Whenever a mobile player opens the chat in my game, their chat window (sometimes / most of the time) will be too tiny for them to type:

Do you have any code that might affect the chat?
local function loadMobileKillFeed()
KillFeedHolder.Position = UDim2.new(.265, 0, .2, 0)
KillFeedHolder.Visible = false
local playerChat = player.PlayerGui:WaitForChild("Chat")
local chatHolder = playerChat:WaitForChild("Frame")
if chatHolder.Visible == false then
KillFeedHolder.Visible = true
if SettingsKillLogsButton.Text == "Disabled" then
SettingsKillLogsButton.Text = "Enabled"
SettingsKillLogsButton.UIGradient.Color = ReplicatedStorage.GuiObjects.EnabledGradient.Color
end
end
local function chatChanged()
if chatHolder.Visible == true then
KillFeedHolder.Visible = false
SettingsKillLogsButton.Text = "Disabled"
SettingsKillLogsButton.UIGradient.Color = ReplicatedStorage.GuiObjects.DisabledGradient.Color
elseif chatHolder.Visible == false then
KillFeedHolder.Visible = true
SettingsKillLogsButton.Text = "Enabled"
SettingsKillLogsButton.UIGradient.Color = ReplicatedStorage.GuiObjects.EnabledGradient.Color
end
end
chatHolder:GetPropertyChangedSignal("Visible"):Connect(chatChanged)
end
This is the only script that affects the mobile chat. However, it only checks if the frame for the chat is visible and doesn’t directly influence it unless :GetPropertyChangedSignal is somehow affecting the chat’s behavior when fired?
Hmm… Must not be a problem with that then. Might be a roblox bug, but I haven’t seen it addressed anywhere.
I don’t think I can help with this. Maybe post this as a bug report?
Yeah, I commented out that part of the script and it’s still not working but, I can’t post in Bug Reports sadly though either way, is there a requirement for posting there?
Upon further inspecting it I’ve found that changing this frame’s size offset to 0 moves the chat window to the right spot, but the chat bar where they actually type in is still merged with the channels list. For some reason, the chat isn’t being properly scaled to fit on the mobile screen when it’s loading.
You can message @Bug-Support with a detailed explanation on the issues you are experiencing, and if they think that it’s worth making a topic for, then they’ll do so.
Thank you for this information.
It seems like the bug was because I had a script in ReplicatedFirst that connected this function:
Chat:RegisterChatCallback(Enum.ChatCallbackType.OnCreatingChatWindow, function()
return {
ClassicChatEnabled = false,
BubbleChatEnabled = true,
ShowChannelsBar = true, -- when removing this line it fixed
}
end)
I ended up disabling this script entirely as I don’t have any use for it, everything is working fine now. Most likely I’m guessing ShowChannelsBar is not a property so this must’ve been a typo that wasn’t firing an error or maybe this property is bugged for mobile players?


