CanvasGroup Beta: Group Transparency on UI Groups

Canvas groups glitch and disappear when tweened.

Video:
https://gyazo.com/1135a0cda6e596c2a50e40fa81429109

The border still renders correctly. Does anyone know a way to fix this?

Canvas Groups
image

Tweening Script
game:GetService("TweenService"):Create(script.Parent, TweenInfo.new(2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out, -1, true), {Size=UDim2.new(0,0,0,0)}):Play()

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Already reported here:

Currently, you can fix this issue by adjusting the units of position property very close to 0 or as stated in the workaround section of the bug report.

Is this gonna be another forgotten feature just like VideoFrames? Ever since October everyone has been silent.

5 Likes

Would not surprise me at all. The main thing that prevents me from moving to other engines, some of which were created well after robloxā€™s start, is that roblox hosts your games among others at no cost to developers. If other engines which have plenty of features thatā€™s neglected or not implemented by roblox, I would have moved on by now.

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Yeah, main reason I wanted to use canvas groups was so I could make a cool tweeting effect when changing pages using GroupTransparency, but they contain buttons that rely on AutoButtonColor and of course that was never fixed.

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Are there still plans to make CanvasGroups work with widgets? I would love to use them in my plugins but I currently have to rely on images to get the results I am looking for, which is not ideal if I want to change the corner or size of the element.

image


Iā€™m still experiencing issues where the CanvasGroup turns magenta and nothing parented to it shows up if either component of the CanvasGroupsā€™s AbsoluteSize property becomes 0.

The only work around I have found is to add a UISizeConstraint to prevent either component of the CanvasGroupā€™s AbsoluteSize property becoming 0.

This bug appears to be exclusive to MacOS.

image

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Whenever I use CanvasGroups in BillboardGUIs that move around, they sometimes sporadically flicker between showing content just fine, and showing nothing, like everythingā€™s gone invisible. In ScreenGUIs I donā€™t get flickering, but sometimes the content inside a CanvasGroup will just decide to not show, appearing as if itā€™s empty. Reinserting it fixes it, though. Weird

Weā€™ll get some fixes soon

Hello! There appears to be an issue with image buttons inside of CanvasGroups. Specifically, the HoverImage and PressedImage properties do not work within canvas groups.

Below is an example of a image button inside both a CanvasGroup and a Frame:

https://gyazo.com/7ea02382d31a6d176cedadc133ca65c2

3 Likes

When will this feature release it has been in Beta for almost about a year now.

Also, I think this is a bug.

@0xabcdef1234 Specified ā€œInsert UICorner under CanvasGroup to apply round corner for the whole group.ā€ but as you can see this TextBox isnā€™t rounded apparently?

A workaround is just to insert UICorners in both children.

It was already released.

CanvasGroup Beta: Group Transparency on UI Groups - Updates / Announcements - DevForum | Roblox

I am having an issue where tweening the size or position of the canvas group sometimes results in a flickering of the rendered image. I would like to know if it is planned to be fixed or the canvasgroup isnt meant to be moved or scaled during gameplay.

ViewportFrame animations freeze when a canvasgroup isnā€™t being tweened. Is there a way to fix this?

For the ones wondering, if you want to use CanvasGroupā€™s with little to no issue, your best bet is to create an auto-updating Frame inside of the CanvasGroup, which is invisible but changes the Rotation property every frame. While not entirely efficient, it also isnā€™t that expensive, and in normal gameplay, you wouldnā€™t even notice it.

Although, this is only a temporary fix until the Roblox devs fix ongoing issues themselves.

2 Likes

Can we see an increase in the maximum resolution per axis allowed for CanvasGroups? I recently got a 4K monitor, and some games have really blurry interfacesā€¦ Iā€™m at quality 10, so I expect to see it as crisp as it would be without it (assuming it doesnā€™t span outside of my monitorā€™s resolution), but its quality falls down a lot and makes it hard to understand what Iā€™m reading, especially numbers. Like ā€œIs that a 1, or is that a 7ā€?

image


As an example, hereā€™s the interface in my friendā€™s game shown on my main monitor. Moving it to fill up a 1920x1080 screen, it looks perfectly fine.

image

image

I went into Studio to inspect it, and it turns out that they fill up the entire screen with a CanvasGroup to tween the transparency of everything inside of it to and from 0/1 when opening up their shop.

While it definitely is a waste of memory to treat the entire screen as an image in a case like this, this is a common situation Iā€™ve seen developers replicate, and even outside of this, it makes any CanvasGroup that fills up the entire screen look pretty awful (ie. loading/teleporting screens). I have more than enough desktop memory for this, and my quality is on max. Canā€™t I force UI to be rendered in high quality?

Iā€™d love to see an increase in this limit, or at least have it based off of the current displayā€™s resolution.

8 Likes

It doesnā€™t seem to be documented but if you make a bunch of small canvasgroups it doesnā€™t resort to lowering the resolution as badly. I abuse this for SurfaceGuis to make reticles stay sharp and it seems to work.

Another thing, 2/3rds of the times i launch my game the text looks like this


I have to interact with it to fix it:

1 Like

Sorry to bump, but, will CanvasGroups EVER work with Global ZIndexBehavior? Sibling is such a flawed behavior type, especially when trying to create backdrop/shadows on UI (having to make the shadow the parent object vs child) and isnā€™t ideal in nearly every case of UI development. Siblingā€™s only purpose is to use CanvasGroups, which means if I wanna use CanvasGroups I have to use a completely separate ScreenGui for that instance, which again, isnā€™t ideal

4 Likes

Im sorry for bumping this post after long time but
Is there any chance that CanvasGroup will be working with PluginGui in the future? Currently from my testing it works only for ScreenGui, SurfaceGui and BillboardGui. CanvasGroup properties are UI gamechanger and should be usable for plugins too.
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Did you make sure that the PluginGuiā€™s ZIndexBehavior was set to Sibling instead of Global when testing them? I vaguely remember Global being the default for them, but Iā€™m not at my PC to check.

1 Like

Nice feature. When will Blur be supported in UI?

2 Likes