Indexing Children as Fields

A guide on how to index descendants of instances in roblox-ts.

Indexing Descendants of Instances

Many aspiring roblox-ts developers open up their first project to find that TypeScript doesn’t appreciate their attempts at referencing instances via the dot operator. When one hovers over each element of a dot access, TypeScript indicates the problem is something like the following:

Indexing error

This happens because script is typed as a LuaSourceContainer and TypeScript doesn’t know whether or not script.Parent exists. TypeScript has no notion of your tree hierarchy, so it doesn’t know that Configuration exists either. Hence, TS tells you the Configuration object is of type any, because it doesn’t have any idea what it could be.

There are a few ways to approach this problem:

Approach 1: Define a type

One solution to this problem is to simply assert that you know what type a particular variable is, and define it as such using an object type.

Defining a type

Above, we redeclare the script variable as an intersection between a LuaSourceContainer and an object type which has a Parent property which itself is an intersection between ScreenGui and an object containing a Configuration, and so on.

The & symbol defines a type intersection, which means that something is two different types at the same time (as opposed to |, which means something is only one of the operand types). You can think of it like adding or merging two or more types together.

When we say something is Configuration & { NumItems: IntValue }, then we are defining a Configuration instance with an accessible “NumItems” child. Where we define LuaSourceContainer & { Parent: ScreenGui }, we are overriding the regular LuaSourceContainer.Parent property and redefining it as a ScreenGui instead of Instance | undefined.

Here is another example defining a reusable type:

enum ItemType { A, B, C, D }

type ItemScreen = ScreenGui & {
	Configuration: Configuration & {
		NumItems: IntValue;
		ItemType: IntValue; // Value should be 0-3

function printNumItems(itemScreen: ItemScreen) {

const parent = script.Parent as ItemScreen;

This approach works great for when you just need to assert that you know something is something else, but the downside to this approach is that there is no way to validate such a defined tree at run-time, without writing a custom type guard for ItemScreen. For use cases such as this, see the following method(s).

Approach 2: Safely Validating Tree Types

If you want to define a robust instance tree layout which can be programmatically validated or yielded for at run-time, you are going to need some code specifically made to do that. The open source package validate-tree was made for this very purpose. Its usage looks as follows:

import {
} from "@rbxts/validate-tree";

enum ItemType { A, B, C, D }

// define a Rojo-esque object tree , which can be validated at run-time
const ItemScreen = {
	$className: "ScreenGui",
	Configuration: {
		$className: "Configuration",
		NumItems: "IntValue",
		ItemType: { $className: "IntValue" }
} as const; // preserves the literal type of each member

type ItemScreen = EvaluateInstanceTree<typeof ItemScreen>;

function printItemTypeName(itemScreen: ItemScreen) {

const { Parent: parent } = script;

// if parent is defined and it matches the ItemScreen tree:
if (parent && validateTree(parent, ItemScreen)) {
	// parent is the type `ItemScreen`

if (parent) {
	// returns a promise which yields until `parent` matches `ItemScreen`
	yieldForTree(parent, ItemScreen).then(itemScreen => {

	// per usual, promises can yield the current thread via the `await` operator in async contexts
	async () => {
		const itemScreen = await yieldForTree(parent, ItemScreen);

It should be noted that validating types at runtime does incur a performance cost. You should not call validateTree or similar functions within performance-sensitive code. Ideally, you should only validate once during initialization.

Helper Plugin

A companion plugin for the validate-tree package exists which can auto-generate the object tree definitions used above.

Click on the plugin with nothing selected to open the settings, or click the plugin with an instance selected to generate a definition for it.

Plugin preview

Generated code with tree