Sharing a very short and sweet update today. We’ve just added an option to set the render priorities for decals and textures!
The new property, ZIndex, is now part of the Decal and Texture classes. It works the same way as the namesake ZIndex property in GuiObject - If two Decals are overlapping, the one with the lower ZIndex value will appear under the one with the higher ZIndex value. Use this property to make sure any stacks of different decals or textures are displayed in the intended order.
Awesome update! I’ve come across many problems recently that this update would solve. Does this work in the worldmodel instance under a viewportframe? Will beams get this property eventually aswell? Beams seem to have an overlapping problem.
Is there any plan to add surfacegui rendering to viewportframes? The reason I ask the question above is because of the inability to use surfaceguis inside viewportframes. (which have the zindex property)
Could be really handy for I guess bullet decals, maybe having some form of grunge effect overlaying other textures.
Finding uses for this is hard - probably because i’m not that creative.
Is there any performance decrease for having a really high ZIndex, or having textures overlap?
I guess it would be somewhat useful if someone wants to put a custom texture on and then put on a decal over it but i’m struggling to find uses for this.
I’ve been wanting this for SO LONG. It’s going to make it so much easier to create facial expressions for characters and make cool textures on parts without textures and decals being randomly placed. Love it!!!
Very needed update. The next step would be giving ParticleEmitters a ZIndex of their own that interacts with the ZIndex of Decals. This would solve the very common problem of Decals randomly rendering over particles and looking unnatural.
A godsend of an update that opens many possibilities, thank you! Dare I ask, can we ever expect ZIndex on clothing? ZIndex clothing could make a big difference for games with their own avatar customization.