if you click automatic resize is non, it will not automaticly resize when typing
https://gyazo.com/1d9e768515be7fb2c069ee7105df977a
How can I fix this not respecting the bounding box?
I was just thinking the other day, how helpful this would be! Very good!
This is wonderful! Despite the problems, this is perfect for the custom chat system I plan to make!
This makes multi-line chats much easier to produce. No longer will the horizontally limited scalewrapped text make tiny tiny sentences!
Finally, ScrollingFrames used to be so annoying to make. I’ve been needing this update for a while!
I’m not a UI developer, but I do have basic knowledge and the skills to build them.
I made a basic model that is just a part with a surface gui adorned to it.What it does is makes HTTP Request using the Wikipedia API to retrieve information in-game (I’m making a basic “computer” system for immersion). However, since some Wikipedia articles are a treasure trove of information even after clearing all the markup tags (sadly it returns the contents of the page in XML Format) the text doesn’t fully fit into the TextLabel. I have planned out a system that checks the length of the string in the TextLabel and then removes that number characters from the beginning of the original string. Then (using a ListLayout) I create a new TextLabel and set the text to the remaining text and repeat this process until there are no characters left in the original string.
I have not yet implemented this yet though, and am wondering whether or not the the Automatic Size Property respects the maximum length for the TextLabel Text property.
P.S. - The search I used to test my creation is “Apple.” It is a surprisingly long article.
While using AutomaticSize with a UIAspectRatioConstraint, I am experiencing text overflow depending upon the AnchorPoint.
When the Y AnchorPoint is set to 0, the following behaviour is exhibited:
As you can see, the text is spilling from the frame and not being automatically sized as it should be.
However, when the Y AnchorPoint is set to 0.5, the following behaviour is exhibited:
As you can see, the text is correctly sized and the frame is resizing to fit the text in, this is the desired behaviour, except for the fact that I need the Y AnchorPoint to be set to 0.
This issue is also only exhibited when the aspect ratio constraint causes the width of the UI to be resized smaller than it would otherwise be. By this, I mean that at this resolution the UI is exhibiting proper behaviour:
but when the width of the screen is any larger than you have the text spilling issue.The Y UDim of these elements is set to 0,0.
Amazing update! Now we don’t have to use TextScaled for GUIs, which is pretty much a pain if we want to make chatter system, as the text size will be changed constantly to fit into the GUI. Now we can make the GUI size itself to fit with the character.
Woohoo! I am so happy Roblox has pushed out this update. Finally something insanely useful in UI design!
when you use a UI ratio aspect constraint, the automatic size won’t work since it’s supposed to keep the UI constraint true.
The automatic size should work, the automaticsize is only resizing the Y not the X, while UIAspectRatio resizes the X
I have been having an issue that doesn’t occur all the time, and it’s very irritating when it happens. When I had AutomaticCanvasSize turned on; it wouldn’t resize the canvas at all until the value was changed manually (which is what most of my UI doesn’t do) or when something is added. Due to most of my ScrollingFrames not resizing; I am unable to access some parts of the frame.
Has anyone else had an issue similar to this?
Brilliant!
Can’t wait for the UIBlur property next! Blur behind UI elements - #6 by DrRanchDressing
I’ve noticed that the Size of the parent doesn’t take into account the childs SizeConstraint property.
Parent frame without Child
Parent.Size = UDim2.new(0.1, 0, 0.1, 0)
Parent.SizeContraint = RelativeYY
With Child
Child.Size = UDim2.new(1, 0, 1, 0)
Child.SizeConstraint = RelativeYY
What I expected to see
Automatic Size Repo.rbxm (2.6 KB)
Duplicate the Child to see the issue gets worse
Hi! I was trying to use AutomaticSize today, however, all of the UI in our game has a UIScale object at the root of the ScreenGui to take care of UI scaling for different resolutions. Because of this, we ran into all of the above mentioned issues. Are these issues currently being worked on, and if so, is there an expected date for a fix?
can you please add Y to automatic resize please
They did??
This is great! Unfortunately it does not work with a UIScale that does not have the scale set to 1. Is that something that could be fixed?
Looks great! Maybe it would look better with TweenSize
, not Size
?