Introducing UIDragDetectors [Studio-only Beta]

For UIDragDetectors specifically, it was to keep the design in line with DragDetectors, as they’re very similar in usage.

As to why it was made like that in the first place, I’ll have to dig up some conversations as it was quite a while ago-- we’ll get back to you if we can find some relevant info!

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Do these play nicely with gamepad control schemes? (Discounting the virtual vursor)

How do these behave with layout objects such as UIGridLayout and UIListLayout? These could be very useful to me depending on their behavior here.

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This is just so good. An absolutely amazing feature. THANK YOU SO MUCH!

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Thank you so much ROBLOX for listening to the developer community, I had the same issue with SurfaceGui’s and hoping this will cover it but seen by the video I’m assuming it will. Thank you again for this amazing update!

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They appear to be a bit wonky if you have a UIScale instance involved.

imageimage

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I love it, here’s a quick and simple inventory system I made using this new feature.

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you should make it so if you drag stuff out your drop it

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Oh that is a good point lol. I was mostly just experimenting with the feature, I most likely won’t use this.

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Let’s go roblox made a W feature today! Roblox keep this up these recent features and updates haven’t been L features and in time the community will stop saying “Roblox just realized a new feature and it’s trash…”

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i wonder if its possible to make a control knob with this…

Also, when do the Drag events fire, before or after the DragDetector itself has set its position

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Sliders! The one feature i hold off from doing is now 10x easier :laughing:

Good stuff!

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There seems to be some problems while using it on phone (notice that black ball which looks like move button)

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This is going to save so much time, hopefully we will be able to get a similiar solution to implementing particle-like effects into the 2d space.

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HOLY CRAP THIS IS AMAZINGGGGGGGGGGGG.

Now I want UiBlur, UiPqrticle more UiGradient and stuff and if you don’t add them I will end you. x3

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Does this mean support for drag-to-reorder behavior?

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Such an awesome feature. This is going to make draggable UI so much easier to set up and remove the need for long module scripts and libraries. Didn’t even think of the use-case for sliders here - so so amazing, I can finally get rid of my 1000 line library I installed just to set up a damn settings slider. Awesome job to the team here!!

Will we get another announcement when this feature has been enabled in live games? Just asking so I know whether to check back on this thread or not.

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Number sliders and a Unity-like inertia drag feature have been a pain point for me. No more! I really love how a lot of games built on Unity that I’ve played have inertial drag on most menus and are elastic to their constraints, so this should make it much easier to create those. Plus I’ve been having some issues creating number sliders. CANNOT wait to use this in prod.

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This is an awesome addition to UI hope there will be further expanding on Effects of UI likes Blur and Particle.
UI randomly fade out of existence in edit mode, work normally in play mode.
https://gyazo.com/97b0a54eef79e2b3678d49c38402c824

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This feature is great! Thank you!

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Exactly on the good moment it come out when I release my plugin update (today) what have the ui dragdettectors

But how works the drag to resize windows @PrinceTybalt @DeFactoCepti I can use for my plugin I made it responsive so user can drag the frame to make it bigger

Only the ui from the test place is kinda broken on mobile



And the black dit sucks on your screen



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