First test it then say that is not working
I did test it. It doesn’t work
It didn’t work
(filling min characters)
local text = script.Parent
wait(1)
local children = text:GetChildren()
while true do
for i = 1,10 do
wait(0.005)
for i, child in ipairs(children) do
local s,r = pcall(function() child.Transparency -= 0.1 end)
end
end
for i = 1,10 do
wait(0.005)
for i, child in ipairs(children) do
local s,r = pcall(function() child.Transparency -= 0.1 end)
end
end
end
For perspective, I’m trying to do this
And vice versa so that when the text is faded it does the exact opposite of what it did before, it appears back slowly out of the fade. But the text isn’t UI, it’s meshes. But I guess I could make it a SurfaceGUI or something.
Try changing it to this:
while true do
for j = 1, 100 do
task.wait(.005)
for i, child in ipairs(children) do
child.Transparency += .01
end
end
for j = 1, 100 do
task.wait(.005)
for i, child in ipairs(children) do
child.Transparency -= .01
end
end
end```
otherwise it will be looping through every part each not simultaneously
(I actually suggested task.spawn but my code was wrong)
You calculated it wrong low transparncy means better visibility more transparency is lower visibility
Coming back to this, it actually works, I don’t know why it didn’t before but I’m honest when I say it really didn’t. Maybe studio is having issues but then again it might be something I overlooked?
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