New UI backend going live soon

No, that’s a separate feature that we’re looking into.

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Is there a fast flag to turn on this behavior? I’d like to develop with it in a local studio session, as I’m creating hacky workarounds at the moment.

I sent a PM with information and a disclaimer.

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As of now, the new system is live for PC (Win32, not UWP) and mac.

Edit: We’ve had to turn it off because of an increased crash rate. We’ll probably be trying again next week.

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We’re planning on turning the new system on again for PC (Win32, macOS, not UWP) on Thursday, some time between 11 AM and 4 PM PT.

The only issue last time was 3 different crashes, one of which caused a 100% crash rate for two top-10000 games. These are now fixed.

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The new system is live for PC only as of 11:31 AM PDT.

Edit: Disabled at 1:49 PM PDT due to builtin plugins in Studio relying on bad behaviors.

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We’re planning on making a third attempt to turn on the new system for PC and macOS tomorrow (Thursday, October 25). We’ll be doing it mid-day like previous attempts.

Last time, the main issues which came up were builtin plugins being broken. A few games had some issues, but we’ve either fixed them or added their places to a temporary blacklist.

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The new system is enabled for PC as of 11:37 AM PDT.

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May just be me, but scrolling frames seem to be bugged

image

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I’m not completely sure if it’s related, but there is a good chance it might be. So, recently I started to experience this bug with UIScale (Scale property). I have more details and a repro here: UIScale broken when Scale ~= 1

I believe this is related to the beta, but the chat UI is huge, and stretches all the way to the ground.

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This could be the culprit, try this.

This is caused by a bug in the chat scripts which we fixed a few weeks ago. You’ll need to update the ChatBar script in order to get the fix. There’s also a manual patch you can do if that’s not an option.

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The UIPageLayout’s circular property no longer seems work as it used to. Before, the first and last item used to render beside eachother creating a sort of looped wheel effect. But now it won’t render the first objects until you have completely scrolled past all the last objects, creating a big gap and weird pop-in of frames:

I assume this is related to this new system, it started happening around 3-5 days ago.

Edit: I found two other bugs with UIPageLayout when I tested with touch devices:

  • Swipe scrolling now seems to be really choppy. Instead of smoothly following your finger when you swipe it stays still and teleports to your end location when your are done.
  • The MouseButton1Click and Activated events no longer fire from touch taps, which breaks almost any interaction with a UIPageLayout on mobile

Can be reproduced with this file: PageLayoutBug.rbxm (4.9 KB)

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Can confirm, I’m having the same issue.

I’ve reproduced the issue, I’ll look into it. Do you need your game added to the blacklist for now?

I noticed that you can workaround the issue by using these steps:

  • Create a (1, 0, 1, 0) sized invisible frame parented to the ScreenGui.
  • Set it as ClipsDescendants.
  • Put the Frame that contains your PageLayout inside of the invisible frame.

The new system has some slight changes to the behavior of circular page layouts, besides this bug. If there are not enough elements to fit the full width of the carousel, instead of the behavior of teleporting to the right once an element pops off the left side, there is a gap between the last and first elements that makes up the rest of the space, so that you can’t see elements popping in. This shouldn’t affect the UI in your game, but it does apply to the example rbxm you’ve provided.

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I think I’m having the same issue because my mobile player base has been wiped out and I haven’t made any changes, but on any touch/mobile device, a GuiButton inside a UIGridLayout doesn’t fire on MouseButton1Click or Activated.

edit: issue was unrelated to this, due to a different UI-related update

In my game Case Clicker PC users are getting hit hard with lag recently when trade menus or backpack menus load in thousands of UI Frames, however Mobile is fine. Could this have to do with the new update? I haven’t changed anything in my code.

edit: place id is 680750021. If you would like to add me to the blacklist I could let you know if this fixes it.

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Yes, if you could add game ID 654732683 to the blacklist until it’s fixed it would be helpful.

Also, the circular bug affects the GUI in my game too. I recorded the current behaviour in the game on the video in my previous post. The frames fill the entire width but will teleport between the first and last object. (There’s over 140 frames and only 11-12 fit at the same time)

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I’ve been experiencing massive game-breaking issues as a result of bugs in UI Constraints, and I fear this may be related. Would it be possible to blacklist the following places?

https://www.roblox.com/games/651474220/unnamed
https://www.roblox.com/games/936754492/Area-52-BETA

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