Essentially, the file attached was working in my game a few days ago and broke without being touched. It is now exhibiting weird behavior. You can see it prints inputs, but as soon as you press a key other than F, it doesn’t detect F anymore. Then, it is printing as though the visible property is changing, but watching the properties window, you can see that the visible state is not modified.
To reproduce, you should put the attached file into StarterGui and playtest. I have confirmed with multiple others that this is not an issue isolated to my specific studio or game client.
After further testing, it seems there are three issues.
1. Input detection (Studio only)
When an entry is selected in the Studio Explorer, certain keys don’t register - specifically the F key.
It doesn’t matter which entry is selected.
The problem persists even if the user switches focus back to the play test window (while the entry remains selected).
If the entry is unselected, the keys work again.
This behavior didn’t exist before and isn’t related to gameProcessedEvent. From testing, all common keys (A-Z and 0-9) work fine except for F. Rebinding to another key resolves the issue.
2. Visible state/property (Studio only, side effect of #1)
This is essentially a byproduct of issue #1. The logic for toggling the Visible property works correctly, but since the F key isn’t detected while an instance is selected, the script never runs to update the property.
3. Modal behavior (Studio and Client)
This issue is separate from #1 and #2 but has a bigger impact since it breaks mouse unlocking in many experiences. (There is a work around that directly interacts with CameraModule in PlayerModule but the Modal method was the most preferred and easiest)
Previously, the Modal property worked as long as the UI element was visible even if its size was {0,0},{0,0}. Now, Modal only works if the user’s mouse is directly over the UI element.
A workaround is to set the element size to {1,0},{1,0}, which restores Modal functionality, but this causes other unwanted side effects. (The mouse will show pointer and click detectors won’t trigger)
Now, Modal only works if the user’s mouse is directly over the UI element.
This isn’t true, it’s only if the Size is more than zero. There’s seemingly no point in this change being made, and it broke this feature in quite a few games (pushing to prod with no care in the world for who it affects again).
This is both on Studio and on the client.
Here’s a file easily showing Modal not applying: unlock mouse size test.rbxm (10.4 KB)
And a published place:
It doesn’t feel likely to be related to the Explorer F key interaction because it impacts client too and the F key thing is a very Studio specific behavior