Attempting to keep items scaled in a ScrollingFrame

Hello,

I am trying to keep items in a ScrollingFrame scaled across all devices. However, they just seem to stay the same size and I don’t know why.

I’ve tried using UIScale, UISizeConstraint, UIAspectRatioConstraint, but none of them have worked.

Studio (desired effect):
image

In-game (wrong effect):
image

I want to scale up the size of the frames across all devices, but modifying the UIGridLayout’s size would change it on all devices. I’m not sure how to fix this.

All the solutions to other posts like this haven’t helped at all. Any help is appreciated.

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This appears to be because of the size of the ScrollingFrame. Try changing their (the ScrollingFrames) SizeConstraint property to RelativeYY. This will scale it as if the X axis is the same size as the Y axis (so if you had a 1920x1080 screen, instead of the game thinking X is 1920 it will think X is 1080, same for the Y axis)

Also unrelated, but for the TextLabels I would use UIBounds UIPadding. The way it’s touching the border of the frame like that is very odd. The “Half cooldown” text is literally going outside of the frame!

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It didn’t work, the icons are still tiny after changing the property to RelativeYY on the ScrollingFrames. What do you mean by UIBounds? I can’t find it in properties nor as an instance.

I’ll send a larger screenshot to show this effect more:
In-game:


In Studio:
image

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I said ScrollingFrame. I even specified that here!!

Also, I’m misremembering. It’s actually UIPadding. Sorry about that! Keep the squares as they were before and change the scrolling frame’s SizeConstraint. Updating the original post to say UIPadding now.

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Sorry for the miscommunication, I did try it on the ScrollingFrames, not the frames (updated previous reply now). I’ll try UIPadding on the labels as well.

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Change your gridlayout Cell Size from Offset to Scale from both x and y

Edit: I made a mistake previously I changed that.
image

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Thank you. I didn’t realise it was a UDim2 :man_facepalming:.

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