Physical Draggers Full Release

Not to re-itterate on what other people have said, but this is a great feature, and I will be using it in the future to make my games.

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I can’t wait to try this feature! :laughing: Didn’t even know it existed before this topic, and it may help me with development.

Especially a big thank you for pointing out Alt + Click was a thing… although not the focal point of this announcement. This will save me so much time when building instead of diving into properties only to guess which part I was clicking!

Thanks so much! :heart:

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When I was trying it out (in Beta) it was really cool and easy to use. I think that now with all developers having access to this will make it easier to tell the difference.

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The new UI looks clean, refined and awesome! Will look a bit weird for now.

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If you want to select a single part of a group, you can already do so by hold down the Alt key.

Alt - Select a specific part within a Group.
Ctrl - Select multiple individual parts at once.
Alt+Ctrl - Select multiple parts within a group.

Hope this could help! :slight_smile:

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Seems like an interesting change, I look forward to trying this out! Like I said on the article announcing the launch of the new draggers, I was at first hesitant of the new design, however they have definitely grown on me since then.

I enjoy seeing these sort of updates to the draggers seeing as they play such a fundamental role in development. I’m looking forward to seeing this update in action.

Also, I know that this hasn’t been mentioned in a while, but do you see the possibility of the Rotate Orbs ever making a return? Even though they work sufficiently without them, the Orbs were useful on the old Rotate Tool.

Overall, seems like a great new feature. :slight_smile:

Edit: I just tried out the new feature, incredibly useful!

How very exciting!

This seems like a good time for me to start learning to build! Aha.

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This is disappointing… we were promised that the Roblox avatars would be compatible with the physical draggers and they’re not… Can we at least expect this to happen sometime soon?

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This is a huge improvement! I can’t wait to use this feature. Roblox has improved a lot recently!

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this change has really bothered me for a while. always made me misclick when looking for collisions or constraints and when you’re searching for constraints, you have to go scavenge for it in the model tab. at least putting the icons back would confuse less.

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Unfortunately no. Almost all of the vocal holdouts that were initially against the new rotate visual eventually came to like it better after getting used to it, so there’s not enough reason for us to provide that variant (at the cost of new dragger features having to work both with the orb and the arc variant).

Though we are keeping the dragger code very forkable (it does not rely heavily on any RobloxScriptSecurity APIs), so there’s nothing stopping a community member publishing a plugin version of the rotate dragger that has the orbs.

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We have some improvements to the rotate widget planned, but we punted them in favor of something coming soon that I think you’ll really like.

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Thanks for the feedback. We did a bunch of customer research and found that the icon state was difficult to read and a reason people were accidentally enabling modes they didn’t mean to. Hopefully this UI will become muscle memory for you!

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So when you use this, is the collisions, whether checked or unchecked, always set to true? When I try to move parts that are inside each other, with the collisions unchecked, I can’t move them.

I can scale them, but I can’t move or rotate them. This may be like that on purpose but I just want to be sure!

Can you provide a bit more details? I just tried it and got this:

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Ok, so I retried it, and it seems that I can’t move the part if it is anchored, but I can if it is unanchored.

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Yes; the physical draggers respect the anchored status. So say you anchor one part and then attach another to it via a string constraint, it will behave as you would expect. E.g. can drag the other part until the string is taught and then it will stop.

Physically, anchored parts can’t move.

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Oh I see, that was happening to me while it was in beta and I was wondering why, thanks!

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I ran into issues with this when messing around using it with the fast flag. As in, the model would start tipping instead of following the tracks.

I haven’t tested it since the full release so hopefully thats been ironed out.

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