ScreenGui ZIndexes

This is a follow-up to my post about having multiple ScreenGui objects. The question brought up was: why isn’t ZIndex global across all ScreenGuis? Is there a certain advantage to this functionality? If there is, it would be helpful to many if there was an additional ZIndex property that is reflected globally.

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Also ZIndex should not be only restricted to numbers between 0 and 10.

God yes please

Unreal Engine, and I’m just using this as an example. It uses the main containing box for the Z, and anything else is self contained by how it stacks in the hierarchy.

Roblox should try it…

We need to make this a ‘new feature’:

Unlimited (or 100) ZIndex(s)!

I’ve never had to use > ZIndex 4 no matter how complex the GUI is because the elements on the same ZIndex are layered based on the order they were parented to the GUI, and I don’t even intentionally parent them in specific orders for that behavior – they just layer correctly like magic. What in the world are you all doing that requires that many ZIndex layers? You’re probably setting the ZIndex of objects that are already layered correctly to begin with.

I had a super tough time fitting everything in 10 ZIndexes for these:

Mostly for the arm on the upper right, which could be bent above or below the starting joint. The ZIndex had to updated constantly. It was challenging. More ZIndexes would have really helped.

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What in the… Well that’s interesting. It’s obvious why you’d have a problem with that, but that’s kind of an edge case. I’m wondering how people manage to go over the ZIndex limit within the expected usage of GUIs.

btw, wouldn’t it just be easier (and look nicer) to make those out of parts since they’re 3D GUIs (not attached to the screen)

[quote]
btw, wouldn’t it just be easier (and look nicer) to make those out of parts since they’re 3D GUIs (not attached to the screen) [/quote]

That would have been easier probably, but I was also replicating the GUIs at times to clients in ScreenGuis when their cameras were set to view through the rover cameras.

Whatever works I guess. If you’re running into issues with that though, clone has a module that lets you view 3D parts as 2D objects in ScreenGuis IIRC.

Indeed he does.

Though the farther from the center of the screen your object is, the more it’s offset from the frame you attach it to. You have to tinker with some CFrame values to get it right, and different screen sizes still mess with it a little.

Just bumping this old thread. ZIndexes are still pretty annoying because of this.

I need to agree on this. We need ScreenGui ZIndex.
Having a chat gui that you don’t remove will easily render BEHIND everything else when you add a new GUI.
Even if you set all chat gui components to ZIndex 10.

There are obvious advantages of having multiple screengui but the main disadvantage is that their zindex doesn’t work with other screenguis.

Also any GUI-based card games get messed up by this.

The fact that ScreenGuis are currently ordered by when they were added in is ridiculous. This would help GUI creation a lot.

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I was about to post a feature request when I stumbled across this thread. This really needs to be a thing.

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I could use this so much.

Thought about this a few months ago. It would be really useful.

Forgot I even created this thread. :stuck_out_tongue:

I and many others still would consider this feature useful. Currently, the only way to have all elements respect Z-Indices is to create all GUI elements in one ScreenGui.

More z indices means more layer checkups for the native side to look at, which will reduce performance. I’m not sure by how much, but that’s what was told to me by some of the guys working here. I never had to go above 8 so I can’t say that I’m not against this.