Can't use SurfaceGui buttons on mobile

Example place:

You can find these buttons in the lobby inside one of the building rooms.

PC: I can click on the buttons.

Mobile / Tablet: Tap all you want but it’s not going to work.

I’m bringing this up because I was in development of a SurfaceGui shop myself and after testing on mobile I found out it doesn’t respond to taps. If it helps, I did try to spam tap the SurfaceGui buttons and it did seem to respond, but only like every 50th tap and in my own project place, though this didn’t work in Assasin specifically.

8 Likes

This has been happening for quite a while in Welcome to Bloxburg. No buttons inside SurfaceGUIs respond to taps on mobile or tablets. Have only tested it on Apple devices though.

5 Likes

Hoping to turn on the Activated Event on GuiButtons next week. These have much improved support for billboard guis and surface guis. Will look into seeing if MouseButton1Click can be updated to support this behavior.

9 Likes

I have this issue too but I just implemented a gui with all the buttons instead. I agree that this issue needs to be resolved though, they need to make it more responsive for mobile users.

1 Like

Would it also support .InputBegan and other Events?

Activated would be analogous to MouseButton1Click, so no. It does the logic of figuring out whether a pointer has been pressed down and released on the same button for you. InputBegan/Ended is more low level and can be used if you care about how long someone holds a mouse over a ui element, etc.

1 Like

Guess imma start changin’ it all to MouseButton1Click ^^

Btw, is it already fixed?
Edit: Nvm just realised Activated is another Event.

1 Like

Hi, this is still a bug that is seriously impacting my game.
Do we have any updates or progress on a fix that can be reported? I’d greatly appreciate any news.

2 Likes

Testing on this feature is done, and should ship in about a week on most platforms. I will make a dev forum post when this goes live.

6 Likes

Has this gone live yet?

Turn the “Active” property off for each GUI in the SurfaceGui (or on, can’t remember but thats how I fixed it. Test which one it is- on holidays right now so I can’t) and mobile users should be able to interact with that SurfaceGui. That’s how I fixed my SurfaceGui for mobile users. I didn’t know that people didn’t know about this :man_shrugging: unless I’m missing something or doing something wrong.

3 Likes

Didn’t work :woman_shrugging:
Turning the Active property to off for the button just turns it off completely :confused:

Try using this event for listening to input on GuiButtons:
http://wiki.roblox.com/index.php?title=API:Class/GuiButton/Activated

The Active property does not seem relevant to me here.

Activated was the event that was meant to go live a while ago, but it doesn’t seem to be working for me?
Script;

townButton.Activated:Connect(function(InputType)
	if InputType.UserInputType == Enum.UserInputType.MouseButton1 then
		local MapName = "The Town"
		local WalkS = 18
		local TeleportTo = workspace.AllMaps.TheTown.TheTownPoints.point0
		StartButtonClicked(MapName, TeleportTo, WalkS)
	end
end)

(LocalScript) Might be doing something wrong.
It works with .InputBegan, just not on mobile/tablet.

When it worked for me, I used the normal mouseclick event with Active off I think. I’ll definitely test it when I get back home, I can’t really remember. I’ll get back to you though.

Here’s an example of it working in this game:
Gladiator Frenzy BETA: Brutal Battlegrounds - Roblox (a game I scripted)

2 Likes

You’re a saviour <3

Thanks a bunch (:

1 Like

Did it work? If not, I’ll definitely get back to you when I get home. Happy to help though :slightly_smiling_face:

Yeah, it worked :stuck_out_tongue:

1 Like

I must’ve overseen your reply. Yeah the Active property seemed inrelevant but that’s basically what fixes the interaction with mobile users (e.g TextBox etc). Not sure why though. That’s just how I fixed it.