not really a big deal, but the update its mid
Will you still leave it available as an action so we can trigger it through keybinds or ribbon editing?
Now how about raycast visualization?
You’ve always been able to visualize a raycast quite easily. Add this to the script just below your raycast:
--Hiding some of the more complex math so we don't need to copy/paste it
local intersection = result and result.Position or origin + direction
local distance = (origin - intersection).Magnitude
-- the actual visual part
local ray_visual = Instance.new("Part")
ray_visual.Size = Vector3.new(0.1, 0.1, distance)
ray_visual.CFrame = CFrame.new(origin, intersection)*CFrame.new(0, 0, -distance/2)
ray_visual.Name = "Raycast Result"
ray_visual.Color = Color3.new("Really red")
ray_visual.Parent = Workspace
You’ll need to fill in result
, origin
and direction
yourself. result
is the raycast you want to see, origin
is the position you’re firing the cast from and direction
is the direction your raycast is going in.
Wow that’s just excellent no complaints. I’ve always found it hard to position the attachment when it was drawing on top like the old behavior.
These are the kinds of UX improvements we’ve been asking for. Looking forward to seeing more around various domains in Studio.
It would be still useful though, especially when sphere, cylinder, and other raycast methods get added.
Is this perhaps what’s causing the much more significant render time in studio? In the past few days I’ve noticed that the Pass3dAdorn step is scaling up with the number of parts in a place in studio, even though there are no attachment or constraint objects inside of the parts. Online this does not seem to be an issue, but it makes performance testing a lot more tricky for games with a lot of parts in studio.
This example place is 10000 R6 characters with no attachments, or constraints, just the parts.
Here’s the same place in a live test, performance is about 80x better.
For additional context, I don’t have any of the constraint settings turned on either.
I’ve tried with this new beta feature off and on, I get just about the same performance for both.
Interesting. Well the Draw On Top button in your screenshot indicates you don’t have this beta feature active (also we only enabled it this morning). This may be worth its own bug report thread.
This is probably not causing the issue you’re seeing, but the X-ray rendering we’re adding in this change does slightly slow studio down when Constraint Details is enabled in places with 100s of constraints. So in ~2 weeks we’ll have a budget where Constraint Details only draws the nearest few hundred Attachments and Constraints to the camera. So if you did have Attachments in those characters, drawing those would get faster in a couple weeks.
ok I will have t check that out
The toggle is completely removed in the beta because the “x-ray view” functions effectively as both options enabled at the same time. We’d like to know if there are cases where you’d prefer to see something other than the x-ray view.
I want to be able to hide nocollisionconstraint visualizations the same way you can hide weld constraint visualizations.
Much needed quality-of-life update for the constraints system.
I was recently trying to rig a vehicle to utilize constraints and it was kind of hard to see where constraints were at relative to the position of other constraints. Hoping to see more positive changes in the future.
Nice! It would be good to have a tool to automatically put constraints in the center of a part, it is quite difficult to join both of them in the same position.
I’d love to make a bug report. Unfortunately though, after 15 years on this platform I still am not permitted to create one haha.
Yes, you absolutely can do that - but it still would be useful to have the visualizer built-in like other game engines. We shouldn’t expect game developers to waste time over such trivial matters.
Honestly, it’s the little things that count. Big huge updates are super exciting and nice but just small little QOL things are the cherry on top. I really hope there are more of these to come as they really can make a difference in the experience in Studio.
there is a bug report button on the top of the main page that anyone can use, itll make a post for you
@FGmm_r2 when hovering a constraint it hints “press Alt for more” but that stopped working with this update! Cannot press Alt anymore to see more details!
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