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Update 3D workspace
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content/en-us/workspace/index.md

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---
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title: 3D workspace
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description: Describes the workspace container service, which holds all objects that exist in the 3D world.
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description: >-
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Describes the workspace container service, which holds all objects that exist
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in the 3D world.
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---
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`Class.Workspace` is a container service that holds objects that you want the
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`Class.W` is a container service that holds objects that you want the
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Roblox Engine to render in the 3D world. You typically will add these objects to
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the workspace:
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- `Class.BasePart` objects, which includes both `Class.Part` and `Class.MeshPart` objects.
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- `Class.Attachment` objects, which you can attach to special effect generators like a `Class.ParticleEmitter`, UI objects like a `Class.BillboardGui`, physical `Class.Constraint|Constraints`, and more.
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- `Class.Model` objects that organize geometric groupings.
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- `Class.Script` objects that are parented by other objects in the workspace.
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* `Class.BasePart` objects, which includes both `Class.Part` and `Class.MeshPart` objects.
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* `Class.Attachment` objects, which you can attach to special effect generators like a `Class.ParticleEmitter`, UI objects like a `Class.BillboardGui`, physical `Class.Constraint|Constraints`, and more.
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* `Class.Model` objects that organize geometric groupings.
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* `Class.Script` o that are parented by other objects in the workspace.
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Scripts aren't rendered but can affect another object's rendering.
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## Parts
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Within a script, you can access a place's `Class.Workspace` in three different ways, all of which are valid.
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- `game:GetService("Workspace")`
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- `workspace`
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- `game.Workspace`
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* `game:GetService("Workspace")`
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* `workspace`
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* `game.Workspace`
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From there, you can carry out a large set of use cases to script logic for your
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experiences and create dynamic worlds and interactions. For example:
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- Obtain a reference to any object in the workspace to change its properties during runtime.
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- Obtain a reference to a user's `Class.Camera` object to [manipulate their view](../workspace/camera.md) of the workspace.
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- Listen for events on objects in the workspace to carry out
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* Obtain a reference to any object in the workspace to change its properties during runtime.
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* Obtain a reference to a user's `Class.Camera` object to [manipulate their view](../workspace/camera.md) of the workspace.
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* Listen for events on objects in the workspace to carry out
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logic at specific times, such as when a user's playable character [touches an object](../workspace/collisions.md).

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