What’s the current timeline for full client release? I’ve got an update that I need to get out within the next week or two that could use this if the release timeline is quick enough.
Seems like an amazing feature that will help my game’s development so much
Thanks dev team!
how would I be able to set slider positions from a script ? I’m using this for colour customisation and I’d like it to properly reflect pre-selected colours on join.
a small issue, which I’m sure is caused by me incorrectly setting them up, is that the sliders don’t hit the very end of the bars, causing the values to never hit 0 or 1, only somewhere in between.
other than that, they work great ! suuuper easy to use, once I get over these hurdles I’ll go ahead and start using these in different areas as well ! thank you for this !
how does the ui scalling and slide bar work?
We are hoping to enable this on clients by late August, or at the latest, early September!
I’ll leave this here if you need just dragging and a few customization options.
Around 3 weeks or less, sweet!
First of all, thanks for replying. I have never really met such an active admin/staff member. The idea I had that would overcomplicate the drag detector is being able to also have TWEENING animation support; the same that is seen with UIPageLayouts (built-in tweens). Another example of complicated constraints would be dragging an object that was not being dragged at all in the first place (take Minecraft’s UIs for inventory/hot bar, you can split the number of items you want so the actual cell of objects still remains but a new cell is created and dragged upon activation of ANOTHER object). This system is common in many MMORPG and even IO browser games on the internet nowadays. I’ve experimented this myself, but I couldn’t polish it.
Sorry for the long message by the way!
Might have read the question wrong but it is very likely the drag detector actually puts GUIs at the absolute position of the mouse which is size in pixels (offsets) and not scale. There are limits put on the slider so you can only drag it within the boundaries of another UI.
Not sure if I can reproduce this at all-- do you have a .rbxm you can share or a video of this happening?
Here’s an example of it happening. try holding the handle as it gets destroyed.
dragCloneBug.rbxm (11.1 KB)
Hey, @DeFactoCepti!
Love this new feature, I’m definitely going to continue my project’s development with this instead of sticking with custom-coded sliders.
However, as for current bugs, are you guys aware of this by any chance? Just posting it incase it can help speed up the release.
Intended behaviour (in studio):
Actual behaviour (in game):
How to replicate: just copy the frame from the test place and place it in a new game’s StarterGui
And then it also doesn’t seem to work ideally on mobile - it just shifts the entire box space outside of where it’s actually meant to be:
Also, another thing to note: I tried to make my own draggable slider from scratch using the UIDragDetector, but even if I copy all of the settings from the one in the test place, it still has an entirely different behaviour in a bad way (dragging off the slider even tho it reached the maximum with the dragger’s AnchorPoints set to 0.5,0.5 and you can’t drag it back in, etc.)
We are aware of some issues on mobile, and hope to have it fixed soon-- though those are some bugs that we found earlier and fixed. I’m surprised to see that it’s happening again.
We’ll note this and file a ticket to work on it!
The API you propose (“dragDetector.DragStyleFunction = function…”) is basically equivalent. There’s no particularly good reason to offer why it was done the other way in DragDetectors in the first place, and nobody mentioned it back when they came out. At this point though, it would be nice to keep UIDragDetectors and DragDetectors consistent.
Yep, that’s exactly what happened. Thank you for looking into it!
I was really waiting for a client beta but i feel like this still has its issues lol (This only happens while a game is not running);
This is why beta testing is needed guys.
Just to clarify, does this ever happen during playtest? Or just in the Studio Edit Mode?
Only seemed to happen in the edit mode
This part wasn’t that well worded because i didn’t know what to call it
I cannot wait for this to become available in regular Roblox experiences, although I also do wonder whether a possible future feature could be to define a ‘draggable area’, so to speak. For example, on computers, you can drag around various windows by holding down the top of said window. The current UI drag detectors make the entirety of a frame draggable, although I wonder if it would soon be possible to make it so you can drag the frame but only by holding a certain part of the frame as this would be a massive aid to UI design and UI interactivity.
This is awesome, thank you. But is there a way to check if a UI has touched a different UI element using this? So like a UI.Touched or something similar.