CanvasPosition invalid position warnings

I don’t know what’s causing this because it doesn’t tell me where it’s coming from, and it’s very annoying.
relevant place Builders Test Server - Roblox

I’ve heard people saying it’s the new chat

I’d be in favor of removing that warning entirely.

A nice part about the scrollingframe implementation is that it clamps the canvas for me so I don’t have to do it (well, this would be nice if not for the output spam)

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Perhaps once per instance
[fullName].CanvasPosition set to invalid position

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I want to use it as an automatic clamp, why would I ever want to see a warning?

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At times you may set some value incorrectly resulting in it clamping earlier than you’d expect, you might not think this is the issue at all without any warning. There’s perfectly valid arguments for and against so the best solution for me seems to be to throw a warning once.

This doesn’t solve the situation of “I want to use clamping as a feature” because my output now has warning(s).

I use scrollingframes for lists, and when removing items from the list there’s the potential the list will be smaller than it was before causing an issue.

OP mentions he doesn’t know where the output is coming from, although he isn’t complaining about a logical error with any of his scrolling frame code. (Maybe im wrong @1waffle1 ?) Makes me feel like devs are expecting it to clamp, and this error is just an annoyance.

I’m currently having issues with these warnings as well. My dev console is constantly being spammed with them when some UI elements are invisible and people scroll in/out during gameplay. It’s not easy to find out which one of them is spamming the error when you’re using 20+ lists.

I really want to kill this warning. I’ll see what I can do. I don’t think it’s very useful

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If it pops up due to a user dragging the scrollbar, then yeah – that should be disabled, but I think it should still be displayed when the developer sets it since it tells you your math is wrong.

Yeah I guess. I often use it to just force the frame to max out in a direction. Maybe adding a new method is a better way to do that.