Clicking in that area fires the green button’s MouseButton1Up event. I bound a print statement to it.
Maybe you can attach that part of the UI and a minimal script in a place file so that he can test it, then he doesn’t have to spend time constructing his own test case.
Well, I couldn’t get it to work on production but on my build where I’ve fixed a bunch of gui bugs the file you sent me does work out of the box.
https://i.gyazo.com/fb8de43d8d6b10d2a919281cd6da4e55.mp4
Coming soon TM
I want to resurface this thread since the bug hasn’t been fixed yet.
Can you send me a repro?
Two issues:
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Although clicking a button doesn’t click those under it, all buttons under the mouse get highlighted when only the topmost should:
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Regardless of active property of frame, if a frame is layered over a button, clicks pass through the frame
repro.rbxl (14.3 KB)
The bug still exists. Any updates?
This is still an issue today… I have a menu GUI which is layered on top of a full screen button. When you click anywhere on the menu GUI the all screen button layered beneath is invoked.
The point is to be able to click anywhere on the screen besides the menu GUI for the menu to be dismissed.
Any plans to fix this or do I just have to dump on layers conditionals
This is still an issue, but a way around preventing clicking through UI’s is placing an empty text or image button in the frame you don’t want people clicking through.
Still an issue. I have covered some UI elements with a slightly transparent Active=true TextButton, but the MouseEnter, MouseLeave, and MouseMove events still fire for those elements.
As you can see in this video, the items in the shop still get hovered over when I am trying to sell something. The sell menu should be blocking these items from having mouse events.
I would like to revive this topic because this bug is still present. It’s the same issue as OP, regardless of Z-Index or Active Gui Object properties.
Necrobump, this bug is still present more than four years later.
Bumping again, still not fixed 6 years later
This isn’t something we currently have planned to work on in the near future. It’s not a simple bugfix because it has significant backwards compatibility implications.
As things are now, the best workaround is to use an ImageButton/TextButton as a background for the dialog, which will sink the events.
Unsure how that’s posible with something like this tho? To my knowledge, there is no efficient way of knowing which card the player is actually hovering over
If you need to show the user that many elements, it’s probably better for usability if you calculate the mouse angle on the deck and push out the relevant card manually rather than relying on mouse-over events, since the area of each card is so small.
Recommend looking at how the Uno video game does it when you have a really full deck. I think they also do something where they displace the cards around the selection so it’s easier to mouse on/off.
Still an issue, bumping. I’m setting my Frames to have their Active property enabled but TextButtons underneath of them still get triggered if I happen to click over them.
How has this been a bug for nearly SEVEN YEARS?
Bumping once again because this is still an issue.