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content/common/navigation/engine/reference.yaml

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@@ -2505,6 +2505,11 @@ navigation:
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type: engineapi
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source: /reference/engine/classes/Teams.yaml
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ignoreTranslation: true
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- title: TelemetryService
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path: /reference/engine/classes/TelemetryService
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type: engineapi
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source: /reference/engine/classes/TelemetryService.yaml
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ignoreTranslation: true
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- title: TeleportAsyncResult
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path: /reference/engine/classes/TeleportAsyncResult
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type: engineapi
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type: engineapi
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source: /reference/engine/enums/AnnotationEditingMode.yaml
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ignoreTranslation: true
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- title: AnnotationRequestResult
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path: /reference/engine/enums/AnnotationRequestResult
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type: engineapi
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source: /reference/engine/enums/AnnotationRequestResult.yaml
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ignoreTranslation: true
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- title: AnnotationRequestType
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path: /reference/engine/enums/AnnotationRequestType
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type: engineapi
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source: /reference/engine/enums/AnnotationRequestType.yaml
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ignoreTranslation: true
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- title: AppLifecycleManagerState
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path: /reference/engine/enums/AppLifecycleManagerState
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type: engineapi
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type: engineapi
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source: /reference/engine/enums/EasingStyle.yaml
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ignoreTranslation: true
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- title: EditableStatus
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path: /reference/engine/enums/EditableStatus
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type: engineapi
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source: /reference/engine/enums/EditableStatus.yaml
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ignoreTranslation: true
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- title: ElasticBehavior
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path: /reference/engine/enums/ElasticBehavior
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type: engineapi

content/en-us/art/modeling/avatar-setup.md

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content/en-us/avatar/resources.md

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@@ -204,7 +204,7 @@ The following assets are designed for the specific [auto-setup requirements](../
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<Card style={{height: '100%'}}>
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<CardContent>
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<center>Nature Girl - AutoSetup</center>
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<center>Nature Girl - Auto-Setup</center>
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<figure>
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<center> <img src="../assets/art/resources/Archer-Girl-Preview.png" width="100%" /> </center>
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</figure>
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<Card style={{height: '100%'}}>
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<CardContent>
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<center>Stylish Male - AutoSetup</center>
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<center>Stylish Male - Auto-Setup</center>
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<figure>
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<center> <img src="../assets/art/resources/StylizedMale-Preview.png" width="100%" /> </center>
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</figure>

content/en-us/luau/tables.md

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@@ -292,17 +292,17 @@ To copy a more complex table with nested tables inside it, you'll need to use a
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```lua
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-- The function used for deep copying a table
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local function deepCopy(original)
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local function deepCopy(original)
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-- Define the new table for the copy
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local copy = {}
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-- Loop through the original table to clone
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for key, value in original do
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-- If the type of the value is a table, deep copy it to the key (index)
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-- Else (or) the type isn't a table, assign the default value to the index instead
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copy[key] = type(value) == "table" and deepCopy(value) or value
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end
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-- Return the finalized copy of the deep cloned table
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return copy
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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:
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```lua
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local function deepFreeze(target)

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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<iframe width="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:

content/en-us/production/publishing/thumbnails.md

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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.

content/en-us/reference/engine/classes/AnimationConstraint.yaml

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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
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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`
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`CFrame`. The `Class.AnimationConstraint.Transform|Transform` can be set
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manually 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`
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`Class.Attachment.CFrame|CFrame` for backwards compatibility with
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`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`
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`Class.Attachment.CFrame|CFrame` for backwards compatibility with
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`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
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simulated.
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description: |
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When true, the connected parts follow the
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`Class.AnimationConstraint.Transform|Transform` perfectly without
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participating in physics simulation. When false, the connected parts
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follow the trajectory using forces and torques limited by
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`Class.AnimationConstraint.MaxForce` and
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`Class.AnimationConstraint.MaxTorque`.
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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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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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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`
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`Class.Instance.Parent|Parent` for backwards compatibility with
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`Class.Motor6D.Part0`.
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type: BasePart
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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`
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`Class.Instance.Parent|Parent` for backwards compatibility with
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`Class.Motor6D.Part1`.
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type: BasePart
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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`
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joint.
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description: |
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The internal `Datatype.CFrame` that is manipulated when a
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`Class.AnimationConstraint` is being animated.
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##### Timing
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`Class.AnimationConstraint` transforms are not applied immediately, but
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rather as a batch in a parallel job after
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`Class.RunService.PreSimulation`, immediately before physics steps. The
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deferred batch update is much more 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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`Class.RunService.PreAnimation` and before
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`Class.RunService.PreSimulation`.
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type: CFrame
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content/en-us/reference/engine/classes/Annotation.yaml

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tags: []
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deprecation_message: ''
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properties: []
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methods: []
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events: []
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methods:
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- name: Annotation:GetRequests
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summary: ''
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description: ''
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code_samples: []
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parameters: []
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returns:
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- type: Dictionary
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summary: ''
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tags: []
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deprecation_message: ''
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security: RobloxScriptSecurity
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thread_safety: Unsafe
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capabilities: []
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writeCapabilities: []
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events:
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- name: Annotation.RequestCompleted
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summary: ''
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description: ''
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code_samples: []
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parameters:
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- name: requestId
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type: string
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default:
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summary: ''
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- name: requestType
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type: AnnotationRequestType
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default:
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summary: ''
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- name: result
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type: AnnotationRequestResult
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default:
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summary: ''
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tags: []
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deprecation_message: ''
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security: RobloxScriptSecurity
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thread_safety: Unsafe
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capabilities: []
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writeCapabilities: []
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- name: Annotation.RequestInitiated
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summary: ''
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description: ''
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code_samples: []
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parameters:
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- name: requestId
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type: string
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default:
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summary: ''
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- name: requestType
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type: AnnotationRequestType
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default:
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summary: ''
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tags: []
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deprecation_message: ''
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security: RobloxScriptSecurity
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capabilities: []
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content/en-us/reference/engine/classes/AudioAnalyzer.yaml

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description: |
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Returns the frequency spectrum of the last audio buffer, as an array of
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numbers. The elements of the array are root-mean-square volume levels,
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evenly spaced from 0 hertz to 24,000 hertz.
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If any of the analyzer's inputs come from an `Class.AudioDeviceInput`, this method returns an empty array.
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evenly spaced from 0 hertz to 24,000 hertz. If any of the analyzer's
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inputs come from an `Class.AudioDeviceInput`, this method returns an empty
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array.
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code_samples: []
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parameters: []
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returns:

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