When changing background color, you can see that the border of the part is changing color, even though the BackgroundTransparency of the ViewportFrame is 1
It gets more egregious when the part itself has more transparency:
Expected Behavior
The part should look the same no-matter the BackgroundColor of the ViewportFrame when BackgroundTransparency is 1
Actual Behavior
BackgroundColor creates a border around objects within a ViewportFrame when the object is opaque.
The entire part turns into the BackgroundColor when transparent, which makes transparency in ViewportFrames especially difficult.
Issue Area: Engine Issue Type: Display Impact: High Frequency: Constantly
Woops, the title has a typo, it should instead say: âObjects inside ViewportFrames have colored borders when BackgroundTransparency is 1, causing poor visualsâ Sorry about that!~
Thatâs a good workaround for some use cases, although it wouldnât work for ours
Weâve been trying to upgrade our UI by using ViewportFrames for certain elements, but the ugly borders demonstrated by the first GIF completely prevent us from moving forward with our upgrades
As a bump, viewport background color also affects any decal with an opacity less than 100%, when the part it is parented to is transparent, even when the background transparency of the viewport frame is 1
(I donât know if this should be a new post or not)
Thank you for this, the colored outlines and coloring of transparent parts seems to behave better now with BackgroundTransparency set to 1.
However, there seems to be some other issues potentially caused by the new change.
The first issue is the fact that ViewportFrames darken when BackgroundTransparency is increased. Same goes for parts (or decal in the bug report OPâs case) when their transparency is increased.
The second issue is the black outline present in ViewportFrames with BackgroundTransparency higher than 0.
A roundabout fix for these issues is to add a 0 alpha mesh (neon, (127, 127, 127) color), which erases the whole background of the ViewportFrame.
Funnily enough, it behaves in the same way as the bug reported in this very post. The color of the 0 alpha mesh determines the outline color and color of transparent parts.
(left 0 alpha mesh ViewportFrame, right regular ViewportFrame)
Just a small nitpick is that transparent glass darkens when BackgroundTransparency increases. Previously it was tinted based on the BackgroundColor3 and BackgroundTransparency had no effect on it.
Although imo itâs not that big a deal as it has a fairly easy fix (if anyone even relies on that aspect of transparent glass in ViewportFrames)
Hello, after this flag was pushed it has once again caused the viewport background color bug to re appear. Breaking some visual effects on our experiences. From what we understand this background transparency âeffectâ was an intended feature: Viewport frames background colour influences decal's colour
After more discussion internally weâve decided to close this feature as working as intended, due to the large number of experiences relying on the current functionality. We appreciate your understanding.