As late as I am, for those wondering what use this feature could have, it could drastically decrease the amount of textures and decals uploaded that are simply gradient colours.
People used to upload simple gradien textures to add to icons, or people added the gradient to an icon in an editor however with this features it saves time on having to make a gradient texture beforehand.
Seems simple but I’m sure it will help us especially with saving time reuploading textures due to mistakes on shades of colour etc.
Is it normal that the feature is now live on Servers? I’ve noticed it yesterday and since my game already had the UI ready for gradient, I’ve just made the change.
Though now I’m worried it ain’t released yet and that it is only temporarily live?
I’ve thought of workarounds (displaying TextLabels over the TextBox) but it would be nice to eventually have the TextBox working.
EDIT: I can’t use UIGradients regardless.
Apparently, there’s a limit (with no documentation ofc ) to how many Keypoints can be in the table that is passed to ColorSequence.new().
I ran some tests, and the limit is 20.
That’s way too low, since it leaves very little control over the UIGradient color for longer objects.
If that limit is removed, it would make UIGradients wayyyy more powerful.
If the limit about performance, then simply document the Big O for the function or something. It’s the developers choice to do things that are intensive. Warn us, and let us make decisions on our own.
You don’t put a limit on how many ViewportFrames I can update per frame, do you?
Really cool update. Saw it went live so I started messing around with it and created some easy hit effects. It could also be used to show how heavily damaged your character was like in some games by distorting the field of view.
I might try animating them and seeing how it performs in a live game.