That’s weird, that ClientAppSettings.json correctly changes the behavior for me. Are you on version 483 with the Pivot Editor beta enabled?
You don’t get this? That’s super weird.
I have good news, I have found the answer and fix to my issue and it’s bizarre. It seems that the directory where it grabs the ClientAppSettings file changed? I’ve always just had it in AppData\Local\Roblox, but now it only works if I put it directly into the studio version folder. It always worked that way for me up until now. I’m glad the solution turned out to be pretty simple.
So when can we expect another update on pivot points?
There’s an abnormal release cycle coming up, so unfortunately you’ll have to wait until July 7th.
That killed me. Oh well, 3 more weeks to go - I shall wait.
Will this be fixed because its very annoying. The box and the pivot point itself should stay with the actual model and not offset itself.
If you want the Pivot Point to stay with the model during simulation then you have to set a PrimaryPart. That’s the purpose of the PrimaryPart going forwards, to connect the model’s physical and editing behavior together.
The reason we can’t automate this is that your model could have two cars in it: When they drive in two different directions which one should the pivot follow? The PrimaryPart solves that.
Alright thank you for explaining, I always treated it as a pivot point but now that makes sense.
What about the SelectionBox
though?, It’s quite annoying, shouldn’t it stay with the model instead of moving up along and then moving back to where it suppose to be once I start moving the model again?
That’s just a bug with the SelectionBox being “stale”. We could try to improve it but trying to keep the selection box / handles 100% up to date always while the game is running has some significant performance implications, so there’s a bit of a balance right now.
Though it looks like something might be going more wrong than intended with the SelectionBox there. If you send me the model I can confirm.
Here is the model (not the same though however, it has the same problem).
Model.rbxl (25.7 KB)
Yikes, I thought that you were seeing the HoverBox or something, but that’s actually looks like a regression in Studio’s selection box rendering entirely unrelated to the draggers (the selection box gets out of sync if you use a script to move the parts in that way even with no tool selected).
Feel free to report it separately.
Where would I report this though? I can’t report it in #bug-reports because I am not regular and there is no way to rank up yet.
Message @Bug-support with the format regarding the issue and they’ll get back to you after a few hours. If they deem it an issue they will update the post location into bug reports
How can I change the orientation of a pivot point, with code, once a game is running? I’ve been trying to figure out how for the past 30 or so minutes, but can’t seem to get it. I might just be totally missing/misunderstanding something, and it’s an easy fix. But any help would be appreciated!
-- Set the pivot of a model without a PrimaryPart to a world space CFrame
model.WorldPivot = <cframe>
-- Set the pivot of a part to be offset a given amount from its CFrame
part.PivotOffset = <cframe>
The rotation component of the CFrames in the above will give you what you want.
Seems Like A Very Good Update, But It Still Seems Very Confusing.
Don’t worry, we’ll have a complete detailed documentation page on the DevHub before the full release.
Though yes, the inner workings of it can be a bit hard to understand. That’s a cost we had to pay to get all the features we wanted like being able to move models from the properties pane without breaking any existing code.