So, for a 2 weeks I’m trying to combat problem in my minesweeper game: In Roblox player, almost al tiles have black artifacts:
I have tried everything, and found reason now: in my scenario, UIGradients apply wrongly.
For the sake of understanding, I’ll use the following gradient:
0 = Red
0.5 = Green
1 = Blue
Let’s look how unrotated gradients look:
Now, let’s rotate them by 45 degrees…
All tiles have AlwaysOnTop set to true, so there shouldn’t be any noticeable diffirences in coloring, yet there are some:
Now, let’s apply to our 0 rotated gradient transparency:
0=0
0.5 = 0
0.501 = 1
1 = 1
What I expect is to have 50% clipped image and text, but…
Look at this 2 tiles with 1 on them - they are diffirent. That are tiles I have shown separately before.
Resetting rotation to 0 fixes that. But sadly I need exactly 45 degrees (45, 135, 225, 315)
Now, I need to shown how my “numbers” are even made. This will be done in studio:
This’s a regular number tile.
To make it wrap around map, I use 2 SurfaceGui per tile. Each SurfaceGui has fixed Canvas size, equal to 120x120 pixels
Let’s separate them, and toggle background.
As you can see, they are rotated.
With 0 rotation, this will be turned into:
Every tile, including which are shown previously, use exactly same system.
Again, Studio hasn’t this bug, while Client has.
Expected behavior
I expect UIGradients to work propely, and not produce artifacts under any possible circuimstances.











