ICYMI: Experience controls test starting November 20!

Hi @steel_apples

Glad to hear that you find the new toggle for the mic a positive update! Your ideas about UI customization and organization for sorting and saving button order are intriguing :thinking: . While we don’t have plans right now, we will add your ideas to our backlog for consideration in future updates.

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Hi @PIayanad

Thank you for sharing your concerns. We’re taking your feedback seriously and value your desire for greater control over UI design in your games. Our aim is to provide a cohesive platform experience that is durable for future growth while considering the creative freedom of developers.

Uhh, you do realize that the leaderboard and backpack controls are still hidden under the button, right? Its just now to the left instead of the right. Not sure how that’ll clear confusion or be less annoying, seeing as its the same exact thing

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I posted something similar to this on the beta announcement post but this time I created a custom chat button that works on the new Text Chat System and docks next to the expandable button. This originally was going to be next to the Roblox menu but since the expandable menu was moved to the left, I have no choice.

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Just noticed that on my device, the new controls seem to be slightly cut off at the top.
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This is bug on console must be fix.


The health bar takes more insets.
The my concept health bar UI circulated

Please please let us hide the extra menu button. And let us decide the size of the roblox icon and the extra menu button. This would save sooo much space.

After looking at some of this, I can understand why this needed to be done. But the way that it’s being done makes Roblox look alike a third class platform instead of a second class, or even a first class platform. The future of gaming is not phones. It may be tablets, but not phones. It’s also computers, and what happened to consoles?

Regardless, how does this affect experiences that use their own custom chat system? I had to drop the old LUA chat because it’s eventually going to be depreciated, and the new text chat is definitely not an upgrade to the old one as it’s lacking many features that I needed along with the asinine ways things are done.

There are ways to disable CoreGui. Depending on how this rolls out, I may be temped to do so and write my own custom system to replace it. I would rather not, but I will if I have to.

I have a chat button that toggle the chat including massage count fill button when open

I think in the future I will make a part two with better chat button

I’m now very busy but if you find this handful I can make it better next year

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Just press /

If you use the chat button unironically you probably are not a competitive gamer and do not need to access chat in quick-time scenarios.

The / key will open chat immediately and you will be able to start typing right away. As for mobile, most competitive games are locked to other devices, so they won’t really need to access chat quickly.

They might add the option to have a chat button in the accessibility settings, but I can’t confirm.

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This is Roblox, mobile is the most popular device to play Roblox on; that is a massive audience to inconvenience.

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No, This experience button cannot be hidden including unhideable button [e.g. Camera, Microphone and Report].

roblox trying NOT TO copy and paste code (impossible):

This one is far uglier than the current one. Takes more screen real estate and still has the same ugly look but now looks like a touch oriented version. It intensifies the parts of the old menu that sucked like popup menus and not working well with game design and intensified it by 100 (now you cant disable the menus and they buttons are even bigger)

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Overall I’m happy with this update.

The aesthetic is much improved and more consistent across the board.
I’m glad to see that there’s no longer any shading on just the Roblox icon whilst none of the other icons had shading applied to them. :hugs:

These experience controls are also much more convenient to mobile players.

However, I do have an issue with the healthbar implementation.

It is quite distracting having the topbar inset change whenever a player goes from max HP to damaged and vice versa.

It is even more jarring to have seemingly different insets depending on whether a player folds the menu stack as this impacts developers creating custom topbar UI functionality.
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I much preferred the health bar being right above the leaderboard, but understandably its valuable space that can now be used by other UI/leaderboards.

If the healthbar were to remain on the left in the same position as it is now, could Roblox at minimum consider to have it be more consistent in size?

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For real, not is the best idea,
same with calls in roblox

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Take this example: (Mobile View)

Red (:red_circle:) and Yellow (:yellow_circle:) represent my UI. Red is the UI that is always showing, while yellow is the one that can show at any moment during the game.

The Green (:green_circle:) represents the CoreGui which I call it intrusive UI.


TopBarInset cannot be used, on small devices it will shrink to the point of being not usable in any way.

I am thinking of the best ways to change my UI around since I basically have no option, but what can I do when the Chat is there in the way. Hiding stuff behind a button would be the best option which will complicate things a little bit more for the players.

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Thank you for at least replying. I do hope this gets better in the future, and i understand the struggles with allowing developers customize the core ui, and the potential exploits using it.

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@JuiceBoxYoda Hello! I just noticed that the new experience controls UI does not show in studio anymore; rather, the old one with the small transparent rounded squares shows. This was probably intentional, but it may make it harder for people to update their UI to match the new layout if they can’t see the new controls in studio.
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It still shows for me, are you sure you didn’t uncheck the beta?

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