We have some more great stuff coming, too Thanks for your help trying them during beta and providing feedback–that helps make the product better for everyone.
Re - 2nd degree collisions not working: Yes I believe that is a current limitation of the limited physics simulation available in edit mode. Since simulations are not running in edit mode, we invoke a special method that does not work in run/play mode. This method only does the physics simulations on the parts that are part of the selection + anything that has an explicit constraint connection to it (and what they directly touch). The stuff that’s 2 degrees away (something that interacts with a thing that interacts with the dragged parts) is not simulated. In contrast, when you hit play, everything is simulated at all times, so these interactions can happen. We’ll have to gather more feedback to see if this issue is actually hindering people’s productivity, or just a quirk of the system.
Re - the scaling issue: This is also related to the above, the means that we have to run simulations in edit mode only involve CFrame transformations (move + rotate), so scaling actually doesn’t really do any simulation (I think you can test that out by scaling a part that has a rod constraint with another part, the attachment will move, but the part at the other end of the rod will not). I’m not 100% sure how the collisions are handled in scaling since I didn’t write that code, but I know it’s not handled in the same way Select, Move, and Rotate handle it; and because we currently can’t run physics while scaling, we can’t have the collisions work like they do in play mode. The conclusion here is similar to the one from the last point, if it is something that really impacts folks’ workflow, we may look into it.
What I feel would really be a good option for this, would be the ability to ‘lock’ a constraint (unless you can already do that and I don’t know how) So that if you want to test a joint, without it affecting the movement of connected joints, you could simply click on the constraint and lock it, make movements to the nearby joints, then unlock it. It would be good for posing assemblies that you are going to anchor, or just testing the movement of a specific constraint in a group that might only be activated in game selectively by scripts.
So I think the reason is that default rigs are only attached via attachments, and not actual constraints. While the physical draggers only work with constraints.
Here’s a video where I have a rig (only attachments) and a ragdoll (attachments + constraints / joints):
I believe the rig’s attachments are treated like welds by the physics system, and can only be moved through direct transforms like with animations and such (or the geometric draggers, which ignore welds for example).
So this should work with the animation editor, without issues, if there are please report them. As for scripts, if they are running in play mode, then full simulation is occuring, so the draggers don’t really have anything to do with that.
After playing around with the draggers I found a small bug where sometimes the part you are pushing incorrectly moves forward. Notice in the video below when the red part pushes the blue part, the blue part incorrectly moves 1 stud forward:
I’ve only noticed this bug happening when pushing small parts. If the parts are big this bug doesn’t seem to happen.
(Sorry if this bug has already been reported above. I haven’t read all the replies to this topic)
I personally don’t mind this change and I am sure I will get used to it. However, I’m not sure if some developers may find it confusing switching between two different select modes. As just an idea, maybe there could be a studio setting or an option to enable the different select modes. This way developers can choose which one they prefer.