GUI sinking right click input, making it unable to turn the camera

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?

Any help appreciated!

You may have accidentally enabled “Active” on the ImageLabel or Frame. Turn it off.

nnnope.

image

The thing that makes me wonder is why your cursor changes when you enter the imagelabel. Is it a Button?

It is a TextLabel with a UIStroke and a UIAspectRatioConstraint inside it. Active = false and Interactable = false.

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.

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This was the last thing I was gonna mention, it could be the fact that it’s visible is true. Just visible false it right after transparency.

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.

It still happens…?

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.

Found it!

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!

Thank you all for answering!

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