Beginning just an hour or two ago, the behavior of GuiObject.Position.X/Y.Scale changed. When objects have a Position Scale of 1 (or perhaps even other values), they will sometimes randomly be positioned an additional pixel farther than they should.
I have some UI where I manually create a 9-slice-like effect with four corner images and three side-by-side frames. They worked perfectly until today. Attached are some images of what they look like now (and only some on the screen experience it, and they change when you resize the viewport). Some parts of the screenshots have been blurred intentionally.
There should not be gaps around the corners/edges. The corners/edges are positioned at 1 along X/Y and have an anchor point of 1 along that respective axis. I disabled AnchorPoint, however (by setting the frames to position 1 and giving them a negative size) and the issue persisted, leading me to believe that the issue is not related to AnchorPoint.
This is caused by us enabling the new UI system. How big of an impact is this for you?
We’re looking to turn on a fix later today, and if you have any production games that are affected we can disable the new system specifically for those games. I’ll be looking into this issue afterwards, so if you can provide a repro place file containing some of these broken UIs it would help a lot.
I noticed that the feature was turned off, but if there are plans to turn it back on before the patch, could we get it disabled in our production place: Adopt Me! - Roblox Thanks!
Hi, I’m getting rounding issues I wasn’t seeing before, and I’m wondering if the new UI backend was switched on again? I’m getting the issue here: Onante Shipyards Live Test - Roblox
Also here’s a video of it - the cursor has a textlabel to show the current target, which keeps shifting around by 1 pixel (I set the custom cursor’s position every frame), as if the engine can’t decide on where exactly it should be. Also, when the crosshairs move outwards they sometimes vanish, which didn’t happen before.
Are the crosshairs parented to a Frame which has ClipsDescendants enabled? If so, the disappearance of the borders is the same issue. If not, that is a second problem in addition to the pixel offset problem.
No, the crosshairs are set to be within the frame at all times and scale with it, plus I think the frame has ClipsDescendants disabled anyway. I suspect it’s linked to the text being offset, as you said (edit: or maybe I misread what you said there, oops).
The crosshairs are 1 pixel thick (with the shadow visible behind them being 3, I think), if that’s worth mentioning.
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