Quick update, in an earlier post I was talking about how even when collisions were off, the dragger would still acknowledge collisions. Re downloading studio seemed to fix the problem, but it has just popped back up again…
This would be amazing to have! I’ve been building for quite a while and snapping objects to others can make building a bit easier for me. The new features that come with this updated dragger can help reduce the time when making builds and I I’m glad they are updating this. I’ve always had issues with the old dragger where I would wonder why they can’t make it more efficient but now that it in the works! Can’t wait to see it out of Beta!
Oh rip, I guess I keep switching between them so much I forgot which is which
Yeah, I turned that little hidden collisions button off, and the parts duplicating on top of each other fixed.
I’ll let you know if anything else happens, thanks!
The current issue with the old build tools exists at what I would call an extreme even when working as close as possible to the origin. We’re talking about an average floating point of about 0.04 studs of the correct position regardless of proximity to the origin w/in reason. Sure at 10,000 studs, I expect to see some issues. At 10 studs however, it should be nearly non-existent. Plugin build tools do not face the same issue. F3X does not have this issue. qCmdUtl also does not have this issue. My own build tools also do not have this issue.
The issue with the old build tools used to only affect unions and meshparts however later began to affect normal base parts as well.
I’ll definitely give your new tool a shot. If it doesn’t face this issue it could be a viable option for my team.
Yes, the new draggers do not have the “stupid” floating point error that you’re probably talking about in the old draggers. The old draggers accumulated a bunch of floating point error simply when moving parts back and forth along an axis thanks to doing their movement entirely incrementally (step by step) rather than as a bulk operation offset from the start of the drag. I do it the sane way which all the other community tools do now.
Here is an example using both local rotation and local resize. I use local resize significantly more than I do the local rotation, however, I use them both enough that having them handy would be very useful.
Local rotation doesn’t have a ton of use cases, That example right there is my most common use case, another example would be rotating the wiper blades of a windshield to be the exact same at the same time.
Local resizing is useful in pretty much any case where there are multiple parts you want to resize that are in different positions. Fence posts, stairs, ladders, walls, windows, etc. Resizing windows would be a huge pain without local resizing in the example below:
You can accomplish that using packages as well. If you make the window a package, and update it, you’ll update all of the windows. That way you won’t even have to select them all.
While I guess you’re right that you can accomplish the same thing with packages, it’s just that some times it’s too much effort for the little thing you’re doing - for example, lets say I wanted to scale up two parts at the same time, so I don’t have to individually scale each one up, a package just isn’t viable for this. I do find myself thinking at times “ah, I wish I could scale all these parts up without the whole thing getting bigger”.
Generally, it would just make building items a bit faster, and again, sometimes it’s just not useful to make a few blocks a package if you’re not always going to be editing it.
A use case is what I was attempting to show you. Using the 2 features combined helped me quickly create a hollow circle which I then use to build circular windows, wheels tires, etc. @ChipioIndustries example with blinds is another perfect example of how it would be useful. Being able to rotate all the slats in a blind to either be open or closed without having to select and rotate each one.
There are quite a few scenarios where it comes in handy but they don’t really come to mind until you need it and then you’re grateful you have it. The kind of thing you really only see if you build stuff directly in the Roblox engine on a regular basis.
I do not know if anyone said this already, but for some reason I cannot select parts that have a transparency of 1. Since my place is quite large it is a hassle looking for the exact part through the explorer in order to delete it.