Introducing UIDragDetectors [Studio-only Beta]

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)

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.

Disabling mid-drag would be the ideal solution, so any bugs related to that is something we are looking to fix.

I believe there are some bugs with it that has been fixed and will be applied this week. I’ll post the bugfixes on this thread so please test them out afterwards and let me know of any existing issues.

@DeFactoCepti, It is pretty confusing if the feature is enabled or what not? Is it enabled in ALL games (pc/mobile/console)?

It should be enabled, yes-- but we are technically still in Beta as far as Studio is concerned, so there has not been a full release post. Is it not working on some platforms?

Update on January 10th, 2025:

  • The bug where setting the Visibility of a In-Drag GuiObject to false breaking in-game UI has been fixed.
  • The issue with some phones’ horizontal insets not being taken into account has been fixed. This has not been applied to mobile clients yet, and it will be applied as soon as the newest patch is rolled out to all mobile devices. In the meantime, Studio device emulation should demonstrate the fixed behavior.

I’ve found an issue whereby if you have a ScrollingFrame inside of a Frame that has a UIDragDetector in it, trying to use the MouseEntered and MouseLeave events on instances inside of the ScrollingFrame are difficult because half the time they don’t work and are pretty buggy (considerably more so than usual).

Thank you for the report-- I’ll file a ticket and hopefully I can get to it soon.

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Why can I directly insert UIDragDetectors without having the beta feature turned on?