Does setting the frame’s active property to true not block the sinking of the input?
This is already answered here. Please read before posting.
I appreciate your effort, but looking at your example, there are two points:
- What you put in the script has absolutely nothing to do with what you said before about the Active property (which is already clarified in other posts here).
- As I’ve said before in this thread, I know I can do a lot of additional controls via script, but my request is for “easily prevent clicks from passing through Guis”, so I’m opening an ENGINE FEATURE REQUEST, not a script support request.
answering to your points:
-
- the script inside
StarterGui
was supposed to help better understand how do you test the thing i made, and two other local scripts were created for better visualization
- the script inside
-
- you cant click through that frame even if you remove the scripts
what i did is created a separate ScreenGui
and Frame
for it, where i set the Active
property to true
change the zindex of it, it should fix
Please, test and confirm before posting.
What I find interesting is that when the /console (and the ESC menu) is open in the engine, buttons are not able to be clicked through it. They must have a setting enabled where buttons cannot be clicked when the frame is over it. Why isn’t this a setting in frame properties in Studio?
I remember looking through the chat scripts and noticed they have a TextButton called “InputBlocker” with no text and fully transparent to block inputs for some chat windows, think this is what they do with the Roblox menu. Looking through, they have a TextButton called “SettingsShield” which is sized at 1, 0, 1, 0 and has modal enabled.
I’m not sure what OP considers a custom controller but you can use this to sink input assuming your ScreenGui has ZIndexBehavior Sibling. Just set the TextButton’s ZIndex very low (-999). Only thing is that it probably won’t work well with ZIndex global, and it doesn’t block MouseEnter, and if you’re Instance.new’ing a frame you will have to create an additional GuiObject.
input thing.rbxl (43.3 KB)
I do have to say though, it should absolutely be possible to do this without a workaround.
I’m in support of this; its really annoying that interfaces allow this.
You are correct that a TextButton blocks clicks from going down. Mouse enter/leave still happens unfortunately like you say, which means any buttons/whatever you have under a transparent frame still look clickable even though they aren’t.
Would be nice to have a way to block all input from going further down in the engine.
How is this not yet a thing
Why does one have to use a TextButton just to block stuff in the same ScreenGui
And why did I start realizing this now…
Bumping…
Still very much a necessary feature.