DragDetectors [Beta]

LOL I tested it but I had permission. :stuck_out_tongue:
Try again?

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This is awesome! Excited to play with this :slight_smile:

Been looking forward to it since I noticed it in the creator roadmap.

Thanks to everyone on the team that worked on it!

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Will this work with UI instances too?

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This is a big win for development speed.

Are there plans to make this support VR grabbing as well?

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Yay!!! This will make the process of dragging WAY EASIER!!! Cannot wait for the full release!!! :grin:

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DragDetectors do not work with objects in the Screen UI,
It’s a great idea but there are a lot of potential approaches; possibly in the future.

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This post is the definition of Roblox/Roblox Staff caring more about the community hopefully communication will be increased further into the future but getting that out of the way I can see this being a really great (feature) I am looking forward to it.

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@PrinceTybalt
I see a lot of potential in this Instance !

I was wondering, would it be possible to add another property so that, if the part you move is in a model, ALL THE OTHER PARTS WITHIN THE MODEL move along?

As of now, this is what it does:

Note that the grey part is the PrimaryPart of the model containing that (ugly) lever.


I mentioned it being a property because it gives people the choice to make the Detector act like this, or not !

Contexts it’ll be useful: a part/model moving system that permits the player to move all children of the model at the same time for a creation game (aka my case :slight_smile:)

Also, quite interesting to see how it works !
image
My anticheat system detected an AlignPosition :joy:

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Finally this feature got released this is great!

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Have you tried welding all the parts inside the model?

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Yes but for obvious performance reasons physics-wise, it’d be better to implement this. Also, the fact it uses welds make it gittery, and sometimes even does not replicate properly to the server:


The Hinge seems to cause the issues (mainly), I had a case where the whole frame wasn’t moving completely on the serverside (knowing that the DragDetector does NOT RunLocally)

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It already works in VR!
DragDetectors work with mouse, gamecontroller, touch, and VR. We wanted to take care of all the input devices for you so you don’t have to think about it.

You can click and drag anything with a DragDetector under it using the VR laser pointer.
The dragging will work the same as with a mouse, but controlled with your VR hand device.
Also, if you set the DragStyle to “BestForDevice” you will be able to move the object with 6DOF in VR.

It’s not a hand grab; that’s a different action. It’s the remote laser. Hope you find it useful.

I think that, since DragDetectors are not yet turned on for released games. I have not tried this personally but my understanding is it works on windows machines if you hook up your VR headset with Studio.

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Roblox staff woke up today and just decided to release a great feature

I can see millions of possibilities with this new feature, I can definitely see people using this a lot. I might try to use this feature in an obby game where you have to drag floating platforms in order to get past.

When might we be expecting the full release of this?

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This is absolutely a win as a game developer. It will greatly assist me in improving my game. The only thing I can say is that it is insanely amazing.

i am so glad that they added this feature!

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@PrinceTybalt I noticed that it is impossible to zoom in and out with the mouse wheel while dragging.

Is that intentional or a bug?

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I think this is a big step in the right direction! One question that I do have about this is that does the movement replicate to everyone?

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Every new feature that has “detector” or “sensor” in it, I love it.
Anything that helps with physical interaction without heavy math is an absolute must for Roblox to keep improving tools for developers.

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I assume that the part you are clicking is not anchored?
You may get the result you want if you change the ResponseStyle to Geometric instead of Physical (which is the default).
When you do that, instead of driving the motion with a constraint (which I see you have found!), it will temporarily anchor that part and move the pivot of the model instead. If there are other parts that are not anchored though, they may not move along with the parent pivot. We don’t search for ALL non-anchored children and temporarily anchor them. If you are following me so far… is anchoring all the non-anchored descendants while moving the model pivot something you would want in geometric mode?

Also: That AlignPosition should go away before our final release. We intend to use internal methods that do not add instances to apply the constraint forces.

Alternatively, if the part you click is anchored, it will always move the pivot of the parent without physics.

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Really cool feature, nice job!

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Varonex, can you clarify whether this second video shows a new issue that I didn’t talk about in my response above? Or is there a second issue you’re bringing up here?

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