I found another issue with setting the default collision group to not collide with itself. The Zoom
Enum for the DevCameraOcclusionMode
property in StarterPlayer
doesn’t work as intended, instead it does what the Invisicam
Enum does except when it goes through elements in the workspace between the camera and character it doesn’t make them slightly transparent.
Dont know if anyone mentioned this before, or if its intentional, but you can still box select parts that are not StudioSelectable.
Thanks for explaining the reasoning behind Locked. I was confused about why this couldn’t be used, for example, on things like allowing pass-through clicks on invis parts used for surface lights. The process using StudioSelectable that you outlined above seems to do the trick.
As expected, click-selecting works through a non StudioSelectable part and not through a locked part; however, a box-select (drag) will work through either (grabs pivots) and will even grab the non StudioSelectable part (via its pivot). Is that intentional or is there a setting adjusts this pivot-grab behavior?
Edit: Bah. Just read BackspaceRGB’s post. What he said, but through locked parts too.
This is definitely a bug in my opinion and it’d be nice if it could be fixed.
I’ve also noticed that when duplicating parts studio no longer unselects the previous parts, even though the selection boxes and the selection highlight in the explorer temporarily get removed, and this is hugely impactful when duplicating and then altering the parent, as it results in all the objects being moved. I don’t know if this is caused by this change or another similar change, but it is impacting my workflow dramatically, resulting in several hours of wasted development time.
@tnavarts could you please look into these two issues when you can? Thanks!
This topic was automatically closed 120 days after the last reply. New replies are no longer allowed.