Get all parts in workspace?

Hello devs, so I am working on my pathfinding module and I need to get all parts in workspace, yes I know there is :GetChildren() and GetDescendants() but these won’t work if ladder is in Model, that is in another model, you get the point, so is there a way to get all parts in workspace?

local CubeModel = game.Workspace.Cubes

local AllCubes = CubeModel:GetChildren()

print(#AllCubes) -- This Show How Much Part/Cubes Are In Model.

for i, cube in pairs(AllCubes) do
	-- You Can Add Some Functions To All Cubes Or Parts. 
	-- Like:
	cube.BrickColor = BrickColor.new("Really red")
end

You don’t get my point, I said I need to get all parts in workspace, not in model.

Hey, I don’t see why GetDescendants wouldn’t work?
GetDescendants would get all descendants of the workspace. Example: If you have a map (as a model) inside of your workspace, and inside of the map there is a ladder (which is a model), the ladder would also be returned by GetDescendants

Its because if Truss is in Model, that is in Model, it wouldn’t work cuz it would get descendants, not parts.

So you only want to look at parts inside of the workspace and not folders, models etc?

I wan’t to get all workspace’s parts, so entire workspace.

for i,v in pairs(game.Workspace:GetDescendants()) do
	if v:IsA("Part") then
		v:Destroy()
	end
end

I don’t know why this would not work?

1 Like

workspace:GetDescendants() will return all parts in the workspace and every other Instance. If you want to detect if it’s a BasePart, you can always do a if v:IsA("BasePart") statement.

A BasePart is the base-class for all part-related instances, such as TrussParts and MeshParts.

2 Likes

If you only want to get the parts, first you use workspace:GetDescendants, then use a for loop to loop through the table. Then check if it’s a Part, and if it is, do whatever you want.

for _, part in pairs(workspace:GetDescendants()) do
    if part:IsA("BasePart") then
        -- do whatever you want.
    end
end

I said I need to get all of the workspace’s parts, and you don’t get my point, why GetDescendants() or GetChildren() won’t work, its because of Truss’ parent, if truss is in Model that is in etc. folder, It doesnt detect truss.

It would. Did you already test it out with GetDescendants and it didn’t work?

That’s exactly what GetDescendants does, though. It loops through every instance in the workspace. As long as the Workspace is an ancestor of the BasePart, it will detect it.

GetChildren will only return its direct children. GetDescendants will return it’s children, it’s children’s children, and so on.

2 Likes

fixed it

   for i,v in pairs(game.Workspace:GetDescendants()) do
	if v:IsA("BasePart") then
		if not v:IsA('Terrain') then
			print(v.Name)	
		end
	end
end

Let us look at this example.

You see, MyAmazingPart is inside of a truss inside of a map.

Try, using a for loop

for i,v in pairs(game.Workspace:GetChildren()) do
if v:IsA(“Part”) and v.Parent == game.Workspace then
–the part is located in workspace and is a part
end
end

Look into the CollectionService - you can tag certain objects of significance pretty easily and cuts down on script resources to get this list of ladders you desire.
CollectionService (roblox.com)

local collectionService = game:GetService("CollectionService")

local parts = collectionService:GetTagged("PartsToGrab")
local other = collectionService:GetTagged("PartsNotToGrab")

Suggested plugin:
Tag Editor - Roblox

local allParts = {}

function fetchParts()
	for i, v in pairs(workspace:GetDescendants()) do -- Filter through workspace's descendants
		if v:IsA("BasePart") then -- If v is a Union, Mesh or Part
			table.insert(allParts, v) -- Put the instance into allParts
		end
	end
	return allParts
end

function printLen()
	fetchParts() -- Call fetchParts
	print("There are "..#allParts.." BaseParts") -- "There are [len] BaseParts"
end

printLen() -- Call printLen()

You can swap BasePart for Part or UnionOperation, depending on what specifically you want to look for

Guys, :GetDescendants() worked! I didn’t know that this is how :GetDescendants() works!