High resolution SurfaceGui’s seem to have broken hitboxes. This issue will either extend their hitboxes outside of their actual instance or add a deadzone to the actual instance (or both).
This issue also seems to affect the GetGuiObjectsAtPosition method.
Repo place file:
SurfaceGUI_ButtonResolution Hitbox issue.rbxl (65.4 KB)
The place will by default use 10000 PPS, making the button in the middle entirely unclickable. Only at way lower PPS the button will become clickable again. This issue also occurs with CanvasSize.
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Thanks for the report! We’ll follow up when we have an update for you.
@XenoDenissboss1 can you provide a video of the behavior? Also, what is the use case for this? Thanks.
Here:
Hovering over them fires the standard MouseEnter and MouseLeave events. As you can see, said events fire either outside of the actual ui instance or well within it. The severity of this issue being determined by the resolution of the entire GUI and position of said ui elements.
Creating interface’s and general gui using SurfaceGui’s strapped to the player’s camera can offer a variety of new effects such as the ability for bloom to actually affect the UI itself along with allowing the UI to be rotated giving off a “3D Dynamic” effect. This usually requires having said SurfaceGui’s really close to the player camera (as to not have it get overlapped by other near-by world objects) with a very small BasePart. Due to the very small size of the part’s involved it is required the usage of high resolutions for said ui (over 4000 PPS would say). Said high resolution ui’s break the hitboxes of ui elements.
I also have a slight hunch this also happens with ScreenGui’s though you would need a very high resolution by default to have this issue to happen. (8k resolution and above).