RichText strokes don't fade out with TextTransparency

I was creating a module that allows you to easily create chat tags and such but I realized when you specify a stroke in a chat message (ie using the stroke tag), the stroke does not fade out while the rest of the chat does, leaving only an outline:

As @bvetterdays mentioned, this is an issue related to TextTransparency, it isn’t exclusive to the TextChatService:

Repro steps
1- Add a stroke to a TextChatService message using TextChatService.OnIncomingMessage.
2- Send a message and wait for the chat to fade out completely
3- Observe that the stroke remains while the rest of the text does not.

Repro file
tcs.rbxl (52.9 KB)

System info
AMD Ryzen 5 5600G With Radeon Graphics @ 3.9GHz
48GB DDR4 RAM @ 3200MHz (47.9 usable)
NVIDIA GeForce RTX 3070Ti

Expected behavior

Stroke should fade out with the rest of the chat.

12 Likes

The game is just saying hello. Don’t be rude >:(

All jokes aside, I can confirm this is an issue and definitely should be addressed. I assume it is because it has the same behaviour as the text-based GUI elements and Roblox forgot.

2 Likes

This is an issue with RichText as a whole, not just the chat. My game has been plagued by this issue for a while but have never gotten around to filing a bug report.

3 Likes

This definitely needs to be addressed. The only workaround for GUI text objects is to use UIBorder instead of RichText, but even that is restrictive

3 Likes

Bumping this topic as I have recently started to have this problem aswell. It looks horrible in game and needs to be sorted ASAP

image

1 Like

This was re-reported and actually got a staff response here indicating a ticket was filed: Chat does not tween text stroke transparency when going transparent

You might have better luck following up there

2 Likes

It would be nice if we could also have UIStroke reflect TextTransparency, just like TextStrokeTransparency. :man_shrugging:

3 Likes

Just asked the engineers for an update on this one, we’ll update y’all as soon as we can.

3 Likes

Any updates on this ? Becase this is really annoying.

its been a while and the issue still hasnt been fixed, any updates?

As a workaround you can save as attribute original text with rich text strokes, and then when tweening use string.match to replace transparency with 0-1 values based off text transparency.

This is still a big issue. Any updates?

Don’t have any myself, but I pinged the engineers. Thanks for the heads up.


Its been quite a while and this issue still hasnt been fixed yet

Still having this problem in my game. Any updates?

@7z99 is this issue still reproducible for you? Our QA team has not been able to repro this locally recently. If still reproducible can you try adding some additional logs, steps to repro, or specifics that will help us repro.

Yes, apologies for not doing that initially, it is still reproducible.

Repro steps:

  1. In a TextLabel that has RichText set to true, paste this into the text property: <stroke thickness="1">Label</stroke>
  2. Set the TextLabel’s TextTransparency to 1, you will see the text itself is invisible but still has a stroke:

Here’s a file to repro:
textstrokeissue.rbxl (60.1 KB)

Here’s a file to repro with chat, though you need to wait a while for all of the text to fade out


textstrokeissuechat.rbxl (57.1 KB)

I will send a log in DMs

I was able to find a fix to fight this engine issue. Give this a shot.

Hello! Thank you for your report. As of yesterday, this issue should be addressed. Let us know if you encounter any others!

1 Like

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