For v3 just tap DPadUp and v3 will highlight the last selected icon or the left-most icon if first time using. Then press B to unhighlight/go back. You can also use the virtual cursor to navigate to an icon and v3 will auto highlight and toggle when selected:
My goal was to modify existing dropdown by adding or removing dropdown items after some period of time, from my understanding :setDropdown() is only used when constructing a new dropdown list. I suppose it’s possible to do the same thing with a custom frame and using :clipOutside(frame), but was curious if it’s possible to do what I want with existing dropdown functions judging from the provided “onClickRelocate” menu example.
Slight disclaimer: I just need to make a slight tweak to the code to completely support this, currently you still have to call :setDropdown to construct the scrolling frame (which I’m gonna change now)
when v3 sets up the containers, the size is incorrect and causes the first image below. by going into the Container module (Icon.Elements.Container), you can edit line 24 to UDim2.new(1, 0, 1, -2) which fixes it, shown in the second image
in the Default theme (Icon.Features.Themes.Default) module, on line 31 the text offset is set to -1 (first image) which causes the text to not be in-line with the icon, changing it to no offset fixes it. (second image, is this intentional?)
Great stuff man! I’m trying to figure out how to create a feature where if I click a button and don’t do anything for a while (Idling), it automatically deselects itself. Specifically, I’m working on a ‘return-to-menu’ function where after clicking the button, it prompts with ‘Are you sure?’ and only returns if confirmed.
Icon.new()
:oneClick()
:modifyTheme("Widget", "MinimumWidth", 200)
:call(function(icon)
local EXPIRE_TIME = 1
local stage = 0
local checks = 0
local function updateLabel()
local label = ""
stage += 1
if stage == 1 then
icon:setLabel("nuke the whales 🐋")
elseif stage == 2 then
checks += 1
local ourCheck = checks
icon:setLabel("are you sure???")
task.delay(EXPIRE_TIME, function()
if stage == 2 and ourCheck == checks then
stage = 0
updateLabel()
end
end)
elseif stage == 3 then
for i = 3, 1, -1 do
icon:setLabel(`nuking in {i}...`)
task.wait(1)
end
icon:setLabel(`boom!!! 💥💥💥`)
task.wait(2)
stage = 0
updateLabel()
end
end
updateLabel()
icon.selected:Connect(updateLabel)
end)
our user mobile users are experiencing issues while in portrait mode, are dropdowns for overflow removed now? it causes icons to clash and some icons cannot be seen at all. there are 3 left, 2 right and only 3 are shown from the left side seen below.
how it was before: (v2)
(blank space was beta mark, which is now gone in v3 )
I was experimenting with a new overflow system although after some feedback decided to scrap it (the one you currently see). I’m currently finishing the final overflow system which is effectively a more optimised equivalent v2 overflows.
I don’t recommend using v3 in games where users can have portrait/narrow screens until full release!
idk if its just an issue for me but whenever i require the module and print it, it prints a blank empty table and i get the following error:
15:44:23.229 Players.Scriptifi.PlayerGui.LocalScript:3: attempt to call a nil value - Client - LocalScript:3 15:44:23.229 Stack Begin - Studio 15:44:23.229 Script 'Players.Scriptifi.PlayerGui.LocalScript', Line 3 - Studio - LocalScript:3