Scrolling frames sink input, even when 'active' is false

I’m not sure if this is intentional or just a bug, but it’s annoying to work around

When i have a scrolling frame that has the ‘active’ property AND the ‘interactable’ property set to false, it will still sink my scrolling input. So i can hold right click to move my camera, but i can’t zoom in or out while hovering over the frame.

Should i file this as a bug? If not what can i do about this

What’s the context behind this? Like, why would a player need to zoom in or out when a scrolling frame is on their screen or why can’t they just put their mouse where the frame isn’t? You can still zoom in/out using the keyboard. This happens with an GUI object that a mouse can interact with, TextButtons/ImageButtons/TextBoxes.

It becomes a problem when the transparency of the frame is 1 and is taking a chunk of your screen. I’m using it to make a notice gui like this:

It is essentially an invisible scrolling frame covering the bottom right. It’s just a small annoyance, but i wanted to fix it and found out roblox won’t let you

1 Like

You could set the Visible property to false if no notifications are showing, or switch to a Frame with a UIListLayout so that it still gives that “stacked” look, but you can’t scroll on it. Seems like just setting Visible to false would fix your issue, so there isn’t just an invisible area you can’t zoom in or out because players shouldn’t expect to zoom in or out when they are looking at a list of notifications.

1 Like

So just a bit of script trickery. This will easily work however i’m still wondering if this problem is intentional

Did some playing around. If you turn off the “ScrollingEnabled” property in the frame, it allows you to zoom in and out still.

2 Likes

Thanks you! this is all i need. I don’t think there’s any need to file a bug since you found an easy workaround

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.