You can use a hinge constraint, or you could write a script that creates a legacy hinge for you. Not sure about adding a surface part manually.
The WeldConstraint tool allows you to select all of those blocks in your description and weld them all at once. You simply select the parts that you want to weld, and if they are touching then a WeldConstraint gets created.
For your door example, you should just be using HingeConstriants (and you only need one in this case). The Hinge/Motor surfaces are legacy. And surface joining can be just turned off.
See above:
Oh. I didnāt know that. Ima try doing a side-by-side comparison. This might be easier to do than changing surfaces around!
One more concern I still have is with the JoinToOutsiders being changed. For nostalgic reasons, Iād still like to be able to use building tools and games that were made with legacy surfaces in mind. I donāt see a reason to alter all those building tools that depend on this API. Mind leaving it the way it is since MakeJoints is also being left untouched?
Hereās one game that needs it.
I will really miss all of those surfaces. Well, I guess Studio is just becoming for experienced people. Iām just getting confused over this whole constraints stuff, it almost seems like us, less experienced people will have to be wasting hours and hours in learning just to make something like a car, this is not a great change, but I can see why they are doing this.
Edit: After seeing a lot of negative posts, I can really agree that this change will destroy most of the things. First of all, just making surface GUI disappear wonāt make no impact, it will make a major impact in most games. Itās going to be impossible to stick with constraints for me, surface has always been a part of my life in Studio.
Just because you donāt understand something doesnāt mean others wonāt. In fact, it is better for new developers to come in and learning constraints rather than surface types. Surface types are a legacy of feature in which they are very limited and confusing for new developers. Using a WeldConstraint
as an example is much simpler and faster than it ever would be with surface types.
In addition, most front-page games donāt utilize surface types anymore. The ones that do most of the time only do it for visuals, and Roblox does not plan to remove the visual aspect of part surfaces.
Iāve seen these posts quite often about confusion with the constraints. However, this is extremely problematic. Nobody is specifying on the confusion is and it doesnāt help Roblox engineers make constraints easier to use.
However, do make sure to look at the tutorials on the Developer Hub. For example, here is an article on how to easily make a car system using constraints. This car system will function a lot smoother compared to cars built using legacy surface types.
I would implore you to continue to move with technology as legacy features are removed due to being limited and outdated. Innovation should not be stifled in favor of those who refuse to use new systems because they donāt want to take the time to learn how they work.
Could you share what surfaces you will miss? Hinge/Motor will be available, and you will still be able to make cars with them. You should try the beta and see if it causes any problems for your game or building workflow.
It would also be super helpful if you could share what part of using WeldConstraints is confusing for you!
Also, this change does not effect SurfaceGUIs
So this isnāt effecting how hinges or motors are made, considering this is it ever planned to phase out hinges or motors on surfaces?
I will miss studs and inlets for classic Lego-like building and weld surfaces for almost everything else. I remember when I first started playing Roblox, one of the first things I learned were that blocks attached to each other like Lego bricks. I also will miss how the legacy surfaces were automatic with welding things that are touching and separating things that arenāt.
I am playing around with constraints. Though Iāve refrained from using them in bulk, Iām interested in trying to do builds using only constraints.
They are a bit confusing though. For example, I welded a set of blocks using constraints, and then I duplicated one that contains a constraint. Now I need to delete these constraints or itāll act weird in-game, like some kind of floating arm. This couldāve gone bad if I didnāt have welds shown.
This is unlike the surface-welding behavior, which automatically welds things according to the compatibility of their surfaces, and avoids situations like this.
Admittedly, I still prefer the old surface system, and I have some old builds I need to work on, so I might fork the current studio tools so I can work on these builds without making a mess.
Thatās good advice I think and honestly if I have a moving object I usually just get a weld script and let the moving parts be on constraints. But when I want to go to a game like build and race which uses legacy constraints for the ease of use. Which is where I learned how to build and moved on to a few remakes. When I teach people how to build. I usually do a build in a online sandbox game like space construct or build and race again. If the surfaces are removed it makes the creation process harder and more complex with a sandbox game.
If youāre looking to weld parts together, you truly donāt need a weld script. It is much easier and faster to manually weld the parts together using the Roblox tools rather than a bunch of scripts running at the startup of the server welding parts together.
Although I know you have good intentions behind this, you are doing these people a disservice. Sandbox games are not meant to replicate the official Roblox building tools in Studio. They are designed as an easy way for anyone to build just for fun in that particular game. It is significantly better to teach these folks how to build with the Studio tools in Studio itself.
Not necessarily. Developers can easily replicate these surfaces for their sandbox games, and it would be preferred that developers do this over-relying on legacy surfaces.
Part of the reason for these changes being tested is to give developers a chance to update their code for the few edge cases in which developers fully rely on surfaces. However, most games donāt rely on surfaces and wonāt be affected by this. In addition, games built previously using surfaces, such as Roblox Battle, will not be affected.
Much needed change, simplifying the developer process without limiting creativity is always the right way to go.
I can update my welding script in favor of these new welds!
Not sure how much use people will get from it!
Does this update remove the snap grid feature? I donāt care that much about studs, but I do care about snap grid.
Thatās a completely different tool. You can set the snap grid tool to whatever you like.
Thank God. The reason I thought it was being removed is because it goes by stud increments.
Please donāt ever remove the snap grid tool.
I donāt care for any of this! how will we tell decals what side to show up on, as well as GUIās? How will we power our vehicles without the yellow hinges when they are next to be removed? We need the constraint hinges to do the same job before this happens! the auto weld and hinge joint system are buggy and should just be removed and replaced with the weld constraints which are more stable and controllable, I shut off auto joint on all my places.
I donāt care for the glitchy yellow hinges, but thatās what we are limited to right now. i also donāt use the weld surface anymore, If you remove the yellow hinges, please replace them with another form of hinge that can drive a vehicle without the need for scripts, not everyone who builds vehicles can script (me), so this is important!
My last concern is joint breaking in game, will weld constraints allow destruction of models with explosives or joint breaking scripts? i havenāt tested this yet.
One last thing! please donāt remove the iconic stud joints! Even if they become useless, please leave them!
Roblox has had built-in tools to easily place decals on parts for years. In addition, you can just change the surface of the SurfaceGui
until you get it on the side you want.
Most games donāt even use part surfaces so developers already use the āmethodsā explained above.
Cylindrical and spring constraints get the job done much better than surface hinges.
Make sure to check out the tutorials on the Developer Hub as they are great! Below is an article on how to easily make a car using constraints.
That is not true. Check out hinge constraints as they are more powerful and easier to use compared to the surface constraint hinges that you are referring to.
Yes, weld constraints break in explosions like regular welds did as far as I am aware. The functionality of weld constraints should not differ from the legacy welds - weld constraints are simply designed to make welding easier.
The visual aesthetic of surfaces will not be removed. In addition, old games will be unaffected by these changes functionality wise.
lol really? well i was totally wrong, i had know idea you could drive a car without yellow hinges. i may also be a little stuck in the old ways that things where done. anyway, thanks for the corrections! this is one reason why i came to dev forum to begin with.