So, how would one go about updating this module to appear consistently across different frame rates?
Currently, on 240 FPS displays, the animations will appear much faster. Likewise, will appear slower on <60 FPS. Looks like this was designed for 60 FPS only. Understandably so, as it was the only one supported by Roblox until recently.
idk if its just me but pause and destroy dont work at all, I simply tried this in ur uncopylocked place and tried doing like textEffect12:Pause(), no output
Hello, Iām wondering how this module could be used to construct a UIStroke animation that is of the colors moving in a direction rather than the colors rotating, Iāve attempted using the custom properties by making a .Stroke.new class however it would always turn out as a jittery, flashing mess.
yeah, I realized that but I donāt know why you removed them when it shows in studio it used to do that. Itās a bit harder to see which is which now, also how do I apply the shine texture to a bar, I want it to sparkle a little bit, can you help me out with that, itās a progress bar.
when i call method :Destroy() on an object which uses gradient and stroke in the same script, it deletes everything
local v1=require(game.ReplicatedStorage:WaitForChild("EasyVisuals"))
local te=ev:WaitForChild("GradientTemplates"):WaitForChild("Fire")--template
local m:UIGradient=require(te)() --UIGradient
local c=m.Color --color sequence
local n=NumberSequence.new(0) --transparency sequence
for i,btn:ImageButton in pairs(classes) do
local vis=v1.Gradient.new(btn,c,n); --fire gradient for image buttons
vis:SetRotation(45,0) --set rotation
vis:SetOffsetSpeed(.1,1) --set offset
end
local s2
local function set()
s2=v1.new(o,"LavaStroke",.25,2,false) --lava gradient stroke
end
local function unset()
s2:Destroy()
end
when i call s2:Destroy(), all the visual āStrokeā as well as āGradientā gets destroyed!
why?
for this I had to manually search and destroy it
local us2=o:FindFirstChild("UIStroke") --manually find object with name UIStroke
if us2 then
us2:Destroy() --destroy stroke UI
end
i saw this in your module
if (not Object.Destroy) then
continue;
end;
how do i set object to not be destroyed when :Destroy() is called!