This is not intended, we will file a bug for this.
Yes, you can tween the properties of a CanvasGroup.
Amazing! Can’t wait to be able to use this feature in a year.
The current setting should make all render crisp unless you are creating a texture that exceeds 2k in any dimension. Do you mind sharing about your place settings?
I will write about this hopefully shortly in the future. Putting everything under one ScreenGui is not a great choice, as our internal caching system works at individual GuiLayerCollector (ScreenGui/SurfaceGui/Billboard) level. Putting them together would make gui cache keeps invalidate and rebuild through the whole ui tree.
finally I’ve been waiting for this so much
I’m a little biased, but this is one of the best updates for UI Designers! I had a chance to really play around with it today. The UI itself is made up entirely of Frames, UIGradient, UIStroke, and UICorner scripts. There’s no imported bitmaps used here! I used rotation and gradient transparency to create custom shapes like corner brackets and faded lines.
For the hide/show animation, I used TweenService to tween the offset of the UIGradient. The possibilities with this are endless!
Looks amazing! I can’t even imagine what people can do with this
is it just me, does the medium quality look better than the High quality Xd?
This is honestly a really awesome update. I can’t wait to script UI with this feature.
cool, but you can already use clipsdescendants, good update nonethless
For anyone wondering, this is the case! You will need to have a UI element constantly moving in order to update the group every frame however. For example, I just have an invisible text label constantly rotating to keep the CanvasGroup updated…
Now is this how to think that we are doing to work you are you gui
We know that so yeah doing some stuff because we will do some design like
My old scripts required me to individually set their respective transparencies. This quickly became hard as they were different types of classes, such as UIStroke
, TextButton
, Frame
& so on.
This update is exactly what I needed, I can’t wait until it goes live in games. Is there any roadmap estimate? As always amazingly done and thank you.
The Canvas doesn’t just blur images it blurs TextLabels as well.
Also it having clip-descendants on by default is kind of annoying, I was really hoping this would simply act as a Frame Object but with the group properties.
I understand the caching system is setup that way but the vast majority if not everyone prefers to use just one ScreenGui for the majority of the user interface.
This is by far one of the greatest UI updates to Roblox!
Is there a time frame on when it’s expected to be out of beta as I’d love to start using this in my games.
Awesome work though to all the engineers who worked on this!
I’ve been waiting for something like this for a while. Nice job!
This is great!
This will make animating certain UI much easier.
You mentioned that there are different qualities of the canvas group depending on the device’s available memory, could we have an read-only
property which tells us the current quality of the CanvasGroup…
For example, you could make an property called “CurrentQuality
”, you could also add “Enum.CanvasGroupQuality
” with the following Enum Items:
High
Medium
Low
-
None
orBlank
Also, is there an possibility for an property which would set a limit on how low the quality could go, you could call it something like “QualityPriority
”.
For example, I might want to set an important Pop-up to the highest priority (I don’t want it to lose quality) while I might want a UI of some on screen detail to be set to the lowest priority (It can lose quality, I don’t care.)
What we are thinking about that gui I will know that how that to work
But I need who help someone that
Why is it take so long to make an update like this? I write an very long script for that thing
I sent an interface I’m having the issues with via DM. Please let me know if I can provide any extra information.
Additionally, I’d find a public resource / PSA about the best practices for interfaces performance-wise to be very useful and interesting. Even if it makes it so much easier to just insert UIPadding & list layouts consistently instead of subtracting size on the object or placing stuff manually, I do worry I overdo it a bit and it may be causing some extra work internally.