How to get scale size to work with grid constraints?

I’m having an issue with a color selection menu. It works fine on larger screens, but mobile players are have this issue:

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It looks like the scalable size is overidden by the size set in the UiGridConstraint’s properties. How would I change this?

Did you build this with UI elements or script it?

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I scripted it, it works by looping through an array of brickcolors and cloning a new button for each table entry.

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You should enable ClipDescendents in your frame… either manually or thru script.

Edit: unless you want them all to show and you want them all scaled within the frame at once?

I do want them all to show. I’m thinking of doing it manually by getting the user’s screen size and essentially determining if that will be enough to facilitate each color button, and if not either shrinking the button size or changing their parent to a scrollingframe.

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I would personally use scrolling frame as mobile buttons are already small… but thats your call.

Also my strong suit isnt scripting so i would build it manually scaled and put in replicatedstorage and parent it to playergui when needed, but i dont know if this is the most efficient/performant method.

Yeah, I feel like using a scrollingframe for mobile users would be best. I was already thinking about adding a “mobile mode” for my game, so doing something like that would probably be best, as the UI is looking cluttered as it is. Thanks for your help :slight_smile:

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