How would that work? Is it going to scale off of the x or y axis?
Same way it works in ‘UICorner’, it constraints to whichever axis length is shorter as the reference for the scale
I wish they thought this through a bit more before the API was released - the Thickness property could have been a UDim, just like UICorner’s CornerRadius.
It may also be useful for another property to be added that lets us control which axis scaling occurs on (or perhaps this could be built in to the enum e.g. Pixel
, ScaleX
, ScaleY
, ScaleAuto
with the latter representing the method UICorner uses to determine CornerRadius).
Want to bump this. This is so incredibly irritating when trying to optimise for multiple platforms.
Moderately sized PC screen vs iPhone 7
Roblox has to add this
UIStroke is basically useless without UDim
I created a plugin that achieves this behavior
Another horrible thing about UIStrokes is that the device emulators don’t even show the issue with them. My game looks significantly worse on an actual device. Might be something to look in to.
It has been almost over 2 years since this post was made and this feature is still no where to be found. I think UIStrokes are incredibly useful and used by many big games, with their biggest downside being that there is no simple way to scale them. Roblox, please make a scale property!
Either Roblox forgot about UIStrokes
Or they’re listening but they dont wanna add it
- Forgot
- Listening but dont wanna add
0 voters
All it takes is converting the Scale property to current -> UDim.new(0, current)
in all games. This will keep the exact same functionality, but lets you also set scale. Might be hard to do, but possible.
this is doable at the moment, using CollectionService to add tags to UIStroke instances, though it would be nice if it was integrated because the only way to keep it scaled is to design the ui from a resolution then use that resolution as a fixed point.
It really sucks that we don’t have this yet!
Even if it’s “easy” to write a fix for, Roblox shouldn’t be a place where you have to write 1,000 “easy fixes” to make things work.
I agree with this, having hand-made solutions to these kind of problems clutters games and there’s no guarantee they’ll be permanent. One update could break work arounds if hacky methods had to be used.
@Tiffblocks I beg, please fix the issue of UIStrokes not displaying the same on all screen sizes.
There are examples in this thread of the issues at hand. My UI looks so different compared to on my phone and my TV. I want to make a shop like this but can’t properly because of this:
I create my UI to support different resolutions (scaling), and if the user is on a lower-res (mobile) or higher-res (4k) display, it completely messes up the design aspect I go for.
I’m begging you - please add this.
Please add this, it would simplify every UI Designer’s work flow by a lot, as well would make many games UI look way better.
This feature addition would give UIStroke an even bigger advantage over BorderSizePixel. To be honest, for me it would be the single biggest improvement over it—the other properties UIStroke already has are nice, Scale/Offset is necessary.
It would be based on parent scale size, however this would need to be converted to a Udim2 for it to work properly.
Bumping this. This is a no-brainer and should be a feature. My UIs look awful with unscaled UIStrokes on mobile devices. Only way to fix this is to make a module that scales UI strokes for you.
Bump! This is a MUST-HAVE for developing on this platform