Offset Accessors
The generated read_/write_ pair behind every Roblox class property the External knows about.
A Roblox property lives at a fixed byte offset from the start of its instance. The External ships a table of those offsets and generates a typed getter and setter for each one, so you never have to write the arithmetic yourself.
Named vs raw
local part = find_instance_by_path("Workspace.Baseplate")
-- Named accessors: the offset and the width are handled.
print(read_BasePart_Transparency(part))
write_BasePart_Transparency(part, 0.5)
write_BasePart_CastShadow(part, false)
-- The equivalent raw work, which you do not have to do.
-- write_float(part + <offset>, 0.5)Offsets move with Roblox
Every Roblox rebuild can move them. If accessors start returning nonsense after an update, the offset set is behind — that is what the link below is for.
Grouped by class. Each property listed has both a read_ and a write_ form.
Every listed property exposes a matching getter and setter that follow a fixed naming pattern:
read_<Class>_<Property>(addr: number) → <type>write_<Class>_<Property>(addr: number, val: any) → booleanAirProperties
2AirDensityqword
GlobalWindfloat
AnimationTrack
6Animationqword
Animatorqword
IsPlayingqword
Loopedbool
Speedqword
TimePositionfloat
Animator
1ActiveAnimationsqword
Atmosphere
6Colorfloat
Decayqword
Densityqword
Glareqword
Hazeqword
Offsetqword
Attachment
1Positionfloat
Attribute
3Keyqword
Sizefloat
Valueqword
AttributesMap
2Attributesqword
Lengthqword
BasePart
8CastShadowbool
Color3float
Lockedbool
Masslessbool
Primitiveqword
Reflectanceqword
Shapeint
Transparencyqword
Beam
13Attachment0qword
Attachment1qword
Brightnessqword
CurveSize0float
CurveSize1float
LightEmissionqword
LightInfluenceqword
Texturestring
TextureLengthqword
TextureSpeedqword
Width0qword
Width1qword
ZOffsetqword
BloomEffect
4Enabledbool
Intensityqword
Sizefloat
Thresholdqword
BlurEffect
2Enabledbool
Sizefloat
ByteCode
2Pointerqword
Sizefloat
Camera
8CameraSubjectqword
CameraTypeqword
FieldOfViewqword
ImagePlaneDepthqword
Positionfloat
Rotationfloat
Viewportqword
ViewportSizefloat
CharacterMesh
4BaseTextureIdqword
BodyPartqword
MeshIdstring
OverlayTextureIdqword
ClickDetector
2MaxActivationDistanceqword
MouseIconqword
Clothing
2Color3float
Templatestring
ColorCorrectionEffect
4Brightnessqword
Contrastqword
Enabledbool
TintColorfloat
ColorGradingEffect
2Enabledbool
TonemapperPresetqword
DataModel
12CreatorIdqword
GameIdqword
GameLoadedbool
JobIdstring
PlaceIdqword
PlaceVersionint
PrimitiveCountint
ScriptContextqword
ServerIPstring
ToRenderView1qword
ToRenderView2qword
ToRenderView3qword
A few classes come up constantly:
| Class | Why you reach for it |
|---|---|
| Camera | Position, Rotation, FieldOfView and ViewportSize — everything a projection needs. |
| BasePart | Primitive is the pointer to the physics object; Transparency, Color3 and CastShadow are the visual ones. |
| DataModel | PlaceId, JobId, GameLoaded and ServerIP — session facts without walking anything. |
| AnimationTrack | IsPlaying, Speed and TimePosition for reading what a character is doing. |
| Atmosphere / BloomEffect / BlurEffect | The lighting effects the visual toggles work through. |