Data types
56 data types in the Asterune Luau API.
Data type pages document constructors, fields, methods, and operators. Data types are not instances in the place hierarchy.
- ActionContext: Groups input-action bindings with a shared priority and modal state.
- AnimationGraphLayer: Controls the state and blend weight of one animation graph layer.
- AnimationGraphPlayer: Plays an animation graph and exposes its parameters, layers, and events.
- AnimationTrack: Controls playback, speed, time, and weight of a loaded animation.
- AstScriptConnection: Represents a signal handler connection.
- AstScriptSignal: Registers event handlers or waits for an event.
- AudioStream: Accepts PCM audio samples for queued playback.
- Axes: Stores a set of selected coordinate axes.
- BrickColor: Represents a color from the named palette.
- CatalogSearchParams: Configures catalog search filters, limits, and ordering.
- CFrame: Represents a position and rotation in three-dimensional space.
- Color3: Represents an RGB color with components from 0 to 1.
- ColorSequence: Defines a color over normalized time using color keypoints.
- ColorSequenceKeypoint: Stores a color at a normalized time in a ColorSequence.
- Component: Provides component field constructors and a registered component's runtime interface.
- ComponentHandle: Reads and writes one component attached to an Instance.
- DateTime: Represents an instant with Unix timestamp and calendar conversions.
- EditableImage: Reads, writes, and draws image pixels at runtime.
- EnumItem: Represents one named item in an enumeration.
- Faces: Stores a set of selected Part faces.
- Font: Identifies a font family, weight, and style.
- InputObject: Describes an input type, state, position, and change.
- Mesh: Creates and edits polygon geometry, skin weights, and morph targets.
- NumberRange: Represents a numeric minimum and maximum.
- NumberSequence: Defines a number over normalized time using numeric keypoints.
- NumberSequenceKeypoint: Stores a numeric value and envelope at a normalized time.
- OverlapParams: Configures filtering and result limits for spatial overlap queries.
- Path: Computes navigation paths and exposes waypoints and obstruction events.
- PathRequest: Tracks an asynchronous path calculation.
- PathWaypoint: Stores a navigation position, traversal action, and label.
- PhysicalProperties: Specifies density, friction, elasticity, and their blending weights.
- Query: Selects Instances by components, tags, class, hierarchy, and component changes.
- Random: Generates pseudorandom numbers and vectors from a seed.
- Ray: Represents an origin and a direction vector.
- RaycastParams: Configures filtering and collision behavior for ray and shape casts.
- RaycastResult: Describes the first surface hit by a spatial cast.
- Rect: Represents a two-dimensional axis-aligned rectangle.
- Region2: Represents a two-dimensional region with minimum and maximum corners.
- Region3: Represents an axis-aligned box in world space.
- Region3int16: Represents a three-dimensional region with integer corner coordinates.
- RenderBinding: Controls a callback registered with RunService:BindRender.
- Store: Reads and writes a named persistent key-value store.
- SystemDefinition: Stores the callback and scheduling options returned by System.define.
- TerrainJob: Tracks an asynchronous terrain-editing operation.
- TerrainRegion: Stores a copied block of terrain cells.
- TestInput: Simulates keyboard, pointer, and text input for place tests.
- Translator: Looks up localized text for a selected locale.
- Tween: Controls playback of a property interpolation.
- TweenInfo: Configures tween duration, easing, repetition, reversal, and delay.
- UDim: Combines parent-relative scale and pixel offset for one axis.
- UDim2: Combines scale and pixel offset for two-dimensional GUI layout.
- Vector2: Represents a 2-component vector.
- Vector2int16: Stores two signed 16-bit integer coordinates.
- Vector3: Represents a 3-component vector.
- Vector3int16: Stores three signed 16-bit integer coordinates.
- VRController: Reports one VR controller's pose, buttons, hand tracking, and haptics.