New SurfaceGui.MaxDistance property

Small, but fantastic nonetheless! This will help on devices with limited rendering ability. I have one question though: Is there any way we can make this local to the player? If we could make it so that only mobile devices have this or something of the matter that would be amazing.

37 Likes

Thank you very much :smiley: Perhaps in the future, a max distance property could be added for decals too, then.

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Amazing feature, can’t wait to see what’s next!

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As someone who makes insane usage of surfaceGUIs for signs and labels on models in my maps (because decal moderation is cringe and I don’t want to risk it when I’m just making text-only signs), being able to reduce how many GUIs are rendered by way of distance is a blessing :pray::pray::pray:

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Does this feature work from the origin of the part it was inserted on, or from edges as well? (Haven’t tested yet, but I use some SurfaceGui to add an effect to a huge block)

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It takes the distance from the closest point on the SurfaceGui, so it should work even if you have a very wide UI.

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I have some questions

  • What is the % of the performance boost and Memory Reduction?
  • Why already existing SurfaceGuis are not by default to 1000 studs? It’s not a game breaking feature , it’s just helping. Having too many SurfaceGuis will take to many time to update
    But this update is really good, thx!
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when will you guys fix surfaceGUIs on tools?

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this is good for the scoreboard that has a lot of content, I hope I’m right

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I was thinking it would be cool if this could detect the largest font and base the maxdistance on the max font size (what is even possible to see from x studs away). But 1000 is a good default I guess, maybe a little too generous but.

Maybe in the future you could add a automatic occlusion checkbox that is based on font size.

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What would be the performance benefits overall? Appreciate this sort of feature.

Also would there by any chance of having the CanvasGroup’s limitations lifted?

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It’s pretty cool to see some new ways that performance can be improved by reducing the amount of assets loaded in the client workspace at a time. :+1:

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Owww yeees i really love thissss

finally I won’t have to be playing with the other properties to make the gui disappear whenever I want

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If you want to update all your SurfaceGuis at once, here’s an Explorer trick.

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This post alone deserves to be an announcement. Never knew of this ability at all.

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There is an announcement about this, in fact! It’s incredibly helpful. I spend far less time querying the DataModel with weird tricks from the command bar or Quick Open menu due to this.

It is also documented on the Docs Site:

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My eyes must’ve been blinded when this post came about. Thanks!

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Can we get a property or event when the GUI becomes visible to listen to so we can hide stand-in decals when the player comes close enough?

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This update is amazing! big thanks for making it!

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This is great, but instead of a pop in and out with distance, maybe once the distance has been reached, the surface gui can do a fade in or fade out. I think that would be less jarring.

Also I have to agree with previous posts that it would be nice to have an event for when this happens.

10 Likes