GUIs are client-sided. Doubt they’ll break if they were handled by local scripts… but a wild guess would be if the GUIs were handled by a server scripts, entirety would break.
local plr = game.Players.LocalPlayer
local plrgui = plr.PlayerGui
local spawnn = 'SpawnLocation'
plrgui:SetTopbarTransparency(1)
local char = plr.Character
local remotes = rs.avatar_editor_remotes
local begin_remote = remotes.begin
local add_remote = remotes.additem
local rs = game:GetService("ReplicatedStorage")
local lighting = game:GetService("Lighting")
local StarterGui = game:GetService("StarterGui")
local TweenService = game:GetService("TweenService")
local universal = game:GetService('ReplicatedStorage').universal
local avachar
local sound1
local sound2
local frombought
local remove_accessories = {}
local function clone_char()
workspace.avatar_editor.line.pe.Enabled = true
if avachar then
avachar:Destroy()
end
char.Archivable = true
wait(0.1)
avachar = char:Clone()
avachar:FindFirstChild('Body Colors'):Destroy()
if avachar:FindFirstChild('ForceField') then
avachar:FindFirstChild('ForceField'):Destroy()
end
local object = char.Head.Color
avachar.Head.Color = object
for i,v in pairs(avachar:GetChildren()) do
if v:IsA('MeshPart') then
v.Color = object
end
end
if avachar.Head:FindFirstChild('faceui') then
if avachar:FindFirstChild('blinking') then
avachar.blinking:Destroy()
end
char.blinking:Clone().Parent = avachar
end
if avachar:FindFirstChild('PetTool') then
avachar.PetTool:Destroy()
end
for i,v in pairs (workspace.character_cloning:GetChildren()) do
v:Destroy()
end
avachar.Parent = workspace.character_cloning
avachar.HumanoidRootPart.CFrame = workspace.avatar_editor.spawn.Value
local animation = Instance.new("Animation")
animation.AnimationId = char.Animate.idle.Animation1.AnimationId
local animTrack = avachar.Humanoid:LoadAnimation(animation)
animTrack:Play()
workspace.avatar_editor.line.pe.Enabled = false
end
rs.avatar_editor_remotes.clonex.OnClientEvent:Connect(clone_char)
if plr.PlayerGui:FindFirstChild('Chat') then
plr.PlayerGui:FindFirstChild('Chat').Enabled = true
game.Soundscape.party_music:Play()
end
local main = plrgui.maingui
local button = main.hub.avatar_editor.button
local workspacecam = workspace.CurrentCamera
local cframeoldd
--- hide players and show players with the avatar editor ---
--[[begin_remote.OnClientEvent:Connect(function()
for i,v in pairs (game.Players:GetChildren()) do
if v.Name == plr.Name then
else
print('EEEK')
if v.Character.inavatareditor.Value == true then
print('tttrrrUUU')
v.Character.Parent = game.Lighting
elseif v.Character.inavatareditor.Value == false then
print('FAAAAAAALSSSSSE')
v.Character.Parent = workspace
end
end
end
end)]]
local function hair_p_check()
if plr.PlayerGui:FindFirstChild('Chat') then
plr.PlayerGui:FindFirstChild('Chat').Enabled = true
end
spawn(function()
for i,v in pairs(char:GetChildren()) do
if v:FindFirstChild('physics') then
v.Parent = workspace
for a,l in pairs (v.Handle:GetChildren()) do
if l:IsA('AlignOrientation') or l:IsA('BallSocketConstraint') or l:IsA('RopeConstraint') then
l.Enabled = false
end
end
for o,m in pairs(v:GetChildren()) do
if m:IsA('MeshPart') then
m.Position = char.Head.Position
end
end
for a,l in pairs (v.Handle:GetChildren()) do
if l:IsA('AlignOrientation') or l:IsA('BallSocketConstraint') or l:IsA('RopeConstraint') then
l.Enabled = true
end
end
v.Parent = char
end
end
end)
end
Also I can’t access the latest release notes. The page is broken and I might return another day trying to check what is off.
Did you try acquiring the previous version prior to the update of your games before they broke, AKA a rollback? - Make sure to save the latest version.
If I was given answers from these questions I’ll probably find out where the source of this bug is coming from.
One of my group games’s UI broke as well. For me the local scripts are running fine but when the code checks a ObjectValue’s value it will always be nil even when in Studio the value is assigned something. My friend’s game also broke at the same time but he hasn’t told me a cause yet.
Also, the error is occurring with many other people, it may be an update or an API error, still waiting for more information for the LocalScripts error.
I have checked around release notes 378 and it turns out they do change the UI a bit, but I haven’t found anything that could critically break it.
Strange thing is that when I tested some UI during a session in Studio, they worked without any problems. It appears that the bug was just temporary from Roblox’s end.
Which means SPTS is broken because of Roblox, I swear to myself that we didn’t make any changes to the game, check the last update date, I only added the Bloxy toy.
In summary, we can mark this problem as an engine bug. The local scripts are not working as intended and therefore is somewhat critical for the players. Oh, my mistake. It’s most likely the GuiObjects.
Most of the changes related to 378 are still pending. However, one of the changes that is active is relating to UIGridStyleLayout. Could this be what broke the UIs?