title | description |
---|---|
Drag Detectors |
Drag detectors instances encourage physical interaction with objects in an experience, such as opening doors and drawers, sliding a part around, and much more. |
Class.DragDetector
instances encourage physical interaction with objects in an experience, such as opening doors and drawers, sliding a part around, grabbing and tossing a bowling ball, pulling back and firing a slingshot, and much more. Key features include:
- Place a
Class.DragDetector
under any part or model to make it draggable via all inputs (mouse, touch, gamepad, and VR), all without a single line of code. - Choose from many drag styles, define how the object responds to motion, and optionally apply axis or movement limits.
- Scripts can respond to manipulation of dragged objects to drive UI or make logical decisions, such as adjusting the light level in a room based on a sliding wall switch dimmer.
- Players can manipulate anchored parts or models and they'll stay exactly where you put them upon release.
Class.DragDetector|DragDetectors
work in Studio as long as you're not using the Select, Move, Scale, or Rotate tools, making it easier to test and adjust draggable objects while editing.
To make any part or model draggable, simply add a Class.DragDetector
as a direct descendant.
-
In the Explorer window, hover over the
Class.Part
,Class.MeshPart
, orClass.Model
and click the ⊕ button. A contextual menu displays. -
From the menu, insert a DragDetector.
-
By default, the object will now be draggable in the ground plane, but you can customize its
Class.DragDetector.DragStyle|DragStyle
, define how it responds to motion, and optionally apply axis or movement limits.
Class.DragDetector|DragDetectors
map cursor motion to virtual lines and planes to calculate proposed 3D motion. Through the Class.DragDetector.DragStyle|DragStyle
property, you can choose from different mappings to suit your needs. For example, TranslatePlane produces translation in a virtual plane, whereas RotateAxis produces rotation about a virtual axis.
Setting | Description |
---|---|
`Enum.DragDetectorDragStyle.TranslateLine|TranslateLine` | 1D motion along the detector's `Class.DragDetector.Axis|Axis`, by default the world **Y** axis. |
`Enum.DragDetectorDragStyle.TranslatePlane|TranslatePlane` | 2D motion in the plane perpendicular to the detector's `Class.DragDetector.Axis|Axis`, by default the world **XZ** plane. |
`Enum.DragDetectorDragStyle.TranslatePlaneOrLine|TranslatePlaneOrLine` | 2D motion in the plane perpendicular to the detector's `Class.DragDetector.Axis|Axis` and, when the [modifier](#modifier-input) is active, 1D motion along the detector's `Class.DragDetector.Axis|Axis`. |
`Enum.DragDetectorDragStyle.TranslateLineOrPlane|TranslateLineOrPlane` | 1D motion along the detector's `Class.DragDetector.Axis|Axis` and, when the [modifier](#modifier-input) is active, 2D motion in the plane perpendicular to the detector's `Class.DragDetector.Axis|Axis`. |
`Enum.DragDetectorDragStyle.TranslateViewPlane|TranslateViewPlane` | 2D motion in the plane perpendicular to the camera's view. In this mode, the plane is constantly updated, even while dragging, and will always face the camera's current view. |
`Enum.DragDetectorDragStyle.RotateAxis|RotateAxis` | Rotation about the detector's `Class.DragDetector.Axis|Axis`, by default the world **Y** axis. |
`Enum.DragDetectorDragStyle.RotateTrackball|RotateTrackball` | Trackball rotation, further customized through the `Class.DragDetector.TrackballRadialPullFactor|TrackballRadialPullFactor` and `Class.DragDetector.TrackballRollFactor|TrackballRollFactor` properties. |
`Enum.DragDetectorDragStyle.BestForDevice|BestForDevice` | **TranslatePlaneOrLine** for mouse and gamepad; **TranslatePlane** for touch; **6DOF** for VR. |
`Enum.DragDetectorDragStyle.Scriptable|Scriptable` | Calculates desired motion via a custom function provided through `Class.DragDetector:SetDragStyleFunction()|SetDragStyleFunction()`. |
By default, 3D motion and the associated Class.DragDetector.DragStyle|DragStyle
map to world space. However, you may want to change the Class.DragDetector.ReferenceInstance|ReferenceInstance
, Class.DragDetector.Orientation|Orientation
, or Class.DragDetector.Axis|Axis
, for example when building drag detectors into models with adjustable parts.
Property | Description | Default |
---|---|---|
`Class.DragDetector.ReferenceInstance|ReferenceInstance` | An instance whose pivot provides the **reference frame** for the drag detector. The `Class.DragDetector.DragFrame|DragFrame` is expressed relative to this reference frame which may be retrieved via `Class.DragDetector:GetReferenceFrame()|GetReferenceFrame()`. If the reference frame is `nil`, translation will be in the direction of (or in the plane perpendicular to) the `Class.DragDetector.Axis|Axis` property in world space. | `nil` |
`Class.DragDetector.Orientation|Orientation` | Specifies the **YXZ** rotation of axes of motion relative to the reference frame (does not change the orientation of the reference frame itself). Linear translation and axial rotation will be on this reoriented **Y** axis, and planar translation in the **XZ** plane. Changing this value automatically updates `Class.DragDetector.Axis|Axis` and vice versa. | (0, 0, 0) |
`Class.DragDetector.Axis|Axis` | The primary axis of motion, expressed relative to the reference frame. Changing this value automatically updates `Class.DragDetector.Orientation|Orientation` and vice versa. | (0, 1, 0) |
The Class.DragDetector.ResponseStyle|ResponseStyle
property specifies how an object responds to the proposed motion, depending on whether the object is Class.BasePart.Anchored|Anchored
or not.
Setting | Anchored Behavior | Unanchored Behavior |
---|---|---|
`Enum.DragDetectorResponseStyle.Geometric|Geometric` | Both inside the running experience and in Studio edit mode, the position/orientation of an anchored object will be updated to exactly reflect the proposed motion. | For an unanchored object, behavior is the same as for an anchored object. However, in a running experience, the object will be anchored at the start of the drag and restored to unanchored upon drag release. |
`Enum.DragDetectorResponseStyle.Physical|Physical` | An anchored object will default to **Geometric** behavior, as it is not affected by forces. | An unanchored object will be moved by [constraint forces](#physics-response) that attempt to bring it to the desired position and/or orientation given by the proposed motion. |
`Enum.DragDetectorResponseStyle.Custom|Custom` | The object will not move at all, but `Class.DragDetector.DragFrame|DragFrame` will still be updated and you can [respond to drag manipulation](#scripting-responses-to-clicking-and-dragging) however you'd like. | (same as anchored) |
By default, there are no limits to 3D motion beyond the inherent restrictions of the Class.DragDetector.DragStyle|DragStyle
. If necessary, you can apply minimum and maximum limits to both translation and rotation. Note, however, that these are not constraints; they merely impede the drag detector's attempts to generate motion in order to remain within limits.
Properties | Description | Default |
---|---|---|
`Class.DragDetector.MinDragTranslation|MinDragTranslation` `Class.DragDetector.MaxDragTranslation|MaxDragTranslation` |
Limits to drag translation in each dimension. If MaxDragTranslation is greater than MinDragTranslation, translation will be clamped within that range. | (0, 0, 0) |
`Class.DragDetector.MinDragAngle|MinDragAngle` `Class.DragDetector.MaxDragAngle|MaxDragAngle` |
Only relevant if `Class.DragDetector.DragStyle|DragStyle` is set to **RotateAxis**. If `Class.DragDetector.MaxDragAngle|MaxDragAngle` is greater than `Class.DragDetector.MinDragAngle|MinDragAngle`, rotation will be clamped within that range. | 0 |
Permission of players to interact with a given drag detector instance can be specified by the Class.DragDetector.PermissionPolicy|PermissionPolicy
property. This is set to Enum.DragDetectorPermissionPolicy.Everybody
by default, and it can also be changed to support scripted permission controls as shown in the code sample.
Setting | Description |
---|---|
`Enum.DragDetectorPermissionPolicy.Nobody|Nobody` | No players can interact with the `Class.DragDetector`. |
`Enum.DragDetectorPermissionPolicy.Everybody|Everybody` | All players can interact with the `Class.DragDetector`. |
`Enum.DragDetectorPermissionPolicy.Scriptable|Scriptable` | Players' drag permissions will be determined by a function registered through `Class.DragDetector:SetPermissionPolicyFunction()|SetPermissionPolicyFunction()`. Under this setting, failure to register a function or returning an invalid result will prevent all players from dragging. |
local dragDetector = script.Parent.DragDetector
dragDetector.PermissionPolicy = Enum.DragDetectorPermissionPolicy.Scriptable
dragDetector:SetPermissionPolicyFunction(function(player, part)
if player and player:GetAttribute("IsInTurn") then
return true
elseif part and not part:GetAttribute("IsDraggable") then
return false
else
return true
end
end)
Assuming a dragger's response style is set to Physical and it is applied to an unanchored object, that object will be moved by constraint forces that attempt to bring it to the position/orientation given by the proposed motion. You can further customize the physical response through the following properties:
Property | Description | Default |
---|---|---|
`Class.DragDetector.ApplyAtCenterOfMass|ApplyAtCenterOfMass` | When false, drag force is applied at the point the user clicks on. When true, force is applied at the object's center of mass. | false |
`Class.DragDetector.MaxForce|MaxForce` | Maximum force applied for the object to reach its goal. | 10000000 |
`Class.DragDetector.MaxTorque|MaxTorque` | Maximum torque applied for the object to reach its goal. | 10000 |
`Class.DragDetector.Responsiveness|Responsiveness` | Higher values cause the object to reach its goal more rapidly. | 10 |
Some Class.DragDetector.DragStyle|DragStyle
modes allow users to hold down a modifier key/button to manipulate the dragged object in different ways. By default, the modifier is Enum.KeyCode|LeftControl
on PC, Enum.KeyCode|ButtonR1
on gamepad, or Enum.KeyCode|ButtonL2
on VR. You can customize these modifiers through the Class.DragDetector.KeyboardModeSwitchKeyCode|KeyboardModeSwitchKeyCode
, Class.DragDetector.GamepadModeSwitchKeyCode|GamepadModeSwitchKeyCode
, or Class.DragDetector.VRSwitchKeyCode|VRSwitchKeyCode
properties of the drag detector instance.
When the Class.DragDetector.RunLocally|RunLocally
property is false (default), the client interprets all input to produce data that it sends to the server to perform the drag. In this mode, all custom event signals and registered functions must be in server Class.Script|Scripts
.
When the Class.DragDetector.RunLocally|RunLocally
property is true, no events are replicated to the server. All custom event signals and registered functions must be in client Class.LocalScript|LocalScripts
and you must use remote events to propagate necessary changes to the server.
Through event signals, property changes, scripted Class.DragDetector.DragStyle|DragStyle
, and custom functions, scripts can respond to the manipulation of dragged objects to drive UI or make logical decisions, such as adjusting the light level in a room based on a sliding wall switch dimmer.
Through the following event signals, you can detect when a user starts, continues, and ends dragging an object.
Event | Description |
---|---|
`Class.DragDetector.DragStart|DragStart` | Fires when a user starts dragging the object. |
`Class.DragDetector.DragContinue|DragContinue` | Fires when a user continues dragging the object after `Class.DragDetector.DragStart|DragStart` has been initiated. |
`Class.DragDetector.DragEnd|DragEnd` | Fires when a user stops dragging the object. |
local dragDetector = script.Parent.DragDetector
local highlight = Instance.new("Highlight")
highlight.Enabled = false
highlight.Parent = script.Parent
dragDetector.DragStart:Connect(function()
highlight.Enabled = true
end)
dragDetector.DragContinue:Connect(function()
end)
dragDetector.DragEnd:Connect(function()
highlight.Enabled = false
end)
In addition to event signals, you can monitor changes to the detector's Class.DragDetector.DragFrame|DragFrame
directly.
local dragDetector = script.Parent.DragDetector
dragDetector:GetPropertyChangedSignal("DragFrame"):Connect(function()
local currentDragTranslation = dragDetector.DragFrame.Position
print(currentDragTranslation)
end)
If you set a detector's Class.DragDetector.DragStyle|DragStyle
to Scriptable, you can provide your own function that takes in a Datatype.Ray
and returns a world space Datatype.CFrame
. The detector will move the motion so that the dragged object goes to that custom location/orientation.
local dragDetector = script.Parent.DragDetector
dragDetector.DragStyle = Enum.DragDetectorDragStyle.Scriptable
local cachedHitPoint = Vector3.zero
local cachedHitNormal = Vector3.yAxis
local function followTheCursor(cursorRay)
-- Exclude dragged object from raycast detection
local raycastParams = RaycastParams.new()
raycastParams.FilterDescendantsInstances = {dragDetector.Parent}
raycastParams.FilterType = Enum.RaycastFilterType.Exclude
local hitPoint = Vector3.zero
local hitNormal = Vector3.yAxis
local raycastResult = workspace:Raycast(cursorRay.Origin, cursorRay.Direction, raycastParams)
if raycastResult then
hitPoint = raycastResult.Position
hitNormal = raycastResult.Normal.Unit
else
hitPoint = cachedHitPoint
hitNormal = cachedHitNormal
end
cachedHitPoint = hitPoint
cachedHitNormal = hitNormal
local lookDir1 = hitNormal:Cross(Vector3.xAxis)
local lookDir2 = hitNormal:Cross(Vector3.yAxis)
local lookDir = if lookDir1.Magnitude > lookDir2.Magnitude then lookDir1.Unit else lookDir2.Unit
return CFrame.lookAt(hitPoint, hitPoint + lookDir, hitNormal)
end
dragDetector:SetDragStyleFunction(followTheCursor)
Drag detectors do not have built-in motion rules about grids and snapping, but you can register custom constraint functions to edit the detector's Class.DragDetector.DragFrame|DragFrame
before it is applied. For example, you can keep motion on a grid by rounding positions to multiples of the grid increment, or simulate a chess game with rules of motion legal to each piece.
local dragDetector = script.Parent.DragDetector
local startPartPosition = nil
local SNAP_INCREMENT = 4
dragDetector.DragStart:Connect(function()
startPartPosition = script.Parent.Position
end)
dragDetector.DragEnd:Connect(function()
startPartPosition = nil
end)
local function snapToWorldGrid(proposedMotion)
if startPartPosition == nil then
return proposedMotion
end
local snapIncrement = math.floor(SNAP_INCREMENT)
if snapIncrement < 1 then
return proposedMotion
end
local newWorldPosition = startPartPosition + proposedMotion.Position
local roundedX = math.floor(newWorldPosition.X / snapIncrement + 0.5) * snapIncrement
local roundedY = math.floor(newWorldPosition.Y / snapIncrement + 0.5) * snapIncrement
local roundedZ = math.floor(newWorldPosition.Z / snapIncrement + 0.5) * snapIncrement
local newRoundedWorldPosition = Vector3.new(roundedX, roundedY, roundedZ)
return proposedMotion.Rotation + (newRoundedWorldPosition - startPartPosition)
end
local connection = dragDetector:AddConstraintFunction(2, snapToWorldGrid)
-- When applicable, remove the constraint function by invoking connection:Disconnect()
A basic implementation of drag detectors is a tower balance game where players must carefully remove pieces and attempt to keep the tower upright. In the following tower structure, each piece has a child Class.DragDetector
with a default Class.DragDetector.DragStyle|DragStyle
of TranslatePlane so that players can pull the pieces outward but not upward or downward.
You can easily create and share models which are primarily anchored, but which have one or more child parts/models that players can drag. For example, the following desk has two drawers which players can open to inspect what's inside.
When making children of models draggable, you should set the drag detector's `Class.DragDetector.ReferenceInstance|ReferenceInstance` to an object within the model that can serve as a dedicated reference frame, for example the desk's top surface. This establishes a consistent reference `Datatype.CFrame` for the style/direction of dragging, even if the model is rotated.You can combine drag detectors with Class.Constraint|Constraints
, for example a marionette puppet. In the following setup, the control handles are anchored, the body parts are unanchored, and constraints hold the marionette together. Moving the handles with the TranslateViewPlane Class.DragDetector.DragStyle|DragStyle
makes the marionette dance, and the individual body parts may also be moved with drag detectors, all while the model retains its integrity.
3D user interfaces are easily achievable through drag detectors, such as adjusting the brightness of a Class.SpotLight
based on a sliding switch dimmer. You can also detect the X and Z axes individually to control two different aspects of a 3D user interface, such as the Class.ParticleEmitter.Size|Size
, Class.ParticleEmitter.Speed|Speed
, and Class.ParticleEmitter.Color|Color
of a Class.ParticleEmitter
.
local model = script.Parent
local slider = model.SliderPart
local originPart = model.OriginPart
local emitter = script.Parent.EmitterPart.ParticleEmitter
local dragDetector = slider.DragDetector
dragDetector.ReferenceInstance = originPart
dragDetector.MinDragTranslation = Vector3.zero
dragDetector.MaxDragTranslation = Vector3.new(10, 0, 10)
local dragRangeX = dragDetector.MaxDragTranslation.X - dragDetector.MinDragTranslation.X
local dragRangeZ = dragDetector.MaxDragTranslation.Z - dragDetector.MinDragTranslation.Z
local MIN_PARTICLE_SIZE = 1
local MAX_PARTICLE_SIZE = 1.5
local MIN_PARTICLE_SPEED = 2.5
local MAX_PARTICLE_SPEED = 5
local COLOR1 = Color3.fromRGB(255, 150, 0)
local COLOR2 = Color3.fromRGB(255, 0, 50)
local function updateParticles(emitter)
local dragFactorX = (dragDetector.DragFrame.Position.X - dragDetector.MinDragTranslation.X) / dragRangeX
local dragFactorZ = (dragDetector.DragFrame.Position.Z - dragDetector.MinDragTranslation.Z) / dragRangeZ
-- Adjust particle size and speed based on drag detector X factor
emitter.Size = NumberSequence.new{
NumberSequenceKeypoint.new(0, 0),
NumberSequenceKeypoint.new(0.1, MIN_PARTICLE_SIZE + ((MAX_PARTICLE_SIZE - MIN_PARTICLE_SIZE) * dragFactorX)),
NumberSequenceKeypoint.new(1, 0)
}
local speed = MIN_PARTICLE_SPEED + ((MAX_PARTICLE_SPEED - MIN_PARTICLE_SPEED) * dragFactorX)
emitter.Speed = NumberRange.new(speed, speed * 1.2)
-- Adjust particle color based on drag detector Z factor
local color = COLOR2:Lerp(COLOR1, dragFactorZ)
emitter.Color = ColorSequence.new{
ColorSequenceKeypoint.new(0, color),
ColorSequenceKeypoint.new(1, color)
}
end
dragDetector:GetPropertyChangedSignal("DragFrame"):Connect(function()
updateParticles(emitter)
end)