Yes, right now text can only be shown when playing/testing in the game because it runs off of a local script or script (Depending on serverside or locally) that only runs when the game is played. The only way you could make a studio editor for the text is by making a plugin that would automatically update the custom text GUI while in studio. Right now I cannot make that sort of update to the plugin but feel free to try it for yourself if you would like!
Ok, thats good to know. Thought I downloaded it wrong or something lol
I’m also wondering how I change the text via script, because whenever I try to, it doesn’t change. How would I do this?
You should be able to change the attribute. Just do something like
local customText = script.Parent --Insert custom text GUI object location customText:SetAttribute("Text", "Hello World!")
(if you have any more questions please feel free to contact me in messages!)
I thought I had everything figured out, but I come back a few months later to finish implementing the custom text feature into my game, and for some reason, on different devices, the text is in completely random places. Is there a certain way I have to keep the Frame in the right spot or something (maybe via script)? The Frame is using Scale instead of Offset, (just like all of my other GUIs), but it just isn’t staying in the right place (unlike my other GUIs). Sorry for the bump, but this is just driving me crazy!
Update: So, I don’t know what caused the issue to happen with the original Frame, but I deleted it and remade it. This time, it works (AutoScale Plus REALLY helps, btw)! However, I noticed that when testing on different sized devices, the font size always stays the same, which can actually force the text to move around the screen to find space. I’m not sure if there’s any way for the TextSize attribute to automatically scale depending on the devices size, but if there were to be an update for the plugin, I think this should be one of the priorities. One easy work-around I thought of was to make a table in a script, and the current screen size will change what the TextSize attribute is. The user could also change the tables values to find what works best for them. However, I don’t really know much about tables lol .
Anyways, this is a very innovative plugin, definitely one of my favorites, and I hope it catches on!
Hmm, I’ll look into the issue. The code I wrote above for the text auto-scale isn’t implemented with the plugin yet but when I do (hopefully soon lol) I will be sure to look into making the text better looking on different devices. Thank you for the feedback!
could you please make some kind of video tutorial because your instructions were very confusing and I dont understand how to make this work
Sorry I haven’t been supporting the plug-in for a while and kind of let it go for a bit while working on other projects. Don’t worry, I have in mind updating the plugin to be more user-friendly and getting some more tutorials for the plugin too so just be patient… Thank you!
Is there a way to make custom letters on chat :b (sorry for commeting a 2020 post)
This is still an amazing plugin. The only thing I have with it is that you need to manually create and position the characters on the sprite sheet which sometimes can be a pain to do. What would be cool would be if you could get somebody to program a tool that could take a ttf/otf file as the input and automatically generate the sprite sheet from it.