Hi.
When developing a feature, I often need to visualize the data I’m working with, including Vector3, CFrames, paths, points, etc. One can use Adornments but usually, they require a lot of code to set up and aren’t as versatile IMHO. That’s why I’ve created Roblox Gizmoshttps://create.roblox.com/store/asset/109903121130716/Gizmos-Plugin
It is a free plugin that allows you to draw all sorts of shapes, points and paths easily from code, in any color, with a single function call like Gizmos:DrawCube(CFrame.new(1,2,3), Vector3.one).
local Gizmos = require(game.ReplicatedStorage.Gizmos)
function Update(t, dt)
Gizmos:SetColor('white')
for _, des in script.Parent:GetDescendants() do
if des:IsA('Motor6D') then
local motor = des
local cf0, cf1 = motor.Part0.CFrame, motor.Part1.CFrame
local t = cf0 * motor.C0 * motor.Transform
Gizmos:DrawCube(cf1, Vector3.one*0.05)
Gizmos:DrawLine(cf0.Position, t.Position)
Gizmos:DrawLine(t.Position, cf1.Position)
Gizmos:DrawCFrame(t, 0.2)
end
end
end
game:GetService('RunService').PostSimulation:Connect(Update)
This is very cool! Thanks for the resource. Might I ask, when will official documentation to Wireframes be added? And support for mobile devices rendering / Live Game rendering?
Pls add thickness to wireframehandleadornment it’s the only thing stopping me from using it for my own gizmos. The lines are way too thin and hard to see which is annoying
I think all the APIs for WireframeHandleAdornment are available here. Some are missing a description, I’ll notify the documentation team. Afaik you can already use this in live games if you wish.
Heyo! I’ve been using gizmos for a bit and quite like them, easy to use, powerful, etc. However, there has been one big catch that I haven’t been able to overcome: server instanced gizmos don’t seem to render for the client. As I’m currently making a hitbox system, having a visual for the server side is well more than crucial.
Any work arounds?