i was thinking about that too…
Unfortunately from what I can tell the default UI can’t be updated at all including both sets of text and more importantly UIOffset, which is important if I want to have multiple ProximityPrompts that don’t overlap eachother, or if the action changes based on context. The only way to solve this is to enable and disable the prompt which will cancel ongoing triggers.
Is it possible to use this feature for a button?
Is there an expected release date? I would love to start using these right away!
Unless you’re referring to updating those values while the prompts are visible to the player (which appears most likely based off of the last sentence), I’ve been able to successfully utilize the UIOffset to display several ProximityPrompts along with configuring both sets of text while editing as well as during live playtests (directly via scripts/swapping to server view).
In order for the changes to display if the player was already viewing the prompts, however, I can confirm that the ProximityPrompt would either need to be toggled or the player would need to walk out of its MaxActivationDistance then back into its range, first.
(Below is an example of UIOffset along with the text customization in the case that you were not referring to editing those values while the player is viewing the prompts)
The example image below has the center prompt at 0,0 offset with the rest being 125 units in either direction (e.g. the First Prompt has an offset of 125,125 while the Fourth Prompt has an offset of -125,-125). The ActionText displays the number of the prompt and the ObjectText displays random words such as “yay”.
I’ve actually used this kind of hack to make a lens flare effect on parts that emit light. Didn’t turn out the greatest but it did work.
This is awesome! I love all the features that the team has been adding.
My bad then, didn’t read it right, but thanks a bunch! I love this feature
When I change the action text in a script, why does it not change on the UI?
Is this a bug?
This is awesome. Will it be easier to customize in the future? I dislike making many visual adjustments to my UI in code. It’s faster and more visually accurate to just make the UI in studio.
Hello,
I have just been wondering, when will this be realeased to Roblox games, i have just added it into my game and realised that it won’t work in roblox.
I am referring to when the prompt is visible. I want to be able to update the default UI while its displaying because I want to be able to show a varying number of prompts as well as change the action text.
The specific example where I encountered this is that I’ve got a door and I want it to have a “low power mode” on the door where the player would end up pulling the door open or shut. Once the door would be fully open it doesn’t make sense to keep showing the Open prompt and thus I’d want to recenter the Close prompt so its not weirdly off to the side.
Additionally, where the door wouldn’t be in “low power mode” (and this is a much more general use case), when the door is opened, its not possible to then make the action text say “close” without quickly toggling the prompt, which is a workaround in this case.
But, another example might be having some sort of multi-action object where the prompt can change based on the state.
Amazing update. Love how you can customize it. Will we be able to put these prompts on screen instead of in the world?
Also working on modifications. Starting with transitions. https://i.imgur.com/N0x7cfG.gif (Need to work on transparency for the other elements, I know)
Might be able to make them onscreen myself thanks to how I can customize this.
Edit: When setting the key to left/right shift, it appears as this:
Are there plans to have it accommodate keys like this? I’m not sure what other keys it does not work on, I haven’t tested others yet.
Great update, I was able to find a pretty big issue with it though, when I insert the prompt directly into workspace it brings my fps down to around 1, I don’t know if it only happens when certain things are in workspace with it.
Great feature! I am pretty excited to use this prompt in an upcoming game I will be working on.
That’s likely because it’ll start spamming errors each frame, which is a known issue, I’m guessing they’ll fix it next update. (Workspace is actually extended from the Model class… If a Model doesn’t have a PrimaryPart and the proximity prompt is parented to it it’ll create a lot of error spam)
Found a bug. If part is gonna be destroyed, then Interaction Prompt doesn’t get removed. It will be in the same place as if part just got transparency set to 1. It doesn’t get removed even if you move away from the part to update it. I hope this will be fixed before this update is put into release! Here’s a video showing what I am talking about.
Basically I just clone first instance named “Part” with Proxy Prompt inside of it, assign it’s position to another transparent Part, and then destroy first instance after player triggered prompt. Settings for Proxy Prompt are default BTW.
I just added this beta feature to my car testing/building area!
Works great, but I found a bug already:
Not sure if anyone already found this, but if you have one parented to Workspace, you get a HUGE number of errors:
The properties are default, except for a HoldDuration of 0.5 and different text.
Found an even worse bug. Anything that gets updated in the properties doesn’t actually update the ProximityPrompt.
If you walk away, far enough away from the interaction range, and walk back, the ProximityPrompt updates to the current properties.
Trigger in action:
https://i.gyazo.com/e6e5904f78b12c047df02917ad74c5c8.mp4
Walking back and forth:
https://i.gyazo.com/60f8e54420665d994fb7fe209c17445a.mp4
Ye that’s what I meant by “It doesn’t get removed even if you move away from the part to update it.”
Noticed it too while “testing” whole thing a while back, but I thought it doesn’t update only if you change property through client part in real time. I hope they fix this too, would be a neat feature.