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?