How to wrap texts with a script

I don’t understand what you mean, can you explain it again?

Is this only for one time setting? since mine is constantly changing so I don’t think this will work? still thanks.

Try doing :GetPropertyChangedSignal(“Text”)


local MaximumLength = 20 --max letters for the textbox
local TextBox = TextBox --mention the textbox's text
local TextLength = TextBox.TextContent:len() --this will define the number of letters
local NewText = TextBox.TextContent:sub(MaximumLength, TextLength) --the letters above the max len

TextBox:GetPropertyChangedSignal("TextContent"):Connect(function()
    if TextLength > MaximumLength then
   		local Clone = Instance.new("TextLabel", TextBox)
		Clone.Text = NewText
		Clone.Size = TextBox.Size
		Clone.BackgroundTransparency = 1
		Clone.TextSize = TextBox.TextSize
		Clone.TextColor = TextBox.TextColor
		Clone.Font = TextBox.Font
		local NewPos = TextBox.Position
        local YScaleNewPos = 0.7 --set to padding you want for the textbox and Clone(I recommend keep it 0.7)
		Clone.Position = UDim2.new(NewPos.X.Scale, NewPos.Y.Scale + YScaleNewPos, NewPos.Z.Scale)
    end
end)

Some slight adjustments have been made, including adding the changed signal

it doesn’t work, still thanks!

Is there an error???

Chaaaaaarrrs

no, but it doesn’t put it in a new line, it just continues

Alright we’ll in like half an hour I’ll be able to get on my laptop and try and make this for you!

okay, thank you!

this is a thread I opened before,

maybe it can help you understand what I mean

there’s also a sample script there, but it’s bugged and not really smooth. I’d be really glad if you can help me fix it.

Also, my bad it’s supposed to be ContentText not TextContent, try that

still doesn’t work

hjkhjkhj

Alright well I haven’t completely finished it but heres a working prototype, I can’t quite fix the issues yet, but I will be able too try and fix them in a few minutes, in the meantime if you want to try here you go

LocalScript inside the TextBox:

local maxLength = 20 -- Max Letters Per Line

local scriptChanged = false

script.Parent:GetPropertyChangedSignal("ContentText"):Connect(function()
	local text = script.Parent.ContentText
	if text:len() > maxLength and not scriptChanged then
		local firstLine = text:sub(1, maxLength)
		local nextLine = text:sub(maxLength, -1)
		scriptChanged = true
		script.Parent.Text = string.format(firstLine.."\n"..nextLine, "%q")
	else
		wait(2)
		scriptChanged = false
	end
end)

is there anyway to do it with the TextFits property? so it adds a new line everytime it reaches the end of the textbox and not with a max length

TextFits would probably work for the first beeline but every line after that it probably wouldn’t work for

Click to view my original purposed workaround. (This workaround is very buggy and only works with typing at the end of textboxes.) Here's a slightly revised version of what I created in your other topic. Just like the other one, it doesn't work with fast typing text or editing anything in the middle of the text. It only really works if the user types at the end.

The problem is you can’t measure text. You can’t determine the size of the text because different characters are different pixel sizes. If it was possible to measure text pixels, it would be easy to come up with a workaround but I’m stumped.

This is the best I could come up with. I don’t think I can be of any help past this point. If someone could improve/adapt this, that would be really cool.

local function UpdateSize(FrameInstance,LayoutInstance)
	if FrameInstance and LayoutInstance then
		local PaddingX = 0
		local PaddingY = 0
		if FrameInstance:FindFirstChildOfClass("UIPadding") then
			local UIPadding = FrameInstance:FindFirstChildOfClass("UIPadding")
			PaddingX += UIPadding.PaddingLeft.Offset
			PaddingX += UIPadding.PaddingRight.Offset
			PaddingY += UIPadding.PaddingBottom.Offset
			PaddingY += UIPadding.PaddingTop.Offset
		end
		if FrameInstance.AutomaticCanvasSize == Enum.AutomaticSize.Y then
			FrameInstance.CanvasSize = UDim2.new(0,0,0,LayoutInstance.AbsoluteContentSize.Y + PaddingY)
		elseif FrameInstance.AutomaticCanvasSize == Enum.AutomaticSize.X then
			FrameInstance.CanvasSize = UDim2.new(0,LayoutInstance.AbsoluteContentSize.X + PaddingX,0,0)
		elseif FrameInstance.AutomaticCanvasSize == Enum.AutomaticSize.XY then
			FrameInstance.CanvasSize = UDim2.new(0,LayoutInstance.AbsoluteContentSize.X + PaddingX,0,LayoutInstance.AbsoluteContentSize.Y + PaddingY)
		end
	end
end


local v = script.Parent
local Layout = v:FindFirstChildOfClass("UIListLayout") or v:FindFirstChildOfClass("UIGridLayout")
local TextBox = script.Parent.TextBox
TextBox:GetPropertyChangedSignal("AbsoluteSize"):connect(function() UpdateSize(v,Layout) end)
local LastCursorPosition = -1

TextBox:GetPropertyChangedSignal("CursorPosition"):Connect(function()
	if TextBox.CursorPosition >= 0 and TextBox.TextEditable == true and TextBox.TextFits == true then
		LastCursorPosition = TextBox.CursorPosition
	end
end)

TextBox:GetPropertyChangedSignal("Text"):connect(function()
	v.CanvasPosition = Vector2.new(0,TextBox.AbsoluteSize.Y + v.AbsoluteWindowSize.Y)
end)

TextBox:GetPropertyChangedSignal("TextFits"):Connect(function()
	local LP = game.Players.LocalPlayer
	if TextBox.TextFits == false then
		local TextAdjustment = 1
		TextBox.TextEditable = false
		TextBox.Selectable = false
		TextBox:ReleaseFocus()
		local OldText = TextBox.Text
		local ReversedText = string.reverse(OldText)
		if string.reverse(OldText):find(" ") == 1 then
			--print("New line was going to be space")
			OldText = string.reverse( ReversedText:sub(2, ReversedText:len() ) )
		end
		local Counter = 0
		local NewCursorPos = LastCursorPosition
		repeat
			if OldText:sub(1, LastCursorPosition-2):find(" ") and Counter < 5 then
				local PrecursorString = OldText:sub(1, LastCursorPosition)
				local StringSplit = PrecursorString:split(" ")
				local AssembledString = ""
				for i = 1, #StringSplit do
					if i == 1 then
						AssembledString = StringSplit[i]
					elseif i ~= #StringSplit then
						AssembledString = AssembledString.. " " ..StringSplit[i]
					else
						AssembledString = AssembledString .. " \n" .. StringSplit[i]
					end
				end
				TextBox.Text = AssembledString ..  OldText:sub(LastCursorPosition, OldText:len())
				NewCursorPos = AssembledString:len() + 1
			else
				local NewFormatString = OldText:sub(1,LastCursorPosition-(1 + TextAdjustment)) .. "\n" 
				NewCursorPos = NewFormatString:len() + 3
				TextBox.Text = NewFormatString.. OldText:sub(LastCursorPosition-(TextAdjustment), OldText:len())
				TextAdjustment+=1
			end
			Counter += 1
			wait()
		until TextBox.TextFits == true or Counter > 100
		TextBox.CursorPosition = NewCursorPos
		TextBox.TextEditable = true
		TextBox.Selectable = true
		TextBox:CaptureFocus()
	end
end)

Click to view solution on other thread. (This one is a much better solution to OP's root issue.)
1 Like

yeah, I tried it with this script and this happened


oh, wow. thank you, this would work since it’s not really the player typing in the text box but my type writing script so no need to worry of not being able to type in the middle (still does kind of work when i type in the middle). also it does work with fast typing and copy pasting. thank you, i really appreciate it!

oh wait, it bugs with the type writing script?
this happens

i used a textbox instead of a textlabel so i can add a placeholder text, it’s easier than making a script to type the “Enter a prompt…”

That’s because the workaround was intended for user input, not script input. I didn’t know you were going to use script input. Typically, TextBoxes are reserved for the user while TextLabels are used by scripts. This is going to need a different approach to workaround these issues.