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Props

Props are what make your levels feel alive, some props are static and some props are gameplay objects.

Level structure

Level (Folder)
└── Props (Folder)
    └── ...

Your props should all go to the Props folder. Shocking, I know. The engine only traverse Folders, so props inside instances that are not folders will not get proccessed.

Meanwhile in ReplicatedStorage...

Assets
└── Props (Folder)
    └── ... (Models)

You place your actual prop models here. Know how to set your own prop models in Making your own props.

Clutter system

The clutter system refers to the engine replacing placeholders in the Props folder with the actual asset.

Placeholders

You do not directly place your prop assets inside the Prop folder otherwise that will defeat the purpose of a clutter system.

Instead, you place placeholders around the map, placeholders are BaseParts that will be replaced with their actual props when the level starts.

Making your props

All props must be a Model. And it must have a BasePart named Base which acts as the pivot.

Recoloring

To reduce redundancy and making all the devs go insane, you can create color variations of your props without needing to change every goddamn parts of your prop to that color.

With the placeholder, set attributes like Color0 Color1 Color2 etc, and in your prop model have parts you want to recolor with Part0 Part1 Part2 etc.

Attributes can be Color3, BrickColor and string. If you wan't string, you need to set them up in MissionSetup and have a field named Colors which contains your colors.

Warning

If there's a gap in your attributes, like Color0 Color4 the engine will not proccess Color4 and only proccess Color0.

Colors = {
    Metal = Color3.fromRGB(20, 20, 20)
}