In Beta Features, untick Dragger QOL Improvements.
There is some bug when I set the movement to like 2st it still sometimes doesn’t move 2st instead 1.345st or something
Is there any way to show ALL axes while moving/scaling part and not just the one you’re holding? Old axes were very useful for me as I built everything without snapping and grid and I always used them to determine, for instance, the centre of the part or distance between parts.
P.s. nobody ever asked for this update. Rulers and measurements, as well as snapping and new hot keys are useful ONLY for 5 year olds who use toolbox models and don’t actually build. Period.
Hi @tnavarts , I seem to have noticed an issue with resizing. When trying to input a number field into the text box, you are unable to do so, as it disappears immediately after you stop resizing:
I am on Windows 11, running version 0.647.06470717.
Same issue seems to be occurring with rotation as well; so, only move dragger works as intended.
The new dragger makes it a pain to actual use the draggers which is the opposite of a QoL
i just want to make structures out of primitives
Is there any ay of Turning those imperovements off?
Now im not precise at all, for example i want to move something my 1 stud, it will move that one stud, but on center of grid which iritates me
When snapping parts onto other parts, I haven’t had the selected part rotate to have it’s orientation match that of the part I’m snapping it to. When the old dragger had this behavior, so am I missing something or does this just not exist with the new dragger?
ie If I drag a cube onto the sloped side of a wedge, the cube doesn’t rotate to be exactly on the wedge’s slope, and instead has its previous orientation stay.
Are we ever going to get scaling back on the shift key? It makes no sense to have it on a less accessible key like alt and give it’s original key to a purpose that will be used significantly less often.
It’s crazy just how much better quality of life is with this setting OFF.
When ROBLOX turned this on without me wanting or consenting to having it turned on, something as simple as just aligning a cylinder immediately became a nightmare.
And don’t even get me started on whatever is going on here:
No idea how this could ever be billed as an “improvement” to quality of life. It’s the diametric opposite. And yes, I’m sure you can turn these annoying and intrusive obstacles to development off through some arcane process of settings and PS2 Fighting Game-Style combo moves of your keybinds, but isn’t the whole point of Quality of Life to make it so I don’t need to do that?
Will we be able to drag parts into the sky again? I miss doing that and then pressing F
I’m having issues when grabbing objects like cylinders, spheres, wedges and other meshes, is there any way to disable this? When I click on the part, it attaches depending on the point I of the part that I selected. This has been affecting my workflow for a few months now, is there any way to disable this?
Cylinder
Wedge
Sphere
In Studio you can go to File → Beta Features → Dragger QoL Improvements [sic] and uncheck the box. I recommend everyone do this.
Thank you! That helps me A-lot since I’m more into the 2018 building tools.
Checking in on this, because I am excited for new tools & used these awhile back when they were first announced.
However:
As a person who extensively has been around, for quite some time, probably putting 5000+ hours into building things on this platform I am worried about the forced implementation of this, as it seems to be still in discussion of replacing the current dragger workflow
-When the current workflow was introduced way back when, 100% amazing, great additions, I got used to them & they were added in a time that I HAD time to tinker
-When pivot editing was added, also perfect and unobtrusive since it was only additional
-these new tools ALSO seem neat & I am happy to assist in the improvement of this, however long that takes!
However, in production:
I can work really fast in the current workflow, I’ve created plugins and tools that synergize specifically with my workflow, I require a fast flow to push out updates in a timely manner. If this to shift, which seems to be already happening the last I checked last month & have reported here. I think it’d effect more than just the folks that are vocal here.
I personally feel like these types of features, unlike improvements towards games/experiences, should really be optional/flexible in even their implementation, It feels like a double standard to be making a really ‘flexible’ new tool that caters to ALL, but be very unflexible in making it optional. An ‘improvement’ here won’t universally make us all better builders in the long-term, and some folks are very good at using the current tools.
But again, as long as it isn’t forced, I am beyond ecstatic to help make these tools the best they can. If it’s a matter of having to update this because of engine requirements, I’d also suggest having a legacy version that closely matches the current as best as possible similar to how Humanoids now use the new character controllers under the hood.
Working on getting this out of beta again.
Not released yet but I’ve revised the snapping behavior with “Align Dragged Objects” turned off: It now allows some amount of penetration between the objects in return for behavior much closer to what you probably intended.
Is that a reasonable tradeoff?
I don’t know if this has been previously mentioned, but I have struggled hard with small misalignments (like picture related) ever since the dragger was ‘improved.’
I know that the average RōBLOX player will never notice this. I also know that these misalignments likely won’t ever be enough to really jank up your building. But I notice it, I notice it consistently, and it annoys me to no end.
Is there any chance in fixing this behavior? …have you guys even had this issue? I know it’s a small thing to get mad at, but what really bothers me is just that this never happened with the old dragger. It always worked perfectly. Thank God you still allow us to revert back, but I don’t know how long it will remain that way.
Are you able to create a good repeatable example? (Save file + what to do to repro)
I fixed a couple things which regressed on this but I apparently they weren’t enough.
I can’t really create a reliable way to reproduce the issue. It just happens to me randomly. The most I can say is to just drag parts around until it breaks, but that probably isn’t much help.
I’ll try working with the new dragger back on and see if I can catch it happening again. Otherwise I guess it’s just magically fixed?
I just really want to have the classic movement that was before the so called “imperovement”
Back then i could put block on mesh or Union, and it would always be the way I WANT
Now i have to play with key shortcuts, that only makes it harder for me.
Just add Movement options: Classic and improved