That’s interesting-- I will try to see what’s going on. Thank you for letting me know!
Is this still an issue? I hooked up a UIDragDetector and destroyed its parent at DragEnd, and I seem to be able to drag other UIDragDetectors normally afterwards.
Yeah, just tested it not sure why it crashes my studio ill test and see if it works as intended in-game.
Just checked and it crashes in-game too.
Hmm-- it’s not reproducible on my end-- this is the script I am using:
local uiDragDetector = script.Parent
local frame = uiDragDetector.Parent
uiDragDetector.DragEnd:Connect(function()
frame:Destroy()
end)
Ill see if I can replicate it with a simpler script to give to you, one second.
UIDragDetectorCrashTest.rbxm (6.0 KB)
This file should crash your studio process or come up with an error
I’ve found a serious bug, when clicking RT while pointing controller cursor to UIDragDetector instance then it stucks.
Thanks for letting me know-- will fix!
Thanks for the response. I found an additional bug that causes the slider to continue sliding with the controller. Happens when I’m unselecting the slider with select button of controller (In my case, it’s Xbox One Controller)
It would be great if you could add a feature that makes the UI instance draggable only if the instance e.g. an ImageButton, is being held for a specific duration. This would be useful for items in my custom inventory that I want to make both clickable, so I can activate the item, and draggable so I can move the item into different inventory slots
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.
Glad that is sufficient-- let me know if you encounter any more problems!
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
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.