Help With Raycast Result in Particular Situation

Before you reply, please read this thoroughly.

In my game/project I am making, I made custom expand/move handles for parts that you have built. They are made using BillboardGui and buttons inside of them. When playing with a Gamepad (Xbox/Console controller), and trying to expand/move an object, it will allow the clicking of the specific handle but the functionality does not work.

The reason why it doesn’t work is because they key ingredient doesn’t work for some reason with Gamepad WHILE pressing the button inside of the BillboardGui. The key ingredient is Raycasting.

You don’t necessarily need to know why or how the Raycasting is supposed to work with this method of measuring how much a player is scaling/moving, but just that it’s for some reason filtering out things that shouldn’t be filtered out. It’s almost as if everything in the world becomes the FilterDescendantsInstances and the result is ALWAYS nil. It only happens when pressing the BillboardGui button.

Any suggestions on a work-around or a setting I can disable/add to prevent it from doing this? One tough work-around is using the Mouse.Hit but this is only convenient in if the player is in first person, as zooming out makes the little white Gamepad mouse pin higher up and not center with the screen anymore.

If it’s possible, is there a way to make the Gamepad mouse pin always at the center of the screen?

1 Like

To sum this up basically I want to know why selecting a button on a BillboardGui (with Gamepad) makes all raycast result (while still holding down) to nil because it seems to set FilterDescendantsInstances as everything in the world

Nvm, I think it’s something else. But It’s unique with Gamepad. If I get a solution, I will delete this.

nevermind it was something else, but I’m still looking into it. Wish there was help or feedback on how to move the white dot on console.

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.