I wish this works with ScrollingFrame
s.
Just to inform you, this new feature messed up my current icons layout:
Maybe try reloading an old save and copying the gui then pasting it back in the current game.
I think is partially intentional as you should be using AbsoluteSize to determine the current size of a frame.
This is great! I can finally get rid of my manual scrolling frame canvas size changing.
Though it doesn’t seem to work at all and makes the scrolling bar not move and sometimes snap to different positions. It also seems to mess with tweening on pretty much every GUI object. Hopefully, this gets fixed soon!
thank you so much, one of my first topics are finally solved
i kept using a ugly workaround but now automaticsize
this is revolutionary
This is quite helpful for Everyone!
I guess one of the main reasons for adding this feature is for auto-translated games because of the size of the text that is different in other languages.
Great job!
I just hope Roblox will be able to finish this year’s Roadmap.
More info on this would be great. Can you send me a test place where you can repro the issue?
I already sent it in the studio bug topic.
This is a great feature to add! Regardless of most people probably using this feature for a more basic use, I can’t wait to see what people come up with, I can see a lot of creative features like buttons and loading screens using this feature!
For example, this’d make a great loading screen
This means I won’t need to update the size of my UI objects every time they change… Thank you very much for this!
This is quite useful even if I don’t tend to script, however, I’d like to know what other type of frames will be support to AutomaticSize such as ScrollingFrame
, other than that I don’t see any massive issues and hope you keep up the good work since I’m super excited for a planned release of realistic clouds.
Hey @posatta - yes that’s correct. In the case of the parent frame set to automatically, size, it will size itself to fit the content of the children, in this case whatever the size of the TextLabel is. You can set AutomaticSize on both the Frame and the child TextLabel if you’d like both the parent Frame and the TextLabel to fit the text.
Thank you for trying out the beta, and for your feedback!
Hi @IAmPinleon - TextScaled will change the font size to fit the available space of the size of the TextLabel. Without AutomaticSize, the TextLabel size is technically fixed.
The pipeline for TextScaled/AutomaticSize is something like this:
- AutomaticSize: calculate the max available space for this TextLabel.
- TextScaled: scale to fit the space from step #1
- TextScaled: return back the actual amount of space used
- AutomaticSize: set the amount of space used as the new size of the GuiObject.
Thank you for trying out the beta!
I am in awe. This is exactly what I needed for my game. I have some reference images here of what I’m working on. Anything with the red background is using the AutomaticSize feature, everything to the right is hacked together using Scale values.
This one, the example display is at 1280x720:
1366x768:
1920x1080:
Serious props to the team and people who worked on the AutomaticSize feature, because this is a lifesaver. I’m super excited and can’t wait for this to get out of beta.
Hi @iiau - so when Automatic Size resizes the object from sizeOld to sizeNew (for example), give the ability to specify a Tween property that determines how the resizing occurs visually? Is that correct?
Hi @TheCarbyneUniverse - I created a ticket to investigate the inset issue you described. As @FilteredDev mentioned, the Size property is indeed unaffected by AutomaticSize. The actual size bounds should be read from AbsoluteSize.
As far as min size goes (speaking of the Size property), the Size property is supposed to act as a “min” bounds for AutomaticSize, although I’ve seen cases where that isn’t happening, so I’ll write up a ticket for that as well. The idea is that the parent’s Size acts as a “max” and Size acts as a ‘min’.
Thanks for trying out the beta and sharing your feedback!
Hi @Lulu_5239 - there is a new property for ScrollingFrame called AutomaticCanvasSize, which is intended to automatically resize the CanvasSize based on the contents of the ScrollingFrame. There is a bug with this feature currently, but we’re working on a fix.
Thanks for your feedback!
Hi @rogeriodec_games - thank you for sharing this bug report! I replied in your other post as well, but I’ve created a ticket to investigate this behavior.
Thanks for trying out the beta!
Hi @Codesense - yes we should have the ScrollingFrame issue resolved soon. Thanks for trying out the beta and for sharing your feedback!
If you want to share more details about the issue with tweening, that’d be great!