CanvasGroup "ResolutionScale" Property

I’m having trouble at figuring out what the “ResolutionScale” property does in CanvasGroups.
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I’ve tried to tinker with it a few times, setting it to 0.1, 2 or even 10, setting my graphics quality to 10 or 1, but nothing seems to have changed. Is this a beta property? or am I doing it wrong?

I’m trying to find a way to prioritize the rendering of a CanvasGroup that is at the top of others, and this seems to be the thing that I’m looking for. But, to me it just looks like it does nothing. Does anyone have an idea of what it actually does?

Here’s the primary application of what I might use it for:

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it looks like it’s a property only CoreScripts can access. I don’t think we are not supposed to change it. There is also no documentation explaining what this does.
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So, it’s not supposed to show up in the studio properties then?

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i am not sure. I think it’s only there because we are allowed to read it.

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What do you mean? Are you saying you want the topmost group to be the highest resolution?

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The confusing part is that the property is able to be modified using the studio property editor:
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Maybe it’s just a bug. I’m not sure what will the use of this property be if it’ll be read-only.

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Yeah, I was planning to add a weird optimization where the topmost canvas has the highest resolution, and the rest will gradually decrease its resolution until a set limit, since I’m planning to fix some performance issues with the canvases parented to a large SurfaceGui.

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I don’t think there’s a way to control the resolution of UIs other than with SurfaceGuis, which have their PixelsPerStud property. It isn’t too difficult to attach a Part to the Camera and have it’s SurfaceGui act like a ScreenGui, if you want to do so.

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Attaching a part to the camera for each canvas is basically reverse optimization lol

I think i’ll just stick to not having this optimization then.

Thank you all for the help!

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Realistically it shouldn’t cost much, but why did you want to try and optimize here? Were you having performance problems specifically with the GUIs?

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I was just trying to save each ~0.00025 ms time spent on rendering each canvases that are not being focused on at full resolution (capped at memory limit), since any improvement counts especially on large SurfaceGuis. I think it’ll be fine to not have this LOD system going on each time the focus changes. It would be cool if Roblox had actually added a way to control the canvas resolution scale instead of it being read-only.

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