This has been working without a flaw for all users for the past few months. Today I noticed none of the highlight objects appear visually in Studio anymore, I can confirm that even if I put a random highlight object on a random part in workspace manually, it does not show, properties are all correctly set too and the total number of highlights in the game is nowhere near the limit. I originally thought this was a studio issue, and turns out the highlights are working in a published version of a test place. But now I’ve got reports from real players today that they are not seeing any highlights in the main published game. We haven’t changed any highlight logic in the game at all, it just suddenly stopped working. It is one of core features of my game so I ask this to be fixed timely please
It works when you first load into the game but once you place a few blocks, only 2 arrows show up somehow and if you place more, all of them disappear.
I have no idea why its related to loading instances.
Any attempt to re-enable them or try to fix it does nothing.
It should be good now. Please let me know if it is ok now.
Also can you please describe how do you assign highlights in the scripts with all the detail you are comfortable with? Only talk about the code that was affected. I mostly care if you delete and create highlights within one script execution.
Thanks for the answer (you can also PM me, whatever you prefer)
I had this issue reported in my own game, and I haven’t checked if its fixed yet, but it did technically delete and create highlights in one execution. If there was a previous highlight already on the object, it would delete it and instantly create a new one on that object in the same execution/frame, and those highlights weren’t showing up for a while, so it could of been that.
Hope it helps!
I reverted the flag causing the problem. However I have a favor to ask. Could You please take a moment and tell me how exactly you are using highlights in your projects in the area where they got broken?
I mostly want to hear what exactly happens with highglights within one script execution. What is the function connected to? (Is it renderstep maybe?). Do you destroy and create highlights within one execution? In what order. Share code if you don’t mind. All info will help me ship a significant highlight improvement without causing bugs next time.
Don’t worry about providing too much detail! I want it!
Hi, thank you for the fix!
My game highlights a object when you hover your mouse over it. I have a function connected to UserInputService.InputChanged that casts a ray from mouse 2d position to 3d world, if there is no parts, it goes ahead and destroys all highlight objects currently present that have to do with hovering over parts, otherwise, if there is a part, it still destroys all the highlights unless the highlight is a child of this current part. And at the end, if this current part does not have a highlight, create one for it. I have another usage of highlight that was also broken: When you hit an enemy, a script fires local bindable event that another script listens to, which looks at what target was hit and if eligible, creates red highlight object over them, then I use task.delay to destroy it
Hi, the bug is still present, just encountered it myself in a live version of the game. It’s destroying the game’s main feature and player feedback to actions. Is there anything I can help with to solve this?