I’m still confused why some people said they weren’t experiencing this bug, while most others were.
I probably wasn’t the only one who gathered that all GUIs were broken instead of just the StarterGui not cloning into the PlayerGui from your post. When people saw the CoreGui with CharacterAutoLoads = false, they may have dismissed it since the CoreGui was working.
Just so you guys are aware, I’m working on this bug.
Thank god, I had to halt work on my game because of this bug. Thank you!
2018 and this is still an issue.
Yep. You can still do a manual clone but shouldn’t be necessary.
Jan 2019, this is still an issue.
Currently fixed this problem by having a script copy the Guis over to PlayerGui.
A fix would still be appreciated, so we don’t have to rely on dodgy scripts.
Sorry, can we revive this? This bug just occurred to me.
Yeah, I think that if a ScreenGui has its ResetOnSpawn
property set to false, it should automatically clone (because it doesn’t have anything to do with the character?)
I think that the gui is actually cloned when the player spawns (that’s what makes sense to me to explain this).
If that’s true then it would simply be changing the gui cloner script and make the first gui clone happen when the player joins, and all others when the character spawns, if ResetOnSpawn
is true.
Of course it is easy to fix this by simply doing it yourself and making a script that clones the gui, but I dislike the idea of having codes around for things I shouldn’t need to do, cluttering the Explorer.
Well, what I decided to do in my initializer code for my interface is to clone the Guis, but unfortunately this means they also get cloned again when I load the character for the first time, which means I have to delete the duplicates, which is stupid.
Guis should be completely separate from the character (or we should at least be given the capability to control this behavior)
Yup, I think this behaviour should be applied:
Nothing in my StarterGui is cloning at the moment.
I’ve been giving the player a character manually (since there’s no way to :LoadCharacter() with a custom rig at the moment) and it loads the PlayerGui. Here’s the catch: it only works for SOME people. Half of the time it works, the other half it doesn’t. I can’t figure out how to fix this after hours of messing with it, so I’m thinking it’s an unintentional feature? Even then, there should be a way to have custom rigs using :LoadCharacter()
Still no fix for this? Just ran into it.
Just ran into it too. It’s solved here:
How has this not been fixed 7 years later it can’t be that difficult.
Im dying from laughter, but anyways, 1/21/2024 and the issue is still alive.
However I wondered if you clone and set game ui’s over manually and you load character again does it dupe the ui? one done by scripts other done by game waiting for character
Hey, June 2024 here. Just ran into this annoying bug. It’s a slight inconvenience because I have to replicate UI using a custom script, just so my UI loads before my character spawning system calls player:LoadCharacter()
.