Hey, found this from the beta feature post. Just a small request, Could you please make another event that is similar to bindactions (Context Action Service) and have an Enum for Interact began, ended, and finished?
Is the functionality of that process circle gonna be out? I want it
This is amazing! Please add the documentation in the wiki search please!
This is a nice feature rather than having to awkardly place an invisible part with a .Touched connection or raycasting/measuring distance between the object.
KEEP THE FEATURES COMING ROBLOCC
Question towards proximity prompt. Does the prompt constantly run like a while true do()
script or does it only run when a player is near? How does it work exactly? Is it a server event fired or is it just one server thing?
Edited to further instate my point:
The way that I was taught to do was using a player GUI and use while true do
script to constantly check the playerâs position in relation to the nearest keybind door. When one is near the door, the GUI appears on that door (FROM CLIENT SIDE) and when a player interacts, it fires a server event to open that door. Obviously a pretty bad idea as you are constantly checking where the player is.
Iâm wondering if proximity prompt is the same as that? Or does it run on a completely different system?
When releasing the key after holding it, the animation seems to dwindle back instead of instantly restarting. I think there should be an option for that just in case a developer doesnât want the transition to continue after holding it shortly after releasing.
I havenât tested this out at all, but it would definitely need to constantly run in the background in order to check if the player is near an object. You shouldnât worry too much about the performance of this because it probably uses spatial partitioning like @buildthomas said; in other words, it probably uses indices tied to an area around the objects to make separate groups of them inside a table. It will then compare the playerâs position to see which(if any) index itâs inside of. This means you can have 1,000+ of these objects and shouldnât see much of a difference when compared to having 10 objects.
Also, firing one remote to tell the client to display a GUI isnât expensive at all. Itâs not constantly firing the remote, but it is constantly checking (which is negligible). Once the client presses the prompt, it sends a"Trigger this event behind this object" remote, which still isnât expensive and would need to be done anyway to prevent exploitation.
Side Note
I completely agree with what buildthomas said that the backend should be exposed to developers. This means we would have a built-in feature for things like area-based music, spawning/despawning objects only if people are in a certain area for large maps, triggered events that happen only when a player enters a wide area, etcâŚ
There is a small gap between each half circles at the very bottom of the progress bar. Am I the only one who has this?
Doesnt Seem To Popup When Proximity Prompt Is Near A Npc
@crypto_mancer I think you folks forgot to link up the Studio Beta to this thread, there is no link on the item (see other row for example that has a link):
Was waiting for it to be released since the beta came out! Thanks!
You need to actually script it
No, I mean the prompt isnât showing up in my game at all. I tried it in a new place, walking up to it works fine, but for some reason in that specific game it wonât show whatsoever. Iâm not sure if itâs because I disabled a certain core gui, or mouse behaviourâŚ
Your prompts look better anyways
Suggestions
- Give Developersâs the ability to scale the UI, as I feel like its too big sometimes. I personally would like a Udim value (not UDim2) that will adjust the scale and etc.
- Add an event for when the player triggered the prompt, and the tween for closing the prompt is finished. It will be much easier for cooldowns with proximityprompt.
- Maybe add a transparency property (not essential)
We have the ability to do all of those with the resources they have provided:
-
You can utilize the Style property of the Proximity Prompt to customize it as youâd wish. Thereâs an example provided on that Developer Hub page
-
.Triggered Event and also the .PromptHidden Event
-
This can be adjusted when using a Custom Style
My apologies for the misunderstanding,
For #1, I wanted the property because of its a lot less hassle than using style.
For #2, I actually wanted the event for when the prompt finishes closing (After you trigger it, not when you walk away)
For #3, it can be done with style. No point in doing that.
Yeah for #1 & #3 I would also prefer having properties for it to make it more straightforward â I just wanted to ensure that you were aware of the options we currently have (especially in the case that they do not add those Properties).
Going back to #2 since I misunderstood what you meant with finishing the prompt, I believe the .TriggerEnded event is activated upon completing the prompt, regardless of the HoldDuration
. (If I misinterpreted this one too, then feel free to correct me so weâre on the same page.)
turn off âRequiresLineOfSightâ
I have tried, I tried everything but the prompt wonât appear in-game for me