Yes! I had to limit my layers to 2 because it became tedious to parent them in a specific order
Glass only doesn’t render decals if the part its trying to render the decal on, has a larger transparency then 0.12
Any chance that ZIndexing will become a feature for SurfaceAppearance?
More like a step forward towards being a game engine. I love customization!
jesus christ, this has been long overdue! finally we are gonna have less awkward z issues with stacked decals rendering in arbitrary order
this a great update now its easy to make gradient colors and stuff on a part.
Brilliant! Yet another update noone asked for yet everyone wanted.
Fantastic update! I’ve been waiting for this for a while. Just what I needed for an aspect in one of my games .Thank you Roblox.
This is the wonderful update I have been waiting for years!
Thank you Roblox!
This update is great!
I’m not sure that decals haven’t got an update in a long time or never had one besides bug fixes.
This brings more possibilities with decals now and I’m really liking it.
Yes!!, I have been asking for this since 2016, fantastic update!
SO Good! I rarely do UI design but every time i have this has been an issue, Love it!
This is nice, but a cast shadow property on textures and decals would also be nice
bumping this because its still a problem, kinda sucks that this doesn’t work seeing as this use case is the main reason people have been requesting this feature
Right, have those in my game already. I was using visible/invisible. But will change the ZINDEX now.
thank you so much for adding this update. I remember having to delete and add in decals to get correct index.
Yes, they will both render and have performance impact.
@MrGreystone the problem you are mentioning is covered in this post: Adding a Texture loads out parts without textures - #6 by hyperhumanist
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I was really excited when I saw this announced, but it’s not working as intended, as some people here have already mentioned. Decals will often overlap despite being on entirely separate layers.