Parts

Tower Creator Parts List

Browse a practical Tower Creator parts list by geometry, movement, buttons, zones, lighting, triggers, and advanced interactions.

This Tower Creator parts list organizes community-documented Rescripted objects by the job they perform. It is a practical index, not a claim that every live part is present or that every historical name still appears. Open the current Parts panel, match the visible object, inspect its Properties, and test a copy in a small area before using it throughout a tower.

Filter the index by use, version, and evidence

Start with the outcome you need, then narrow the choice by editor version and evidence status. “Community documented” means the object or family appears in the current community Parts, Properties, or Rescripted references checked September 15, 2026. It does not mean the exact live label, default value, or device interface was tested for this guide.

Structure and readability

Use: floor, wall, landing, trim, climbable route, or visual connector.

Start with: Part, Truss, or Beam.

Version: currently documented Rescripted-era family; compare Legacy names separately.

Evidence: community documented; appearance, collision, and surfaces need an in-game check.

Use filter · route foundation

Traversal and movement

Use: carry, push, swing, climb, launch, or transport the player.

Start with: Conveyor, X-Pusher, Swing, Vine, Zipline, or Teleporter.

Version: several names are Rescripted-era and should not be assumed compatible with Legacy.

Evidence: community documented; link direction, ranges, and persistence need an in-game check.

Use filter · test before copying

Player state and zones

Use: change speed, jump, gravity, slope, or health for a defined area.

Start with: the matching Changer, Pad, or Remover visible in the current panel.

Version: naming differs across historical references.

Evidence: family supported by community references; exact effect boundaries and reset behavior need an in-game check.

Use filter · mark the reset

Presentation and trigger systems

Use: dialogue, music, lighting, camera, sound, skybox, or a linked action.

Start with: Dialog Part, Music Part, Lighting Changer, or the input/output role described in the Triggers hub.

Version: currently documented Rescripted-era coverage.

Evidence: community documented; catalog access, link hierarchy, multiplayer scope, and rejoin state need an in-game check.

Use filter · keep non-audio cues

An object can belong to more than one use filter. A Zipline is both traversal and a linked system; a Music Part is both presentation and a zone. Open the detail guide that matches the risky part of the setup: Advanced Parts for links and movement, Part Properties for fields, or Triggers for input-to-output logic.

Compare relationship requirements before placing a part

The current name alone does not tell you whether a part is self-contained. Use this relationship index to decide what must be inspected before you build around it. Every row is based on community-documented Rescripted-era families checked September 15, 2026; exact current fields and compatibility still need a live check.

Part, Truss, or Beam

Type: structure or visual connector.

Player result: floor, wall, climbable route, trim, or readable line.

Relationship: no Behavior, Attachment, or external Link is assumed for the basic result.

Version: currently documented Rescripted-era family.

Source: community Parts index.

Last checked: 2026-09-15.

Community documented · verify collision and surfaces

X-Pusher

Type: moving platform system.

Player result: a visible push or travel obstacle.

Relationship: inspect the live parent, motion fields, limits, and any reference shown; do not assume an Attachment or external Link from the name.

Version: Rescripted-era reports.

Source: community Parts and Update Log.

Last checked: 2026-09-15.

Community corroborated · exact motion needs testing

Zipline

Type: linked traversal.

Player result: travel between visible route points.

Relationship: currently documented as using linked points; confirm whether those points appear as Links, Attachments, or another live editor object.

Version: Rescripted-era reports.

Source: community Parts and Rescripted references.

Last checked: 2026-09-15.

Relationship UI and point order need testing

Music Part

Type: audio or zone object.

Player result: music in a defined area.

Relationship: inspect the current Music Browser or accepted source; no public evidence supports copying a universal SoundID list.

Version: Rescripted-era reports.

Source: community Parts and conflicting Q&A.

Last checked: 2026-09-15.

Catalog, authorization, and persistence need testing

Trigger input or output

Type: linked control or presentation object.

Player result: touch, interaction, camera, sound, or another visible action.

Relationship: requires a confirmed input-to-output path; some chains also use gates, delays, Behaviors, or object references.

Version: Rescripted-era reports.

Source: community Parts and Properties references.

Last checked: 2026-09-15.

Link order, repeat, reset, and rejoin need testing

Leave a field unset when the live editor does not show it. A blank relationship is safer than inventing a Link, Behavior, or Attachment that changes how the object saves or resets.

Basic route and structure parts

Part

Type: basic geometry.

Use: floors, walls, landings, trim, and route markers. Community sources describe multiple shapes under the general part tool.

Community reported · checked 2026-09-15

Seat and Trip

Type: player interaction.

Use: seating or a trip-like reaction on contact. Keep them away from ordinary landings unless the effect is intentional.

Community reported · checked 2026-09-15

Slippery Part

Type: movement surface.

Use: reduced traction or ice-style obstacles. Give the player room to recognize and recover from the change.

Community reported · checked 2026-09-15

Truss

Type: climbable structure.

Use: vertical routes and bridge-like support. Check its current surface and collision behavior after scaling.

Community reported · checked 2026-09-15

Beam

Type: visual connector.

Use: indicating a route or continuous line between points. Do not rely on a thin beam as the only safety cue.

Community reported · checked 2026-09-15

Use basic objects to establish the tower’s readable route before adding dynamic behavior. Confirm CanCollide, transparency, material, and player clearance on every platform family.

Moving and traversal parts

Conveyor moves objects or players along a surface at a configured speed. Orient its visual direction clearly and test stepping on from both ends. X-Pusher is documented as a movable platform with travel limits and physical tuning; give it an unobstructed path. Swing and Vine create hanging movement, while Zipline carries the player along a linked route in Rescripted-era documentation.

Wall Jump supports a wall-based jump interaction. Teleporter moves the player toward a selected linked destination. Bullet Velocity Changer affects projectiles, while Turret creates them through a linked setup. Every movement object needs a visible start, safe destination, failure route, and reset check.

These names describe current community documentation, not guaranteed menu order. Use Advanced Parts for construction and troubleshooting details.

Buttons and activation helpers

The ordinary Button is documented as changing collision and transparency on linked parts, with options around inversion, timing, visibility, sound, and interaction. Display Button shows text, Lava Button moves selected geometry vertically, and Button Deactivator resets button state. Exact properties should be read from the live panel.

Use a button when a player should deliberately cause a visible state change. Place the button where it can be found, show which object changed, and make the timer or reset legible. A hidden button can be a puzzle, but its feedback still needs to prove that activation occurred.

Trigger Button belongs to the trigger-oriented systems documented for Rescripted. It can act as an activation source for linked client objects. Test one output before chaining more.

Boosters and movement-state zones

Community parts lists include Jump Launcher, Gravity Pad or Changer, Gravity Remover, Jump Changer, and Speed Changer. These alter the player’s movement rather than ordinary geometry. Mark zone boundaries and show when the effect ends.

A launcher needs landing space; a gravity change needs enough room for the player to understand the new arc; a speed change needs a route designed for the resulting momentum. Test entry from walking, jumping, and an off-center angle. Then reset and confirm normal movement returns.

Names such as “Pad,” “Changer,” and “Remover” can vary across eras. Match the object visible in the current Parts panel and use its own property description.

Dialogue, music, health, lighting, and atmosphere

Dialog Part displays text or story content. Music Part plays configured music in a zone. Heal Part and Health Changer affect health. Slope Angle Changer and its reset counterpart affect how slopes are traversed. Current music IDs, submissions, audio permissions, and exact ranges require a live check.

Lighting-related documentation names a consolidated Lighting Changer, plus glow add/remove behavior. Test these effects with Roblox graphics settings at more than one level. Do not use lighting alone to indicate a deadly obstacle or route direction.

For dialogue, keep text readable, brief enough for movement, and skippable when the current object supports it. For music, respect platform and creator rules and provide non-audio route cues.

Trigger parts currently documented

The community Parts page describes Button, Camera, Click, Function, Interaction, Resume, Shake, Sound, Stop, Tool, Trigger Button, and Skybox trigger concepts. Some receive input, some gate a chain, and some create a direct effect. An unreleased or leaked label should never be treated as usable merely because it appears on a wiki.

Use the Triggers hub for a safe input-action-output model. The camera, cutscene, and pushbox guides focus on the exact player tasks authorized for this site without pretending that every property is permanently known.

Decorative meshes and surfaces

The documented mesh library includes many geometric and themed shapes. Use meshes for silhouettes, landmarks, arches, signs, and decoration rather than as hidden collision. Inspect each object’s bounding behavior; an irregular visible shape can still have surprising physical edges.

Materials, per-face surfaces, color, transparency, reflectance, and shadow settings can transform basic geometry without another advanced object. Use Part Properties to change these in an order that preserves route readability.

How to verify a part before publishing a tower

Place one copy in a disposable area. Record its visible name and version. Change one non-default property, add only required links, and test outside Edit Mode. Activate it twice if relevant, reset, invite a second player, and rejoin. If any result differs, label the system unfinished and keep it away from the main route.

Do not build against an exact part count or range from this page. Use the live counter and property validation. Community documentation is detailed but acknowledges unfinished entries and version mixing.

References

Continue with another focused Tower Creator guide.

Parts

Tower Creator Advanced Parts

Choose and test Tower Creator advanced parts for movement, buttons, zones, lighting, music, dialogue, teleporting, and linked systems.

Parts

Tower Creator Part Properties

Understand Tower Creator shared and unique part properties, change fields in a safe order, and test appearance, collision, physics, and behavior.

Guides

Tower Creator Badges

Check current Tower Creator badges by official ID, enabled status, description, dates, and earn-method verification without guessing unlock steps.