Viewportframes don't properly render on billboardguis placed in the workspace



^^^^^
I have a billboardgui placed on a part with multiple viewportframes, but, the moment I try to add more viewportframes, or try to modify the viewportframes in any way in general
(Notice how theres like 8 now)

After searching through like 5+ dev forum posts, it seems that the only way to fix this (and Im still not sure if this is intentional behaviour or a bug, it very much seems like a bug since if you put the frame inside screengui and then BACK inside the part only then it updates but then you have to do that each time you want to update it) is by taking the billboardgui, placing it in startergui/playergui/whatever and then setting the adornee to that part

Now, besides being a headache because that means ill have to switch all the billboardguis i have to screenguis (unless I find another solution that doesnt involve moving billboardguis at all), another problem encountered is that i want the billboardguis to be visible to EVERYONE, like this:

So if i try the method of putting the billboardgui in the player’s playergui, and setting the adornee to their head, then the billboardgui becomes local and only the player can see it, but others cant

Is there any (preferably easy) solution for any of those problems without having to use remoteevents?

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Put the BillboardGui inside PlayerGui and then adorn it to the part. PlayerGui is what prompts the UI engine to render specific things and it’s where ViewportFrames actually work. Similar behaviors can be seen with like Handles where you cannot drag them unless they’re parented under PlayerGui.

Of course, as you said this means its local, but the reality is ViewportFrames have to be local. They use the CurrentCamera or an assigned Camera object, which the Server cannot create due to Cameras being for render pipelines (and the server as you may guess, does not render anything graphically as that’d be pointless). Thus, it cannot replicate anything anyway.

Also I wouldn’t use ViewportFrames in the way you’re doing it. They’re rather expensive computationally and having multiple per Frame is going to harm performance. But that’s at your discretion.

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