When the KeyboardKeyCode is set to space, the interaction key is empty. This would be much more clear by replacing it with a spacebar icon or ‘SPACE’ in the interaction frame.
In my opinion, more similar unclear keys such as ',. and the ` key itself should be prompted with the KeyboardKeyCode names instead of the symbol.
This is a really helpful update and I’m glad it’s in the making but I do have a question.
What happens if a player has a tool equipped? Do you need to unequip the tool to activate the proximity prompt? For example someone has a gun equipped, they click the proximity prompt, does the gun shoot or does the proximity prompt activate?
It would be really boring when you have to unequip your weapon every time you activate a proximity prompt so I hope it isn’t this case.
This instance does not appear in the Insert Object window but appears in the insert object menu that comes up when you right click an instance and click Insert Object. I have the little plus bubble when you mouse over instances disabled if that matters.
The ProximityPrompt instance requires a PrimaryCFrame in order to function. Thus, the error telling you there is no primary part. To fix this you need to make a part the parent of the instance or put it in a model with a primary part.
Watch out with it, your game will not work correctly if you play in Roblox Client. This is beta and it won’t appear for others. You may have to keep the ClickDetectors…
This prompt, controlled by a script, isn’t becoming visible when activated by the script, any ideas why?
Says enabled on client-side explorer, and is the child of the part the other billboard UI is part of, therefore it should be working fine.
Hi what a great update. It simplifies how the player chooses or what action they pick. But i have a question we are already on the 4th quarter. How can the updates be released if they are planned in the 4th quarter and you might not have time?
This is great! But how will you know which player triggered the prompt? I want to make a small laser tag game where you can kill and revive players, and the revivee and the reviver would get a forcefield so that they couldn’t be killed right after they were revived/revived someone.