[Beta] Attachments no longer require a BasePart (aka Detached Attachments)

[Update] June 18, 2025

Hello Creators! :wave:

We’ve got some news about Attachments. You probably know them, you probably use them - but if not, they have some neat uses. Attachments are a way to position something relative to something else – they can be used to constrain Parts, or emit particles, sounds, and other effects.

Attachments have been around for quite a while. In fact, they’ve been around for such a long time that they’ve finally grown up enough to move out of their Parent’s house.

That’s right! With the all-new “Detached Attachments" beta feature, Attachments can be parented to anything.

These days are behind us

Parenting to the workspace? We got you covered. Folders and Models? By all means go ahead. The only limit is your imagination (please parent responsibly).

What’s Changing?

We want to retain the spirit of what attachments are supposed to do – these are 3D points relative to something else. So, even though Attachments don’t have to be descendants of a BasePart anymore, their position & rotation will still be relative to their first ancestor that is a PVInstance or Attachment (if one exists).

This means that Attachments can travel-alongside Models, Cameras (these are PVInstances now), and more, without any scripting required!

If an Attachment has no suitable ancestor, then its position & rotation will be in world-space.

Note, however: Constraints can only act on physical objects. Attachments that don’t have a BasePart ancestor will be treated as “having no mass”; constraints connecting these will be deactivated.

When will this exit beta?

Changing the behavior of Attachments could break code that assumes Attachments have an ancestral Part. If you try this out and find something amiss, please let us know! We want to ship this behavior as soon as we can, but want to make sure we don’t break everything.

Happy creating!

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This topic was automatically opened after 10 minutes.

Any reason why this was chosen over constraints defaulting to Rigid behavior? (RigidityEnabled, specific values being set to math.huge, etc)

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WE WIN THESE!!!

Best notification I have ever read from discord overlay
Thank you!!!

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Yo, this is insane, awesome update thanks Roblox :fire::fire::fire:

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Wow!!! I really can’t believe it, this incredible. I thought you can parent it to Lots of things I guess not. I will use this .

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Yeah fair question; we picked the more-conservative behavior to begin with – if this is a common feature request we could revisit

It would be harder & more-painful to ship that as the initial behavior, then discover that (for some reason) we need to disable it

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I chuckled a little bit lol but fr good job guys W update :slight_smile:

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Awesome news
:partying_face: :partying_face: :partying_face:


also funny

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Some Physics Constraint have some modes, where you can input a position as a Vector directly instead of specifying an attachment. Will these specific Constraints support “physics-less” attachments one day? :thinking:

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there is a bug currently that if you place an attatchment into a thing that was not possible before it goes to 100000 position on Y
and you cant move it with the move tool since the move tool arrows dont show up.

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This is really neat, this will come in handy for me. W update

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Hey @Dyzcroll – that is expected

When the beta feature is turned off, detached-attachments have an arbitrary/undefined position, but can still be parented wherever you want.

We did this so that if you make a placefile with the beta feature turned on, it won’t completely fail-to-open when the feature is off – but it won’t work lol

Until we release this behavior on all clients, the only way to use detached attachments is to enable the beta feature in studio

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THAT ACTUALLY A VERY GOOD UPDATE!
Finally there is a way to spawn any sound/particle instance without having to use basepart!
Althrought im worried about how it will work with streaming enabled…

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this is awesome!! my lag machines can finally be four lines of code shorter

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YES! YES! YES!

FINALLY! SO happy that this got pushed live. THANK YOU!!!

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so does this mean we’re closer to being able to weld bones to parts and vice versa

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In addition to this being a great change, I like the use of humor in this post as well. The image representing the prior method of attaching everything to terrain is peak, it communicates exactly what it’s intended to in a really fun way.

I guess you could also call these “detachments”?

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this is a w update :innocent: keep them coming

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Just switched over to using Attachments for pathfinding/effect positioning, the timing couldn’t be even better! This is a really much needed update

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