Works wonderfully, thanks! I know that this is very hard to make and making it open source is amazingly helpful to people who can’t quite put the time in to make it themselves or can not figure it out for themselves.
EDIT: When you walk away from a part that has the GUI on it, the GUI does not close until you have walked far enough away for it to not render anymore.
Thanks for you feedback. Does this happen every time, or is it every now and then? I’ve never seen this happen before. Do any errors show in the output, and do you mind sharing the table values in the InteractData module with me so i can see if its a per value thing?
Sure thing, I have only set up one tag so far. The other one is the TweenPart example you have provided.
["Object-PDUniforms"] = {
Text = "Get uniform"; --// Text you want the billboardgui to say.
Keybinds = { --// Keybinds to be pressed. Mobile gets a contextactionservice button.
Controller = Enum.KeyCode.ButtonY;
Keyboard = Enum.KeyCode.E;
};
Tag = "Object-PDUniforms"; --// The tag again
Time = 4; --// Time it takes to fire
Distance = 5; --// custom interact distance per-tag. If nil, it will use the default.
};
Another small detail that may be important is that my InputType is 1, due to having problems where the others will not let it fire the event properly.
Thanks for also telling me which input type, Because the first type only uses your mouse hit and doesn’t take your player position into account at all. I think ill have a fix for this out tonight along with a few others things. Thanks for getting me the info and telling me about it.
Aw, a new feature for prompt just arrived in Roblox Studio Beta. I think you should update it for Proximity Prompt, to help newbies to deal with that new feature.
However, this is a good resource, thank you!
Yeah, its great Proximity Prompt released as its probably easier to use, just bad timing and i guess a big coincidence that it released almost right after I posted this. Im not sure how i would modify this to use Proximity Prompt since there’s already events you can directly fire from for Proximity Prompt, so this whole system isn’t really important if you use that.
This is an excellent resource that does what it says once you understand the scripts that need to be edited in order to create your own interaction prompts. I have been able to create a press E to sit with real ease.
However, yeah I have been receiving the same game-breaking bugs as @purn8r and I noticed a problem after some further inspecting in the below screenshot:
Yeah every time the character resets the default InteractBillboard isn’t destroyed and is locally cloned on the clients workspace which can cause the following glitch:
And more like how the prompt won’t disappear once you press E to sit down which is how it worked previously. Moreover, perhaps this is a memory leak in itself as well which the Instances not being destroyed client-sided.
Anyhow, the project has been really insightful and should serve as a suitable alternative until Proximity Prompt comes out of Beta.
For now I guess I’ll focus on other aspects of my project and see which one needs to be worked on first then reevaluate the usage of Proximity Prompt based on the release, customizability, and other stuff
Since you took the scripts and remote out of the folders, make sure you updated the locations of them in the scripts or it could error. Was any output coming from that?
It was a bit unclear what should I do with these folders. The thing is, at firsts I didn’t touch them, but they still didn’t work, so I removed them, but this did not help too. Sorry for disturbing you, now I got it, thanks! This is so useful right now, because proximity prompt will release only in 2021… I’m really grateful to you for making this. Surely will credit you!
I have been receiving the same game-breaking bugs… every time the character resets the default InteractBillboard isn’t destroyed and is locally cloned on the clients workspace.
Any way to fix this? Got same problem, already made all my functional on this service, and now it’s breaks like this…
Issues with players dying should be all good, aswell as the objects must having unique names. I was unaware you could send objects through remotes. You will need to re-insert the model from the toolbox.