[Beta] Attachments no longer require a BasePart (aka Detached Attachments)

This is not related to the thread, even though you make a valid point. Show your support for or create a feature request related to this, that is how this will have the biggest chance of being acknowledged :pray:

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Yeah, I don’t know why nobody has made a feature request yet :confused:

What an awesome day for me to get back into developing games!

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I think they should add a “Fade Top bar” setting to the game settings. So when your mouse is not next to the chat button or the menu button it fades and hides. I think that would fix some of the problem of not being immersed, that way the player only sees these buttons when they need to.

Maybe I should make a feature request but I haven’t made one before :thinking:

Edit: I cannot make feature requests, If someone could make a a topic about adding a game setting for fading top bar I would be happy to support the topic Feature Requests - Developer Forum | Roblox

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In the screenshots you provided, you can get rid of about half the clutter by disabling the chat and health displays.

game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Chat, false)
game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Health, false)

This is how it looks, my character’s health in this screenshot is 5.

I also find it inconvenient that you can’t fully hide the topbar on non-touch platforms.

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peak news, i saw this and literally jumped out of my chair lol

when can we expect this to go out of beta?

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This is a godsend for my random loot chests! The random respawn coordinates are currently parented to Terrain. My crates teleport after being opened, so you have to explore to find more gear.

LootCrateOpeningKnifeRevolver

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would this mean we could translate the cframe of attachments and make them follow real time cframe? kind of like how u would move a base part with networkownership to follow a vr cframe?

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oh… my god? this is not something i’d expect to be seeing; this is some really good work since i like to store all my particles (and by extension, their parent attachments) in server-folders until they’re needed

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This seems to happen even on attachments parented to base parts. A light inside an attachment, inside another attachment will not render
It has actually been an issue for a long time now even before this beta

Hopefully this fix resolves it!

@ReallyLongArms I’m curious, this is a big feature for placing lights now. Is it ever planned that the Light class could inherit from the PVInstance class so we can place lights without needing a parent? Almost all other engines do this and it’s nice if Roblox had this too.

Obviously to not break legacy behavior they should still be able to move when parented under: Attachment & it’s derived classes (Bone), BasePart derived classes and so on.

This would be a nice QOL change and make places require less instances for placing lights. Obviously for surface lights this would be a special case because without a parent they need to be able to set their rect size.

when can we expect this to go out of beta?

@SquarianSquare we’re doing this studio beta mainly to discover bugs

Since Attachments have required a parent part for so long, there are probably code snippets in both live experiences and our internal code which assume that’ll never change

We’ve put in fixes for a few so far, but once the report-rate for new detached-attachment-bugs slows to a trickle (or ideally none at all!) we’ll look toward exiting beta :crossed_fingers:

Are there plans to make particles show on top of Parts and UIs? this is an insane update which can change so much in VFX, also i suggested it here: Requesting a way for ParticleEmitter to always render over objects - #16 by ltsRealJr

Fix flags for these bugs have rolled out!

In the latest release notes these are still marked as “Pending”, but that’s because the flags have only been enabled in studio.

Could you reply to my question?

Discussing with rendering folks and taking a look at it to see if it’s possible to implement. I can’t offer any firm commitments, but I can see how it would be useful – hope we can work something out!

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body movers work in attachments?

literally just saw this, one of the bests update fr

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Will the built-in Tag Editor be updated to have tagged Attachments display when WorldView is enabled?
This would come in handy now, because normally you’d need to enable Constraint Details or Visible to see Attachments, and even then you can’t really see what their purpose is if they’re tagged. I’d imagine using these rather than Parts for things such as SpawnPoints or Emitters as they’re easier to manage and aren’t as obstructive as a part in the viewport.
I’m not sure if this is out of scope for the Tag Editor, but it would be very nice to be able to quickly select the tagged Attachment by clicking on whatever it is being visualized as, if WorldView is enabled.

Off topic but this is just so funny. Great update though, love to see features like these.