Draggable property is hidden on gui objects

It’s never worked very well, and it’s not very flexible. You can’t implement behaviors like snapping or constraints using it, and when you decide you need those, your only option is to rewrite it from scratch. The concept of clicking and dragging is also foreign for gamepad controls, so relying on them in your UX is kind of bad.

Here’s a snippet which actually works better than the Draggable property ever did.

local UserInputService = game:GetService("UserInputService")

local gui = script.Parent

local dragging
local dragInput
local dragStart
local startPos

local function update(input)
	local delta = input.Position - dragStart
	gui.Position = UDim2.new(startPos.X.Scale, startPos.X.Offset + delta.X, startPos.Y.Scale, startPos.Y.Offset + delta.Y)
end

gui.InputBegan:Connect(function(input)
	if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then
		dragging = true
		dragStart = input.Position
		startPos = gui.Position
		
		input.Changed:Connect(function()
			if input.UserInputState == Enum.UserInputState.End then
				dragging = false
			end
		end)
	end
end)

gui.InputChanged:Connect(function(input)
	if input.UserInputType == Enum.UserInputType.MouseMovement or input.UserInputType == Enum.UserInputType.Touch then
		dragInput = input
	end
end)

UserInputService.InputChanged:Connect(function(input)
	if input == dragInput and dragging then
		update(input)
	end
end)

Update (September 2024)

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