I support this request, although it has been suggested already here. Currently making the parts really tiny is the best anyone can do for viewmodels, but they might break animations (they although support shadows and other effects).
I still support this idea though. The engineers really need to look more into this, it’s a highly wanted feature and removes so much immersion, plus, every other engine has done this already. It’s one of the reasons I’ve been on-and-off of developing on Roblox.
If nothing can be done, then they should look into correcting lighting and the bugs on ViewportFrames.
Bump, there’s still no discussion about this? We need RenderOnTop and RenderBehindAll.
Here’s why we need this:
RenderOnTop will benefit viewmodels and other stuff like 3D UI without having cutoff when too close to the camera.
RenderBehindAll will benefit 3d skyboxes, because we all know 2d skyboxes are horrible to deal with and faking it by scaling everything up causes more complex problems.
With AlwaysOnTop, certain parts or objects can always remain visible, regardless of their spatial relationship to other parts. This is especially useful for indicators like waypoints, markers, or interactive objects that need to stand out in complex environments.
2. Clipping Tools
Being able to toggle AlwaysOnTop makes tools such as weapons, gear or others always be visible. This AlwaysOnTop feature would in turn always keep a tool visible even when up close to a wall where the tool is technically clipping past the wall.
3. Support for Transparent or Complex Builds
In games with transparent parts or intricate builds, important objects can become obscured or lost within the scene. AlwaysOnTop guarantees that key parts remain prominent without compromising the build’s aesthetic.
4. Streamlined Debugging and Development
For developers, being able to toggle AlwaysOnTop makes it easier to locate and interact with parts in crowded or overlapping scenes. This can save time during debugging or when managing complex game environments.