I’m having trouble at figuring out what the “ResolutionScale” property does in CanvasGroups.
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:
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.
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.
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.
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.