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I would like there either to be a way to use increments such as 0.5 or 0.1 in Studio. Either a larger option of increments, or the ability to actually type the increment we wish to use. CmdUtl is a perfect example of this. It’d be great to have it built in.
This makes using any increment other than 0 pretty unwieldy. Another minor request, for whoever is in charge of the Animation Editor: Please make the Y key switch between global and local space again when using the animation editor.
A lot of 3D Solid Design software generally lets you move objects in a distance by an amount you type in. Or would a custom drag increment be so much better? [/quote] Also a way to resize multiple parts at once, like you were able to in CmdUtl, WOULD BE AMAZING! At least I would prefer more logical increments.
Im working on a game where the terrain is in increments of 10 studs, so it would be nice to be able to resize in increments of 10 instead of having to manually ensure the size/position is a multiple of 10.
To alter increments on Roblox Studio, you go to the “Model” tab. As well, you can now make the movement intervals very small, such as 0.01 studs and have it work. Works for degrees too!
0:000:49How to CHANGE MOVEMENT MODE in ROBLOX? - YouTubeYouTubeStart of suggested clipEnd of suggested clipHello everyone so this is roblox app so tap in the top left and to change movement mode just go hereMoreHello everyone so this is roblox app so tap in the top left and to change movement mode just go here and then you have default moment tap to move.
0:042:18Scale Tool - YouTubeYouTubeStart of suggested clipEnd of suggested clipAnd click and drag and it will move I'll resize the part here as you can see it's very easy to use.MoreAnd click and drag and it will move I'll resize the part here as you can see it's very easy to use. Now I can also change how quickly or how precise the resizing is right now it's set to one stud.
Turn Snap Off Turn snapping off by unchecking the box next to Rotate or Move.
Our new control scheme, “Dynamic Thumbstick,” has been designed specifically for portrait mode and one-handed gameplay, although it works well for landscape too. When it's enabled, left- or right-handed players can touch and drag their finger anywhere along the lower portion of the screen to move their avatar.
Shift Lock is a feature on the Roblox client which allows players to lock the camera's perspective with the player's movement in a 3rd person perspective when the shift key is pressed. In other words, the player will be in third person and move as if they are in first person.
1:084:34You MUST TRY These Avatar SCALE TRICKS! (ROBLOX) - YouTubeYouTubeStart of suggested clipEnd of suggested clipAvatar editor i'm sure all of you guys know how to do this but you need to go to body. And you needMoreAvatar editor i'm sure all of you guys know how to do this but you need to go to body. And you need to click on scale in total we have five scaling.
0:152:55Move Tool - YouTubeYouTubeStart of suggested clipEnd of suggested clipSo obviously the very first and easiest way that you can move something around is you just click andMoreSo obviously the very first and easiest way that you can move something around is you just click and hold and drag. It around like.
✔️ The Roblox website is now up & available, with a few minor disruptions.
0:424:50How to snap parts to grid / change increments | Roblox studio - YouTubeYouTubeStart of suggested clipEnd of suggested clipSo you'd have to like click on it and then type. Here we go we have to type 90. And then it would beMoreSo you'd have to like click on it and then type. Here we go we have to type 90. And then it would be lined up perfectly.
Snap to Grid controls how much you can move or rotate an object at a time. By default, the move tool only allows objects to move one stud at a time. The small tiles are 4x4 and the large are 8x8, so changing the Move setting to 4 studs will make it easier to line the tiles up with each other.
Snap to Grid Range The default is 0.01, and the max is 2.
This code sample creates a Handles object and shows how to set the Faces property of the object. It also references ResizeableFaces of a part. Try placing this script in multiple kinds of parts to see how ResizeableFaces varies.
This code sample creates a Handles object and shows how to set the Faces property of the object. It also references ResizeableFaces of a part. Try placing this script in multiple kinds of parts to see how ResizeableFaces varies.
An array’s contents will often have to be changed, like when needing to remove an item from a player’s inventory. Lua has prebuilt functions for use with tables to make this easier.
To add a new value to an array, use table.insert (array, valueToInsert). The second parameter can be any type of value such as a string, number, or even a Player object.
To remove a value, like if a player used an item or someone in a list of active players leaves a game, use table.remove (arrayName, index). This function will either remove the last value of a table, or at a specific index depending on if both parameters are used.
To find specific values in arrays, like the name of a winning player, you’ll need to code your own search function using for loops and if statements. There isn’t a built-in function.
The following project includes all scripts in this tutorial. Download here.
You’ll use a Surface GUI to add text to the part so players know what they’re buying.
Right now, the TextLabel is really small and hard for players to see. It needs to be scaled up.
Players will buy items by clicking on the shop rather than just touching it. The script will use a Click Detector to tell if a player has clicked the shop sign.
Right now, players might not know they can’t click on the shop without hiding tools. Also, it’s possible to click the shop button from far away, which wouldn’t feel natural to players who assume they need to walk up to a shop to use it. To finish the shop, you’ll fix these two issues so the shop to make the shop easier to use.
Each upgrade will have two variables: the cost of the upgrade and how many spaces it has.
Before selling the player the upgrade, you need to check if they have enough money.