Not actually a bug as per se, for historical reasons any grid snap smaller than approximately 0.01 studs is treated the same as snapping off.
However that’s not great behavior. 0.01 may have made sense as the minimum snap way back when the minimum part size was 0.2 studs, but now that the minimum part size is 0.001 studs it definitely isn’t adequate for every scenario.
I went ahead and made a change unbounding the minimum grid snap. Once the changes ship on May 3rd, any grid snap greater than zero should work, along with some other improvements to the grid snap box behavior (including a fix for the bad text input behavior that’s been bothering people recently).
The grid snap boxes should never get in the way of you entering the intended text anymore, they wait until you press enter or defocus the box to do anything interesting.
If you enter zero, the old value in the box will be left alone, and the enabled checkbox will be unchecked instead of the increment changing. This lets you easily disable snapping by entering zero if you change your mind mid-input.
There’s no more minimum snap value. However note that:
The snap box will visually round the displayed value to three digits, but does store the whatever arbitrarily small / precise value you enter under the hood.
The Rotate tool does not visually show ticks for increments smaller than 5° to avoid clutter, but behavior wise it does still snap to whatever small increment you enter.
Had to revert this for now because people who had last entered exactly “0” before I enabled it experienced broken dragging after the switch until they entered a different non-zero grid snap.
I’m not sure if this is related, but I noticed that when moving a part that has a thickness of 0.01 on a surface, it is slightly offset above the surface instead of being directly on it.
Not actually related. What’s going on there is that the physical minimum size of parts is still 0.05 studs, even when they are visually made smaller than that, and moving objects with Collisions enabled uses well… actual physical collisions to do its work.
That means it’s using that 0.05 physical size rather than the 0.01 visual size, hence the offset.
If you drag using freeform dragging it will exactly snap to the surface since that uses the logical size rather than the physical one.
I’m not sure if there’s a setting in studio that’s giving this offset or a recent update that caused this, but I’m kind of at a loss on what to do. For now, I decided to just resize the thin parts back to 0.05 studs.
Sorry, I’m going to have to add onto this as I still feel this has to do with some sort of move tool/increment bug. I’m trying to manually drag the part on the brick like you said to have it placed right on the top surface, however there’s always a slight offset and I have to manually edit the position.
Before, parts that I sized as less than 0.05 could snap onto any surface without any problems at all.
(I’m unable to make posts on the bug reports section, so I apologize for replying here)
We recently moved freeform dragging over to using Part.ExtentsSize / Part.ExtentsCFrame to figure out how to drag onto something. These do include the physical size, so freeform dragging will no longer avoid this.
Let me think about if we should do something to fix that or whether it makes sense as the intended behavior.