As a Roblox developer, it is currently too hard to . . .
When using scale rather than offset to make widget sizes, it is hard to make fonts sized to match that are also consistent across the entire frame. We can use the ‘TextScaled’ option which has drawbacks: the size of a font in one label can be different from another (which is an eyesore) and doesn’t play super-well with TextWrapped (will wrap rather than shrink below a certain size even on non-space breaks)
So I can set the TextSizes from script based on screen resolution, which is what I’m currently doing.
I’m imagining either adding a scale factor to TextSize or a TextScaled parameter that would set the text size to a % of the parent, much like the scale options do in the other UI widgets. Or a UITextScale object that will override the TextSize parameter of its parent textlabel/textbutton. Whichever way would need to have a dominant axis much like the UIAspectRatio constraint. Or maybe y’all have a better idea.
If Roblox is able to address your issue, how would it improve your game and/or your development experience? Please be as specific as possible.
Working on the UI would be more wysiwyg and I wouldn’t have to script to make UIs look good across platforms and window sizes.