Click Detectors do not function while tool equipped

Describe the bug. Describe what is happening when the bug occurs. Describe what you would normally expect to occur.

Basically, with a tool equipped, I am unable to interact with click detectors (as I can in studio)

How often does the bug happen (Everytime/sometimes/rarely)? What are the steps that reproduce the bug? Please list them in very high detail. Provide simple example places that exhibit the bug and provide description of what you believe should be the behavior.

This bug is 100% consistant

Where does the bug happen (www, gametest, etc) Is it level-specific? Is it game specific? Please post a link to the place that exhibits the issue.

It happens (or doesn’t happen in this case) only in published games, while the functionality is fine in studio.

When you click on an icecream cone, you should then be able to click on any flavor of icecream and it adds a scoop. As you can see, once you get an icecream cone, not only can you not click on any of the flavors, but you also cannot click to grab a new cone, whose behavior was not modified in any way since before you clicked on them the first time.

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99% sure this is expected behaviour. You can work around this by using a script in the tool though.

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Then why does it function differently in studio and why does it say nothing about that on the wiki?

Also, I originally did have it all working from a local script in a tool but that didn’t work either

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This behavior is expected and not a bug; ClickDetectors not being clickable with tools has existed for years. To get ClickDetectors to “work with a tool equipped”, you need to write your own logic within the tool.

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I seem to get the same behavior in studio as I do online, and just to confirm not being able to click a click detector is when a tool is equipped is expected behavior (unless the click detector MaxActivationDistance is set to 0, which means the click detector cannot be clicked).

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This is a bug.

Even if it has existed for years, this issue has been present along with it.

First, one can not write a custom thingy with Tools. Because Tools is overriding something. I don’t know what, but it’s just overriding something that doesn’t make ClickDetectors work with it anymore.

It’s either figure out how to disable the overriding behavior, or you can’t get ClickDetectors to work in a default way.

One can eventually use the mouse location or raycast or similar for custom behavior, but that’s not ideal.

 

What would be very ideal, would be a new property on the Tool that disables this behavior.

 

Accessories would work, but they’re not Tools and they don’t work with the default Backpack.

Along with that, Accessories are deemed to have all Particles hidden when put under the Player in First Person, and I will be addressing this issue along with Tools now.

Actually not a bug, more of feature request so they add property InteractableWhileToolEquipped so the developer can choose

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It’s not wrong.

Though something about this is unintended, otherwise this would have probably existed longer ago.

 

It becomes an issue though if Roblox decides to make changes. They might believe Accessories are solely used for Accessories. But maybe they don’t know that Tool actually major issues, like this one. Infact this is something that is present on a Deprecated Instance called HopperBin in the Script Mode.

This is a Tool:

This is an Accessory:

And this is an update: Hiding Avatar Particle Effects in First-Person

 

Looks closely the same

As you see Accessories have the same similar Structure. They have a Handle like Tools do. And you can tell an Accessory an Attachment that will automatically attach to the location on the Avatar.

Using an Accessory still causes one to have to re-implement things.

This is still not ideal, as when you move an Accessory out of an Avatar, the welds will teleport weird, compared to Tools.

 

This issue is present on HopperBin as well, where the Cursor actually does show up but doesn’t do anything.