Movement
Move, turn, follow and orbit objects with finite engine-scheduled actions.
Feature status and language/platform compatibility
Choose an API to see its signature, parameters, examples and behavior.
APIs
- Movement.move()
- Movement.moveTo()
- Movement.rotateTo()
- Movement.lookAt()
- Movement.follow()
- Movement.orbit()
Module guide
Setup and language support
These engine-owned services work in Lua 5.4, Luau, JavaScript, Python, C, C++, C#, Java, PHP, and HTML inline JavaScript. Follow Use gameplay actions to create and attach a script, install external toolchains, and choose the correct language binding. PHP and HTML scripts belong under ui/; CSS alone runs no gameplay code.
The Calls section uses JavaScript signatures. The function examples below include native syntax for all ten script types, including SDK-specific alternatives and limitations. Attach a JavaScript Object Component script to the specified target and press Play. Globals are supplied by the engine. Schedule actions from Start or a callback, rather than at script top level. Native languages use typed options and their own builder conventions; see the guide's language bindings.
Parameters
Entities are stable IDs or scene paths. Position, offset and center are three-component local vectors. Rotation is a nonzero quaternion [x, y, z, w]. Move/moveTo/rotateTo accept seconds or duration/speed options; follow and orbit take finite durations. Follow offset defaults to [0, 0, 0].
Return and timing
Each helper returns an operation handle. Move adds an offset to the captured start; moveTo selects an absolute local destination.
Behavior and limitations
- An anchored Part moves five units along local X, then turns toward the origin.
- Follow re-reads the target each frame during its catch-up duration; it does not install a permanent follower.
- LookAt samples orientation when starting. Reissue from a controller when the target changes.
- Orbit circles in local XZ; turns controls revolution count. Physics and simultaneous property writes can compete with motion.
- Check script attachment, enabled state and the Console when an operation fails. Asynchronous errors also appear in operation state. Callback exceptions disable the owner and clean up its actions.
- Owner destruction, disable, successful reload or Stop cleans up owned actions and subscriptions. Failed reload retains the previous behavior's operations. See Operation handles for controls and lifetime details.