New ZIndex Property on Decals and Textures

Will this fix the issue were textures are rendered over materials after moving a certain distance away from them?

Video of issue:
robloxapp-20210708-1945062.wmv (325.7 KB)

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I think what he meant was if, as of this update; having a decal with a higher Zindex over the bottom one, will the bottom one still have a performance impact like it would prior to this update?

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This is honestly a great update. I’ve been wanting something like this for awhile.

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This opens so many doors, THANK YOU.

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So do you use it to place textures on top of other textures? Tbh, I am really confused.

This property determines the order in which a GUI renders to the screen relative to other GUIs.

The developer page shows this as the first sentence. Just curious, is it the order of what decals are placed?

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Yes. They are basically like layers of textures

Example A

Background will have ZIndex of 1 so it will be behind the character
Character will have ZIndex of 2 so it will be above the background

image

Example B

image

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Do you mean glass? If so, this has been the case for a long time however the decal must be on an opaque object.

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Yes I just noticed that recently, like a year ago you couldn’t see decals or textures through glass or any transparent object.

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I needed this sooo bad like 4 years ago. Wonderful update though! Thanks

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Been waiting for a feature like this. Will definitely make custom faces much easier.

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Took a while for this feature.
But thank you.

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Ahhhh… perfect, perfect. Thank you very much. :stuck_out_tongue:

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A ZIndex property will be great! This will allow layers which will be absolutely awesome for developers! This will allow for a fact a new, easier method of a script changing textures of a part with ZIndexes. Overall, this is a great update!

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it has finally come… i’ve been waiting a long time for something like this!

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Finally. This probably should have been here earlier but oh well

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I’ve found an annoying bug, where the ZIndex barely actually updates the decals I’m using, I have to set it’s transparency to 1 and if it doesn’t work I have to repeat it until it works, but when I play test it just goes back to the broken ZIndex version, which is a decal with the lowest ZIndex goes in the middle.

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Here’s what it’s suppose to look like [After I’ve messed with the transparency multiple times.]

And here is what it looks like when I spawn.in. [I’ve changed the transparency to .5 here so you can see that the pupils are behind the white thing.]

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Here’s what I managed to create with this update:

image

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It’s a nice feature! I’m definitely going to use this for an upcoming project. I feel like this is something that should’ve been added years ago, but better late than never.

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Note I am only using 4 decals here, both eyes and eyebrows have an ZIndex of 2 the outline has a ZIndex of 3 and the white eye thing has a ZIndex of 1, but somehow the white eye thing is above the outline sometimes, but sometimes it’s above the eyes but below the outline.

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