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
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
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
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
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)
Is there a way to “force” the drag to end? When disabling the drag detector mid drag, glitchy stuff happens. The cursor would be stuck in a dragging icon and other blocks arent draggable after.
This would be a bug-- we will test it out and get back to you.
As @aIpha_mx stated, this is not a bug but an intended behavior.
A easy workaround would be to create a referenceUIInstance at the same location (essentially a pivot point reference) and set it as the Reference Instance, and you will have the desired behavior.
It is not, but I’ll bring it up with the team and see if it’s something we want to implement.