How do I find the front surface to my part?

I was attempting to create my sliding door for my game when I ran into a problem. The problem was that I had no clue of which side the part was facing on. Was it the left? Was it the right? I do not know how to see the front surface since they removed the surface property.

Does anyone know how I can figure out which surface the part is facing on?

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I am sure that in studio settings you can turn it back on I am just not sure where

Usually i put a hinge on whatever side, then put it on the front usint he properties tab

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May I see the script used for the sliding door?

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Actually I don’t have it too, so, I found a method where I put the part, go to Model near Home, then go to Surface and select, for example, glue; then click a face of the part and when you will go to the proprieties of the part then you can finally see Surface Input and Surface. I hope I helped you in some way, I’m sorry if I don’t have the actual solution but this is what I do :hugs:

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Anyway, this is the script I usually use:

Script

debounce = false

script.Parent.Touched:connect(function(hit)

if debounce == true then return end

debounce = true

if hit.Parent:findFirstChild(“Humanoid”) then

for i = 1,11 do

script.Parent.CFrame = script.Parent.CFrame + Vector3.new(.5,0,0)

wait()

end

wait(2)

for i = 1,11 do

script.Parent.CFrame = script.Parent.CFrame + Vector3.new(-.5,0,0)

wait()

end

end

debounce = false

end)

To see where I am facing I usually use the “View Selector” found in the “View” tab. It pops up this little box that tells me the universal direction I’m facing.

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I use a plugin called Extra Dragger Gizmos. You can find the post here. Studio Tweaks - Disable selection box, disable UI Editor, anchor new parts, show selection faces, and more

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Here are the list of Surfaces to know which is which.

image

There’s also other alternative method that we mostly use. (Including Extra Dragger Gizmos that Crazedbrick1 said earlier.)

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This is the script I use

Summary

open = false

door1 = script.Parent.Parent.Parent.Door1

door2 = script.Parent.Parent.Parent.Door2

local TweenService = game:GetService(“TweenService”)

local part = script.Parent

local tweenInfo = TweenInfo.new(2,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,false,0)

local Door1Open = {CFrame = door1.CFrame + door1.CFrame.lookVector * 4}

local Door2Open = {CFrame = door2.CFrame + door2.CFrame.lookVector * 4}

local Door1Close = {CFrame = door1.CFrame }

local Door2Close = {CFrame = door2.CFrame }

local Open1 = TweenService:Create(door1,tweenInfo,Door1Open)

local Open2 = TweenService:Create(door2,tweenInfo,Door2Open)

local Close1 = TweenService:Create(door1,tweenInfo,Door1Close)

local Close2 = TweenService:Create(door2,tweenInfo,Door2Close)

script.Parent.MouseClick:connect(function()

if open == false then

Open1:Play()

Open2:Play()

wait(2)

open = true

else

Close1:Play()

Close2:Play()

wait(2)

open = false

end

end)

Yeah, before you replied I got it to work by putting a decal then selecting the front face. Thank you anyways!

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My sliding door, did you mean:

Player comes near door, the door opens.

Or.

Click button, door opens?

old thread, but you can also just put an attachment on any side of the part, then set the attachments orientation to 0,0,0 (not world orientation). then whichever way the arrow is facing from the attachment, is the front facing direction for the part.

is there any advantage of using cframing with sliding doors over prismaticconstraints?