There’s other work being done to improve the Highlight Instance, but this issue was unrelated (It was actually related to a mistake in code using the outlines for outline-based selection highlights in Studio, hence why we could fix it for live games right away but needed a patch release to fix it for Studio)
the highlights are back in my game, but dont remove (even though i didnt change any of the script and no errors) and it seems the highlight cap is removed.
local function Update()
local result: RaycastResult = workspace:Raycast(Camera.CFrame.p, mouse.Hit.LookVector*100, TileRay)
Hovered = result and result.Instance
if result and result.Instance ~= Clicked then
highlight.Adornee = Hovered
else
highlight.Adornee = nil
end
HightlightContainer:SetPrimaryPartCFrame(Camera.CFrame + Camera.CFrame.LookVector * 200)
end
RunService:BindToRenderStep("Selection", 201, Update)
this is the code
This is occurring for our game as well. Setting highlights to Enabled=false or Transparency=1 just doesn’t work half the time. They were working before today perfectly fine. Spent a good 2 hours trying to see what was wrong in my code until I stumbled upon this thread. They are still broken.
Highlights are now behaving differently in studio and ingame
Seems like highlights only appear once and dont reappear until all highlight instances inside the model are destroyed (ingame)
Ingame : https://medal.tv/games/roblox/clips/zevyiBsMxCjX2/d1337oaTKKe7?invite=cr-MSxDOHMsNDg5OTU2NDcs
Studio : Untitled recorded with Medal.tv
The highlights are created on the client
same,
this shouldn’t be possible
if you select one and unselect it doesn’t go away if you keep selecting more they will stack on top
Yes, I can confirm odd behavior is occurring in my experience too. If you set the adornee to nil, it doens’t remove the highlight.
Would you be able to get a minimal repro of what you expect to see / do see ingame there?
We’re not able to reproduce any issues on the client right now (Studio is known to be broken a the moment).
Hi ! I seem to have found the issue
This seems to occur when there are more than one highlight in a part and when even one highlight has their fill transparency set to 1 the other highlights dont seem to appear (although this happens somewhat randomly)
i made a quick place to showcase this error
create a few highlights and set one of the highlights transparent
the other highlights shouldnt appear (somewhat random)
Heres the code if you need it
local player = game.Players.LocalPlayer
local gui = player.PlayerGui:WaitForChild("ScreenGui")
local part = workspace:WaitForChild("Part")
local highlights = {}
local function Upd()
local totalparts = 0
local transparentparts = 0
for i,highlights in pairs(highlights) do
totalparts += 1
if highlights.FillTransparency == 1 then
transparentparts += 1
end
end
gui.TextLabel.Text = "TOTAL NUMBER OF HIGHLIGHTS : ".. totalparts
gui.TextLabel2.Text = "TOTAL NUMBER OF TRANSPARENT HIGHLIGHTS : ".. transparentparts
end
gui.Add.MouseButton1Click:Connect(function()
local highlight = Instance.new("Highlight",part)
highlights[1 + #highlights] = highlight
Upd()
end)
gui.Transparent.MouseButton1Click:Connect(function()
local random = math.random(1,#highlights)
highlights[random].FillTransparency = 1
highlights[random].OutlineTransparency = 1
Upd()
end)
gui.Subtract.MouseButton1Click:Connect(function()
local random = math.random(1,#highlights)
highlights[random]:Destroy()
table.remove(highlights,table.find(highlights,highlights[random]))
Upd()
end)
This is not a regression (it always worked like that).
Highlights are rendered all at once in a single screen pass, so each pixel on the screen can only be part of a single outline / fill at a time.
Oh i see! Thanks for the info!
I managed to work around my issue by allowing only 1 highlight per person
I am experiencing this issue as well, I decided to switch from SelectionBox to Highlight and now I have this exact issue, it can not be fixed even by parenting the same Highlight Instance to a different model.