Locked does something slightly different: Clicking on something that’s locked will specifically act as though you clicked on nothing. Clicking on something that’s CanQuery = false will currently act as though you clicked on whatever lies beyond it.
This is something especially needed for plugins. Being able to disable selection for specific parts (while having the dragger raycast pass through) is a feature I’ve been waiting for.
I got excited about this beta, but since preventing selection is unintentional behaviour, I’m a little disappointed now.
In Part.Locked the raycast still hits the part, but it is just not selected. With the CanQuery the raycast itself will ignore the part, that means you will be able to select a part behind a part, you are not able to do that with Part.Locked.
So will this allow a part with Query set to false to not be clicked by the draggers in studio? I always would try to set transparent parts (such as ones just to block players from wandering where they shouldnt) as locked only to be blocked when trying to click parts through them. It was very annoying, so I stopped using lock, as it really served no purpose for me.
Wondering if this somehow has something to do with the Pathfinding Service in the future. A nice addition to have though.
holy crap this is SO HELPFUL thank you so much Roblox, now i can finally ignore the HumanoidRootPart within raycasts for melees
FYI, you could always ignore or whitelist specific BaseParts in the Workspace. Just input a RaycastParams parameter to your Workspace:Raycast
call:
local Workspace = game:GetService("Workspace")
local humanoidRootPart = ...
local raycastParams = RaycastParams.new()
raycastParams.FilterType = Enum.RaycastFilterType.Blacklist
raycastParams.FilterDescendantsInstances = { humanoidRootPart }
local origin = Vector3.new()
local direction = Vector3.new(0, 1, 0)
Workspace:Raycast(origin, direction, raycastParams)
Locked does not let you select parts behind the Locked part.
Will this work with Workspace:FindPartOnRay or is it just Workspace:Raycast?
isn’t that what locked is for lol
IIRC they both use the same raycast code internally, so I assume that it should still work properly in this case too
Reference to reply to this above:
Locked does something slightly different: Clicking on something that’s locked will specifically act as though you clicked on nothing. Clicking on something that’s CanQuery = false will currently act as though you clicked on whatever lies beyond it.
oh, that definitely could use changing tbh
Explain Why it would need changing?

The dragger tools will be updated to override the property in Studio during the beta so you can still select things.
We realize that the ability to disable selection on parts can be helpful. Over time, the dragger’s behavior will be extended to allow this. Tell us your thoughts on this!
To note, I rely on setting a collision group on a part my plugin Studio Tweaks creates as a proxy for its own selection box override. This is necessary for obvious reasons (you don’t want to drag the selection box off of parts…). I would replace this with whatever solution Roblox provides to allow draggers to ignore parts.
This may cause some issues related to exploiting for shooting games, as instead of having to manipulate metatables and stuff like that to achieve wallbang, now all a exploiter has to do is set canquery to false on walls
Well, that’s your fault for relying on the client in the first place.
Roblox has been killing it with these updates as of late.

It will be hidden in the Properties window unless you disable
CanCollide
.
but I see nothing…
Instead of hiding the property entirely, I think it should be greyed out (read only state) instead so people know it exists, then you can unlock the property when CanCollide is false.
This should probably be a setting though since some users might be annoyed to see a property they don’t use often