<div class="tabbertab" title="Info">{{TitledBox|heading=Derived Classes|{{if|{{derived classes|Player}}|{{derived classes|Player}}|None}}|blue|float:right; margin-left: 4px; width:25%;}}{{ObjectPage/style|Player|float:left; width:25%; margin-left: 0}}{{EmphasisBox|The Player object contains all of a user's information while in game.
The Player object contains all of a user's information while ingame.
Click on something to learn more about it!
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Image:PlayerPic.png|
{{Service}}
rect 18 334 118 353 [[MembershipType_(Property)|MempershipType]]
rect 18 353 118 374 [[Name_(Property)|Name]]
rect 18 372 118 393 [[Parent_(Property)|Parent]]
rect 19 392 118 410 [[UserId_(Property)|UserID]]
rect 19 429 118 447 [[Archivable_(Property)|Archivable]]
rect 21 469 116 486 [[Neutral_(Property)|Neutral]]
rect 20 487 116 504 [[TeamColor_(Property)|TeamColor]]
rect 17 316 119 334 [[DataReady_(Property)|DataReady]]
rect 19 297 118 315 [[DataComplexity_(Property)|DataComplexity]]
rect 19 277 118 296 [[ClassName_(Property)|ClassName]]
rect 18 258 119 279 [[CharacterAppearance_(Property)|CharacterAppearance]]
rect 18 220 120 240 [[AccountAge_(Property)|AccountAge]]
rect 20 239 118 259 [[Character_(Property)|Character]]
rect 61 60 144 79 [[RBX.lua.Backpack_(Object)|Backpack]]
rect 61 79 144 96 [[RBX.lua.StarterGear_(Object)|StarterGear]]
rect 61 97 144 114 [[RBX.lua.PlayerGui_(Object)|PlayerGui]]
rect 22 23 91 42 [[RBX.lua.Players_(Object)|Players]]
==Functions==
desc none
In addition to the global functions, Player also has these:<br>
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''<font color="red"># indicates a locked function. These should NOT be tampered with.</font>''
Loads data from the Roblox website to be changed via the data persistence methods. Also makes the Player's DataReady boolean value true if said data is accessible.
Returns a string value that was previously saved to the player via SaveString with the same key. Returns an empty string ("") if key doesn't exist, not nil.
Saves a Roblox instance, such as a part that can be reloaded on another server via LoadInstance. The DataComplexity used is the Object's DataCost property. Saving nil removes the entry and frees up DataComplexity units..
Saves a number value that can be reloaded from any server via LoadNumber. The DataCost taken up by a saved number can be removed by saving 0 as the value.
Saves a string that can be reloaded from any server via LoadString. The DataCost used by a saved string can be removed by saving an empty string ("") as the value.
Returns a clone of the object and its children, unless its Archivable property is false. The clone will have the same properties as the original object and the same descendants (except those with an Archivable property set to false). The clone's Parent will be nil.
Returns the first child found with a name of name. Returns nil if no such child exists. If the optional recursive argument is true, will recursively descend the hierarchy while searching rather than only searching the immediate object.
The name of the object, which is often used to identify it in the context of its parent. Note that names are not unique identifiers; multiple children of an object may share the same name. In a script where you want to access an object using a name, for example, game.Workspace["Brick"], the first object found with that name is that object. This "first object" can be found in the Explorer menu.Names are great for showing a very brief title or summary of an object.
The hierarchical parent of the object. When no scripts hold references to an object, it will still be maintained as long as it's parent is set to an object which does have references to it, either by other objects or scripts. The toplevel DataModel object (the one referred to as the "game" by scripts) has no parent, but always has a reference held to it by the game engine, and exists for the duration of a session.
A unique string per type of Instance. Should only be used as a unique identifier, as it does not reveal any information about nature of the type hierarchy the type is in. For this use, see IsA.
Fired periodically after the user has been away for a while. Currently this event is only fired for the local Player. time is the time in seconds that the user has been idle.