Clicking Viewport While GUI Object Selected Selects Part Unexpectedly

When a GUI object is selected in the Explorer (excluding ScreenGui), clicking anywhere in the game viewport causes a 3D part to become selected. This occurs even if none of the manipulation tools (Select, Move, Scale, Rotate) are active.

Attached is a video of this happening. This affects me on a daily basis since I click the viewport to hide the ui editor tags.

Expected behavior

Clicking in the game viewport while a non-ScreenGui GUI object is selected should not change the current selection. The selection should remain on the GUI object unless a new object is explicitly selected in Explorer or via a tool.

Actual behavior:
Clicking the game viewport forcibly selects a 3D object (typically the part under the mouse), overriding the current GUI selection. This disrupts UI workflows and appears to ignore tool context.

This affects me on a daily basis since I click the viewport to hide the ui editor tags.

Elaborate? You mean to get the border outline and stuff out of the way to visualize how something looks and then want to be able to quickly switch back to selecting it again for editing?

I agree that the behavior seems poor but this is something that the UI Editor actually has dedicated code to go out of its way to do so I’m hesitant to just remove it without understanding in some more detail.

The video shows the issue. The first time a part got selected, shouldn’t have happened since there were no selection tools enabled. You can see in the next attempts with no tools enabled, and no UI selected, my clicks in the viewpoint are just ignored.

Yes, I know it does that. Like I said, the UI Editor plugin is deliberately going out of its way to do that selection.

Could you explain in more detail the reason that you want it to not do that? Like what is the ideal workflow you’re trying to perform?

This is unexpected behavior. If i have the selection tools entirely disabled (as shown in my video) no parts should be selectable thru the viewport. I click off my UI to hide the UI editor selection boxes. When building interfaces its important to have a quick way to deselect everything to see what you are working with. The UI editor should just respect what tool you have selected (Select, Move, Resize, None).

This behavior still drives me nuts. I click off my UI with no tools equipped expecting it to hide the resize grab handles on my UI and do nothing else.

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I guess I can just try doing this and seeing if anyone complains, but I have a feeling some people might complain about getting trapped in the UI editor if I change it, that’s why I haven’t done it yet.

The behavior should still click off the UI editor and deselect elements;, would also drive me nuts if there was no way to quickly deselect UI. The general problem is if you don’t have any 3d tools enabled, you don’t want to select anything in the 3d viewport at all.

What if it is instead changed to require two clicks to select parts in the viewport? So one click gets rid of the UI selection boxes, and the second one would select any parts you’re hovering over in the viewport, as per usual.

That’s not actually a bad idea. Click with selection = deselect, click with no selection = exit editor.

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The issue I am talking about is related to when you have no selection tools enabled. There should be absolutely 0 reason parts are being selected, unless I have “Select”, “Move”, “Rotate” or “Scale” tools open.

I decided to do it the way you want, clicking empty space will never exit the UI editor, only selecting nothing / non-Gui objects via means other than the UI editor itself will exit the UI editor.

This should be in next week’s release.

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Great, I’m looking forward to trying this out. Although I don’t think that is what I intended to ask, still want to be able click off UI in the viewport to deselect my UI. Just if I have no selection tools enabled, the deselection step should be the final action, no parts should be selected.

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If you click off of the GUI it will deselect the GUI. But it also won’t deselect the UI editor plugin, so you will be able to subsequently select another GUI object in the viewport.

Basically as long as you have the UI Editor open clicking in the viewport will be handled by the UI Editor, up until you explicitly select a different tool or select a non-Gui object.

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Ok thanks for clarification, this sounds perfect.

I turned the change on a week ago and nobody complained, so it looks like what you wanted works.

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Yes, I have been enjoying the change. Thanks for going out on a limb and fixing it!

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