You can’t rely on the feature request to be listened to, but if it does, then I can revert the change as needed.
I already read the above replies, and this update addressed it by adding further functionality and usefulness. It’s not worth arguing when a fight is trying to be started in the first place. It’s free, take it or leave it. Doesn’t hurt to leave it.
Read the update logs for more information.
More efficient highlight method
To prevent highlights from going beyond the limit, all characters are put into a single model (as proposed by
@commitblue’s code demonstration) . This means one highlight instance is used for all, rather than one each.
Per personal request, I’ve added an option to highlight each part individually in the character. Be warned: this should only be used for singleplayer or co-op games to prevent going over the highlight limit!
Woah! This is super cool, Great resource!
Is there a config for how thick the outline is?
Unfortunately not, but you can change the transparency!
Is there anyway for the Highlight instance to work on models/parts that are transparent, i found it it only works on parts that are fully visible (transparency = 0)
I’m not quite sure, unfortunately.
Or you could just put a highlight instance and set the adornee to Workspace…
That causes workspace to be treated like a model and to highlight around the whole workspace rather each individual part.
Now that I have just tried intersecting 2 blocks with one highlight in workspace, Yeah that’s true.
I also dont mean to sound rude, but you can use the highlight feature.
I think this is what he already uses.