Part.Active (+Alternative if not adding this)

Okay, so my dilemma is that I have a nice pretty little TV with a CSG piece of glass covering a part with a ScreenGUI on it.

So my deal is, that little glass CSG part gets in the way of players clicking on the GUI, however I don’t like how the GUI looks on the glass, and I don’t like how the TV looks without the glass. So I thought, how great would it be if BaseParts had an Active property? (Similar to that of which a GUI Frame has.)

When Active is set to true, it would block a player clicking a GUI behind it. All parts are defaulted as active.
When Active is set to false, players could click on a GUI behind that part.


My alternative solution is having Mouse.TargetFilter do the same thing. If a part is in TargetFilter, then GUIs behind the part may be clicked and interacted with.

Thank you so much for reading! Please provide feedback below.

For now I would just put the GUIs on the glass.

And I suppose that along with GUIs being clickable behind inactive parts, Clickdetectors and 3D GUIs would be as well.

That’s what I’m doing. But I sincerely dislike how it looks like that, and think it’d be nice to have an actual way to do this instead.

You could use a block SpecialMesh (id 9856898) place the part out of the way and position the mesh with offset.

I truly do appreciate the suggestions for help, but many things have workarounds on ROBLOX. Like how configuration objects used to be used as folders. But it’s not a real folder, which is why they added folders. I’m asking for this to be an actual feature, I’m not asking how to simulate the feature.

I truly do appreciate the suggestions for help, but many things have workarounds on ROBLOX. Like how configuration objects used to be used as folders. But it’s not a real folder, which is why they added folders. I’m asking for this to be an actual feature, I’m not asking how to simulate the feature.[/quote]

Oh yeah, I know. I’ve run into this problem before, I was just offering another work around that doesn’t require any code. It’d be nice to have something like you suggested.

I truly do appreciate the suggestions for help, but many things have workarounds on ROBLOX. Like how configuration objects used to be used as folders. But it’s not a real folder, which is why they added folders. I’m asking for this to be an actual feature, I’m not asking how to simulate the feature.[/quote]
Folders are a bit different, because the Active property would be present in every part and could add significant overhead

I truly do appreciate the suggestions for help, but many things have workarounds on ROBLOX. Like how configuration objects used to be used as folders. But it’s not a real folder, which is why they added folders. I’m asking for this to be an actual feature, I’m not asking how to simulate the feature.[/quote]
Folders are a bit different, because the Active property would be present in every part and could add significant overhead[/quote]

All suggestions are done in the hopes that there would be no costly effects. Rarely is there substantial knowledge of whether it would impact performance negatively, or at all, and an idea shouldn’t be discarded until such information is confirmed and known. Until that point, it is either a good idea, or a bad one, and its approval should be based on that.

A block mesh with offset is super easy to use; to the point where I wouldn’t even consider it a workaround, but just the right way to accomplish this.

Could always use Mouse.TargetFilter

(workaround, but hey, it works too)

[quote] Could always use Mouse.TargetFilter

(workaround, but hey, it works too) [/quote]

Part.Active is more flexible and easy to use. Plus, Mouse.TargetFilter doesn’t work with SurfaceGuis.