In one of my projects, I use CanvasGroups to display UI elements correctly without having to use the ClipsDescendants property for other objects. I found out that if you were to adjust the size of one CanvasGroup and equate the scale and offset property of either x-axis or y-axis, optionally both, to 0, you would go through some issues resizing it to other positive values.
Reproduction Steps
Create two CanvasGroup classes under the same screen UI and make their size properties equal to one another. Optionally, one’s BorderSize that’s set to a higher value to observe.
Set one’s size to {0, 0}, {0, 0} and don’t adjust the other one.
Try other positive values for both CanvasGroups other than you did in the first step above. It may end up facing different technical issues.
Expected Behavior
CanvasGroups to act like how they did before one of the dimensions of their size is set to 0 entirely.
Has there been any progress on this issue? I’ve just stumbled upon the exact same problem and it’s incredibly annoying.
Edit: In my particular use case, simply changing Udim2 value from (0,0,0,0) to (0,0.01,0,0.01) has seemed to have solved the issue, however I can image situations where that’s not an option.
Hey, one of the developers I work with actually found a solution to this. Of course, this doesn’t solve the actual engine bug, but it’s a simple and useful band-aid.
You can change the parent of the Canvas Group to the Player Gui and then reparent it to the original. This will sorta, refresh the Canvas Group and make its contents visible again. You can see an example of this below.
Can confirm, have worked on a bunch of UI commissions designing → importing → scripting, and I have been having a lot of issues regarding canvasgroups not rendering after being scaled down to (0, 0).
Really would like a fix to this as it has been affecting some of my workflow.