Hello! I am sorry in advance for my bad English. I have a problem regarding Gui. I am making a “void explosion tracer” in a spherical shape so it remains visible on parts’ surfaces for some time. Here is a demo of what I mean:
Traces on parts works perfectly fine. The way I achieved it is creating a
SurfaceGui
for each part’s face, and moving a Frame
with UICorner
to a center of explosion (to be short). Problem arises as soon as I want to add an “explosion effect” itself (which is just a sphere):You can’t see the explosion tracer through this sphere, so I set the
Transparency
of black sphere to 0.05
, which kinda works the way I wanted, but is very glitchy:The trace on a part is either rendered behind of this sphere, or on top of it. I am not sure of what’s causing it nor how to control it. Setting
AlwaysOnTop
for SurfaceGui
isn’t a solution since these traces are visible through other parts, but creates a very cool looking visuals which are excactly what I want to achieve:But like I said, these are visible through all other parts which is a no-no:
And then it hit me - why use the sphere when you can use
BillboardGui
with a circular frame that has the same size as this “explosion”. Surely you can control order at which 3d gui render. However, I couldn’t find a way where I can force SurfaceGui
to render after BillboardGui
without the use of AlwaysOnTop
, nor a completely different workaround:To summarise it, i want to render purple tracer on top of black sphere/circle
Any help is appreciated!
P.s.: I just want to know if it’s possible, that’s not actually want I really want, but rather just to learn new “studio hacks”