Currently, we only have SelectionBox and SelectionSphere, and these were sufficient in the past. But now, as ROBLOX moves forward allowing us to upload meshes and with the new R15-Rigs, we’re trying to move away from the “blocky” feel but still maintain it slightly.
Anyways, I am suggesting a new SelectionObject, one that follows the rendered outline of an object.
This would totally be so useful for tight areas where you need to build some detail. Also super useful when you want to change the color of a lot of parts to see how it looks with everything else you have but you don’t want all those annoying outlines.
However, this is useful beyond selections (e.g. highlighting enemies and mission objectives), and the name SelectionObject would cause confusion with the existing Selection class. Also, silhouettes and silhouette edges are two different behaviors that should be split up into separate classes.
Here’s a possibility:
SilhouetteAdornment
Instance Adornee
bool AlwaysOnTop
Color3 Color
bool Enabled
number Transparency
SilhouetteEdgeAdornment
Instance Adornee
bool AlwaysOnTop
Color3 Color
number EdgeSize
bool Enabled
I was thinking that they would apply to the adornee and all drawable descendants of the adornee. That would be the easiest to deal with from our end.
I wasn’t suggesting to call it SelectionObject lol, but your suggestion of naming it SilhouetteWhatever is good.
However, I don’t see why the edge/outline should be seperated from the surface? All other selection objects have the outline and surface selections combined and I don’t see any benefit from seperating them, infact it’d be a lot more conveniant if they were combined.