then how is it on an objectttt
It’s not. It’s on my screen. . . . .
UIStroke thickness is 1 per pixel.
Keep in mind that this means that UIStroke does not scale to the screen size, 1 pixel is 1 pixel everywhere, so UIStrokes look bigger on say a 720p screen compared to a 1080p screen, since there’s less pixels on the screen, and vice versa. So your UIStrokes will look different in studio than they will look in game.
You can work around this with a script that goes through all the UIStrokes in the workplace, and scales their thickness to the screen size.
oh, well then you might be right.but.
like above, said,
Ahhh Makes sense. My Roblox Studio resolution is about 900 x 600
Here’s a sample test of two 10px by 10px frames.
The white one is just positioned in the top left corner.
The Red one is positioned 10 pixels to the right and 10 pixels down and has a UIStroke with a thickness of 10.
So it shows the UIStroke with a thickness of 10 is the same size a 10 pixel wide frame.
My question is why it’s a float value and I can set it to something like 7.5. You get half a pixel? It does change visually in size too.
I’d assume it’s probably some kind of anti-aliased thickness in that case where the fractional number determines what percentage of that pixel’s color inherits from the UIStroke vs whatever’s behind it.