How to make a GUI be over/behind another one?

Hi! The title says it all. I want a Yellow GUI to be behind my Question GUI but the Yellow GUI is always covering the Question GUI so you can’t see the Question GUI. How would I make the Yellow Gui get behind the Question Gui?

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In the properties of a GuiObject, there is something called Zindex. Change the Zindex to a high number to cover anything with a lower number. The highest number is on top.

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Somehow it’s still not working. My YellowFrame’s Zindex is 1 and the other Frames are all 10, but it still covers the other Frames.

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Nevermind, messed around with the DisplayOrders and now it’s working.

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I’m still having trouble, because no matter how I change the ZIndex everything stays the same…

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If you want a GuiObject to be in front of another and they’re in the same ScreenGui, make sure that the GuiObjects have the same parent. Otherwise, if under separate ScreenGuis, manipulate the DisplayOrder properties of each ScreenGui

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thanks you helped a lot with this simple solution

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If they are under different Screen Guis, use DisplayOrders. If they are under the same Screen UI, use Zindex. Works for me!

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ScrenGuis have a property called ZIndexBehavior:
image
Change it to ‘Global’ and the ZIndex property should work properly!

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ElimpiusProgrammer Thanks changing the display order in the screen gui really helped.

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Is there a workaround for this assuming there are guis on other parts on top of each other?
Zindex won’t affect in my current application.

(Im also using surfaceguis and not screen)

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I don’t quite get what you mean by that, could you show a screen recording? I might be able to come up with a solution.

Here is an image, there is a viewport on a surfacegui displaying my avatar on a separate part from the orange image behind it. This occurs:

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Hmm, try to move the part with the character just a little bit forward (even like 0.01) and maybe that could fix it.

Its already like that, the clipping happens through the part even with it about a stud away.

Well, then that sounds like a rendering bug unfortunately.