@MonsterStepDa …
oooh the clawwww.
I worked at Pixar for a while but not during the Claw era.
So for this, DragDetectors are only really applicable to the controls. The claw mechanism and how they respond to your controls is a totally separate problem.
For the controls, you’re probably going to want to have some 1D joysticks, and maybe a button? The button would be to tell the claw to drop, and the joysticks would move the claw forward/backward and left/right.
For the button, check out the 3 new button styles in DragDetectors TestWorld 2. You’ll probaby want to riff off of the left one.
For the joystick, you can go one of two ways. [1] You can make a knob on a 1D slider, like the one ParticleLineSlider in that same world. It will translate and not rotate like a joystick, but probably is a little easier to implement. You can always just use a beam to connect the center of the know with the base of the joystick on the console and it will kind of look like it’s rotating . Note that you’ll want to set the referenceInstance to be another object like the backplate, and then use MinDragTranslation/MaxDragTranslation to limit the motion. Then you can read the DragTranslation value to decide how to move the claw. [2] you can make a rotating joystick. This involves using a DragStyle of RotateAxis and limiting the motion with minAngle and maxAngle. I don’t have an example of this yet.