I’m attempting to make an inventory system. I’ve looked all over the DevForum for reasons why, but none of them work. I’ve tried a variety of solutions to no avail.
It also shows that they’re working (when I use DragStart/DragEnd) but it doesn’t actually drag, and the input for the drag immediately ends as it starts.
Could you provide a code snippet?
for _,child in pairs(items:GetChildren()) do
if child:IsA("GuiObject") then
local initialTransparency = child.BackgroundTransparency
local dragDetector: UIDragDetector = child:FindFirstChild("UIDragDetector")
dragDetector.DragStart:Connect(function()
print('DragStart')
child.Parent = ghostItems
end)
dragDetector.DragEnd:Connect(function()
print('DragEnd')
child.Parent = items
sort()
end)
end
end
This is the only part of the code which actually uses the DragDetector. (Also the sort() function doesn’t change much here- I’ve tried using the code without it, and it still didn’t work.)
I think it might be related to me changing the parents of the UI. I removed those sections and it worked. I think I’ll have to try to find an alternate solution to what I’m trying to do with the GhostItems frame.
Yeah, reparenting the child seems to sorta interrupt the UIDragDetector
. If you need help finding another solution, I’d be happy to help.
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