I’ve had this exact issue today only too, haven’t changed anything with them either. also with progress bars in canvas groups. only noticed it 10 mins ago or so
This also started happening to me today, i dont know why, but when i test my game , the main canvas dissapears for some reason
What you should see
what you see
The same thing is happening in my game as well.
Can confirm that the same thing is happening on my game right now
Can confirm having same issue with any canvas group after restarting. Issue seems to be that any content in a canvas group isn’t getting rendered
This is breaking public game as well as studio.
Current:
Expected:
Can confirm that typesoul is also getting the same issues. Apparently this is a global issue.
I’m having the same issue in my tower defense game. I thought my game was the only one being affected, until I noticed that others were having similar issues with their games as well.
Current GUI (with the issue present):
Expected GUI (without the issue):
I wonder what the reason behind this bug could be…
Funnily enough, it’s broken for sure. I even reported it for making its content blurry under some unknown circumstances, but it was pointed as the expected behaviour, and so I made a quick fix of only using CanvasGroup
for animating the fade in/out animation. Once it’s done, transform the CanvasGroup
into a normal Frame
. Thus, the only reason why my thing is even playable at the current time
They really need to overhaul
CanvasGroups
don’t they
ain’t no way Roblox actually published an update that broke canvasgroups
ain’t no way they broke CanvasGroups again br
looks like they broke this again after their “fix”, this bug still happens
still happens can confirm, i wanted some arrows for my obstacle course based on a canvasgroup, gradients and they either dont render or its a white texture with the gradient
Still happening way too often in my experiences! Random Canvasgroups are just completely dissapearing and will only be visible once being modified while on screen.
What it should be doing:
Do you have a simple repro file so that we can take a look? If you apply it on surface gui, we highly suggest using the fixed resolution for it so that it does not utilize unwanted extra memory.
afaik this bug can be reproduced when you have many surfaceguis with canvasgroups, just lay them next to each other. this happens randomly when you exit/enter playtesting, in edit mode or playtest. there is no single repro file, this happens across all instances
Do you mind share your configurations about the surface gui? Do you use pixels per stud and what is the absolute value for the canvas group being consumed? Unfortunately we could not easily raise the memory limit for the canvas group instance according to our stats of the device spectrum we are seeing, but by using fixed resolution it might help canvas group to utilize less extra memory and make it more consistently displayed.
Fixed resolution: 1024x1024, set of 3 frames inside the CanvasGroup, 2 of which using any UIGradient.
hmm afaik this configuration shouldn’t be a big issue for memory threshold. Do you have an estimation of numbers of surfaceguis like this in the workspace? I can double check with a local repro then.
I’m having this issue too. The title and logo of my game are in a CanvasGroup, and the text fails to render often (sometimes it even renders part of the text, or just the UIOutline of a third of the letters). If it helps, it’s a toolbox font, and I’ve been getting seeing “Temp read failed” warnings about fonts for a good year now. In my case, I can usually get it to render peoperly by hiding the textlabels for a task.wait(), but that’s really inconsistent and I’d rather not rely on it