New Part Collision Property: CanQuery - Now Available!

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.

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Wondering if this somehow has something to do with the Pathfinding Service in the future. A nice addition to have though.

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holy crap this is SO HELPFUL thank you so much Roblox, now i can finally ignore the HumanoidRootPart within raycasts for melees

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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)
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Locked does not let you select parts behind the Locked part.

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Will this work with Workspace:FindPartOnRay or is it just Workspace:Raycast?

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isn’t that what locked is for lol

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IIRC they both use the same raycast code internally, so I assume that it should still work properly in this case too

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Reference to reply to this above:

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oh, that definitely could use changing tbh

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Explain Why it would need changing?

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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.

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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

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Well, that’s your fault for relying on the client in the first place.

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Roblox has been killing it with these updates as of late.

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image

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

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im not talking about my own game, i’m talking about games like arsenal

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This will be really helpful. I had a game with a lot of locked parts and it was difficult to work on, as you had to position the camera in odd ways to click on parts that weren’t locked.

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It seems like I have found a bug with the CanQuery property in places with Team Create enabled, whenever I disable CanQuery it works and I can play test and it works there but if I exit the team create session and go back in the CanQuery magically re enables itself (I was the only one in the team create session when this happens).

CanQuery also doesn’t work in the Roblox application (not sure if its only enabled in studio or its a bug)

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