I don’t think I got my use case across well and I’m not sure how using tags helps here. Allow me to re-explain:
In the screenshot I posted before for my custom character handler you can see some billboard guis showing where the ground checks (raycasts fired downward from the hips) hit. I don’t want these to show all the time but I also don’t want to have to do some sort of command bar nonsense to tag them in order to enable this debugging info.
What I would like is for my scripts that are inside the tortoise model to be able to tell when they or the tortoise is selected IN STUDIO so it, WHILE STILL IN STUDIO can display this info, and otherwise not display it at all. I don’t want to have to spend my time making custom plugins and scripts that do this, I would like to just add a few lines of code to make some basic debug info like so:
local isSelected = false
for i, selected in ipairs(game.Selection:Get()) do
if selected == script or selected == script.Parent or selected == Character then
isSelected = true
if isSelected then
--show debug info, like the billboards in the screenshot
--don't show debug info
I don’t want to make some external script in ServerScriptService that other scripts have to talk to and I really don’t want to make a plugin. I just want one script to tell me what it’s doing and to not tell me what it’s doing when I don’t need it.
I like debugging like this in other game engines (where you’re only shown the information when the item that needs debugging is selected) because it is simple and gives me a lot of control as a developer.