Allow selecting locked parts by holding a key combination

Locking parts currently serves as a way to prevent unintentional modifications to parts while working on unrelated things (among other use cases), but it is currently too hard to select a locked part if I really need to select it anyway.

It is very difficult to copy and paste, or get to the properties of a part that has been locked, especially if it is very deeply nested away in the explorer hierarchy. If I need to get e.g. the color of a nearby part, copy a meshpart so I can reuse it and save on memory in my game, or I need to reference something else about it, I must do the following:

  • Select the lock tool
  • Unlock the part
    • If the part is in a folder or a nested folder, this involves unlocking every other part in the entire folder tree as well - if there are a mixture of locked and unlocked parts in the folder, I lose that information, either everything is locked or everything is unlocked.
  • Deselect the lock tool
  • Select the part

And if I want to prevent myself from accidentally editing things again, or selecting the wrong things while working I must do this process again to lock everything, until I need to sample another meshpart or property.

This is awful and makes re-using meshparts and keeping colors consistent unnecessarily tedious and difficult.

When I hold down alt to drill into a model to select individual parts, I should be able to also do this for locked parts. For example, maybe I could hold down alt+ctrl to activate the alt-click select behavior, but also have it ignore if a part is locked and select it anyway.


For example, right now I’m making props and I wanted to reuse this spiked meshpart in my map:

image

I cannot copy this meshpart to use in my props because it is locked, and to unlock it I have to go through a tedious ritual that I must repeat every time I want to sample a meshpart, and I risk ripping the ground up by accident if I don’t re-lock everything since all of the parts in my map are in a nested folder hierarchy.

70 Likes

I’d like to raise this feature request back up again. As a Roblox developer, it is currently too hard to work with locked parts in Studio as they hold the same behaviour as a live session.

I desire to have my map locked in live gameplay to prevent any mistaken changes such as by third party building tools but currently I don’t have any way to select locked parts in Studio without unlocking them. This also damages workflows relying on packages if I ever unlock them or if a change in their position or orientation is registered as a change. Workarounds like having a script lock relevant parts at runtime is not ideal; I’d have to iterate through the Workspace on too many parts unnecessarily instead of having that property set right as the experience instance turns up.

If I could have my Studio tools ignore a part’s lock in any way, this would help me keep my properties consistent without needing to always track their original lock state. I could keep parts locked while not actually registering new changes. This is also a pain with nested packages that propagate the change upward now, so complex packaged assemblies with locks end up generating too many changes I should otherwise not have to be making.

My part locks are to prevent unintended changes, yes, but I don’t want to change the lock state of my parts when I’m trying to make an intended change on them. I use part locking with the intent of not making changes to them unless I deliberately need to and the extra clicks involved in flipping the property are not only bad for my development experience timewise but also because they actually trigger certain systems that I don’t want them triggering.

14 Likes

I want to re-open this. It can be useful to lock parts to avoid selecting the wrong ones when building, but occasionally I run into the scenario where I am unsure of where a locked part is in a folder of many other parts/models, and having a key combination to select locked parts would make this incredibly simple, and save me a lot of time.

6 Likes

Was just working with parts that are supposed to be locked by default. It’s a slight hassle unlocking/locking them each time I want to actually edit them for a moment.
This can lead to accidentally leaving the lock off, because I forgot to turn it back on after editing.

Having a way to select specifically locked parts without actually changing their Locked state would be very useful in cases like the above.

Bumping this thread to help people who need this feature, I’ve made a plugin for you to help with managing locked parts, hopefully I made your day. (sorry if I’m breaking rules, I don’t really know all of them)

Just activate it when you’re trying to select and deactivate when you’re done.

I have one as well, it’s not super polished but does the job. This one deselects itself automatically after you pick something.

1 Like