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.
Would not surprise me at all. The main thing that prevents me from moving to other engines, some of which were created well after robloxās start, is that roblox hosts your games among others at no cost to developers. If other engines which have plenty of features thatās neglected or not implemented by roblox, I would have moved on by now.
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.
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.
Iām still experiencing issues where the CanvasGroup turns magenta and nothing parented to it shows up if either component of the CanvasGroupsās AbsoluteSize property becomes 0.
The only work around I have found is to add a UISizeConstraint to prevent either component of the CanvasGroupās AbsoluteSize property becoming 0.
Whenever I use CanvasGroups in BillboardGUIs that move around, they sometimes sporadically flicker between showing content just fine, and showing nothing, like everythingās gone invisible. In ScreenGUIs I donāt get flickering, but sometimes the content inside a CanvasGroup will just decide to not show, appearing as if itās empty. Reinserting it fixes it, though. Weird
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:
@0xabcdef1234 Specified āInsert UICorner under CanvasGroup to apply round corner for the whole group.ā but as you can see this TextBox isnāt rounded apparently?
A workaround is just to insert UICorners in both children.
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.
For the ones wondering, if you want to use CanvasGroupās 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 isnāt that expensive, and in normal gameplay, you wouldnāt even notice it.
Although, this is only a temporary fix until the Roblox devs fix ongoing issues themselves.
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¦ Iām at quality 10, so I expect to see it as crisp as it would be without it (assuming it doesnāt span outside of my monitorās resolution), but its quality falls down a lot and makes it hard to understand what Iām reading, especially numbers. Like āIs that a 1, or is that a 7ā?
As an example, hereās the interface in my friendās game shown on my main monitor. Moving it to fill up a 1920x1080 screen, it looks perfectly fine.
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 Iāve 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. Canāt I force UI to be rendered in high quality?
Iād love to see an increase in this limit, or at least have it based off of the current displayās resolution.
It doesnāt seem to be documented but if you make a bunch of small canvasgroups it doesnāt 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
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 isnāt ideal in nearly every case of UI development. Siblingās 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, isnāt ideal
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.
Did you make sure that the PluginGuiās ZIndexBehavior was set to Sibling instead of Global when testing them? I vaguely remember Global being the default for them, but Iām not at my PC to check.