Hi Creators!
Today, we’re excited to launch significant improvements to the default Directional UI selection mode for Gamepad navigation.
TL;DR
Based on your feedback, we’ve focused on making gamepad navigation feel more fluid, precise, and intuitive for your players.
- Thumbstick navigation is now truly analog, allowing for precise, fluid selection that no longer locks to cardinal directions.
- We’ve also added major quality-of-life improvements, including smarter UI grouping, preventing selection of covered elements, and a more logical default selection entry point. These changes will be activated by default for all experiences using our default Directional UI selection mode.
What should you do?
- If you are already using default Directional UI Selection in your experience, there’s nothing you need to do! The update is backward compatible and will improve player navigability on Gamepads, which can be connected to various platforms (e.g., Consoles, Handheld devices, PCs, etc.). Let us know if you spot any issues.
- If you are currently using Virtual Cursor mode in your experience, this change will not affect you. However, we encourage you to check out our improved Directional UI Selection to see if this makes sense for your experience!
Keep reading to learn more about what this update encompasses.
Terminology
As a quick refresher, here are some terms we’ll be referencing throughout this post.
- UI Selection mode: On a Gamepad, the mode where the left thumbstick and D-pad interact with the 2D scene rather than the 3D world.
- Directional UI Selection mode: Our default UI Selection mode that depends
- Virtual Cursor mode: Mouse-emulation cursor for Gamepad input. Read more about Virtual Cursor here.
Directional UI Selection mode (left) and Virtual Cursor mode (right)
Improved Thumbstick Navigation for Directional UI Selection
We’ve overhauled left thumbstick navigation to be truly analog. Selection is no longer locked to the four cardinal directions – instead, it precisely follows the angle of the thumbstick, allowing players to navigate your UI with greater speed and accuracy. This makes it much easier to select elements on a diagonal or jump across the screen to a specific button.
- To select, players simply point the thumbstick toward an element.
- To lock in the selection, they release the thumbstick.
Note: The D-Pad retains its classic, cardinal-direction navigation, which support quick navigation on grids and lists.
Overall Improvements to Directional UI Selection
We’ve also shipped several quality-of-life updates to make Default UI Selection smarter and prevent common pain points for players.
Covered elements are no longer selectable: Players can no longer select UI elements that are fully hidden behind other elements. This makes it easier to track the selection highlight.
Smarter ancestor grouping: When players navigate through a list or grid using the D-pad, the selection will stay within that UI panel until they release the button they’re pressing. This prevents players from accidentally navigating outside of their current panel.
Logical selection entry: When a player enters UI selection mode, the system defaults to selecting the element with the highest Z-index, rather than the top-left element. This can be customized.
Simulated selection with R2: Players can now use the R2 button on Gamepads to select a UI element once it is hovered over.
Supporting Complex UI Using Directional UI Selection
With all the above improvements, our default Directional UI Selection can support complex UI without any developer hassle. For example, make use of UIDragDetectors to create powerful, cross platform UI components such as sliders, color pickers, or even a custom window system!
Check out these placefiles here for inspiration:
- Color.rbxl (65.3 KB)
- Window.rbxl (81.8 KB)
Customizing Directional UI Selection
While these new defaults will improve out-of-the-box UI Selection for all players, we will always support customizations that make your experience feel native. You can still customize selection by defining SelectionGroups or Up/Down/Left/Right selection behavior. Any customizations you make will take precedence over default algorithms.
Made with Love
Special thanks to @ProtoValence and @MetaVars for their hard work in making this happen! Let us know if you have any questions or suggestions on how to continue to improve UI selection.
Thank you.