I’m a bit confused on how to use CustomOffset/CustomScale.
I wanted to have a box that detected drag input, but didn’t move itself.
This worked fine, but the ‘DragUdim2’ resets to 0 when starting a new drag, but it doesn’t reset it right after the drag ends. I feel like that’s kind of confusing to make use of.
Since it resets everything to 0 anyways and didn’t keep it’s drag position in CustomOffset mode anyways, I figured I’d try to use DragUdim2 as the sort of drag Delta instead, and after reading the data I reset the udim2. But the weird thing is, if you do this while a drag is happening, it actually doesn’t let you overwrite it like that. Which I thought was a bit weird.
So when in custom mode the DragUdim2 isn’t stable (will erase its own value on new drag start) and isn’t changeable manually, so I’m guessing I really just have to keep track of all of the dragging in the script huh?
I was hoping it’d just always keep the DragUdim2 relative to how much it would have moved, even if the gui isn’t moving/dragging itself because it’s on custom. ie if I drag a customoffset ui -126 down, I wouldn’t want the Udim2 to reset to 0’s after I finish that drag and start another. I’d want it continuous - in the same way it’d be if it wasn’t set to custom.
the fact it resets to 0 but also can’t be changed when being dragged makes it just feel hard to get the exact numbers I want out of it. But maybe that’s just me and I need to try and use it a different way, I’m using it in a loop right now
This does not work very well at all…
No matter which modes I use the object just moves all over the place.
Sometimes when I let go of my mouse the object just disappears and goes off to some far place.
I was hoping to use this in my new game but I guess I’ll just have to spend a ton of time making my own system.
It resets to 0 at the start of the drag as in default settings, it depicts the current / latest drag, and its information may be usable after the drag ended.
If you want to preserve drag information, you can set a ReferenceUIInstance, which needs to be a GuiObject. That way, the DragUDim2 will be represnted as a relative translation from the absolute center of the ReferenceUIInstance, and won’t reset between drags.
We are currently trying to publish our game , but most of our playerbase is console, and unfortunately core function of the game ( the inventory ) is not accessible on console, neither is the phone which requires for you to swipe up, please is there any date that will make console players able to interact with UiDragDetectors?
Thank you.
Consoles should have UIDragDetectors enabled, but due to the nature of the input systems, it can be somewhat limited in functionality when not using virtual cursors.
VR should be enabled at somepoint today.
Could you explain the issue you’re having with console usages of UIDragDetectors? I’d like to know if I missed something so we can file a ticket and deal with it as soon as we can.
Well, I don’t really know but on our game, when players press tab to open they inventory they can’t drag, same thing goes for a phone that’s using UiDragDetectors on a linear trajectory, I am pretty sure they are using Mouse and Keyboard rather than the actual controller, can that cause any issues?
I keep getting great behaviour on an empty edit, but whenever I decide to use the dragdetectors in a different edit the entire behaviour breaks, I thought this may be because of the Old UI so i switched to the new UI, but no bueno. Though they work fine ingame.
Any known reason for the UI breaking up like this?
Yeah, it’s really weird, but it works perfectly fine in-game. In studio it just craps out at random for me, now the ‘UI.rbxl’ which was working in the video is also not working (No movement at all) But unlike the ‘NewGar’ edit it doesn’t fully glitch… Maybe it’s just some setting on my pc?