Hiya, I’m currently attempting to create a radial UI generator for an upcoming game with a similar interaction system to Bloxburg. The initial radial generation is really straight forward and simple, just by using a little bit of code:
-- Incredibly simplified, and ugly version of the script before I start making the real system.
local totalAmountOfItems = 3 -- Total amount of UIs to be created
local amplitude = 120 -- Extra modifier from the middle point
for myItemNumber = 1,totalAmountOfItems do
local angle = myItemNumber * 2 * math.pi / totalAmountOfItems
local positionOnCircle = UDim2.new(0.5, math.sin(angle) * amplitude, 0.5, math.cos(angle) * amplitude)
local key = game.ReplicatedStorage.Content.UI.Interaction.InteractClick:Clone()
key.Parent = game.StarterGui.Interaction
key.Position = positionOnCircle
end
But it’s not exactly how I want this to workout, assuming that each UI isn’t actually just a perfectly square frame I’ll need to allow support for rectangular UIs. As seen below, it may look really quite nice replacing the normal frames for rectangles but the closer eyed people probably will notice the fact that this isn’t perfect! It’s especially noticeable in the right picture with many more.
The problem initially stems from the fact that because we’re using the 0.5,0.5 anchor points within these frames it doesn’t look visually correct to the user but is in fact correct. The way I plan to solve this problem, is by setting each frame to the correct anchor point to each frame like this:
Anywho, my main problem is the fact that I have no idea how I’m going to be able to figure out which frame needs what anchor point especially as it gets larger with more frames. Any ideas, and suggestions would be so incredibly helpful! Also, sure I guess if it comes to it I can be really lame and instead of generating each frame I could make presets… BUT THAT’S TOTALLY LAME! We here at Already Studios go big or go home. 








