Proximity Prompt Studio Beta

Capture

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Thank you! I’m currently away from my pc so couldn’t test it myself.

This honestly looks amazing. I doubt I’ll be using this much but I’m going to make a simple chair and see if this works. Thanks for bringing this out!

The UI is great, wondering if there will be support for VR anytime in the future or not.

For some reason when you’re sat in an A chassis scripted seat, once zoomed in to interact with the GUI, you cant zoom back out.

Edit: Only doesn’t work when you set the ProximityPrompt UI to custom. Zooming in and out works fine with default UI

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Just been experimenting, it’s amazing that you can even map it to a £ key or a function key.

I would like to know how the gamepad function also shows standard keyboard keys? Is there going to be a keyboard function on the gamepad?

This is so useful for any future projects! I would love to see if there’s perhaps a dropdown function when you hold the key as games like Bloxburg has an interact function and when you press E, it’ll show a dropdown with options.

I also would add some animations to the new feature but it’s been great!
If you would like the stool used here, it’s available at Basic Stool (Requires ProximityPrompt Beta) - Roblox.

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Found a bug, if you map the keyboard key code to a function key (F4 in this example) you can’t see what key to press.

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Neat stuff! Questions:

  1. Is there any reason to use this over a custom implementation of a similar system? Plenty of others that I know have asked this.

  2. What would it look like using these prompts with streaming enabled? Since these guys get parented to parts, wouldn’t they get streamed out at some point and disconnect any connections?

This is a beta feature, it only works in Studio.
There are still some bugs and issues before this goes live!

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This new feature looks like useful for not good scripters people, but there three problems :
- When the ProximityPrompt is parented to a model with no PrimaryPart, it spam this in the console :
image

- I think the interact text is not auto-localized.

- It don’t support when two actions are on the same part.

I have been wanting something like this for a long time! I am so glad that we finally have something like this. I was even thinking of submitting a feature request for something similar to this because this looks a lot easier than using a BillboardGui and a LocalScript to handle the keypresses and click/tap events. I can’t wait to try it out! My game is currently using a Frame placed inside of a ScreenGui that is scripted to act similar to a BillboardGui but I am planning on switching it to ProximityPrompts when they get out of beta.

This feature is very useful, I really like the GUI and the fact that you can easily customize it and make it work easily without multiple lines of code, Great job!

I found an issue while testing this feature:

  • While Moving the camera by holding right-click, The camera stops moving when the cursor touches the Interaction GUI, This is very problematic especially for the toggle cam and Shift lock.

Also, If toggle cam is enabled and you’re in the first person, the same issue that got fixed will happen (related to the camera movement).

Anyway, Amazing job on making this! :grinning:

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Everybody - I know this is a dumb question but what is that jeep they used in the demo vid? I love the look of that model!

I feel like this is actually a very smart move on Roblox’s part, trying to encourage games with more world interactivity. I love it.

Could this possibly be the beginning of a new era of games?

You shouldn’t have individual scripts for that in the first place. That is a very, very poor practice.

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You don’t need a large number of scripts if you just use ProximityPromptService instead or if you write your code in a way where you don’t need a script in every seat. Also, this would be extremely annoying for cases where you don’t want to sit (like a repair button).

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That bug is interesting :thinking:
For sure, Roblox should fix this.
However, I can’t really think of a case where this would naturally occur. Please correct me if I am wrong.

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Instead of having that change made, I think it would powerful to the developers to make it a setting. There are cases where certain transitions don’t quite fit :slight_smile:

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Imagine a door. The players have two options : open it or destroy it.
It is totally possible in a game the developers needs to add multiple possible actions on the same object, and I think too Roblox will make the actions like a list.

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This is a supper nice feature which I am going to use, but can you guys fix ClickDetectors. It can be bypassed from the client, like the client can increase the MaxActivationDistance and activate it. You can’t have an accurate checking since the event of MouseClick doesn’t give the MousePosition, or the location where the player clicked. If I were to have this I would be able to do a Ray from the Character’s position to the MousePosition to see if it hits the part. Please fix this, or at least do some security checks on the server, I really need the second parameter to be the MousePosition else just do what I said recently, and sorry for my “great” explanation. Roblox knows what I am talking about, ClickDetectors behave differently, I can’t just do a magnitude check between the player’s position and the BasePart, it won’t work that way. I am doing weird stuff to fix this issue, but is not accurate.

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