Dragger setting that uses only model primary part for collision checking

As a Roblox developer, it is currently too hard to drag and align models while building. Studio’s move tools use imperfect, ham-fisted, or non-useful model bounding boxes which makes it really annoying to build using models that are designed to align with each other, or are meant to intersect with other parts in the world.

There should be a toggleable setting that causes move tools to use the bounding box of the primary part of the model for all collision calculations, ignoring all other parts in the model and allowing them to clip with other parts in Workspace. If there is no primary part it would fall back to current behavior.

Effectively, it would behave like this:

This would allow me to define a bounding box / collision shape that makes useful sense for me when working with models.

This would also be useful for placing models meant to have intersecting parts, such as trees (I could just use the Transform tool for placing them, but the transform tool does not allow me to move things completely freely on multiple different Y levels). As another example, models meant to be partially embedded into the ground (e.g. trees with roots, skeletons, rocks) are very annoying to move around in free-form using the dragger. You must use the Transform tool, but that locks the model to one Y level and slows down workflow.


This would be particularly useful to me in my situation; it appears to be completely impossible to align moderately complex models onto the same grid or even any useful grid in some situations, which makes working with prefabs like I’m trying to do incredibly tedious and inefficient because I have to manually and imperfectly align models. Because of the thick outline on selected parts, this is also highly prone to trial-and-error because I can’t see what I’m doing.

If I could specifically define collision boxes (that don’t necessarily collide ingame) for dragging these models in Studio, I wouldn’t have these annoying alignment problems; the dragger would just use the primary part (a single simple part) for collision, and so these models would always align perfectly.



FWIW, this weird imperfect grid snapping behavior I see from models is very similar to the behavior outlined here:

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