Thanks a lot, now I’ll make it into a plugin lol.
Any plans to support GuiService.PreferredTransparency
and/or GuiService.ReducedMotionEnabled
?
Also, is it possible to make an ContextActionService
button (or image button) appear if a player goes to a BasePart
/object with an PromixityPrompt
? And then if the player goes far away from a BasePart
/object with an PromixityPrompt
, an button disappears? Just like how the popular game Bloxburg achived it.
i’ve already saw a video, and this is literally hell to match with proximity prompt customizer Good luck, you have all my respect if you do it
Yeah? Simple magnitude check using the part.
This is very cool! I have a question though. How do I resize it? it’s too big and blocks the screen in my game. I’ve tried making the billboardgui smaller, but it just doesn’t do anything.
edit: nevermind just had to change some code :v)
Love it. How do I reduce padding? When I try reducing the PromptFrame size it allows the text to trail off the screen.
I’m still wondering the answer to my question from a while ago, but I have another query: How can I prevent prompts from randomly sticking on the screen? Sometimes I start the game and a prompt from like 600 studs away is visible for no reason—seems like a bug. It’s fixed by walking up to the prompt, then walking away from it. But imagine the prompt is 10,000 studs away. The player would have to leave the game, and hopefully rejoin, to fix the issue.
the triggered function doesn’t get fired but all the UI animations get played
very helpful, I will say though that it shows xbox controls for ps4 & ps5
@BitwiseAndrea, this problem has become serious for me, happening almost every single run and sometimes with multiple prompts at once. I’ve already set up a lot of my game’s prompt system with this resource at the base so I hope it can be fixed, as my game launch is coming up soon. Even if a fix cannot be secured, could you inform me if you experience the same issue?
I could be wrong, but for some reason suddenly prompts began to stay on the screens of players, although before this did not happen and no changes were not made, what could this be due to? All these prompts appear in 1 and the same place, the bug isn’t on our side.
Help me, please @BitwiseAndrea
Yeah this was an ongoing glitch that happened with me yesterday. Whenever i tried destroying the proximity prompt it’d just keep the gui on screen. Here’s the post I made if it could be any help: ProximityPrompt GUI not disappearing after being destroyed
Question, does this only allow you to change colours of the prompt? Or can you replace the full UI with your own custom UI?
Also proximity prompts should have this feature to begin with, I hope someone at roblox does add this in the future.
I noticed that the default ProximityPrompt from Roblox does support playstation with it’s icons however the documentation doesn’t include the playstation icons yet.
yeah, noticed that. i fixed it by adding a local script with the Gamepad API script in the “ButtonTextImage” ui.
here is a script with the custom icons, change it to whatever
local userInputService = game.UserInputService
local imageLabel = script.Parent
local key = Enum.KeyCode.ButtonY
local mappings = {
ButtonY = "rbxassetid://429501346", -- Replace with the desired ButtonY asset
ButtonTriangle = "rbxassetid://6721682880" -- Replace with the desired ButtonTriangle asset
}
local mappedKey = userInputService:GetStringForKeyCode(key)
local image = mappings[mappedKey]
imageLabel.Image = image
the only problem is it wont change the icon if you change it to something else like ButtonA, you can change the icon to whatever
I made it wait for 10 seconds before running the script, this solved the issue for me.
Confirming that this is still happening for me in Nov. of 2024. Does anybody know a fix for this issue? @BitwiseAndrea tagging in hopes of getting eyes on this. I’ve been going through the script attempting to debug it, but frankly I’ve only been scripting for a year and it’s above my pay grade.
I posted a second picture just to confirm that this prompt requires line of sight, and is VERY far away behind a wall.
EDIT: I did end up adding a short task.delay to the initialization function which seems to have fixed this behavior, but I’m still interested in fixing it with a less “band-aidy” fix. I don’t want players with good PCs that can load in quickly to have to wait for their Proximity Prompts to look good.