Allow to easily prevent clicks from passing through Guis

Does setting the frame’s active property to true not block the sinking of the input?

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This is already answered here. Please read before posting.

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I appreciate your effort, but looking at your example, there are two points:

  1. 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).
  2. 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:

    1. 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
    1. 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?

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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.


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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.

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I’m in support of this; its really annoying that interfaces allow this.

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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.

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How is this not yet a thing :sob:

Why does one have to use a TextButton just to block stuff in the same ScreenGui

And why did I start realizing this now… :neutral_face:

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Bumping…

Still very much a necessary feature.

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