Decals inside the restaurant can be applied to a meshpart as a textureid instead of a part without much overhead in peformance and it will not get hidden by glass. That’s one way to solve your problem.
Thanks for the workaround, but it’s not applicable in many different scenarios, like when using SurfaceGuis
or BillboardGuis
. Also it won’t work for Unions(which have been optimized heavily recently) which don’t use TextureIDs. So anyone using Unions
or Parts
are stuck.
This is why having the option to not experience glass’s current X-Ray behavior is useful. But again, it shouldn’t be completely removed, because as the OP said, I’m aware that some devs, like yourself,
A workaround for SurfaceGuis and BillboardGuis is fire a raycast, detect if the material is transparent and is glass, and if it is then enable AlwaysOnTop
property.
That unfortunately removes all light influence, removes any tainting from translucent parts and also doesn’t take into account the fact that the decal may only be partially visible.
Why does a surfacegui need to be visible through glass anyway, can you show me any use case examples.
Not just surface gui. Particles. Beams. Trails. Other windows that are transparent… etc. It’s actually a big issue. Because if you look out of a window, the world will not look correctly.
And yes there is some level of workaround for BillboardGuis and whatnot. But it is not ideal, and there are conceivably many situations in which it would be detrimental to performance and workflow.
Do understand that if Roblox fixed this issue, they would probably not break behavior that other people need with glass as it currently functions, I could see them adding a new setting somewhere.
You spent so much of your precious time arguing why this bug needs to not be fixed. Instead you could’ve said just a simple “Workspace Boolean Property” which toggles the fix for this rendering issue. Was that so hard? Ofcourse nobody wants stuff to just “stop rendering” behind a very widely used material.
Bump, because I still cant use certain easy methods of mesh parts, textures, and other additional built-in basic mechanics and glass without them vanishing, which completely negates the entire use-case of this material.
Janky workarounds are the only way I’ve sufficiently used this material in the last six years. I want to enjoy making projects, not playing with the engine itself until I make the content work like intended. I wish I had more constructive feedback, but there’s massive burnout energy in my field right now, and this is something so stupidly simple that I still find to be an issue.
I’ve been on this platform since 2011, I’ve learned every stupid bug within studio and their workarounds. Just give us a product that works efficiently, please.