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-- Return the finalized copy of the deep cloned table
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returncopy
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end
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## Freezing Tables
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Freezing a table makes it read-only. This means that its keys can't be written to, but can be read. New keys can't be created after a table is frozen. You can check if a table is frozen by using the `Library.table.isfrozen()` method. This feature is used to create constant values which you don't want to change.
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Freezing a table makes it read-only, which is useful for creating constant values that you don't want to change. Freezing is permanent; there's no "unfreeze" or "thaw" method. To check if a table is frozen, use `Library.table.isfrozen()`.
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### Shallow Freezes
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### Deep Freezes
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To freeze a more complex table with nested tables inside it, you'll need to use a recursive function similar to the following:
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To freeze a more complex table with nested tables inside it, use a recursive function similar to the following:
Copy file name to clipboardExpand all lines: content/en-us/production/promotion/referral-system.md
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@@ -7,6 +7,10 @@ description: Use referral links to track and reward players that have successful
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This feature is still in beta. If you'd like to provide Roblox with feedback about this feature, join the [User Acquisition Referrals](https://www.guilded.gg/i/EwKQPZWE) Guilded group.
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</Alert>
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<iframewidth="880"height="495"src="https://www.youtube-nocookie.com/embed/qfWKYgO63OI"title="YouTube video player"frameborder="0"allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share"allowfullscreen></iframe>
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<br> </br>
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The friend referral system encourages existing players to bring new players into your experience, increasing player retention and overall engagement. Players can access and share referral links from [player invite prompts](./invite-prompts.md) or directly from the default in-experience invite menu.
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As a developer, you can use these shareable referral links to:
Copy file name to clipboardExpand all lines: content/en-us/production/publishing/thumbnails.md
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@@ -285,11 +285,3 @@ You can express your experience's theme through overall theme and colors to help
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<figcaption>Dark and stormy theme for a horror experience</figcaption>
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</figure>
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</GridContainer>
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### Keep Multiple Thumbnails Active
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To get the most out of your personalized thumbnails, always keep multiple thumbnails active instead of choosing one winner. This allows personalization to adapt to changing user trends.
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### Avoid Clickbait
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To avoid clickbait, make sure your thumbnail content reflects what users can expect from your experience.
Copy file name to clipboardExpand all lines: content/en-us/reference/engine/classes/AnimationConstraint.yaml
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@@ -2,8 +2,13 @@ name: AnimationConstraint
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type: class
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category:
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memory_category: PhysicsParts
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summary: ''
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description: ''
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summary: |
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Aligns two `Class.BasePart|BaseParts` with an animate-able kinematic or force-based joint.
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description: |
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An **AnimationConstraint** constrains its `Class.Attachment|Attachments` so
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that they're offset by the `Class.AnimationConstraint.Transform|Transform` `CFrame`.
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The `Class.AnimationConstraint.Transform|Transform` can be set manually
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during `Class.RunService.PreSimulation` or by an `Class.Animator`.
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code_samples: []
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inherits:
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- Constraint
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properties:
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- name: AnimationConstraint.C0
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summary: ''
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description: ''
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description: |
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The `Class.AnimationConstraint.Attachment0|Attachment0` `Class.Attachment.CFrame|CFrame` for backwards compatibility with `Class.Motor6D.C0`.
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code_samples: []
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type: CFrame
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tags:
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writeCapabilities: []
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- name: AnimationConstraint.C1
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summary: ''
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description: ''
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description: |
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The `Class.AnimationConstraint.Attachment1|Attachment1` `Class.Attachment.CFrame|CFrame` for backwards compatibility with `Class.Motor6D.C1`.
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code_samples: []
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type: CFrame
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tags:
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- Animation
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writeCapabilities: []
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- name: AnimationConstraint.IsKinematic
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summary: ''
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description: ''
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summary: |
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Toggles whether the `Class.AnimationConstraint` is kinematic or physically simulated.
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description: |
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When true, the connected parts follow the `Class.AnimationConstraint.Transform|Transform` perfectly without participating in physics simulation.
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When false, the connected parts follow the trajectory using forces and torques limited by `Class.AnimationConstraint.MaxForce` and `Class.AnimationConstraint.MaxTorque`.
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code_samples: []
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type: bool
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tags: []
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- Animation
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writeCapabilities: []
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- name: AnimationConstraint.MaxForce
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summary: ''
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description: ''
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summary: |
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Maximum force magnitude the constraint can apply to achieve its goal.
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description: |
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Maximum force magnitude the constraint can apply to achieve its goal. Only
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used if `Class.AnimationConstraint.IsKinematic|IsKinematic` is false.
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code_samples: []
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type: float
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tags: []
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- Animation
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writeCapabilities: []
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- name: AnimationConstraint.MaxTorque
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summary: ''
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description: ''
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summary: |
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Maximum torque the constraint can apply to reach its goal.
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description: |
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Maximum torque the constraint can use to reach its goal. Only used if
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`Class.AnimationConstraint.IsKinematic|IsKinematic` is false.
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code_samples: []
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type: float
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tags: []
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writeCapabilities: []
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- name: AnimationConstraint.Part0
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summary: ''
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description: ''
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description: |
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The `Class.AnimationConstraint.Attachment0|Attachment0` `Class.Instance.Parent|Parent` for backwards compatibility with `Class.Motor6D.Part0`.
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code_samples: []
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type: BasePart
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tags:
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writeCapabilities: []
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- name: AnimationConstraint.Part1
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summary: ''
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description: ''
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description: |
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The `Class.AnimationConstraint.Attachment1|Attachment1` `Class.Instance.Parent|Parent` for backwards compatibility with `Class.Motor6D.Part1`.
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code_samples: []
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type: BasePart
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tags:
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- Animation
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writeCapabilities: []
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- name: AnimationConstraint.Transform
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summary: ''
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description: ''
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summary: |
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Describes the current animation offset of the `Class.AnimationConstraint` joint.
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description: |
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The internal `Datatype.CFrame` that is manipulated when a `Class.AnimationConstraint`
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is being animated.
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##### Timing
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`Class.AnimationConstraint` transforms are not applied immediately, but rather as
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a batch in a parallel job after `Class.RunService.PreSimulation`,
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immediately before physics steps. The deferred batch update is much more
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efficient than many immediate updates.
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If the `Class.AnimationConstraint` is part of an animated model with an
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`Class.Animator`, then `Class.AnimationConstraint.Transform` is usually
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overwritten every frame by the `Class.Animator` after
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