Proximity Prompt Indicators


Hi Creators,

We’re happy to announce Indicators for Proximity Prompts! Indicators are a new feature added to Proximity Prompts that let you know where nearby prompts are, so you can help guide players to interactable objects or reduce the clutter of many nearby items.

This is a feature we’ve seen developers adding manually, and we’ve received warm reception to the idea in developer surveys. We hope this feature will help you all in making your experiences!

How do I use it? :cactus:

Indicators are built into Proximity Prompts, and can be controlled via a new property MaxIndicatorDistance, which works very similar to MaxActivationDistance. We designed the feature to address two main types of game design scenarios:

Seeing far away prompts :eyes:

When MaxIndicatorDistance > MaxActivationDistance, indicators can be used to show the player where interactable objects are at a distance. Players within MaxIndicatorDistance of an object but not within MaxActivationDistance will see an indicator, until they get close enough to see the prompt.

Seeing many closeby prompts :bubbles:

Indicators can also appear when there are too many prompts to show, for example:

  • If you have more prompts nearby than ProximityPromptService.MaxPromptsVisible

  • If you have mutually exclusive prompts, like multiple prompts bound to the same input

This can help developers let the player know what around them is interactable, without hiding any information when using exclusive prompts or cluttering the screen with AlwaysShow prompts.


Other details :wrench:

Indicators also have a ProximityPromptService.MaxIndicatorsVisible which is set to 16 by default, but can be set up to 64.

Just like with custom prompt styles, you can also set custom indicator styles by setting ProximityPrompt.Style = Enum.ProximityPromptStyle.Default and binding to the new events ProximityPrompt.IndicatorShown and ProximityPrompt.IndicatorHidden. There are also parallel events ProximityPromptService.IndicatorShown(prompt) and ProximityPromptService.IndicatorHidden(prompt) if you’d like to track these events globally. We will update the associated sample code under ProximityPromptStyle when the feature is fully launched.

By the way… indicators do not subscribe to ProximityPrompt.RequiresLineOfSight for performance reasons, so indicators can appear for prompts behind things.

Before promoting this from beta we intend to make performance improvements to the feature as a whole, and investigate into sorting / prioritizing closer indicators over further away ones when more than the maximum visible indicators are within range.

Please share any feedback with us below. We look forward to seeing how you all use this feature!

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Very useful built-in feature. I like it!

58 Likes

amazing feature that has been needed for so long

edit: 25 likes :open_mouth:

34 Likes

Incredible and needed :heart:

19 Likes

Can we get another property that will effect indicators in a similar manor?

43 Likes

Is there a reason for this behavior? I feel like respecting this property (or at least making the toggle available) would be better suited for more types of experiences.

11 Likes

Still no fix for proximity prompts/click detectors/drag detectors that are on fast-moving objects :pensive_face:

5 Likes

Clarified in the post that it’s for performance reasons.

19 Likes

This is a great addition, I’ll be turning this on straight away

7 Likes

Good update, but I’m assuming by default, indicators are hidden, so it won’t affect other games unless I missed something


Also, I’ve never seen this dev icon with the script icon on the bottom
image

20 Likes

Ha. Haha, even. I had just implemented a custom proximity prompt system recently to get this feature, and now it’s built in. Love to see it!!

14 Likes

I’ve been waiting for this update for a really long time, thanks for taking community suggestions into consideration roblox

6 Likes

This is fantastic!

Although a separate instance, has there been any consideration or discussion to give BillboardGuis a similar event to PromptShown/PromptHidden that Proximity Prompts have?

Would be super helpful.

9 Likes


roblox shouldn’t dedicate resources to building features that only cater to beginner developers (this is easily achieved in-engine… cmon)

10 Likes

Awesome new feature Roblox, happy to see this :saluting_face:

2 Likes

Excellent addition; this was very much needed!
EDIT:

Guess we’ll still have to make our own custom solution. :person_shrugging:

2 Likes

This will drastically simplify my existing code

4 Likes

Awesome! I was just about to start working on my own implementation of this.

2 Likes

Hmm, does this mean you can see the indicators even behind walls/Parts?

3 Likes