GUI Doesn't update/render?

Have you made sure that the Inventory Holder is visible?

Yes, it is visible. I double checked

And it does make the inventory template and works? Thats odd. I would look around and see if anything it is in is not visible.

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As I said, it becomes visible one you select the inventory in the explorer, and I dont think the visible property can just change itself from a frame being selected in the explorer. Everything is set to visible.

Huh then that is odd. Is there any more code you have for the inventory?

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Nope, that is the only code in the entire place which controls the gui. I am starting to think that this might be a bug

Does this print when the event is sent?

Yes, it does print that into the output

did you parent it to the player gui?

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He does put it into the item container.

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Yes, see the post above explaining it. In the GIF you can see that the inventoryholder is in playergui

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So the item container and inventory holder are fine? This is just odd. I’ll play around with GUIs and see if I can replicate this.

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I know its a bit silly but for future reference add a capital N for Name, it’s a better way of learning.

itemFrame.Name = Item.name
Into
itemFrame.Name = Item.Name

Other than that the code looks fine, if you feel its a bug try restarting studio maybe, I’ve never seen this happen before.

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Yeah I was thinking it was a bug with .Visible or ZIndex but it doesn’t seem like it anymore.

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Yeah looking over the code it all looks fine, usually Roblox never has bugs with stuff like this might be a hiccup but I’m not too sure.

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The Item is a Table and name is a member value, in the lua styleguide it is stated that all member values should be written using pascalCase :sweat_smile:
I have tried restarting studio and even reinstalled it before.

I am thinking that this is just a GUI rendering bug too, as I am pretty sure that the code should be fine.

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Other people are having the same issue with scrolling frames, not sure what to do at this point other than wait for feedback or see if someone else spots a problem.

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This specifically has never happened to me before, but I have had other problems with GUIs that just don’t make sense. I haven’t seen any problems in your code so far, so I’d chalk it up to engine problems.

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I know this is an old topic and I shouldn’t revive it but I just had this issue and solved it by adding and removing an invisible frame inside the ScrollingFrame in a loop. And I think this reply might help someone in the future:

RunService.RenderStepped:Connect(function()
	local Frame = Instance.new("Frame", Holder)
	Frame.Visible = false
	Frame:Destroy()
end)