You shouldn’t be able to… Does it still appear after you restart studio?
Existing UIDragDetector instances won’t be removed, but you shouldn’t see it when you try to create a new instance.
Creating one through scripts, though, would still work.
You shouldn’t be able to… Does it still appear after you restart studio?
Existing UIDragDetector instances won’t be removed, but you shouldn’t see it when you try to create a new instance.
Creating one through scripts, though, would still work.
Is there an ETA, for when this feature will be public and out of beta?
(I´m currently coding some UI functionality that would benefit from this feature, but idk how long till this feature drops and if its worth using it or waiting a bit)
is there a way to prevent DragEnd being forced when the parent of the UIDragDetectors is changed? I’m trying to make a inventory system but it includes changing the parent of the frames being dragged. (nvm just read a response to someone that had the same problem)
There is not, as a lot of the underlying functionalities depend on the relative positioning and parent properties (Scale for example-- and some of the DragRelativity & DragSpace computations).
Perhaps you could have a different, linked Frame that changes hierarchy during the drag to show visual response, and handle the UI being dragged at the end of the drag only?
tried it and works nicely with the way i’m handling my system
Is there a way to make the draggable UI object’s position visible to other players?
So, for example, I (Player1) drag an object on my screen (on a SurfaceGui) - it moves to a certain position
And other players can see me dragging this object
Is this possible without invoking Remote Events to fire to the server, everytime the object changes its’ position?
there are values to the drag
, you just have to do some coding and math
As UIDragDetector acts client-side only, reflecting the changes server-side would require event processing of some kind.
If the concern is too many events firing, you could perhaps space the event fires to be every X dragContinues, only at the end of a drag, or after it’s moved X units, or some other condition-- but I don’t believe it’s possible to do so without an event.
Calculating how much you need to shift could be done easily with the DragUDim2 value, and if the UI moving on serverside reflecting to the local drag is your concern, doing so with a Custom
ResponseStyle might be a solution, as it doesn’t actually move the UI (only updates the UIDragDetector as if it did). That way, the local UI would be able to reflect the positional changes from serverside property changes, while having the changes be triggered by the UIDragDetector…