I am surprised this is not a thing yet
I still can’t believe this hasn’t been added yet. It must be possible now? Is there seriously no way of doing it?
I’ve noticed that at low graphics qualities, CanvasGroups crap out and have awful resolution. It’s very noticable and doesn’t look natural at all. Also, using this just to clip things while rotated would be a good waste of texture memory.
it’s end 2023 and this bug still hasn’t been fixed
2024 and this is still an issue
This is still a very annoying issue, limits our UI a lot since most of our UI is or become rotated
Edit: Found a work around, use a CanvasGroup instead as it will always clip descendants
The “workaround” you mentioned appeared previously. Too many and it’s a great memory waste and it affects performance.
Performance and memory usage are important, so this must be implemented.
What exactly is the performance issue? Is it the use of canvas groups? Should I be avoiding them?
Little is good, but not too many. if you put too many big CanvasGroup in a single place, it might experience memory leak.
Is there a dev forum post on this with more details? Wanna make sure this doesn’t affect my game
CanvasGroups generate a texture that is rendered in the place of the CanvasGroup. This texture does use up extra memory, albeit that probably shouldn’t be your main reason behind avoiding CanvasGroups. The two major limitations with CanvasGroups are that:
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The final rendered texture is subject to the player’s selected graphics quality. This could ruin your image quality.
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When a device is close to being out of memory, CanvasGroups render as a pure black texture; this means in this case, players will not only be unable to see the intended UI but also unable to see game-content which is rendered behind.
Please use a Canvasgroup, do you even need to rotate that?
for animations and tweens effects
7 years late, you should just simply use a canvas group and set the gui ZIndexBehaviour to sibling and THATS IT
ZindexBehaviour sibling is utterly trash, you may achieve this effect but ruin everything else in the process. I use Global behaviour because it allows me to add text shadow under my normal text without the hassle.
i mean true sibling ZindexBehaviour is trash, but you can exclusivly put the thing that you want to ClipDescendants in an another gui which has ZindexBehaviour set to sibling and keep all the other gui objects in an another gui which has ZindexBehaviour to global
Use a CanvasGroup instead of a frame.