Datatypes
The values objects hold: positions, rotations, colours, ranges and curves.
Datatypes are plain values that properties and scripts pass around. Most work like Roblox's, with the same constructors and members.
Vector3Luau's native vector with Roblox's members.Vector2A 2D vector.Color3A colour with R, G and B from 0 to 1.NumberRangeA Min and a Max: a particle picks its Lifetime, Speed, Rotation and flipbook frames per second in between.PhysicalPropertiesRaycastParamsWhat scene:Raycast skips or only looks at: FilterType Exclude (the default) or Include, and FilterDescendantsInstances, the instances whose parts count (descendants included).RaycastResultWhat scene:Raycast hit: the part (Instance), where (Position), the surface's Normal facing the ray, and the Distance in studs along the ray.ColorSequenceKeypointOne colour of a ColorSequence at a Time.ColorSequenceColours over time from 0 to 1: a ParticleEmitter's Color over each particle's life.NumberSequenceKeypointOne Value of a NumberSequence at a Time, give or take Envelope.NumberSequenceNumbers over time from 0 to 1, with an Envelope of randomness: a particle's Size and Transparency.CFrameA position and rotation, like Roblox's CFrame.RBXScriptConnectionWhat Connect returns.RBXScriptSignalAn event: Root.Heartbeat.KeyA read-only dictionary of names to CFrames, with Lerp and the space conversions in C++.SquishA soft body's whole deformation (SquishModifier.Squish): every simulation point's offset from its rest place in its part's own space, so it moves with the part.CurveUtils
