Any way to make a SurfaceGUI visible 'through' a ScreenGui

Well, as the title states.

For some context, I’m covering the players screen with a full-screen sized frame, and I’d like to outline some objects and make it visible through the screen-sized frame.

1 Like

Can you give image example?

I can’t find any reference or such, but just imagine a black frame covering your whole screen. But you can see red outlines of characters.

I’m pretty sure you need to slap some highlights in and change it to “AlwaysOnTop”. This is for billboards too. Not sure with surface guis

1 Like

I believe setting the Z-index higher should do this. Like @JustAGameDeveloper1 mentioned, using AlwaysOnTop should either help it or fix it entirely.

1 Like

I’ve tried both increasing Z-Index and Always on Top.

Always on Top works if I’m using a part to block the players vision, but not if I’m using a ScreenGui.

Where do you have the Surface GUI stored? If it’s not inside of the ScreenGui putting it there might fix the problem. I’m not too sure, though.

Oh it’s not parented to the ScreenGui.

I’ll try parenting it to the ScreenGui, will update in a bit.

Does not work unfortunately, not sure what other solution there may be

Instead of using a Frame to cover their screen, why not just position a neon black block? (neon black is basically Color3.new(0,0,0)

On a LocalScript, whenever the Camera CFrame changes, update the part’s position to

Part.Position = CFrame.new(Camera.CFrame.Position + (Camera.CFrame.LookVector * 2)) * Camera.CFrame.Rotation

Then, for the outlining the players, why use a SurfaceGui? You can just use Highlights, just parent them to the player model (not head, the character)

Also, I recommend Highlights other than SurfaceGui as for SurfaceGuis you need to parent it to every limb multiplied by 6 (for all sides), but the Highlight only needs 1 instance

But if you want to only highlight 1 limb, for example the torso, parent the Highlight to the torso instead of the character

2 Likes

Well, I did try it with a part, but it looks very obstructing, and moving the camera can make it sort of glitchy. I wasn’t aware of the existence of the highlights instance though.