need to use this.
This is more for like plugins that create stuff and then delete them or don't want them to be saved
when a person publishes their game.
So just kind of ignore this property.
Of course, locked is whether or not you want this part to be clicked on or you can access it.
So if I enable locked here and then I select my part, I can't click it anymore.
I can't select it.
But of course I can unlock it using this tool up here, of course, right here holds the name property
for the part so I can name it to whatever I want, like blah blah parent.
I can set the parent of the part, whichever instance I want to select, it will be the parent of my
part.
Um, here I can set the size of my part, so maybe I want it to be two studs on the y axis, maybe ten
on the Z axis, something like that.
And of course, here in the C frame is where we can adjust both the position and the orientation of
our part.
So maybe I want to rotate it like 90 degrees around the Y axis.
Boom, I can do it like that.
And of course here you can adjust the position of your part.
So maybe I want it to be higher up five.
You can also adjust these using the tools we have, like the rotate tool and the move tool.
Down here is origin, which is the origin of the parts, basically the same as the sea frame holds the
position and the orientation of the origin.
You don't really need to mess with this at all.
And then down here we have the pivot where we can offset it.
And if you remember in our model tab, if we go to the edit pivot button.
See, we can move the pivot around and as you can see, it updates the values in the bottom, right?
We can rotate the pivot.
And that's basically what these values hold for our pivot.
And of course, we can hit reset to put it back in place.
What else is there?
We got collision so four can collide.
It's basically telling you whether or not you want stuff to collide with this part.
If I disable, can collide.
No other part.
No player?
No.
Nothing will be able to collide with the part.
This can query button is for something called ray casts, which basically fires an arrow at a defined
distance.
And if it hits something and lets you know if this property is enabled, that means if I fired a ray
cast towards the direction of this part and it hit the part, it would be like, okay, there's a part
here, but if I disable it, the ray cast will go straight through the part like it didn't exist.
So that's kind of what the purpose of this property is and then can touch this for the touched event.
Basically, whether or not you want the touch to fire for this part.
And collision group, you can select the collision group for the part and we'll learn more about those
later.
Of course, anchored.
Whether or not you want this part to be anchored in place.
So right now my part is unanchored and can collide is off.
So if I want to go run my game.
Falls through the floor and disappears.
When we turn can collide back on and run it.
So my part's on anchored, and as you can see, it can move around.
But if I anchor it in place.
Then it stays where it needs no force.
No gravity is acting on this part.
What else we got in here?
We got some custom physical properties.
You can change the density of the part, elasticity, the friction, how much friction?
It applies to another surface.
This is kind of more advanced stuff we're not going to get that deep into.
So the mass loss property is basically for if I weld this part to another part, do I want to add the
mass of this part to the Weld part?
If I uncheck massless, that means it will keep its mass.
When it's welded to another part, it will add its mass to the total collective mass of all the parts.
But if mass loss was checked, then it means it would have no mass when it's welded to another part
that has mass.
Route priority.
It's basically used to determine the route part of an assembly, which I'll talk about in a little bit.
But you don't have to worry about this property for now.
And then here we got the shape.
Of course we can change it to maybe like a ball or maybe we want to change it to a cylinder or just
keep it at a block.
That's just kind of how we do it here.
And this last section here is for forces You want to apply on the part, and this one's kind of cool.
So here it's basically telling you what direction and how much of a force you want to apply to an unanchored
part.
So this part has to be unanchored.
Otherwise we can't apply forces or velocities on it.
But if I want to run my game here and I select my part, I can apply a velocity like in the Y direction,
the global y axis like 20 and I can make my part jump.
Look at that.
Of course I can increase the velocity.
Maybe I want to jump.
There we go.
Moves around a bit.
Of course I can do it in the x direction, so we'll do something like that.
Moves just a little bit.
And of course you can also apply rotational velocities, this angular velocity.
And maybe I want to apply a force to rotate it in the X direction.
So I'll do 100 and see what happens.
Oh goodness.
So yeah, these ones, these ones are pretty neat.
You can just apply random forces to it to unanchored parts.
Remember, if it's anchored, you don't get to apply any force to it.
So maybe I'll apply a force X and Y direction and look at that.
My part jumps.
I'll do it again here.
Look at that.
That's basically the gist of parts in their properties.
So I'll see you in the next lecture.