In some cases, rotated by 90 degrees frames, may get shifted by 1 pixel from their wanted placement. In my case, it’s guaranteed that frame is square by UIAspectRatio, yet it don’t behaves like that:
That’s the problem with Roblox. I’m REALLY UI-person, done ALOT of things with solely it, yet all bugs with it, roblox decides to ignore.
Not clipping rotated UI frames - answer is “Use canvas groups!”. And everyone ignores the fact that they are bad resolution, and have tendency to consume ton of memory and turn black. This bug has FORCED me to do THIS:
Just imagine HOW MANY MEMORY WASTED FOR JUST CLIPPING ABILITY? And yes, I tried CanvasGroup - it ruined quality.
Next thing is techincally not bug but still annoying is how NearestNeighbor sampling works on roblox - what used to be 64x64 image of triangle, at 32x32 will turn complete mess at hypotenuse. Thanks to incorrect sampling.
Honestly, I never tried to do that, let me try… mb you my entire UI lifesavior…
EDIT: Guy, I have no words, you saved like 50% of my entire image uploads, I can just invert my images now…
I was wondering if you can share or DM me the placefile in the screenshot please?
We currently round GuiObject anchorpoints to the nearest display pixel, so that the edges are sharp and not blurred.
To achieve pixel alignment here, I think we need to make sure that the “DisplayEventCorner” and “Event Description” Frames are lined up exactly.
I guess it will be important note that topic you linked has not received any attention… Can I ask this to be looked, and not just closed and forbidden?