I have fill in the form for the group game I have for sure 0shank ask to do it to that is that game I will made but now it is on a group
Can we set the dragdettectors that only one player have acces to use it
And how is it with dragdettectors enabled for placed that are attached to an experience where it is enabled
Hi @foodeggs7
I have a short term solution and also news of a better longterm solution.
SHORTTERM:
You can add a constraint function that returns the proposedMotion if the player is permitted, but returns a default CFrame if they are not. So the unpermitted player will be able to drag the dragdetector, but it will not move in response
LONGTERM:
After our V1 release, we hope to add API so that you can control who may drag a dragDetector and when. The current design is a property named PermissionPolicy with values Anybody, Nobody, and Scripted. If Scripted, you can register a permissions-checking function like so:
dragDetector:SetScriptedPermissionPolicy(function(player, optionalPart)
local canPlayerUseDragDetector
– Your Code Here
return canPlayerUseDragDetector
end)
====
I don’t really understand your second question about enabled in places and experiences. Can you describe a complete example?
This will let you check players but also include gameplay logic, You might only let me open the door if I’ve already found the key in a prior room.
Just use drag detector for a team and other teams cannot use that
I mean you have a starter place and some other places
Is in the other places it enabled too
For now just submit every place name. We are in a period of time where we are flipping separate flags special for each game. In the coming weeks when it is on for all experiences, it will all be automatic at that point, but for now we are using a manual system where we flip for each placeID.
Can I add 4 more places then for us game
Can I add 4 more places then for us game
Yes
FoodEggs, all the places you requested so far should be enabled for DragDetectors now.
Maybe Min/Max drag angles could be vectors with a 360 degree limit by default? (So a MaxDragAngle of (90, 0, 0) wouldn’t allow any Y/Z rotation to occur, thus mitigating the flip. I’m unsure how that’d work engine-wise, just pitching a concept lol)
The DragFrame is stored as a matrix. The orientation triplet you see displayed as DragFrame’s Orientation is the result of calling a method on the matrix that does some math.
So the real solution here is probably going to be making it so that the matrix returns more consistent/coherent triplet values.
@foodeggs7 those two newer places may not have been enabled yesterday, but they should be now.
@LegendOJ1 → We have not enabled the flag on the games you requested, as you do not appear to be the owner, You’ll need to get the owner to like the post and fill out the form themselves.
I I have now not tested it because we now working on an teleport to that place
Ye it is enabled now but someone was forget to set the place id in the script
Is there an estimate as to when this will be released?
We are initiating a final thorough round of QA testing before enabling DragDetectors in all games (while remaining in beta). If all goes well this phase could complete within a month.
At that point, if you’re in the beta, you’ll have the full feature and it will work in your games… We’ll take it out of beta after a little soak time to watch for problems; at which point everybody will be able to author DragDetectors in studio without subscribing to the beta.
There is a clitch when dragging an mech object in I drag a mech object it object rotate by dragging
Not sure if it’s to do with the fact it’s a beta feature or if I’m doing something wrong but I’m experiencing some issues with my DragDetectors resetting their Drag Directions properties when I restart Studio. Every day I enter my game in Studio my DragDetectors have reset back to the settings they were at before. This even occurs when the place is published to Roblox.
My DragDetectors have the following settings:
They use TranslatePlane and the Axis is set to (1, -1, 0). I am not sure if this resetting issue is due to something I’m doing wrong or if it is a legitimate bug. Will provide more info if needed.
EDIT: Update - today when I logged into Studio the properties on my DragDetectors had not been reset, so I’ll continue monitoring it and hope that it doesn’t happen again.