In the video, I’m performing the exact same actions to try to turn the camera, but the UI (that is visible at the start) keeps sinking them, therefore the camera cannot be rotated. Are there any solutions or fixes to this issue?
It seems like you’re toggling the visibility by tweening the transparency out at the end. After that actions completes, it seems like the Visible property might still be true on the UI. Try toggling Visible to false to see if that helps. Despite the UI not appearing on screen, Visible is what actually tells the engine whether or not the user should be able to interact with it.
Turn off interactable on those. Seeing how it’s just text I don’t figure you need anything interactable, so turn it off on the main frame. That should fix it and make inputs never sink by the frames.
I tried to recreate your setup with a TextLabel that has TextScaled on, an UIAspectRatioConstraint and a UIStroke.
Setting .Active seems to work fine on my end. Setting .Visible to false like Collie suggested works too. Both .Interactive and .Active seem to fix the problem.
Try seeing if you have any Frames, TextLabels, anything really, that are above your ‘center_display’ TextLabel. Maybe something else is interfering with your camera.
Turns out, there was a CanvasGroup in the way, that, even though it was Visible = false, had its Interactable property set to True. I disabled it, and it worked!