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.
Iām experiencing an issue in Studio whenever I disconnect from a Team Create session, the DragDetectorās 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.
This is a suggestion that we are aware of! We do know that we wonāt have this for the initial release, but further work will take all suggestions into consideration.
It looks like you can drag objects beyond the limits of MaxDragTranslation in a single drag by using the modifier key to reset the āstarting positionā of the drag. Is this intentional?
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 itās empty, it will use the pivot of the DragDetectorās parent for the reference frame; which changes every time you end a drag or use the modifier key to switch directions.
Since we know you are working on a game and weāve 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.
Iām not 100% sure they will see this before Monday so it may not be turned on until monday. iāll contact them and let you know.
Update: We cannot turn the flag on until Monday for internal reasons. Weāll do it soon as we can. Until then you can work in team test if you want to play multiplayer together
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:
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:
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.
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
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 donāt 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 Iāve already found the key in a prior room.