Hello, I have had a part that uses a ProximityPrompt for a while now, and haven’t had any issues with it. Now, upon using the Prompt, it will not fire the .Triggered event at all
Note: All of the code you see is in a ModuleScript connecting all of the .Triggered events to the parts they’re cloning (this is how it was before and worked with no issues)
Code here:
local proxOut = part.Out.Attach.Prox
--
proxOut.Triggered:Connect(function(plr)
print("triggered") -- This will not print
end)
Have you added any other prompts recently that the module takes care of as well?
Does the prompt light up when you mouse over it or click E (or whatever your input is)?
Have you added anything recently, like a free model or plugin?
Is this part of a team create place that others may have joined with a corrupted plugin?
Does it only happen in Studio, or does it happen while playing on the website?
Im not too sure about the camera bug thing, it might be related to the Prox not working but idk, though, if you’ve teleported the character to a different position, check to see if it was a CFrame position or a Vector Position. If it was a Vector Pos, that would cause some stuff to happen and essentially, break proximity prompts.
[EDIT NOV 16, 2024]
Teleporting using Vectors don’t work because
I finally found where this quote was after about a month.
Okay, I actually just found the solution to both of these problems.
Upon joining the game I set the HumanoidRootPart’s Vector position to another parts position and apparently this breaks ProximityPrompts and can break the camera
For future readers, if you’re going to move a players character, do Character:MoveTo(Vector3)