Dragger QoL Improvements [Beta]

After using this beta for a while I can confidently say that it’s hindered my workflow in a lot of areas, while offering a lot of experimental wins that would benefit any creator. I’ll focus on the two main gripes I have with the changes to Roblox Studio’s Draggers in this beta.


I’ll start with the bad because I suppose the feedback is the strongest element.

Skimming over this thread, the one thing that people haven’t talked about much (at least from skimming, cut me some slack here, there’s a lot of posts)

Handle Summoning isn’t working right.

In the above video, I’m trying to summon the handle at my cursor, which is something I’ve done a lot for up-close precision when working on complex builds that couldn’t only work under correct snapping increments (0.25, 0.5, 0.75, 1, etc.).

For people who often build with (0.001) this is such a pain to deal with! I have to angle my camera so awkwardly just to line up a part I’m looking at. This was executed so much better before the rework of this feature. What happened?

For example, this is what it’s like with the beta off.

If we had this type of handle summoning with the soft snapping, it’d literally be perfect.


Speaking of which…

Soft Snapping is a pain sometimes

I understand that getting closer to the edge you wish to soft snap gives you better results, but there are some cases where soft snaps are needed in spots they don’t spawn.

A good example of this behaviour comes from Photoshop, which isn’t present in Roblox Studio’s dragger tools.

The above video shows that when moving objects of different sizes, Photoshop is able to determine the edge of another from a far away distance, and snap to it. What’s even better is that they also count the gap between two objects sandwiching another so that it’s always centred.

With studio’s current beta functionality, for people looking for precision like this, it will only ever function on edges the Part will connect with, which isn’t very intuitive.

Also in the above video, you may have noticed that despite having 1 stud snapping, the ground doesn’t snap to 1 stud like before this beta, as others have reported with baseplates.

I acknowledge the version of these draggers before the beta didn’t have this functionality, but it makes so much sense to have it here with the addition of the rulers and the counting done when moving a part, scaling, or rotating.


I don’t entirely dislike the features here. I enjoy being able to type the number and have it jump the part in that direction, I like the concept of soft snapping, and animations on rotating as before determining the direction it moved in was awkward without selection faces, as you see me using in the videos.

I think with just a little better execution these tools will work for just about everyone. I get you’re adding toggles to disable some of these, but what’s the point of improvements if they just get turned off?

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Do you have a repro for this case? I’m doing a roundup of remaining issues and can’t repro this.

Just tested to see if it still happens and it does. Here’s the steps for reproducing this one:

  1. Insert a part and group it into a model
  2. Set the grid size for the move tool to 1 stud
  3. Select both the model and the part
  4. Using the move tool, drag them 1 stud upwards
  5. Observe how the part has shifted upwards
  6. Move them back down 1 stud
  7. Observe how the part is no longer in the place it started

Here’s what that looks like in action:

I’m guessing it’s moving both of them instead of only the highest selected ancestor?

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Thanks for the great feedback.

I have two fixes in the pipe:

  • Summoning returns to only snapping to edges if you’re within a threshold of the edge (though the summon still snaps to edges much more aggressively than outside the beta). The threshold is configurable in the settings.

  • Summoning can never summon the handles offscreen, the handles summon directly to the cursor instead if that would happen. This means if you’re zoomed in close on a part summoning will never give you the useless result of placing them out of view.

Is there anything else you would want?

I’m going to try implementing a version of this. However I don’t think I’ll be able to do quite as much as photoshop: The issue is that in a cluttered 3d space there’s so many potential ways to snap to adjacent content that the mechanics get very messy if I’m too aggressive finding snaps, I’ll have to stay on the conservative side.

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These two additions you mentioned sound like they might be great fixes, and I appreciate you taking the time to respond to my reply.

Besides these 2 things, there isn’t much outside of that. These were the two main pain points of using the new tools so I wanted to put high emphasis on them.

As for the Photoshop thing, I completely understand. On a bigger scope, huge experiences would start having issues almost immediately.

Is there anyway to allow this type of functionality with just Models, or parts that are marked for snapping? I’m not sure if this would be tedious or even possible, but it’d help eliminate everything in the game snapping to each other.

Thanks again!

Yeah, there’s definitely a distinction here, and I care about both scenarios.

I think this may be related to this feature, im having issues with aligning cylinder parts with ball parts, selection boxes being incorrectly sized on unions, weird scaling effects on unions where lets say your sizing in the right side of the part, the left side of the part moves in slightly as well, i didnt have these issues as much after the release, but i am now.

I am literally fixing that bug at this moment! It has nothing to do with the QoL beta, it’ll be fixed regardless of whether you have the beta on soon.

Could you show specific behavior?

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Looking at two reasons why they wont line up, one is the hitbox, the other is unknown. As im looking at the parts i used earlier, the ball part is a union, the cylinder is not, both parts are a identical size of 1.6, but the ball part is actually slightly smaller then that, but the hitbox is in fact 1.6, and the ball is slightly off centered with the hitbox, making it impossible to line up the parts properly.
im guessing this is also part of the bug your fixing as well?
image
the ball part is the same size again in this image, and the cylinder is as wide at the ball part again as well, however, even while using a move grid of 0.05, they will not line up, the ball is a union part again, but the hitbox appears to be in order all around, but my guess is that its slightly off somewhere, so small that it cant be seen, as i type this im thinking its probably two symptoms of the same bug.

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yeah, could we disable this new grid/ruler snapping when we start dragging parts? i’m having trouble aligning meshes perfectly to cylinders, as the mesh appears to be made of many tris and it’s difficult to grab the center

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There’s a bug that I’ve been running into and I had no clue what was causing it until now. Apparently there’s something wrong with the dragger when hovering over a MeshPart’s left surface when it has CanQuery set to false and CollisionFidelity set to Box. You can reproduce this with any MeshPart. Here’s what that bug looks like:

I’m also noticing that I can’t snap from corners of MeshParts if CanQuery is set to false. Here’s what that looks like compared to normal Part:

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Indeed. I already have a fix for that in my list of pending fixes. As a workaround you can drag it from the opposite side and it will work (I forgot to wrap a math.abs around a dot product angle check :roll_eyes: )

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Well for F3X they already have the hot key “Crtl+T” to switch from selecting groups to just parts only.
It is also clickable both ingame and studio
Screenshot_79

additionally you can hold alt and then what ever other letter is in the hiarchy (kind of cumbersome to be honest)

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Can’t INPUT number values in Rotation, scale and transform! Only in “MOVE”. Fix please!

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Been running into a new bug this past weekend where the dragger doesn’t get properly cleaned up. When this happens, it’ll persist even with no tools selected. Not sure what causes it, but I’ve ran into it multiple times on baseplates when dealing with simple parts:

Majority of the video, including the beginning, is me using no tools.

As you can see in the video, sometime through the video there’s two draggers. That’s because I have the select tool selected. Seems like it could be related to Edit Pivot.

EDIT: I found a simple way to reproduce it. Here’s the steps:

  1. Open up a baseplate
  2. Click on the Edit Pivot button
  3. Click on the Select tool
  4. Click on the spawn location in the baseplate
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Thanks, this is another Deferred SignalBehavior issue. I didn’t notice that my dragger testing playground had deferred mode turned off and missed it.

I got a fix in. As a workaround until I enable it you can set SignalBehavior = Immediate.

Update Feb 8th

Released the first batch of settings for the Draggers. When you have the QoL beta enabled there’s now a “Selection” section in the Studio Settings dedicated for selection highlight / dragger related settings.

We plan to add a few more, settings before going out of beta, let us know if there’s any not included in the current set which you had hoped to see.

image

Another big batch of fixes is coming next week, stay tuned for those.

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Will the dragger service ever be open to the public? I am creating a plugin where you can drag certain objects to position and they snap; considering making my own system but it’s really annoying.

Many of the properties on it are public and usable right now. Not all of the things on it will be but I’m going to look at adding some public things to it and making some existing ones public after this goes out of beta.

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Can’t INPUT number values in Rotation, scale and transform! Only in “MOVE”.
Fix please