Introducing UIDragDetectors [Studio-only Beta]

I believe a way you could do this right now is use a scriptable or custom response style, and start a timer on dragStart. That way, you can apply the changes during DragContinue only after a certain amount of time has elapsed.

Would this be an acceptable solution?

For now, this does the job. I appreciate the reply. :+1:

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Glad that is sufficient-- let me know if you encounter any more problems!

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Is neccesary apply? And it´s not how do i get it?

Click File > Beta Features, and scroll down to “UI Drag Detectors”. Enable the beta and restart studio-- you should be able to add UIDragDetector instances.

Recently had a problem might as reply to include here: Announcing DragDetectors! - #271 by lnguyenhoang42
Opening studio with GUI covering your screen disable the drag with/without UIEditor or tool disable/enable, took me a while to find the problem I thought my plugins was messing with it but it just GUI disabling drag from working in plugin widget. It worked first time while I was going to start using DragDetector but then relaunching studio broke it, just wish that it always enable within plugin widget.

So it happen again and the true problem is it happen whenever I launch studio with plugin widget enable, to fix this problem add a frame and delete the frame inside of ScreenGui or delete any guiobject in ScreenGui.

https://gyazo.com/902b56d202eb52a768583ee16d973577 Whenever you disable a UI while dragging then enable it again after, it still thinks the UI is being dragged. This is an issue, especially whenever you want to stop or disable a drag immediately as a player is dragging. Is there already a way to fix this, or could you add a way to disable the selection of the drag UI? This would be appreciated

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Hi. I would like to report a bug, this has been around since the feature was released but until now I am encouraged to file a report :sweat_smile:
The problem is that basically when images are active with some UIDragDetector and this entity is hidden through a UIPageLayout, they are still seen in front of the interface.
Attached video:

Found a small bug

When you use the MinMaxRotation with or without reference (if there is reference put in in the middle of the rotating UI) and try to rotate it

The UI will go to the max of 60 or -60, that works, right?
But then when you try to rerotate it again, the DragDetector will take where you left off as the point zero instead of what it actually is

Pretty annoying issue, would be cool if the team could fix it :+1:

ImageButton/TextButton’s trigger event is disable when there a UIDragDetector child, it is pretty simple to replicate. Is this intentional? If it is/not, I really need the trigger event to work as ImageButton/TextButton can block input.

Weird that I’d need a way to somehow toggle between the states, I need both state enable to create custom drag and interact. I really would appreciate if there a roundabout to the solution. (Specifically retain the drag while also can trigger MouseButton2Click + Block input)

For context:


I need MouseButton2Click to display a gui to remove block.

Read the reply thread I already created a roundabout method using tick() and a simple check during dragStart and dragEnd

this issue is still persisting, as I have also found that this happens when set to TranslateLine.
there doesn’t seem to be much rhyme or reason to where it goes, and it also doesn’t even properly show the change in position in DragUDim2

also could we either get an option to change where the relativity of ReferenceUIInstance goes off of, or just have it go based off the AnchorPoint of the ReferenceUIInstance?

I think I understand what you mean, but for me it’s not a mistake. Every time someone rotates the object, you might want to reset the same property according to X angle it’s at. For me it’s useful in case of precision, because for some common interface it might be better the way you propose, but for some fancy UI, it’s useful as it is.

Man this has been in the beta for so long, it almost feels forgotten :confused:

Uh, they had their full release a while ago

Bruh what
Thanks for your reply, I would have literally never seen that, because nothing in the original posts states it. Just a simple reply. Gosh

Is it possible to remove the dragging indicator circles on mobile devices?

I think it’s related on ClipDescendants bug on rotated GUI components, should be fixed too! (You could use CanvasFrame but it’s performance-heavy, I’m avoiding using this)