Wanted to add on that this would make developing flight computer UIs much, much easer for flight sims. Currently to make an artificial horizon, I have to Add black frames around a solid blue frame, and set the z index of the brown frame in between the black borders and the and blue horizon. This takes up more time and resources to achieve the same result if ClipDescendants
would behave properly for rotated objects.
As stated in the above reply, this feature was implemented in the form of CanvasGroups
Ah turns out it works if the ZIndexBehaviour is on:
I was testing on Globalā¦
Iām afraid I have to disagree that it is hard. It involves Math, not stencil buffer or CanvasGroups. When the parent GUI intersects with the child GUI, Find the intersection point, then split into multiple triangles around the origin point. that should work.
If implemented in C++, this shouldnāt be too expensive, or too difficult. Again, we have CSG, which is essentially the 3D version of this.
its been 6 years and this feature still has not been added
I am surprised this is not a thing yet
I still canāt believe this hasnāt been added yet. It must be possible now? Is there seriously no way of doing it?
Iāve noticed that at low graphics qualities, CanvasGroups crap out and have awful resolution. Itās very noticable and doesnāt look natural at all. Also, using this just to clip things while rotated would be a good waste of texture memory.