What do you mean no info? (Did you read first post fully?) You should just fork the control script until this update goes through, and then update your codebase to work with the new structure whenever you get around to it.
Just a reminder, this is happening today, in case you need to update your game with the legacy scripts.
When will this be live?
It is live now. It’s a server flag, so existing game servers will not be running the new scripts, only new servers that come online.
Looks like requiring the new PlayerModule to use handy functions like :GetMoveVector() creates additional TouchGuis, doubling UI like the jump buttons on phone/tablet and causing weird glitches with the visuals and inputs.
When I comment out the code requiring PlayerModule, it returns to the correct behavior (only one TouchGui).
Here’s a repro.
NewPlayerScriptsTouchGuiCloneBug.rbxl (16.9 KB)
Also, it seems like the camera gets caught on the character when you look from below now.
https://i.imgur.com/VzSLegI.mp4
I have discovered a serious bug in the new camera scripts. I have filed a bug report, and included a repo file.
While adjusting to the new system was not difficult, I can’t STAND the updates to the camera, as they are causing a ton of different issues in game with even basic functions. For example, this used to just watch the player from a given CFrame, but now it does this:
[Seizure Warning?]
https://i.gyazo.com/aa0fc73f2bba2eeae4e94d6d2c5c7465.mp4
I’m working on adapting to this but for now this is highly annoying to fight through. If I am being dumb and there’s a change I need to make that I’m forgetting feel free to call me out on it.
We’ve turned off the new Player Scripts deployment to address the issue with the VehicleController no longer functioning. If you’re already actively working on migrating to the new structure, please be aware that right now these scripts are not deployed and any places with the pre-release scripts (or forked versions of what was live this morning) in them will additionally need a disabled or empty ControlScript or CameraScript in StarterPlayerScripts in order to suppress the automatic addition of the old player scripts in a published place.
Is there any chance you have more than one script trying to control the camera in this place? It’s not immediately obvious to me what else would cause such erratic behavior.
I’m in the process of checking for conflicts. The only thing that comes to mind is if interrupting an interpolation of the camera with another action no longer breaks / overrides it but instead acts in addition to the interpolation, then that might be causing the issue.
I have had this problem too
I have one script that sets the camera to “Scriptable”, sets the CFrame of the camera, then uses tweenservice to tween the cframe
@AllYourBlox Would you be able to post updated versions of the new scripts to this discussion? I would like to test the fixed versions to see if that fixed the camera bug previously reported. Thanks.
FYI, we’re going to enable new playerscripts again today, with all of the fixes for the issues we saw 2 weeks ago.
camera still borks like in previous posts
If you have a moment, please try the attached version and see if the issue you’re seeing is fixed. We got a solid repro today for the issue with Tweens and Scriptable cameras. There is currently an issue with PopperCam popping under certain conditions, even when the camera is Scriptable.
Ok so I wasn’t going crazy when my scriptable camera was freaking out only in some instances.
yeah that fixes it
Glad to hear! We’re very close now. Thanks for your patience, replacing 9k lines of dynamically-typed script is going to have a few edge cases fall through the cracks, but we’re committed to patching them up and keeping as much legacy behavior working as we can.
ModalEnabled is nowhere to be found in the new playerscripts. We have to do an ugly hack to hide mobile controls in menus in the meantime. D:
edit: ye, userinputservice
UIS.ModalEnabled?