New SurfaceGui.MaxDistance property

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.

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Thanks for this, as per my post here - UI flickering has been a huge issue in my experience. Hopefully this will resolve it for us. :pray:

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fantastible change

no more Laggy Computer boys

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Thank you for this! :pray:
Are there plans to also add a MaxDistance property to Decals & Texture instances?

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I’m sure this would be a useful feature to reduce lag on a game that uses a lot of text labels.

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Does this also resolve the major issue where “too many” SurfaceGui objects causes the actual UI Rendering to not function anymore?

If this issue is resolved with the introduction to this “MaxDistance” property I can indeed see this being beneficial.

Yet also I would assume this issue still persists if enough “SurfaceGUI” objects are rendered enough in the distance it’s set to be, which still holds me back from using this feature in items for the Sandbox Tycoon game where the user can place the items as much as they want if it fits on there plot.

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I think that the issue here is that we need a resample mode for decals.

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This is a very good feature. Because I use a lot of SurfaceGUI in my game. :+1:t5:

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we’re missing a Min Distance property though

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Why would we need that. You want to NOT see the SurfaceGui?

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Simply, sometimes you want the player to see the entire thing from a bit further rather than up close to their faces

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It’s interesting you want that. For my knowledge, could you give an example of that? I really don’t see usage for it.

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I wonder that will terrain LOd be fixed possible?

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Fantastic. We use over 100 of these in Jailbreak for easy translation and easy wording adjustments. Hoping to see performance improvements from this change. We just enabled it in new servers.

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when will you introduce an equivalent for showing through parts, etc for decals conflicting transparent parts by showing through them

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Would changing the transparency property of the decals have the same effect for rendering performance in OmegaInvictus’ example? That might be cheaper overall than creating/destroying instances as the player moves around… or might be a pick-your-poison between CPU cost and GPU cost, I dunno.

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