Model selection outlines don't update while being physically simulated

If you select a model that is being physically simulated, the blue selection box does not update unless you start dragging the model again.

It can be replicated if you do the following:

  • Open a blank place
  • Insert a model from the toolbox
  • Run the game
  • Select the model and drag it upwards, then let go.

I think this bug started happening around the time constraints were released, though I’m not sure if this is true.
Admittedly this is a nit-picky thing, but I don’t think it would take long to fix.

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This has been a pain while testing in studio for me as well.

Why do you need the bounding box to update during testing?

I suppose I don’t need it to update. It just looks kinda awkward, and it wasn’t an issue before.
It’s ultimately just a minor nit-picky thing.

What’s the pain that you were having with it @EchoReaper?

In most cases it’s that I need to visualize a part that’s not visible (whether by full transparency or by being obscured by others) to make sure it’s moving correctly. For instance, I was testing camera bob and the camera was rotating oddly – it ended up being that an animation was rotating the torso (didn’t notice the character rotating because it was in first person where the body was invisible), causing the camera which was attached to the torso to rotate as well. At first I tried selecting the torso to watch its movement, but I ended up just making it visible by setting LocalTransparencyModifier in the command line. In similar cases where parts are visible but obscured, I’ve added meshes to increase their size so I can see them.

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Not just in testing environments/studio nuisances but in gameplay too:

https://gyazo.com/6b16a2af49ac1d9bffbb4c4068e2a7e2.gif

Are you using a Hopperbin?

I’m setting the SelectionBox adornee to the mouse target.