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Overview

The mass_set_property tool allows you to efficiently set the same property to the same value across multiple Roblox instances in a single operation. This is ideal for batch updates like hiding multiple parts, anchoring multiple objects, or changing colors across a group.

Parameters

paths
array
required
Array of instance paths to modify. Each path uses dot notation (e.g., game.Workspace.Part1)
propertyName
string
required
Name of the property to set on all instances (e.g., Transparency, Anchored)
propertyValue
any
required
Value to set the property to. Must match the property’s expected type.

Vector3 Limitation

Important: mass_set_property does NOT support Vector3 properties like Position, Size, or Velocity.For Vector3 properties:
  • Use individual set_property calls for each instance
  • Or use set_relative_property with component-specific operations
  • Or use set_calculated_property for formula-based positioning

Data Type Warning

Property values must match the expected data type:
  • Numbers: Use plain numbers (e.g., 0.5, 100)
  • Booleans: Use true or false
  • Strings: Use quoted strings
  • BrickColor: Use string with BrickColor name
  • Vector3: NOT SUPPORTED - use individual set_property calls

Examples

Making multiple parts transparent

{
  "paths": [
    "game.Workspace.Part1",
    "game.Workspace.Part2",
    "game.Workspace.Part3"
  ],
  "propertyName": "Transparency",
  "propertyValue": 0.5
}

Anchoring multiple objects

{
  "paths": [
    "game.Workspace.Platform1",
    "game.Workspace.Platform2",
    "game.Workspace.Platform3",
    "game.Workspace.Platform4"
  ],
  "propertyName": "Anchored",
  "propertyValue": true
}

Changing material on multiple parts

{
  "paths": [
    "game.Workspace.Floor",
    "game.Workspace.Wall1",
    "game.Workspace.Wall2"
  ],
  "propertyName": "Material",
  "propertyValue": "Neon"
}

Disabling CanCollide on multiple parts

{
  "paths": [
    "game.Workspace.Decoration1",
    "game.Workspace.Decoration2",
    "game.Workspace.Decoration3"
  ],
  "propertyName": "CanCollide",
  "propertyValue": false
}

Performance Considerations

Batch operations are significantly faster than individual calls:
  • Individual calls: 10 parts = 10 MCP round-trips
  • Mass operation: 10 parts = 1 MCP round-trip
For large numbers of instances (~10-50+), always prefer mass operations.

Maximum Batch Size

While there’s no strict limit, it’s recommended to process batches of 50-100 instances at a time for optimal performance and error handling.

Use Cases

  • Bulk property changes across level objects
  • Setting default properties for newly created instances
  • Hiding/showing multiple UI elements
  • Batch physics property updates
  • Standardizing colors or materials across objects

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