Ah, like if you pass in a Vector2 coordinate, it gives an X/Y percentage of relatively where it’s at (with 0.5/0.5 being the middle)?
That sounds more like a feature for GuiObject itself-- I’m not quite sure if it’s something that will go through, especially as it’s not too complicated to compute-- but it might be worth bringing up.
I have a bit of a question. How will this work with Roblox’s keyboard UI Navigation system? The UIDragDetectors doesn’t seem to work using the PageUp, PageDown, End, and Home keys.
Is there a way to make UIDragDetectors use right & middle clicks be used to start dragging UI, and/or other keys? This is useful for making inventory shortcuts such as splitting a stack of items.
The update next week will enable Gamepads (Joystick, DPad) and Keyboard Navigation (WASD, Arrow Keys) to use UIDragDetectors during the UI Selection / Navigation mode.
Next week Wednesday! Unless something explodes and we have to roll it back-- in which case I will update this thread.
Edit: We’ll probably open up enabling it on request-- it takes a week or two for new updates to roll out to mobile devices, so we will hold off on enabling universally until all devices are able to acquire the right version.
UI Selection Mode (Mode activated by \ on keyboard) now works with UIDragDetectors! GuiObject instances with an enabled UIDragDetector will automatically be selectable with navigation in this mode. Note that there are some issues that exist with absolute DragRelativity settings in this mode at the moment.
UIDragDetectors are now only disabled when a tool or the UIEditor plugin is active-- other plugin activation will not interfere with dragging.
Changing Min/Max DragTranslation during drag functions properly.
Screen insets are taken into account properly with Min/Max DragTranslation.
As for enabling the feature on engine-- expect exciting news within the next couple days! It takes a couple weeks for new updates to be fully available on mobile devices, but we are looking into ways to make it available for the client on other platforms earlier.
Wondering if it will be possible to drag items that are constrained by a UIList or UIGrid soon, this new system would be perfect for my custom backpack.
No existing plugins are used to use this instance, unfortunately.
I believe the slider not reaching the edges should be somewhat improved with the rounding changes, and if it was jumping up, that definitely was fixed. Any other inaccuracies, we will be iterating and improving upon.
No additional support for layouts are concrete yet, unfortunately.
We are excited to announce that we are taking sign-ups to enable UIDragDetectors on select places!
Simply fill out the form below– we will enable it on the places requested every morning in Pacific Time during business days.
This sign-up enables the feature on PC and Mac clients only– mobile devices won’t receive the feature until a future date when we can turn the feature on safely for mobile devices, which we expect would be in 1-2 weeks.
Please carefully read the acknowledgements in the form.
To opt-out after you signed up, DM me and I will process it the next business day.
Also with further testing I realized you also cant use MouseButton1Click, with an icon that has a drag detector, will there be any possible way to differentiate between a player dragging a UI element and just clicking it