Studio Tweaks - Disable selection box, disable UI Editor, anchor new parts, show selection faces, and more

More information about what exactly is wrong is required.
What kind of instance is that, what do you expect to see, and a reproduction file preferably.

Looking in TC myself I see nothing wrong with any of the adornments when viewing from an alt.

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The selection box is oversized and the instance is a part. This is caused by the dynamic size part/decal selection box while in a team create.
The selection box size seems to change with how closer it is to 0,0,0 and not my camera.

What is the position and size of the part? Does this only happen in TC? The pink is your selection box, correct?

Never mind, can reproduce.

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The size is “4, 1, 2” and the position is “0, 796.695, 0” (or higher). My selection box is pink, yes.
Also, good to know, hope you can fix this.

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This should be fixed now.
It looks like the camera I was fetching from workspace and saving in a local variable in team create gets replaced after plugins load, so the CFrame that was being fetched by the code handling outline size was always placed at origin, since it was the incorrect camera. I’ve corrected this for all instances where CurrentCamera is used.

cc @Wertyhappy27 Studio Tweaks - Disable selection box, disable UI Editor, anchor new parts, show selection faces, and more - #56 by Wertyhappy27, perhaps same issue.

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Hello, there seems to be a performance issue when using this plugin.

With plugin turned off:
https://streamable.com/hf1gx6

With plugin turned on:
https://streamable.com/qz1wym

Here are my settings:
Imgur

I love this plugin; it’s great. But, it’s hard to use when my studio hangs while trying to delete multiple parts, sometimes studio never responds and my ram usage goes to 100%, then I have to close it via task manager. If this could get fixed it would be appreciated as I actively use this plugin.

Thanks!

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It looks like SelectionChanged fires multiple times when you delete multiple parts. :slight_smile:
Will investigate after work.

Related: Bulk-process selection-related operations on instances - Do not fire SelectionChanged for every instance in a mass-delete

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Maybe make the markers smaller as the camera gets closer, like the selection box.

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This should now be fixed.

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Useful for ui designer, builder , Keep Going!

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How do you exactly get this to work? I tried right clicking, going in the Plugins area, and I even checked to see if it was installed. Sure enough, it is, but for some reason it’s not letting me use the actual plugin itself. I’m on the highest graphics quality, and latest version of studio. Obviously, you can only use studio if it’s up to date.

I do see this circle in the center, but no actual clue on how to use it.

Edit

I just figured out that you have to press P. A visual indication of this keybind would be nice as not everyone would get this plugin directly from the Devforum. Thanks otherwise

This is opened by default?
I do need to change the text in here however.
image

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When I opened studio that wasnt there, I had to ask void how to open it, strange

I’ve tweaked something that may have fixed an issue with the plugin on first-open.

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Hey @PeZsmistic, I’ve a suggestion in mind for a possible feature - could you add support like Anchored and CastShadow, could you add support for having CanTouch disabled by default? When building or doing something else, you’d almost most definitely not be interested in having CanTouch enabled for every part.
Many thanks!

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For disabling the UI editor you can actually already do this within Studio. The only problem is that it auto re-enables itself every time you select a new UI element. If your plugin could just use this option to disable the UI editor somehow then it would disable clicking and dragging on UI items.
Here’s how I know how to toggle the UI editor and how I’ve been using it:

  1. In the top-left just next to the “File” dropdown there are some options (By default I think they include save to file, undo, redo, and new.) Click the dropdown next to them.
    image

  2. Then click “Customize”

  3. Search for “UI Editor”

  4. Click “UI Editor” in the list on the left and then click “Add >>>”

  5. Check the box on “UI Editor” in the list on the right

  6. Click “OK”

Now in that list of options shown in my screenshot you should see the button to toggle the UI Editor. I’m not sure if there’s a way to do this from code but it would be handy if there was.

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Unfortunately I cannot call existing actions in Studio via plugin.
But that’s cool, I didn’t know about this.

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This has been added, and I’ve moved all instance-default tweaks into a submenu.

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There seems to be a bug while using this plugin.

As you probably expect, disabling the plugin fixes it.

Here is how you can reproduce it with the plugin enabled:

  • Insert a part into workspace and copy-paste it.
  • You will notice a .05 stud gap between the two parts.

This is only half fixable due to the way Studio handles safe-move for parts. Safe-move happens when you insert a part via Insert Object, or copy and paste. It does not respect collision groups that do not collide with default, so to fix this I had to throw another hack on the heap of hacks this plugin is built from.

When you press CTRL / ⌘, the selection box override will “disable” temporarily to allow for paste operations to occur without interference. As a side effect, this can be useful if you have a situation where the bounding box override turns things invisible and you need to quickly check how they normally look without disabling the setting, or if you need the simple face adornments to be located at the origin of the selection.

Here is the code responsible if you’re curious. It runs on RenderStepped and is very much a sin.

if UIS:IsKeyDown(Enum.KeyCode.LeftControl) then -- Shrink bounding box for Ctrl+V paste :)
    setBoxSize(box, Vector3.new(0.05,0.05,0.05))
else
    setBoxSize(box, target.Size + BOUNDING_BOX_SIZE_OFFSET)	
end

You will still see the gap-causing behavior it you insert a new part on top of the currently selected part. I cannot reliably detect this to prevent this from happening, but I don’t believe this case will be a common problem.


Included with this update is a fix for the plugin’s behavior in games with max collision groups. Previously it might have been able to override the last collision group, which is rather bad. Now it will simply not work and throw a warning in the log.

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