As a Roblox, it is currently too hard to use TextLabels in more creative ways that involve having very large text.
For example, I want to use a text label to show the word “VICTORY” when a player wins a match. I want it to occupy the entire screen for emphasis. However, since TextLabels cannot display text sizes bigger than 100, the most I can do is the following (see the screenshot)
The only workaround I know of is to use RichText with TextScaled, but that prevents AutomaticResize from working properly. It also forces TextWrapped, which isn’t usually what I want when I’m using large text.
I know that fonts get atlassed in the engine, and that it can be very memory hungry to render very large fonts at their native resolution. A compromise that I would be OK with is to scale up each glyph somehow. Just a thought!
Vectorization also has a significant limitation: it sacrifices flexibility, especially when dealing with translated text. Currently a hacky workaround could be to place the text in a SurfaceUI and project the Adornee to the camera (loss of quality can be bypassed by increasing the PixelPerStud property)
Why not use UIScale in the TextLabel? ofc it will make the text look more pixelated its not like increasing text size would fix seeing the pixels anyways because textsize doesnt change the amount of pixels in characters
To address #1, I did find out a few days ago that RichText works with TextScaled! I’ll write that down as a workaround.
I do think that it is rather inconvenient as I do not always want to have TextScaled enabled. Moreover, TextScaled does not work properly with AutomaticSize.
It annoys me so much how restrictive text is in Roblox, this is a major problem for surface guis too where large objects will need a very low pixel density to have text of a reasonable size, which looks very unpolished and outdated let alone can be an accessibility concern for readability of the text.
It’s a bandaid solution that gives a blurry result.
People want sizes greater than 100 because then it’ll be officially supported and not more blurry than average modern game with TAA #19375.
It doesn’t work with AutomaticResize properly in my experience. It would go to the next line when I didn’t want it to. This is because LineWrapped is forced to be true with TextScaled!
It’s also just inconvenient! There was a point in time when the AnchorPoint property didn’t exist (it was added in 2016). We could technically live without AnchorPoint and position things the hard way, but it’s neat that we don’t have to anymore.
this is ui design issue, if u designed ur ui better u wouldnt have this problem
my method works flawlessly ur issue comes down to using TextScaled because as im guessing ur game uses roblox built in scale which is bad by design as having a offset ui which is scaled on runtime using a uiscale in screengui is better overall and fixes many issues
The TextLabel in the image is anchored to 0.5, 0.5 sized to Zero Udim2 with Automatic Size Enabled on XY Axis with TextScaled disabled, TextSize set to 100 with a UIScale inside the text label and it works as intended
u absolutely seem doing something wrong this “hack” (even though its not a hack but a intended feature of UIScale) has more issues if u want to have AutomaticResize with TextWrapped that expects more than a single line