Part is a physical object. A part in the WorkSpace can move, change appearance and size, and interact with other parts. Part is the basic component in world building. Almost all things are built by parts. You can resize a part to make a large background, unite or cut parts to create an irregular block, and use parts to create an avatar or a tool.
How to create a part: The part can be created from the "Part" menu in the toolbar at the top of the editor, created by clicking the plus button following an object in the manager to open the Object Insert menu and select a part, or created by using the script function RWObject.Create("Part").
How to create a part with different appearances: The Reworld offers basic parts with different shapes such as cube, ball, capsule, cylinder, cone, ladder, triangle, circular cone and annulus. When creating a part, you can select from the menu or modify in the part property "Change Shape". Adding the "Special Mesh" object to a part can display a mesh shape that the player uploaded, different from basic shapes. Modifying part material and color can change the part appearance. You can also add a texture object to a part and paste a custom texture.
How to edit a part: Use Move, Scale, Rotate in the toolbar to change a part's position, size, angle. These can also be modified through its properties.
How to unite or cut parts: Multiple parts can be used to create a new part with different shapes through entity modeling operations. You can unite two parts as well as delete the overlap of a part with a negated part through negate operations.
Enable physical interaction for a part: You can add a force or a velocity to make a part move, or add a constraint joint to constrain a part's movement.
Make a conveyor belt with a part: Set a directional velocity or an angular velocity for a part and then anchor the part. The avatars or other parts on this part will get its directional velocity or angular velocity.
The object-type name. Read only.
The custom name of this object.
The parent of this object.
Click to open the detailed color adjustment panel.
The material of the part. Each material has its own physical properties.
The times that the material texture piles on the part surface. The larger the value, the higher the texture density.
The offset of the material texture from the default position.
The transparency of the part.
The section without texture will display the transparency of the material. AlphaCutoff is the transparency of the basic material texture.
Whether to use the original part color.
Display the position of an object (global position and relative position).
Displays the global orientation of an object.
The size of an object.
"Lock" can make an object unselectable in the editing window, but selectable in the manager.
"Anchor" can remove effects of physics laws on an object.
Whether an object can collide with other objects with the laws of physics.
Current rotation velocity, measured in radians per second. Rotation velocity of the anchored object can be synchronized to the parts or characters that connected to it.
Current velocity, measured in meters per second. Velocity of the anchored object can be synchronized to the parts or characters that connected to it.
You can define physical properties of the part.
Friction coefficient. When two objects come into contact, the smaller friction coefficient will be adopted.
Friction Weight, taking effect only when an avatar touches other objects. The higher a friction weight, the greater the influence that the friction coefficient will be affected on the final friction coefficient.
Whether to enable gravity.
Enable to trigger collision events.
Mass, read only.
A special function, creating an instance of the specified class.
Deletes all child objects.
Clones an object to create a copy.
Returns the object's first parent node with the same name.
Returns the object's first parent node of the same class.
Returns the object's first child object with the same name. If the second parameter is true, it will search through descendants of all hierarchies.
Returns the object's first child object of the same type. If the second parameter is true, it will search through descendants of all hierarchies.
Seeks all its child objects and returns as a list.
Recursively seeks all its descendants and returns as a list.
Judges whether it is the class the same as the given object class or not.
Judges whether itself is the ancestor of the target object or not.
Judges whether itself is the descendant of the target object or not.
Seeks its own child object.
Retrieves the name of its own material. Temporarily cannot be used for the terrain.
Seeks its own child object by a given name.
Judges whether the target object is the same as itself or not.
Creates a constraint of the specified type between itself and the target object.
Returns a list of all physical constraints on the object.
Deletes all physical constraints on the object.
Retrieves all part objects connected with itself by constraints and returns as a list.
Retrieves its own mass.
Returns whether itself is involved in the collision.
Unites multiple parts.
Performs the negate part operation to the object of Parameter2, and unites it with the object of Parameter1.
Returns the player who is owning this part.
Returns whether the ownership of this part is automatically assigned.
Sets the ownership of this part and all other parts connected to it.
Makes the game engine automatically handle parts.
Returns the other part objects that the part is in contact with.
Triggered when a direct child object is added.
Deletes all child objects.
Triggered when a descendant is added.
Triggered when a descendant is removed.
Triggered when the ancestry is changed.
Triggered when the object starts a collision.
Triggered when the object ends a collision.
Triggered when the object starts a contact.
Triggered when the object ends a contact.
Triggered when the constraint is deleted or bears a break force.