For move and scale they are slightly smaller (like, 0.95x the old ones). The old hitboxes were obnoxiously large at times.
For rotate the old arc handles didn’t have a hitbox at all since you had to click the orbs, so there’s not really a great comparison to make. I can comment that the the new rotate handles have a hitbox about 0.7x as wide as the old move handles did, so while smaller, they’re not too far off.
I just didn’t noticed that the new lua draggers actually stay at a fixed size depending on the distance of the camera to the selected model. I was just a bit more used to the rings scaling to the size of the model selected. So it was just my muscle memory misclicking the wrong place. XD
We want to make various improvements such as showing numerically how far you have rotated, showing other kinds of snapping, allowing you to enter an exact amount to rotate by.
In order for these improvements to work well, the size of the rotate gizmo had to be constant on the screen, rather than it being drawn out at the extents of the part.
Drawing the rotation orbs like before when the rotate gizmo is not drawn exactly at the extents of the part feels quite bad. I feel pretty confident saying that almost no one would like this style.
So, really, there is no large advantage right now (though some people will prefer how the new tools are now closer other 3d editing tools), but it’s a change we would have had to make at some point to allow us to implement other features that we want to include.
I was wondering, is this a bug or is it just the way that the new lua draggers function now. If it is not a bug, would we have the option to utilize this, since it was helpful in various situations.
Video Comparison
Old Lua Draggers:
New Lua Draggers:
Imo it does feel more buggy/less smooth than the previous one
It was intentional, but after looking at all the feedback we’ve decided to change this behavior back. You should see the change a couple weeks from now.
I don’t think you should add the rotate orbs back in my opinion. I’m a pretty big fan of the look and functionality of the new rotate tool. I love it. If you were to add back the orbs, can we get a toggle if possible? I personally hated those little annoying orbs.
You could already enter an exact amount to rotate by with the old draggers, and there is no visible number showing how far you have rotated a part(as far as I could see)
Yeah I like this change.
Maybe very few people would like the style, but would it have been that hard to add a toggle of the looks of the draggers?
Why do you have to change how the draggers look to change their functionality?
I’ve played around with the Lua Draggers as part of the beta program and personally it has really made my workflow better once I got used to them. I do a lot of precision building and being able to simply drag the parts where I need them has really cut my time spent in studio in half. Can’t wait to see more things that have been worked on!
These tools have recently started breaking relatively frequently for me. When it breaks, I cannot select any tool, when I click on the button it highlights the background but there’s no dragger and I cannot move or select any parts. I don’t know how to reproduce 100% but I think it happens when I have a plugin like f3x selected then try switching to the roblox dragger
Do you see any error in the output window when this happens? If you do not have it open currently, would you mind leaving it open? (You can open it by clicking View → Output, and leave it docked to the side underneath the properties panel)
Let me know if you figure out the steps to reproduce this. Could you link the version of F3X which you’re using? I couldn’t repro with the one I tried.
Yes, I forgot to update: The draggers had to be rolled back again last Thursday. They will be re-deploying to 25% of users later today or early tomorrow depending how the schedule works out.
Current known issues (fixes on the way for both on the way):
Editing Bones parented to other Bones if you’re while the game is running causes an error. If you’re experimenting with the skinned mesh system you’ll have to avoid editing the bones in run mode for now.
Selecting parts outside of the workspace (such as in ReplicatedStorage) while the game is running throws an error.
Using the draggers with Joints enabled is noticeably slower than with the old draggers in some cases, we’re still going to do an optimization pass to improve this, and it will be further improved by some changes that the Luau team is working on.