DragDetectors [Beta]

We are currently aware of a bug that causes local dragDetectors to not fire the DragStart event. We have identified the cause and applied a fix, which will be applied to all studio instances on version 588 releasing next week.

The DragContinue and DragEnd events are not affected.

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Iā€™m experiencing an issue in Studio whenever I disconnect from a Team Create session, the DragDetectorā€™s Axis property resets to 0,1,0, where as I have it set as 1,0,0. My guess is that it has something to do with the owner of the game not having DragDetectors enabled, but all other properties are stored fine.

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You can fix it with an script

Script.parent.dragdetector.axis = vector 3.new ( 1,0,0) -- put it in the part

Mean you reset it to 1.0.0 this bug sall be fixed sorry for the bugs in the script but I write it on my mobile

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would there be a way to use this in a viewport frame to rotate models in said frame?

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This is a suggestion that we are aware of! We do know that we wonā€™t have this for the initial release, but further work will take all suggestions into consideration.

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Certain properties are not replicating correctly and this effects team create. (axis, secondaryAxis, orientation, worldAxis, and worldSecondaryAxis).

We have a fix in the works and the fix should be live end of next week.
In the interim, yes, you need to set it in a script as @foodeggs7 suggested:

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Sorry, Iā€™m not planning to make a contest game, I think Iā€™ll just wait.

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It looks like you can drag objects beyond the limits of MaxDragTranslation in a single drag by using the modifier key to reset the ā€˜starting positionā€™ of the drag. Is this intentional?

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Hi @PrinceTybalt can I fill in the form for a group game what Iā€™m not own it look we do now made the game in an group game

And as I dragdettectors use by mech then the part rotate by dragging

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If you set the referenceInstance, then the amount in the DragFrame should not reset when you use the modifier key.

In general, if you are using MaxDragTranslation and MinDragTranslation, you always want to set the referenceInstance to something other than empty. If itā€™s empty, it will use the pivot of the DragDetectorā€™s parent for the reference frame; which changes every time you end a drag or use the modifier key to switch directions.

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Since we know you are working on a game and weā€™ve been talking, we will turn it on for you.
Is this the game you just submitted yesterday? I will talk to the engineer that enables them and make sure he knows.

Iā€™m not 100% sure they will see this before Monday so it may not be turned on until monday. iā€™ll contact them and let you know.

Update: We cannot turn the flag on until Monday for internal reasons. Weā€™ll do it soon as we can. Until then you can work in team test if you want to play multiplayer together

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This morning was there a place under an group made for it can I then it for that group game enabled the group is owned by 0shank

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Is there a way with Max/Min DragAngle to prevent the DragFrame from inverting?

For example: I can move this lever anywhere between the configured Min & Max Drag Angle:
image
image

However, the DragFrame Orientation flips on the Y & Z axis (this DragDetector utilizes the X axis for rotation), when dragging towards the bottom of the lever:
image
image

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I would prefer if the reference frame does not reset when you use the modifier key to switch directions, the current behaviour feels wrong because its still technically the same drag action.

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If you set the referenceInstance to be something other then the object you are dragging, like terrain or a platform, then it will not reset when you use the modifier key

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We will look into this. The math may be tricky but it is a reasonable thing to expect.

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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

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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

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@foodeggs7 I see the entry, and we will turn it on monday morning soon as we can

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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
ā€“ Your Code Here
return canPlayerUseDragDetector
end)

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I donā€™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 Iā€™ve already found the key in a prior room.

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