Introducing Text Scaling Setting [Studio Beta]

Woah, that looks so amazing, even helpful some people that can’t read small texts.

My UI for my experiences are FINE TUNED and adding support for text scaling will be TOO MUCH WORK that I do not have time for. Please tell me that there will be a way for us to turn this off for our experiences.

Edit: Just realized that I used TextScaled, and that it does not ruin my UI whatsoever. Thank God I made that decision.

I’m sorry but this raises issues more than benefits. This can break many GUIs and it’s not even that useful for visually impaired people. I know it increases text sizes, but the icons and other elements aren’t the only ones being read and how can you even read the texts if the whole GUI is broken? Some CoreGuis even break because of this setting and I do not like that it keeps the text size when I stopped a playtest.


I have a similar feature in Product: exe and it’s called “User Interface Scale” and it scales all of the UI Elements for better accessibility and readability.

SCALE: 95%

SCALE: 200%


Notice that all of the elements scale and not just the texts. Then can just scroll to access more information. Personally, this is a better approach to achieving accessibility and readability.

8 Likes

This is cool this is what we need!


The Toolbox too! I love it

I have a suggestion about this feature so as we have seen there are 1 to 3 size level so when i set the text to level 1 i feel like its too harsh, so what about decrease a bit for the rest so it will not look like too harsh even in level 1. thanks!!

This is not a great idea.

Aside from potentially breaking tons of UI designs, which admittedly can be addressed over time, this is:

  • forcing us to adopt new pipelines for our UI designs.

We’d have to start using a lot more UITextSizeConstraints or have TextScaled enabled for every single Text object just to circumvent this feature.

  • not really needed.

Or at least, Roblox’s intervention here is.

If we really needed to improve accessibility, we’d do it ourselves. We can support text scaling all by ourselves or even redesign UIs entirely, because we have control over it.

This “solution” instead takes away control from us, and I think this is the real reason why there’s such a huge outcry.

I still think this is a step in the right direction, and I think it’s fine to:

  • implement this just for the CoreGuis.
  • keep the PreferredTextSize property accessible.

We can handle accessibility on our own after that.

UI is not my forte, and along with all the other scaling issues I struggle with, I don’t feel another factor to be accounted for is the right play. I get it, accessibility is great, and striving for a more accessible platform is never a bad idea, just please let us toggle this. Most developers who actually care about their games handle accessibility concerns within their respective communities. Roblox’s intervention is not required.

Seems like I’m getting… mixed effects on what’s essentially a baseplate file I just opened.


Chat and bubble chat text is bigger now. Why? Note the comparatively small DisplayName text size on the right.


Some menu fonts are smaller, some are unchanged… Note that the setting isn’t even there.

image
I assume this means fonts shouldn’t be changing at all?

I’ve been playtesting on Roblox Studio with the new chat and settings menu for months, and I can confidently say, this is not normal…

  • Chat font seems to be slightly bigger
  • Settings menu text sizes are messed up
  • I DO NOT nor have I ever had the beta enabled. Why am I seeing effects with the beta disabled?

I believe this is a bug on my end. It’s not game-breaking, just bizarre.

That’s a great feature to add, as some users suffer from low vision this is a good solution. I also use glasses all the time to read people’s chat

2 Likes

I agree with most people here that enabling this feature should be up to the creator - just like ShiftLock, also here is a script that makes all TextLabels in game not affected by the Text Scaling Setting:

for _, v in game:GetDescendants() do
    if v:IsA('TextLabel') and v.TextScaled == false and not v:FindFirstChildWhichIsA('UITextSizeConstraint', true) then
        local New = Instance.new('UITextSizeConstraint')
        New.MinTextSize = v.TextBounds.Y -- or just v.TextSize, really depends on your Ui
        New.MaxTextSize = v.TextBounds.Y -- or just v.TextSize, really depends on your Ui
        New.Parent = v
    end
end
4 Likes

This is a pretty wonderful accessibility feature but I think it’ll be great if there was another accessibility Setting feature called Cursor Scaling Setting or Cursor Size.

This would work well for those people (like me) who have a high DPI (dots per inch) screen resolution while having a cursor that looks big and easier to see

1 Like

Please do not release this or add a way to disable it,
this is breaking my ui, this is another update that breaks my game (the first one being the compatability lighting removal),
text scaling level 0


text scaling level 2

6 Likes

Wait a minute, i recognize that game on the images. :huh:
anyways yea, this update breaks the UI lol

I think I got lucky here, my game isn’t affected at all.

I don’t think scrapping it is a good idea in any way, but a way to toggle where it can be used would definitely be a nice addition.

3 Likes