As a Roblox developer, it is currently too hard to scale text when using UI, the issue is that Font size cannot be dynamically scaled around the parent container with anything besides TextScaled (which is antiquated and shouldn’t be used).
Lets assume the following frame, this is set up using a UITextConstraint, both have the same font size, even though the second is scaled down 50%. The issue is that the smaller one appears bigger, because the text font doesn’t respect the parent container’s scale
Instead, font size should be UDim, where the Scale component controls the size of the font in relation the parent, for example, if we set the font size to (0.5, 0)
The only workaround to this right now is to use a UIScale, since this does downscale the font.
If Roblox is able to address this issue, it would improve my development experience because it would be easier to make UI scale nicely on multiple devices, rather than having text look bigger on smaller screens, and smaller on larger screens.
Multiline text would like to have a word with you, which is crutch to this approach involving “Padding”, yes you can dynamically adjust the padding using a small amount of code hooked up to TextService, but this is an excessive amount of code for something that could easily be solved by a single property.
Also Roblox likes backwards compatibility, if this does get implemented, they’ll try to design around the fact the existing TextSize property is a number, the most likely approach is just a new property labelled TextScale, (this isn’t farfetched as many UI elements have a hidden BrickColor equivelent to Color3
Why would you need a script? You can just use the padding to specify the distance between the edges and turn on TextScaled. I do that all the time. Don’t see how it’d be different than using a UDim scale
Also, TextScale, TextScaled, and TextSize would probably get confusing