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Humanoid

Supported Class Animation & Avatar

A special object that gives models the functionality of a character.

78 Nova members · 27 modern Roblox members not implemented yet

Description

The Humanoid is a special object that gives models the functionality of a character. It grants the model with the ability to physically walk around and interact with various components of a Roblox experience. Humanoids are always parented inside of a Model, and the model is expected to be an assembly of BasePart and Motor6D; the root part of the assembly is expected to be named HumanoidRootPart. It also expects a part named Head to be connected to the character's torso part, either directly or indirectly. By default, there are two official types of character rigs supplied by Roblox, each with their own set of rules:

R6

  • A basic character rig that uses 6 parts for limbs.
  • The Head part must be attached to a part named Torso, or the Humanoid will die immediately.
  • BodyPart appearances are applied using CharacterMesh objects.
  • Certain properties, such as Humanoid.LeftLeg and Humanoid.RightLeg, only work with R6.

R15

  • More complex than R6, but also far more flexible and robust.
  • Uses 15 parts for limbs.
  • The Head part must be attached to a part named UpperTorso or the Humanoid will die immediately.
  • BodyPart appearances have to be assembled directly.
  • Can be dynamically rescaled by using special NumberValue objects parented inside of the Humanoid.
  • The Humanoid will automatically create Vector3Value objects named OriginalSize inside of each limb.
  • If a NumberValue is parented inside of the Humanoid and is named one of the following, it will be used to control the scaling functionality:
  • BodyDepthScale
  • BodyHeightScale
  • BodyWidthScale
  • HeadScale

Inheritance

Object → Instance → Humanoid

Nova inheritance: Instance → Humanoid

Properties

AutoJumpEnabled Supported Property Sets whether the character will automatically jump when they hit an obstacle as a player on a mobile device.
AutoJumpEnabled: bool

Sets whether the character will automatically jump when they hit an obstacle as a player on a mobile device.

AutoJumpEnabled sets whether or not the Humanoid will attempt to automatically jump over an obstacle it is walking towards.

Currently, this property only works when the following conditions are true:

  • The Humanoid's character model is the Player.Character of a Player.
  • The Player in question is using touch controls.

When a player's character spawns, the property's value matches the player's Player.AutoJumpEnabled property - which in turn matches the StarterPlayer.AutoJumpEnabled property.

Roblox documentation

AutomaticScalingEnabled Supported Property When Enabled, AutomaticScalingEnabled causes the size of the character to change in response to the values in the humanoid's child scale values chang…
AutomaticScalingEnabled: bool

When Enabled, AutomaticScalingEnabled causes the size of the character to change in response to the values in the humanoid's child scale values changing.

The Humanoid has six child scale values including BodyDepthScale, BodyHeightScale, BodyProportionScale, BodyTypeScale, BodyWidthScale, HeadScale. Changing the value of any of these causes the character's body parts and accessories to change size, but only if AutomaticScalingEnabled is true.

Roblox documentation

AutoRotate Supported Property AutoRotate sets whether or not the Humanoid will automatically rotate to face in the direction they are moving in.
AutoRotate: bool

AutoRotate sets whether or not the Humanoid will automatically rotate to face in the direction they are moving in.

The AutoRotate property describes whether or not the Humanoid will automatically rotate to face in the direction they are moving. When set to true, the character model will gradually turn to face their movement direction as the Humanoid walks around. When set to false, the character model will remain fixated in its current rotation, unless a rotating force is applied to the HumanoidRootPart.

If the character model happens to be the character of a player, then the behavior of the Humanoid's rotation is influenced by the UserGameSetting's RotateType property.

When the AutoRotate property is set to true, the RotateType property has the following effects on the Humanoid's rotation:

RotationType Behavior Context
MovementRelative
CameraRelative Character will rotate to face in the direction of the camera. Player has their camera zoomed into first-person, or they are in shift-lock mode.

Roblox documentation

BreakJointsOnDeath Supported Property Determines whether the humanoid's joints break when in the HumanoidStateType.Dead state.
BreakJointsOnDeath: bool

Determines whether the humanoid's joints break when in the HumanoidStateType.Dead state. Defaults to true.

Roblox documentation

CameraOffset Supported Property An offset applied to the Camera's subject position when its CameraSubject is set to this Humanoid.
CameraOffset: Vector3

An offset applied to the Camera's subject position when its CameraSubject is set to this Humanoid.

The CameraOffset property specifies an offset to the camera's subject position when its Camera.CameraSubject is set to this Humanoid.

The offset is applied in object-space, relative to the orientation of the Humanoid's HumanoidRootPart. For example, an offset Vector3 value of (0, 10, 0) offsets the player's camera to 10 studs above the player's humanoid.

Roblox documentation

DisplayDistanceType Supported Property Controls the distance behavior of the humanoid's name and health display.
DisplayDistanceType: HumanoidDisplayDistanceType

The DisplayDistanceType property controls the distance behavior of the humanoid's name and health display. This property is set using the HumanoidDisplayDistanceType enum with three available values, each with their own set of rules:

  • When set to Viewer, the humanoid sees the name/health of other humanoids within range of its own NameDisplayDistance and HealthDisplayDistance.
  • When set to Subject, the humanoid takes full control over its own name and health display through its NameDisplayDistance and HealthDisplayDistance values.
  • When set to None, the humanoid's name and health bar do not appear under any circumstances.

See Character Name/Health Display for an in-depth guide on controlling the appearance of character names and health bars.

Roblox documentation

DisplayName Supported Property Sets the text of a Humanoid, displayed above their head.
DisplayName: string

Sets the text of a Humanoid, displayed above their head.

DisplayName is a property that determines the Humanoid's name display when visible. By default, a new Humanoid will have the value of an empty string. If DisplayName is an empty string, the humanoid's name display will default to the humanoid's parent's name property.

Player Character Loading

When players load their character, either automatically or through the use of LoadCharacterAsync(), the Humanoid that is created by the engine will have its DisplayName property set to the player's DisplayName property.

StarterCharacter and StarterHumanoid

When a Humanoid named StarterHumanoid is parented to StarterPlayer, or when a Humanoid is present in a Model named StarterCharacter, the DisplayName property will be respected when Characters are loaded by Players in the game. The engine will only override the DisplayName property of the Humanoid with the DisplayName property of the player if the Humanoid.DisplayName of StarterHumanoid is an empty string.

Roblox documentation

EvaluateStateMachine Supported Property Used to disable the internal physics and state machine of the Humanoid.
EvaluateStateMachine: bool

Used to disable the internal physics and state machine of the Humanoid.

Used to disable the internal physics and state machine of the Humanoid.

What does turning this off do?

  • No forces - The humanoid will not apply forces to any of its parts. The humanoid will not move the character in any way.
  • No sensors - The humanoid will not run any spatial queries to detect floors, ladders, or other obstacles (such as auto-jump).
  • No collision changes - The humanoid will not alter the collision state of any of the character parts. By default, only the torso and head have Part.CanCollide enabled.
  • No state transitions or replication - The humanoid will not automatically update its state. You can still set humanoid state with a script, but it will not automatically replicate.

What does turning this off not do?

  • State events - If manually setting humanoid states, the events for each of the humanoid's states and StateChanged will still fire, which means the Animate script will still receive them and animate the character based on its current humanoid state.
  • Appearance - HumanoidDescription, clothes, accessories and other humanoid rendering behavior.
  • Camera and player scripts - The humanoid is still linked to Players and camera scripts, which ensures the camera will continue to follow the Humanoid.RootPart.
  • Player input handling - The Humanoid.MoveDirection property will still be updated via the Humanoid.Move() function and PlayerScripts for input.

Roblox documentation

FloorMaterial Supported Property Describes the Material that the Humanoid is currently standing on. If the Humanoid isn't standing on anything, the value of this property will be _Ai…
FloorMaterial: Material

Describes the Material that the Humanoid is currently standing on. If the Humanoid isn't standing on anything, the value of this property will be Air.

This is a read-only property that describes the Material the Humanoid is currently standing on. It works with both regular Parts and Terrain voxels.

The code sample below demonstrates how to listen to when this property changes using Object.GetPropertyChangedSignal(). When the material the humanoid is standing on changes, it will print a message indicating the new material being stood on.

local Humanoid = route.to.humanoid

Humanoid:GetPropertyChangedSignal("FloorMaterial"):Connect(function()
    print("New value for FloorMaterial: " .. tostring(Humanoid.FloorMaterial))
end)

Caveats

  • When the Humanoid is not standing on a floor, the value of this property will be set to Air.
  • This occurs because Enum properties cannot have an empty value.
  • This can cause some confusion if a part has its material is set to Air, though in practice, parts are not supposed to use that material in the first place.
  • The character model of the Humanoid must be able to collide with the floor, or else it will not be detected.
  • You cannot test if the Humanoid is swimming with this property. You should instead use its Humanoid.GetState() function.

Roblox documentation

Health Supported Property Describes the current health of the Humanoid on the range 0, [Humanoid.MaxHealth].
Health: float

Describes the current health of the Humanoid on the range [0, Humanoid.MaxHealth].

This property represents the current health of the Humanoid. The value is restricted to the range between 0 and MaxHealth. If the humanoid is dead, this property is continually set to 0.

Note that the TakeDamage() function may be used to subtract from Health instead of setting the property directly.

Health Regeneration

By default, a passive health regeneration script is automatically inserted into humanoids. This causes non-dead player characters to regenerate 1% of MaxHealth each second. To disable this regeneration behavior, add an empty Script named Health to StarterCharacterScripts.

Health Bar Display

When Health is less than MaxHealth, a health bar is displayed in-experience. The display behavior of the health bar is dependent on the HealthDisplayDistance and HealthDisplayType.

See Character Name/Health Display for an in-depth guide on controlling the appearance of character names and health bars.

Death

When the value of the character's health reaches 0, the Humanoid automatically transitions to the HumanoidStateType.Dead state. In this state, Health is locked to 0; however, there is no error or warning for setting the Health of a dead humanoid to a positive nonzero value.

Roblox documentation

HealthDisplayDistance Supported Property Used in conjunction with the DisplayDistanceType property to control the distance from which a humanoid's health bar can be seen.
HealthDisplayDistance: float

This property is a number used in conjunction with the DisplayDistanceType property to control the distance from which a humanoid's health bar can be seen.

See Character Name/Health Display for an in-depth guide on controlling the appearance of character names and health bars.

Roblox documentation

HealthDisplayType Supported Property Controls when the humanoid's health bar is allowed to be displayed.
HealthDisplayType: HumanoidHealthDisplayType

Controls when the humanoid's health bar is allowed to be displayed.

This property controls when a humanoid's health bar is allowed to be displayed. By default, this property is set to DisplayWhenDamaged, which makes the health bar only display when a humanoid's Health is less than its MaxHealth. It can also be set to AlwaysOn, which makes the health bar always display, or AlwaysOff, which prevents it from ever displaying.

Note that this property functions independently of the humanoid's HealthDisplayDistance property which is responsible for making the health bar fade out at certain distances. If Humanoid.HealthDisplayType|HealthDisplayType is set to AlwaysOn, it will still fade out depending the how HealthDisplayDistance is configured.

See Character Name/Health Display for an in-depth guide on controlling the appearance of character names and health bars.

Roblox documentation

HipHeight Supported Property Determines the distance off the ground the Humanoid.RootPart should be.
HipHeight: float

Determines the distance off the ground the Humanoid.RootPart should be.

Determines the distance (in studs) off the ground the RootPart should be when the humanoid is standing. The RigType influences the way this property behaves.

For R15 rigs, a suitable hip height is preset to ensure the height of the RootPart is correct. The height of the legs is not used. The overall height of the humanoid can be described in the following formula:

Height = (0.5 * RootPart.Size.Y) + HipHeight

For R6 rigs, HipHeight instead describes a relative offset. The overall height of the humanoid can be described in the following formula:

Height = LeftLeg.Size.Y + (0.5 * RootPart.Size.Y) + HipHeight

Roblox documentation

Jump Supported Property If true, the Humanoid jumps with an upwards force.
Jump: bool

If true, the Humanoid jumps with an upwards force.

If true, the Humanoid jumps with an upwards force equal to the value of Humanoid.JumpPower or the height of Humanoid.JumpHeight, depending on the value of Humanoid.UseJumpPower.

Roblox documentation

JumpHeight Supported Property Provides control over the height that the Humanoid jumps to.
JumpHeight: float

Provides control over the height that the Humanoid jumps to.

Provides control over the height a Humanoid jumps, in studs. The starting value of this property is determined by the value of StarterPlayer.CharacterJumpHeight which defaults to 7.2.

Although setting this property to 0 will effectively prevent the humanoid from jumping, it's recommended to disable jumping by disabling the HumanoidStateType.Jumping state through Humanoid.SetStateEnabled().

This property is only visible in the Properties window if Humanoid.UseJumpPower is set to false, as it is not relevant otherwise (instead, Humanoid.JumpPower is used).

Roblox documentation

JumpPower Supported Property Determines how much upwards force is applied to the Humanoid when jumping.
JumpPower: float

Determines how much upwards force is applied to the Humanoid when jumping. The starting value of this property is determined by the value of StarterPlayer.CharacterJumpPower which defaults to 50 and is constrained between 0 and 1000. Note that jumps are also influenced by the Workspace.Gravity property which determines the acceleration due to gravity.

Although setting this property to 0 will effectively prevent the humanoid from jumping, it's recommended to disable jumping by disabling the HumanoidStateType.Jumping state through Humanoid.SetStateEnabled().

This property is only visible in the Properties window if Humanoid.UseJumpPower is set to true, as it is not relevant otherwise (instead, Humanoid.JumpHeight is used).

Roblox documentation

LeftLeg Supported Property Deprecated A reference to the humanoid's _Left Leg_ part.
LeftLeg: Object

A reference to the humanoid's Left Leg part. The value of this property will always be nil if the humanoid's RigType is set to R15.

Roblox reference signature
LeftLeg: BasePart

Roblox documentation

MaxHealth Supported Property The maximum value of a humanoid's Health.
MaxHealth: float

The maximum value of a humanoid's Health.

The value of this property is used alongside the Health property to size the default health bar display. When a humanoid's Health reaches MaxHealth, its health bar may not be displayed, depending on its HealthDisplayType property.

Nova note: Modern name; the legacy lowercase maxHealth alias also exists.

Roblox documentation

maxHealth Supported Property Deprecated
maxHealth: float

No description available.

Nova behaviour: Nova keeps this legacy member for compatibility. Roblox's modern deprecation wording may describe later Roblox behaviour; verify it against Nova before relying on the copied text.

Roblox documentation

MaxSlopeAngle Supported Property The maximum slope angle that a humanoid can walk on without slipping.
MaxSlopeAngle: float

The maximum slope angle that a humanoid can walk on without slipping.

This property determines the maximum slope angle that a humanoid can climb. If the angle of a slope is greater than a humanoid's MaxSlopeAngle, they will slide down the slope.

When a character spawns, this property is set according to the value of StarterPlayer.CharacterMaxSlopeAngle.

The value of this property is constrained to values between 0° and 89°. It defaults to 89°, so humanoids can climb pretty much any slope they want by default.

Roblox documentation

MoveDirection Supported Property Describes the direction that the Humanoid is walking in.
MoveDirection: Vector3

Describes the direction that the Humanoid is walking in.

MoveDirection is a read-only property that describes the direction a Humanoid is walking in, as a unit vector or zero length vector. The direction is described in world space.

Because this property is read-only, it cannot be set by a Script or LocalScript.

Roblox documentation

NameDisplayDistance Supported Property Used in conjunction with the Humanoid.DisplayDistanceType property to control the distance from which a humanoid's name can be seen.
NameDisplayDistance: float

The NameDisplayDistance property is a number used in conjunction with the Humanoid.DisplayDistanceType property to control the distance from which a humanoid's name can be seen.

See Character Name/Health Display for an in-depth guide on controlling the appearance of character names and health bars.

Roblox documentation

NameOcclusion Supported Property Controls whether a humanoid's name and health bar can be seen behind walls or other objects.
NameOcclusion: NameOcclusion

Controls whether a humanoid's name and health bar can be seen behind walls or other objects. This property is a NameOcclusion value and can be configured to occlude all names, enemy names, or disable occlusion entirely.

In cases where the LocalPlayer has no Humanoid associated with it, this property instead applies to the subject Humanoid.

See Character Name/Health Display for an in-depth guide on controlling the appearance of character names and health bars.

Roblox documentation

PlatformStand Supported Property Determines whether the Humanoid is currently in the HumanoidStateType.PlatformStanding state.
PlatformStand: bool

Determines whether the Humanoid is currently in the HumanoidStateType.PlatformStanding state. When true, the Humanoid is in a state where it is free-falling and cannot move. This state behaves similar to sitting, except that jumping does not free the humanoid from the state.

Roblox documentation

RequiresNeck Supported Property Allows developers to disable the behavior where a player Character|character dies if the Neck Motor6D is removed or disconnected even momentarily.
RequiresNeck: bool

Allows developers to disable the behavior where a player Character|character dies if the Neck Motor6D is removed or disconnected even momentarily. This property defaults to true.

Roblox documentation

RightLeg Supported Property Deprecated A reference to the humanoid's _Right Leg_ part.
RightLeg: Object

A reference to the humanoid's Right Leg part. The value of this property will always be nil if the humanoid's RigType is set to R15.

Roblox reference signature
RightLeg: BasePart

Roblox documentation

RigType Supported Property Describes whether this Humanoid is utilizing the legacy R6 character rig, or the new R15 character rig.
RigType: HumanoidRigType

Describes whether this Humanoid is utilizing the legacy R6 character rig, or the new R15 character rig.

RigType describes whether a Humanoid is utilizing the legacy R6 character rig, or the newer R15 character rig.

The R6 rig uses 6 visible Parts while the R15 rig uses 15 visible Parts. R15 rigs have more joints than R6 rigs, making them much more versatile when being animated.

Note that if this property is set incorrectly, the Humanoid will not function correctly. For example, if a R15 humanoid's RigType is set to R6, the Humanoid will die as there is no BasePart called Torso connected to a BasePart called Head.

Roblox documentation

RootPart Supported Property A reference to the humanoid's HumanoidRootPart object.
RootPart: Object

A reference to the humanoid's HumanoidRootPart object. The HumanoidRootPart is required for all assemblies that include a Humanoid and is the primary driving part of the Humanoid that controls a humanoid's movement through the 3D world. This part is normally invisible and typically resides in the local origin center of the character model.

The HumanoidRootPart is included in all platform-wide avatar characters, and automatically created when a character model is imported into Studio. It's possible to manually add a HumanoidRootPart to a model by adding a Part named HumanoidRootPart and ensuring it's the root part of the assembly.

Use this property to reference the specific HumanoidRootPart without searching the model hierarchy. You can get or set the Class.CFrame of this part to change position or reorient the entire character model.

For R15 or higher-fidelity characters, the Model.PrimaryPart of the Player.Character model is also set to HumanoidRootPart.

While R6 characters also include a HumanoidRootPart, the R6 characters, Model.PrimaryPart is set to the Head part.

Roblox reference signature
RootPart: BasePart

Roblox documentation

SeatPart Supported Property A reference to the seat that a Humanoid is currently sitting in, if any.
SeatPart: Object

SeatPart is a reference to the seat that a Humanoid is currently sitting in, if any. The value of this property can be either a Seat, or a VehicleSeat. It will be nil if the Humanoid is not currently sitting in a seat.

Note:

Roblox reference signature
SeatPart: BasePart

Roblox documentation

Sit Supported Property Describes whether the Humanoid is currently sitting.
Sit: bool

Describes whether the Humanoid is currently sitting.

The Sit property is a boolean that indicates whether the Humanoid is currently sitting. Humanoids can be forced into a sitting state by setting this property's value to true. If the Humanoid isn't attached to a seat while in its sitting state, it will trip over with no collision in its legs. A Humanoid can escape from the sitting state by jumping.

Note:

Roblox documentation

TargetPoint Supported Property Describes the 3D position where the Player controlling the Humanoid last clicked in the world while using a Tool.
TargetPoint: Vector3

Describes the 3D position where the Player controlling the Humanoid last clicked in the world while using a Tool.

Do not use This property only works with Experimental Mode enabled, which has been entirely discontinued.

This property describes a 3D position in space where the Player controlling this Humanoid last clicked with a Tool equipped.

This property is primarily used by classic tools to determine what a humanoid is targeting when they activate a tool. If you give an NPC a classic rocket launcher, set their TargetPoint, and then call the tool's Tool.Activate() function, you can make the NPC fire a rocket at the target point.

Roblox documentation

Torso Supported Property Deprecated A reference to a humanoid's root driving part.
Torso: Object

A reference to a humanoid's root driving part. Contrary to the name of this property, it will only point to the Torso part if a humanoid doesn't have a HumanoidRootPart.

Roblox reference signature
Torso: BasePart

Roblox documentation

UseJumpPower Supported Property Determines whether the JumpHeight (false) or Humanoid.JumpPower (true) property is used.
UseJumpPower: bool

Determines whether the JumpHeight (false) or Humanoid.JumpPower (true) property is used.

When a character spawns, this property is set according to the value of StarterPlayer.CharacterUseJumpPower, which defaults to true.

When jumping, with this set to false, the Humanoid.JumpHeight value is used to ensure the humanoid jumps to that height. With this set to true, the Humanoid.JumpPower value is used to apply an upward force.

Roblox documentation

WalkSpeed Supported Property Describes the humanoid's maximum movement speed in studs per second.
WalkSpeed: float

Describes the humanoid's maximum movement speed in studs per second.

This property describes how quickly the Humanoid is able to walk, in studs per second. It defaults to the value of StarterPlayer.CharacterWalkSpeed (16), meaning a player character can move 16 studs in any direction each second.

Notes

  • When controlled on a mobile device or a gamepad, a humanoid can walk slower than its WalkSpeed if the controlling thumbstick is moved just a gradual degree from center.
  • You can freeze a humanoid in place by setting WalkSpeed to 0, effectively preventing the controlling player from moving it through the default movement mechanisms. Note, however, that WalkSpeed is a client‑replicated property which can be modified locally, so it should not be used as a security mechanism or as the sole method for preventing humanoid movement.
  • The default animation script scales a humanoid's movement animations based on how fast it is moving relative to the default speed of 16 studs/second.
  • The speed at which the Humanoid is currently walking can be obtained using the Running event.

Roblox documentation

WalkToPart Supported Property A reference to a part whose position is trying to be reached by a humanoid.
WalkToPart: Object

A reference to a part whose position is trying to be reached by a humanoid.

WalkToPart is a reference to a BasePart that the humanoid is trying to reach, after having been prompted to do so via the MoveTo() method.

When WalkToPart is set and a humanoid is actively trying to reach the part, it will keep updating its Vector3 goal to be the position of the part, plus the WalkToPoint translated in object space relative to the rotation of the part. This can be described in Luau as:

goal = humanoid.WalkToPart.CFrame:PointToObjectSpace(humanoid.WalkToPoint)

Note that simply setting the value of WalkToPart is not sufficient to make a humanoid start "following" a part. Call MoveTo() to initiate movement.

Roblox reference signature
WalkToPart: BasePart

Roblox documentation

WalkToPoint Supported Property The position that a humanoid is trying to reach, after a call to Humanoid.MoveTo() is made.
WalkToPoint: Vector3

The position that a humanoid is trying to reach, after a call to Humanoid.MoveTo() is made.

WalkToPoint describes the 3D position in space that a humanoid is trying to reach, after having been prompted to do so via the MoveTo() method.

If a humanoid's WalkToPart is set, the goal is set by transforming WalkToPoint relative to the part's position and rotation. Otherwise, the humanoid will try to reach the 3D position specified by WalkToPoint directly.

Note that simply setting the value of WalkToPoint is not sufficient to make a humanoid start moving toward a point. Call MoveTo() to initiate movement.

Roblox documentation

Methods

AddCustomStatus Supported Function Deprecated Adds a custom status to the Humanoid.
Humanoid:AddCustomStatus(string status): bool

Adds a custom status to the Humanoid.

Adds a BoolValue to the Humanoid's Status object, whose name is equal to the string passed as the status argument. If the status already exists, a new BoolValue will not be created.

Roblox reference signature
Humanoid:AddCustomStatus(status: string): bool
Nova behaviour: Nova keeps this legacy member for compatibility. Roblox's modern deprecation wording may describe later Roblox behaviour; verify it against Nova before relying on the copied text.

Roblox documentation

AddStatus Supported Function Deprecated Adds a BoolValue to the Humanoid's _Status_ object.
Humanoid:AddStatus(Status status = Poison): bool

Adds a BoolValue to the Humanoid's Status object.

Adds a BoolValue to the Humanoid's Status object, whose name is equal to the name of the Status enum passed as the status argument. If the status already exists, a new BoolValue will not be created.

Roblox reference signature
Humanoid:AddStatus(status: Status = Poison): bool
Nova behaviour: Nova keeps this legacy member for compatibility. Roblox's modern deprecation wording may describe later Roblox behaviour; verify it against Nova before relying on the copied text.

Roblox documentation

ChangeState Supported Function Sets the Humanoid to enter the given HumanoidStateType.
Humanoid:ChangeState(HumanoidStateType state = None)

Sets the Humanoid to enter the given HumanoidStateType.

This method causes the Humanoid to enter the given HumanoidStateType, describing the activity the Humanoid is currently doing.

Please review the HumanoidStateType page for more information on the particular states, as some have unintuitive names. For example, HumanoidStateType.Running describes a state where the humanoid's legs are on the ground, including when stationary.

Due to the default behavior of the Humanoid, some states will automatically be changed when set. For example:

Note that in order to set the Humanoid state using this method, you must do so from a LocalScript and the client must have network ownership of the Player.Character. Alternatively, you can call this method from a server-side Script, but the server must have network ownership of the player character.

See also Humanoid.SetStateEnabled() to enable or disable a particular state, and Humanoid.GetState() to get the current humanoid state.

Roblox reference signature
Humanoid:ChangeState(state: HumanoidStateType = None): null

Roblox documentation

EquipTool Supported Function Makes the Humanoid equip the given Tool.
Humanoid:EquipTool(Instance tool)

This method makes the Humanoid equip the given Tool.

When this method is called, the Humanoid will first automatically unequip all Tools that it currently has equipped.

Although they will be equipped, Tools for which Tool.RequiresHandle is true will not function if they have no handle, regardless if this method is used to equip them or not.

See also Humanoid.UnequipTools().

Roblox reference signature
Humanoid:EquipTool(tool: Instance): null

Roblox documentation

GetPlayingAnimationTracks Supported Function Deprecated Returns an array of all AnimationTracks that are currently being played on the Humanoid.
Humanoid:GetPlayingAnimationTracks(): Array

This method returns an array of all AnimationTracks that are currently being played on the Humanoid. A typical use for this method is stopping currently playing tracks using AnimationTrack.Stop().

Beware that this method will not return AnimationTracks that have loaded but are not playing. If you want to track these you will need to index them manually.

Roblox documentation

GetState Supported Function Returns the humanoid's current HumanoidStateType.
Humanoid:GetState(): HumanoidStateType

This method returns the humanoid's current HumanoidStateType, describing the activity the Humanoid is currently doing, such as jumping or swimming.

See also Humanoid.SetStateEnabled() to enable or disable a particular state, and Humanoid.ChangeState() to change the current humanoid state.

Roblox documentation

GetStateEnabled Supported Function Returns whether a HumanoidStateType is enabled for the Humanoid.
Humanoid:GetStateEnabled(HumanoidStateType state): bool

The GetStateEnabled method returns whether a HumanoidStateType is enabled for the Humanoid.

The humanoid state describes the activity the humanoid is currently doing.

When a particular HumanoidStateType is disabled, the humanoid can never enter that state. This is true regardless if the attempt to change state is made using Humanoid.ChangeState() or Roblox internal humanoid code.

See also:

Roblox reference signature
Humanoid:GetStateEnabled(state: HumanoidStateType): bool

Roblox documentation

GetStatuses Supported Function Deprecated Returns a table of the Humanoid's statuses, and custom statuses.
Humanoid:GetStatuses(): Array

The GetStatuses method returns a table of the Humanoid's statuses, and custom statuses.

Nova behaviour: Nova keeps this legacy member for compatibility. Roblox's modern deprecation wording may describe later Roblox behaviour; verify it against Nova before relying on the copied text.

Roblox documentation

HasCustomStatus Supported Function Deprecated Returns boolean based on if custom statuses exist.
Humanoid:HasCustomStatus(string status): bool

The HasCustomStatus method returns boolean based on if custom statuses exist.

Roblox reference signature
Humanoid:HasCustomStatus(status: string): bool
Nova behaviour: Nova keeps this legacy member for compatibility. Roblox's modern deprecation wording may describe later Roblox behaviour; verify it against Nova before relying on the copied text.

Roblox documentation

HasStatus Supported Function Deprecated Returns a boolean based on if a status exists.
Humanoid:HasStatus(Status status = Poison): bool

The HasStatus method returns a boolean based on if a status exists.

Roblox reference signature
Humanoid:HasStatus(status: Status = Poison): bool
Nova behaviour: Nova keeps this legacy member for compatibility. Roblox's modern deprecation wording may describe later Roblox behaviour; verify it against Nova before relying on the copied text.

Roblox documentation

LoadAnimation Supported Function Deprecated Loads an Animation onto a Humanoid, returning an AnimationTrack that can be used for playback.
Humanoid:LoadAnimation(Instance animation): Instance

This method loads an Animation onto a Humanoid, returning an AnimationTrack that can be used for playback.

Roblox reference signature
Humanoid:LoadAnimation(animation: Animation): AnimationTrack

Roblox documentation

loadAnimation Supported Function Deprecated
Humanoid:loadAnimation(Instance animation): Instance

No description available.

Roblox reference signature
Humanoid:loadAnimation(animation: Animation): AnimationTrack
Nova behaviour: Nova keeps this legacy member for compatibility. Roblox's modern deprecation wording may describe later Roblox behaviour; verify it against Nova before relying on the copied text.

Roblox documentation

Move Supported Function Causes the Humanoid to walk in the given direction.
Humanoid:Move(Vector3 moveDirection, bool relativeToCamera = false)

Causes the Humanoid to walk in the given direction.

This method causes the Humanoid to walk in the given Vector3 direction.

By default, the direction is in world terms, but if the relativeToCamera parameter is true, the direction is relative to the CFrame of the CurrentCamera. As the negative Z direction is considered "forwards" in Roblox, the following code will make the humanoid walk in the direction of the CurrentCamera.

humanoid:Move(Vector3.new(0, 0, -1), true)

When this method is called, the Humanoid will move until the method is called again. However, this method will be overwritten in the next frame by Roblox's default character control script. This can be avoided by either calling this function every frame using RunService.BindToRenderStep() (see example), or overwriting the control scripts in StarterPlayerScripts.

This method can be called on the server, but this should only be done when the server has network ownership of the humanoid's assembly.

See also Humanoid.MoveTo() which makes aHumanoid walk to a point, and Player.Move() which effectively calls this function.

Roblox reference signature
Humanoid:Move(moveDirection: Vector3, relativeToCamera: bool = false): null

Roblox documentation

MoveTo Supported Function Causes the Humanoid to attempt to walk to the given location by setting the Humanoid.WalkToPoint and Humanoid.WalkToPart properties.
Humanoid:MoveTo(Vector3 location, Instance part = nil)

Causes the Humanoid to attempt to walk to the given location by setting the Humanoid.WalkToPoint and Humanoid.WalkToPart properties.

This method causes the Humanoid to attempt to walk to a given location by setting the WalkToPoint and WalkToPart properties, corresponding to the location and part parameters.

If the part parameter is specified, the Humanoid will still attempt to walk to the location parameter's point. However, if the part moves, the point will move to be at the same position relative to the part.

Note that the movement operation will time out after 8 seconds if the humanoid doesn't reach its goal (this timeout exists so that humanoids do not get stuck waiting for MoveToFinished to fire). If you don't want this to happen, call MoveTo() at a repeated interval so that the timeout keeps resetting.

MoveTo() ends if any of the following conditions apply:

  • The character arrives at its destination, assuming a ~1 stud threshold to account for various humanoid speeds and framerates.

  • The character gets stuck and the timer expires.

  • The value of either WalkToPoint or WalkToPart changes.

  • A script calls Move() with a new moveDirection parameter.

  • A script changes the CFrame property of the humanoid's RootPart.

Roblox reference signature
Humanoid:MoveTo(location: Vector3, part: Instance = nil): null

Roblox documentation

RemoveCustomStatus Supported Function Deprecated Removes the defined custom status from the Status model in the Humanoid..
Humanoid:RemoveCustomStatus(string status): bool

The RemoveCustomStatus method removes the defined custom status from the Status model in the Humanoid..

Roblox reference signature
Humanoid:RemoveCustomStatus(status: string): bool
Nova behaviour: Nova keeps this legacy member for compatibility. Roblox's modern deprecation wording may describe later Roblox behaviour; verify it against Nova before relying on the copied text.

Roblox documentation

RemoveStatus Supported Function Deprecated Removes the defined status from the Status model in the Humanoid.
Humanoid:RemoveStatus(Status status = Poison): bool

The RemoveStatus method removes the defined status from the Status model in the Humanoid.

Roblox reference signature
Humanoid:RemoveStatus(status: Status = Poison): bool
Nova behaviour: Nova keeps this legacy member for compatibility. Roblox's modern deprecation wording may describe later Roblox behaviour; verify it against Nova before relying on the copied text.

Roblox documentation

SetClickToWalkEnabled Supported Function
Humanoid:SetClickToWalkEnabled(bool enabled)

No description available.

Roblox reference signature
Humanoid:SetClickToWalkEnabled(enabled: bool): null
Security: RobloxScriptSecurity

Roblox documentation

SetStateEnabled Supported Function Sets whether a given HumanoidStateType is enabled for the Humanoid.
Humanoid:SetStateEnabled(HumanoidStateType state, bool enabled)

This method sets whether a given HumanoidStateType is enabled for the Humanoid. When a particular HumanoidStateType is disabled, the Humanoid can never enter that state. This is true regardless if the attempt to change state is made using Humanoid.ChangeState() or Roblox internal Humanoid code.

Note that using SetStateEnabled() on the server does not replicate the change to the client, nor vice-versa.

Roblox reference signature
Humanoid:SetStateEnabled(state: HumanoidStateType, enabled: bool): null

Roblox documentation

TakeDamage Supported Function Lowers the Humanoid.Health of the Humanoid by the given _amount_ if it is not protected by a ForceField.
Humanoid:TakeDamage(float amount)

This method lowers the Humanoid.Health of the Humanoid by the given amount if it is not protected by a ForceField

This method accepts negative values for the amount parameter. This will increase the humanoid's Humanoid.Health. However this will only have an effect if no ForceField is present.

How do ForceFields protect against TakeDamage

A Humanoid is considered protected by a ForceField if a ForceField meets one of the following criteria:

To do damage to a Humanoid irrespective of any ForceFields present, set Humanoid.Health directly.

For more information on how ForceFields protect Humanoids see the ForceField page.

Roblox reference signature
Humanoid:TakeDamage(amount: float): null

Roblox documentation

takeDamage Supported Function Deprecated
Humanoid:takeDamage(float amount)

No description available.

Roblox reference signature
Humanoid:takeDamage(amount: float): null
Nova behaviour: Nova keeps this legacy member for compatibility. Roblox's modern deprecation wording may describe later Roblox behaviour; verify it against Nova before relying on the copied text.

Roblox documentation

UnequipTools Supported Function Unequips any Tool currently equipped by the Humanoid.
Humanoid:UnequipTools()

This method unequips any Tool currently equipped by the Humanoid. The unequipped Tool will be parented to the Backpack of the Player associated with the Humanoid.

If no Tool is equipped, this method will do nothing.

Although Tools can be equipped by NPCs, this method only works on Humanoids with a corresponding Player, as a Backpack object is required to parent the unequipped Tool to.

See also Humanoid.EquipTool().

Roblox reference signature
Humanoid:UnequipTools(): null

Roblox documentation

Events

AnimationPlayed Supported Event Deprecated Fires when an AnimationTrack begins playing on the Humanoid.
AnimationPlayed(Instance animationTrack)

The AnimationPlayed event fires when an AnimationTrack begins playing on the Humanoid.

A common use for this function is to connect the AnimationTrack.KeyframeReached event for the playing AnimationTrack, so additional effects can be added to the animation (for example Sounds and ParticleEmitters).

This event can be used for any Humanoid regardless if it belongs to the local player's client or not.

See also:

Roblox reference signature
AnimationPlayed(animationTrack: AnimationTrack)

Roblox documentation

Climbing Supported Event Fires when the speed at which a Humanoid is climbing changes.
Climbing(float speed)

Fires when the speed at which a Humanoid is climbing changes.

Humanoids can climb up ladders made out of Parts or TrussParts.

Humanoids climb at 70% of their Humanoid.WalkSpeed.

This event will not always fire with a speed of 0 when the Humanoid stops climbing.

See also:

Roblox reference signature
Climbing(speed: float)

Roblox documentation

CustomStatusAdded Supported Event Deprecated Fired when a status is added to the Humanoid.
CustomStatusAdded(string status)

Fired when a status is added to the Humanoid.

The CustomStatusAdded event fires when a status is added to the Humanoid via the Humanoid.AddCustomStatus() method.

Roblox reference signature
CustomStatusAdded(status: string)
Nova behaviour: Nova keeps this legacy member for compatibility. Roblox's modern deprecation wording may describe later Roblox behaviour; verify it against Nova before relying on the copied text.

Roblox documentation

CustomStatusRemoved Supported Event Deprecated Nova: still functional Fires when a custom humanoid status is removed.
CustomStatusRemoved(string status)

Fires when a custom humanoid status is removed.

Nova still raises this event when a custom status is removed via RemoveCustomStatus.

Roblox reference signature
CustomStatusRemoved(status: string)
Nova behaviour: Nova keeps this legacy member for compatibility. Roblox's modern deprecation wording may describe later Roblox behaviour; verify it against Nova before relying on the copied text.

Roblox documentation

Died Supported Event Fires when the Humanoid dies.
Died()

Fires when the Humanoid dies.

This event fires when the Humanoid dies, usually when Humanoid.Health reaches 0. This could be caused either by disconnecting their head from their Humanoid.Torso, or directly setting the health property.

This event only fires if the Humanoid is a descendant of the Workspace. If the Dead HumanoidStateType is disabled it will not fire.

Roblox documentation

FallingDown Supported Event Fires when the Humanoid enters or leaves the FallingDown HumanoidStateType.
FallingDown(bool active)

Fires when the Humanoid enters or leaves the FallingDown HumanoidStateType.

The FallingDown event fires when the Humanoid enters and leaves the FallingDown HumanoidStateType.

The Humanoid will enter the GettingUp state 3 seconds after the FallingDown state is enabled. When this happens this event will fire with an active value of false, and Humanoid.GettingUp will fire with an active value of true.

Roblox reference signature
FallingDown(active: bool)

Roblox documentation

FreeFalling Supported Event Fires when the Humanoid enters or leaves the Freefall HumanoidStateType.
FreeFalling(bool active)

This event fires when the Humanoid enters or leaves the Freefall HumanoidStateType.

The active parameter represents whether the Humanoid is entering or leaving the Freefall state.

Although the Freefall state generally ends when the Humanoid reaches the ground, this event may fire with active equal to false if the state is changed while the Humanoid is falling. For this reason, you should use Humanoid.StateChanged and listen for the Landed state to work out when a Humanoid has landed.

Roblox reference signature
FreeFalling(active: bool)

Roblox documentation

GettingUp Supported Event Fires when the Humanoid enters or leaves the GettingUp HumanoidStateType.
GettingUp(bool active)

Fires when the Humanoid enters or leaves the GettingUp HumanoidStateType.

This event fires when the Humanoid enters or leaves the HumanoidStateType.GettingUp state, a transition state that is activated shortly after the Humanoid enters the FallingDown (3 seconds) or Ragdoll (1 second) states.

When a Humanoid attempts to get back up, this event will first fire with an active parameter of true before shortly after firing again with an active parameter of false.

To force a Humanoid to fall over, use the Humanoid.ChangeState() function with HumanoidStateType.FallingDown.

Roblox reference signature
GettingUp(active: bool)

Roblox documentation

HealthChanged Supported Event Fires when the Humanoid.Health changes (or when the Humanoid.MaxHealth is set).
HealthChanged(float health)

Fires when the Humanoid.Health changes (or when the Humanoid.MaxHealth is set).

This event fires when the Humanoid.Health changes. However, it will not fire if the health is increasing from a value equal to or greater than the Humanoid.MaxHealth.

When Humanoid.Health reaches zero, the Humanoid will die and the Humanoid.Died event will fire. This event will fire with a value of zero.

Roblox reference signature
HealthChanged(health: float)

Roblox documentation

Jumping Supported Event Fires when the Humanoid enters and leaves the Jumping HumanoidStateType.
Jumping(bool active)

This event fires when the Humanoid enters and leaves the Jumping HumanoidStateType.

When a Humanoid jumps, this event fires with an active parameter of true before shortly afterwards firing again with an active parameter of false. This second firing does not correspond with a Humanoid landing; for that, listen for the Landed HumanoidStateType using Humanoid.StateChanged.

You can disable jumping using the Humanoid.SetStateEnabled() function.

Roblox reference signature
Jumping(active: bool)

Roblox documentation

MoveToFinished Supported Event Fires when the Humanoid finishes walking to a goal declared by Humanoid.MoveTo().
MoveToFinished(bool reached)

Fires when the Humanoid finishes walking to a goal declared by Humanoid.MoveTo().

This event fires when the Humanoid finishes walking to a goal declared by the Humanoid.WalkToPoint and Humanoid.WalkToPart properties.

The Humanoid.WalkToPoint and Humanoid.WalkToPart properties can be set individually, or using the Humanoid.MoveTo() function.

If the Humanoid reaches its goal within 8 seconds, this event will return with reached as true. If the goal is not reached within 8 seconds the Humanoid will stop walking and reached will be false. This timeout can be reset be calling Humanoid.MoveTo() again within the timeout period.

Roblox reference signature
MoveToFinished(reached: bool)

Roblox documentation

PlatformStanding Supported Event Fires when the Humanoid enters or leaves the PlatformStanding HumanoidStateType.
PlatformStanding(bool active)

This event fires when the Humanoid enters or leaves the PlatformStanding HumanoidStateType.

Whilst the Humanoid is in the PlatformStanding state, the Humanoid.PlatformStand property will be true.

Whilst Humanoid.PlatformStand is set to true, the Humanoid will be unable to move. For more information please see the page for Humanoid.PlatformStand.

The PlatformStand HumanoidStateType was associated with the now disabled Platform part. Despite this, it can still be used by developers.

Roblox reference signature
PlatformStanding(active: bool)

Roblox documentation

Ragdoll Supported Event Fires when the Humanoid enters or leaves the Ragdoll HumanoidStateType.
Ragdoll(bool active)

This event fires when the Humanoid enters or leaves the Ragdoll HumanoidStateType.

The active parameter will have the value true or false to indicate entering or leaving.

Use Humanoid.SetStateEnabled() to disable the GettingUp state to stay in the Ragdoll state.

See also:

Roblox reference signature
Ragdoll(active: bool)

Roblox documentation

Running Supported Event Fires when the speed at which a Humanoid is running changes.
Running(float speed)

This event fires when the speed at which a Humanoid is running changes.

While running Humanoids cover, on average, their Humanoid.WalkSpeed in studs per second.

When the Humanoid stops running this event will fire with a speed of 0.

See also:

Roblox reference signature
Running(speed: float)

Roblox documentation

Seated Supported Event Fired when a Humanoid either sits in a Seat or VehicleSeat or gets up.
Seated(bool active, Instance currentSeatPart)

Fired when a Humanoid either sits in a Seat or VehicleSeat or gets up.

This event fires when a Humanoid either sits in or gets up from a Seat or VehicleSeat.

When a character comes into contact with a seat, they are attached to the seat and a sitting animation plays. For more information on this, see the Seat page.

  • If the character is sitting down, the active parameter will be true and currentSeatPart will be the seat they are currently sitting in.
  • If the character got up from a seat, the active parameter will be false and currentSeatPart will be nil.

See also:

  • Humanoid.Sit, which indicates if a Humanoid is currently sitting
  • Humanoid.SeatPart, which indicates the seat a Humanoid is currently sitting in, if any.
Roblox reference signature
Seated(active: bool, currentSeatPart: BasePart)

Roblox documentation

StateChanged Supported Event Fires when the state of the Humanoid is changed.
StateChanged(HumanoidStateType old, HumanoidStateType new)

This event fires when the state of the Humanoid is changed.

As there is no "idle" humanoid state, you should instead use the Humanoid.Running event or listen to the RootPart part's Velocity to work out when the Humanoid is standing still.

See Also

Roblox reference signature
StateChanged(old: HumanoidStateType, new: HumanoidStateType)

Roblox documentation

StateEnabledChanged Supported Event Fires when Humanoid.SetStateEnabled() is called on the Humanoid.
StateEnabledChanged(HumanoidStateType state, bool isEnabled)

The StateEnableChanged event fires when Humanoid.SetStateEnabled() is called on the Humanoid.

Parameters include the HumanoidStateType in question along with a bool indicating if this state is now enabled.

See also:

Roblox reference signature
StateEnabledChanged(state: HumanoidStateType, isEnabled: bool)

Roblox documentation

StatusAdded Supported Event Deprecated Fired when a status is added to the Humanoid.
StatusAdded(Status status)

Fired when a status is added to the Humanoid.

The StatusAdded event fires when a status is added to the Humanoid.

Roblox reference signature
StatusAdded(status: Status)
Nova behaviour: Nova keeps this legacy member for compatibility. Roblox's modern deprecation wording may describe later Roblox behaviour; verify it against Nova before relying on the copied text.

Roblox documentation

StatusRemoved Supported Event Deprecated Nova: still functional Fires when a legacy humanoid status is removed.
StatusRemoved(Status status)

Fires when a legacy humanoid status is removed.

Nova still raises this event when a humanoid status is removed. It is deprecated in favour of the state machine, but the signal is implemented.

Roblox reference signature
StatusRemoved(status: Status)
Nova behaviour: Nova keeps this legacy member for compatibility. Roblox's modern deprecation wording may describe later Roblox behaviour; verify it against Nova before relying on the copied text.

Roblox documentation

Strafing Supported Event Fires when the Humanoid enters or leaves the StrafingNoPhysics HumanoidStateType.
Strafing(bool active)

Fires when the Humanoid enters or leaves the StrafingNoPhysics HumanoidStateType.

This event does not fire when the Humanoid is strafing and should not be used by developers

This event is fired when the Humanoid enters or leaves the StrafingNoPhysics HumanoidStateType.

When the Humanoid enters the StrafingNoPhysics state this event will fire with an active parameter of true. The event will fire again with active equal to false when the Humanoid leaves the StrafingNoPhysics state.

This event is associated with the StrafingNoPhysics Humanoid state and does not fire when the Humanoid is moving perpendicular to the direction it is facing. This state is currently unused, if it is set using Humanoid.ChangeState() the state will revert to RunningNoPhysics.

Roblox reference signature
Strafing(active: bool)

Roblox documentation

Swimming Supported Event Fires when the speed at which a Humanoid is swimming in Terrain water changes.
Swimming(float speed)

This event fires when the speed at which a Humanoid is swimming in Terrain water changes.

Humanoids swim at 87.5% of their Humanoid.WalkSpeed.

This event will not always fire with a speed of 0 when the Humanoid stops swimming.

See also:

Roblox reference signature
Swimming(speed: float)

Roblox documentation

Inherited members

Inherited from Instance: 8 properties, 36 methods, 7 events. They are documented on the base class page.

27 modern Roblox member(s) are not implemented yet — expand to inspect

Members declared by Roblox's Humanoid class (or by a missing base class) that Nova does not expose. Use this list to scope a migration; the compatibility guide has the recommended workaround.

Properties

Member Signature Status Notes Flags
CollisionType CollisionType: HumanoidCollisionType Not yet Selects the HumanoidCollisionType for R15 and Rthro non-player characters. read None / write PluginSecurity

Methods

Member Signature Status Notes Flags
AddAccessory Humanoid:AddAccessory(accessory: Instance): null Not yet Attaches the specified Accessory to the humanoid's parent. —
ApplyAvatarRules Humanoid:ApplyAvatarRules(avatarRules: AvatarRules): null Not yet — Yields, RobloxScriptSecurity
ApplyDescription Humanoid:ApplyDescription(humanoidDescription: HumanoidDescription, assetTypeVerification: AssetTypeVerification = Default): null Not yet Makes the character's look match that of the passed in HumanoidDescription. Yields, PreferredDescriptorName, ThreadSafety, PreferredDes…
ApplyDescriptionAsync Humanoid:ApplyDescriptionAsync(humanoidDescription: HumanoidDescription, assetTypeVerification: AssetTypeVerification = Default): null Not yet Makes the character's look match that of the passed in HumanoidDescription. If HumanoidDescription.UseAvatarSettings is true, the Avatar Sett… Yields
ApplyDescriptionReset Humanoid:ApplyDescriptionReset(humanoidDescription: HumanoidDescription, assetTypeVerification: AssetTypeVerification = Default): null Not yet Makes the character's look match that of the passed in HumanoidDescription, even after external changes. Yields, PreferredDescriptorName, ThreadSafety, PreferredDes…
ApplyDescriptionResetAsync Humanoid:ApplyDescriptionResetAsync(humanoidDescription: HumanoidDescription, assetTypeVerification: AssetTypeVerification = Default): null Not yet Makes the character's look match that of the passed in HumanoidDescription, even after external changes. Yields
BuildRigFromAttachments Humanoid:BuildRigFromAttachments(): null Not yet Assembles a tree of Motor6D joints by attaching together Attachment objects in a humanoid's character. —
CacheDefaults Humanoid:CacheDefaults(): null Not yet — RobloxScriptSecurity
ComputeOriginalSizeForPart Humanoid:ComputeOriginalSizeForPart(part: Instance): Vector3? Not yet — RobloxScriptSecurity
ComputeR15BodyBoundingBox Humanoid:ComputeR15BodyBoundingBox(): (CFrame, Vector3) Not yet — RobloxScriptSecurity
GetAccessories Humanoid:GetAccessories(): Array Not yet Returns an array of Accessory objects that the humanoid's parent is currently wearing. —
GetAccessoryHandleScale Humanoid:GetAccessoryHandleScale(instance: Instance, partType: BodyPartR15): Vector3 Not yet — RobloxScriptSecurity
GetAppliedDescription Humanoid:GetAppliedDescription(): HumanoidDescription Not yet Returns a copy of the humanoid's cached HumanoidDescription which describes its current look. —
GetBodyPartR15 Humanoid:GetBodyPartR15(part: Instance): BodyPartR15 Not yet Pass a body part to this method (the body part should be a sibling of Humanoid, and a child of a Model) to get the BodyPartR15 of the [Part](P… —
GetLimb Humanoid:GetLimb(part: Instance): Limb Not yet Returns the Limb enum that is associated with the given Part. —
GetMoveVelocity Humanoid:GetMoveVelocity(): Vector3 Not yet Returns the current intended movement velocity of the Humanoid. —
GetRelativeVelocityAtFloor Humanoid:GetRelativeVelocityAtFloor(): Vector3 Not yet Returns the humanoid's actual physical velocity relative to the surface it is standing on as a Vector3 in world-space orientation. —
PlayEmote Humanoid:PlayEmote(emoteName: string): bool Not yet Plays emotes and returns if was successfully ran. Yields, PreferredDescriptorName, ThreadSafety, PreferredDes…
PlayEmoteAndGetAnimTrackById Humanoid:PlayEmoteAndGetAnimTrackById(emoteId: int64): Tuple Not yet — Yields, RobloxScriptSecurity
PlayEmoteAsync Humanoid:PlayEmoteAsync(emoteName: string): bool Not yet Plays emotes and returns if was successfully ran. Yields
RemoveAccessories Humanoid:RemoveAccessories(): null Not yet Removes all Accessory objects worn by the humanoid's parent. —
ReplaceBodyPartR15 Humanoid:ReplaceBodyPartR15(bodyPart: BodyPartR15, part: BasePart): bool Not yet Dynamically replaces a Humanoid body part with a different part. —

Events

Member Signature Status Notes Flags
ApplyDescriptionFinished ApplyDescriptionFinished(description: HumanoidDescription) Not yet Fires when a HumanoidDescription has finished being applied to the Humanoid. —
ClusterCompositionFinished ClusterCompositionFinished() Not yet — RobloxScriptSecurity
EmoteTriggered EmoteTriggered(success: bool, animationTrack: AnimationTrack) Not yet — RobloxScriptSecurity
Touched Touched(touchingPart: BasePart, humanoidPart: BasePart) Not yet Fires when one of the humanoid's limbs come in contact with another BasePart. —

Roblox reference: Humanoid

Generated from Nova's API dump and Roblox creator-docs. Nova-only members come from the engine's reflection metadata.