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.
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.
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.
I have a problem.
This is a video about a window. The window drag using the UI “Drag” Detector is supposed to follow the cursor’s position. Yet, it stops after moving the cursor too fast and follows as the cursor is moved.
The Bounding UI is on this TextLabel. The problem is that it shows the cursor on the entire Frame instead of the bounding UI, this will confuse the player into thinking that it drags from everywhere.
I have a problem, and that is that I made its movement to be in scale, so the problem is that I put minimum (-.5,-.5) and maximum (.5,.5) both in scale, I am omitting Offset. Now, the problem is the precision of these when reaching their limit, although it is not exceeded, it does not allow us to reach the real value, that is, sometimes it reaches -0.45 and so on. I write from my cell phone, that’s why I can’t show images.
The fine-tuning of scale positions is being worked on. There’s a bug with the MinMax translation limits at the moment, and hopefully, it’s mitigated somewhat after a fix.