AutomaticCanvasSIze not scaling properly

I want the AutomaticCanvasSIze to properly scale and fit all the frames inside of it however for some reason it doesn’t scale properly

I’ve changed the frame’s scale to offset and it actually did fix it however the frames will no longer auto-scale based on the screen resolution which is a problem.

I’m not sure how I can fix this, any help is appreciated!

Image:

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You can edit the CanvasSize property of the scrolling frame, specifically on the Y axis. Turn it up as much as you want.

But I’m using AutoCanvasSize, It will automatically re-size it for me, but for some reason it’s acting a bit weird and I’m not sure how I can fix it

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Using that property tends to result in the display cutting off just like it did for you.

Yea, but do you know any way to fix it?

You need to remove any padding in your list layout.

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I don’t have any paddings in my list layout

Do you mean the Padding property inside of the UI list layout? if so I do have it set to 0.04 on the scale.

Yes, I meant that. Try changing it to offset or completely removing the padding.

AutomaticCanvasSize is very buggy, and I personally never use it as you never know what you’re getting out of it. I prefer doing my own script, with a function that runs every time the screen resolution changes (Camera Viewport Size)

local camera = workspace.CurrentCamera
local cameraScreenSize = camera.ViewportSize

camera:GetPropertyChangedSignal("ViewportSize"):Connect(function()
     scrollingFrame.CanvasSize = UDim2.new(1,0,0,scrollingFrame.AbsoluteCanvasSize.Y)
end)
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This has saved me thank you so much!

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