the part is supposed to fall upon release however there are some unexpected behaviors
i have it set to geometric, but unanchored so it should fall when let go of part
this is on a client script with drag detector run locally option checked
this video did not help either
my script that i got so far
local object = script.Parent
local drag = object.DragDetector
local blockcast = require(script.Blockcast)
drag.DragStart:Connect(function(player : Player)
drag.ReferenceInstance = player.Character
end)
--moves the object
drag:SetDragStyleFunction(function(cursorRay : Ray) : CFrame
return blockcast(cursorRay, drag, object)
end)
return function(cursorRay : Ray, dragDetector : DragDetector, object : BasePart) : CFrame
local params = RaycastParams.new()
params.FilterDescendantsInstances = {dragDetector.ReferenceInstance, object}
params.FilterType = Enum.RaycastFilterType.Exclude
local direction = (cursorRay.Direction).Unit
local blockcast = workspace:Blockcast(CFrame.new(cursorRay.Origin), object.Size, direction * 1000, params)
if blockcast then
return CFrame.new(cursorRay.Origin + direction * blockcast.Distance)
end
end
test place
blue one is the client and green is the server
client-server.rbxl (58.7 KB)
you can see the part is suspended in mid air however when creating a part, it miraculously comes back down
in the command line i put this to do it, nothing special
local part = Instance.new("Part") part.Parent = workspace part.Position = game.Players.LocalPlayer.Character.HumanoidRootPart.Position + Vector3.new(0, 4, 0)
sometimes the command doesn’t work