CanvasGroup Beta: Group Transparency on UI Groups

it was working in game earlier today
whatever flags they switched just disabled it outright i guess
but yes it should be released

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Hello , it seems like CanvasGroup have been disable ? Anyone knows when it will be added back?

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ive asked on why it was disabled, ill reply once i get a reply from the staff

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Hi everyone, we are slowly rolling out this feature this week and some work has already been in progress that might result in the fact that your CanvasGroup content might be not displaying on clients. (The studio beta should continue to work.) Once we finish the release, there might be a grace period of time that our internal QAs would test about if it causes any neg impact on exiting experience, so normally we would wait until we are confident to announce the official release. Sorry for the confusion and thanks for your wait.

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Did you disable clips for rotation?

(update: just realized it was toggled to global not sibling)

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It seems like CanvasGroup is Broken with UIScale…
when i use TweenService to animate the UIScale,it broken.it shows pink screen
*edit
it seems like TweenService is broken with CanvasGroup!

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Do you have a repro file I can look at? Generally we suggest not to tween CanvasGroup’s size on the fly as it would create different sizes of texture every frame, which would probably trigger memory cap and result in rejection to create new textures.

Are there any updates on the official release?

You should be able to enable it via Studio’s beta features!

You can enable it via Studio’s beta features tab

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It’s kinda released, it’s available on the client but it’s not completely live

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Enabling is not the same as being able to launch in-game

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You should update the “Known Issues”, the 5th point was implemented and the crashing doesnt appear for me

I’ve been able to do it since beta release

You have to realize that fixing bugs and making an entire new class isn’t easy to do.

yeah but I hope they will able to get it released… i mean like its slowly rolling out :face_holding_back_tears:

It is live on production right now. You should be able to publish games with it.

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When will CanvasGroup’s features be supported on widgets?

image
Clipping with UICorner is not supported

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CanvasGroup’s stand-out features are overridden by widgets


I’m facing the same issue show here in the post below. On MacOS , I am able to reproduce this issue every time by forcing either component of CanvasGroup.AbsoluteSize to be 0. I tried the same steps to replicate the issue on Windows, but the CanvasGroup worked as expected.

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Unsure as to where to ask so I’ll ask here.

In a case where I need a lot of image labels (for a colour wheel to be specific), is it more performant to use CanvasGroups to display the colour wheel over just using a frame + image labels? I can’t just use a single image as that wouldn’t allow me to show brightness and saturation properly.

For reference, I have 91 of these small image labels which compose the full colour wheel:
image

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I have been encountering the blinking/corrupted display result whenever I tween a canvasgroup’s size to Udim2.new(0, 0, 0, 0) or just a very small size, my specs of my development device are:

  • Intel Core i5-10300H CPU @2.50GHz
  • NVIDIA GeForce GTX 1660Ti with Max-Q Design
  • 1920x1080

Sometimes the frame would just show up as corrupted, or in some cases it just won’t even be visible.