Aspect ratio breaks automatic canvas size ( plz help )

I’m trying to add multiple frames in a scrolling frame with an automatic canvas size and a ui list layout. The problem is that if I have an ui aspect ratio in the frames, the automatic canvas size doesn’t work correctly:

WITH ui aspect ratio:
image
WITHOUT ui aspect ratio:
image
as you can see the second one has the bar visible on the right and can be scrolled through where as the first one cannot.
Here is the scrolling frame properties:
image
any help is appreciated.

4 Likes

I didn’t fiddle with using both at the same time because I never myself use AspectRatioConstraints unless I’m scaling it in Scale. So, I never use Scale to size my GUIs if they’re just going to need an AspectRatioConstraint right after.

I want to know what happens if you put AutomaticCanvasSize to XY.

For some odd reason it seems to only work with UIGridLayout, it’s very odd, to make sure it’s that I had a scrolling frame with uigridlayout and uilistlayout with the same children and tested it ingame only the uilistlayout didnt work as expected and once i removed the aspect ratio from the children it all of a sudden worked

1 Like

i just had the same problem:

Theese 2 scrolling frames have “ClipsDescendants” set to true, “AutomaticCanvasSize” set to Y and “CanvasSize” set to 0. Second frame has all the elements put in a frame with “AutomaticSize” set to Y:

and it scaled perfectly fine but the scrolling frame still didnt worked so i added a script inside the frame that sets the canvas size everytime its absolute size changed (also i turned off AutomaticCanvasSize):

local Scrolling = script.Parent
local Frame = Scrolling:WaitForChild("Frame")

Frame.Changed:Connect(function(Property)
	if Property == "AbsoluteSize" then
		print(Frame.AbsoluteSize.Y)
		Scrolling.CanvasSize = UDim2.new(0,0,0,Frame.AbsoluteSize.Y)
	end
end)

and that fixed the problem. Here is a video showin how it works in game:


I hope this helped