When I click on one and scroll on it, it just becomes ridiculously massive and breaks.
ehh strange, i think u still got the uilistlayouts and automatic size in it
I put the automatic size as Y, what can i do to fix this?
set the gui automaticsize to none
you probably will want to change zindexbehaviour to global instead of sibling
I already set it as global. I just need help fixing the weird resizing.
When I change it to none, it appears like this.
its cuz u have uilistlayout …30
I’m confused, what do you want me to do?
delete uilistlayout in the frame
But that’s what list them out?
When I remove it, it doesn’t fix the size issue.
oh, its becuz it looks different from ur original vid but put padding so it seperates from each other, and show hierarchy for the ui
This is the hierarchy.
where r the buttons
The buttons are inside of the level frames.
you should probably change the layering of the layers
also, convert your scaling of your template frames to offset through code (use offset on scrollingframes is the only way they will work, i prefer scaling on the template then convert it when the game is running)
another thing to use is UIPadding, it’s a game changer for padding for all ui elements
here’s a code example
-- define this in a function so it doesn't remain static and end up constantly adding itself
for ... do -- make sure to have some sort of number iterator
-- make sure to use offset in scrolling frames, it has issues otherwise
-- in your loop
local new_template = ... -- clone
new_template.ListOrder = i
new_template.Parent = ScrollingFrame
if yAxisSize then
new_template.Size = yAxisSize
end
new_template.Parent = ScrollingFrame
if not yAxisSize then
yAxisSize = template.AbsoluteSize -- i opted to just set offset as the absoluteSize to save time but it's up to you whether or not you want to use both scaling and offset
template.Size = UDim.fromOffset(yAxisSize.X, yAxisSize.Y)
end
if yAxisSize then -- this conditional basically makes sure that all this logic was applied before updating the canvasSize
scrollingFrame.CanvasSize = UDim.fromOffset(0, (yAxisSize.Y * i) + ((i - 1) * UIListLayout.Padding.Y.Offset)) -- i set the x size to zero since I don't really see a use for sideways scrolling but your milage may differ
-- i should also mention that i used i - 1 because you shouldn't account for extra padding on the scrollingframe
-- also, don't use scale for padding as well since many inconsistencies can happen. a general rule of thumb is that offset is the only thing you should use in scrollingframes (or with UIConstraints in general)
end
end
then im pretty sure you can use your code you used before that made it absurdly large
i know it sounds like a stupid change, but trust me, it makes a HUGE impact.
What would I put as the iterator, and what would the template be?
the template is whatever you clone to make the admin panel, and then you’ll want to iterate through the data you used. if you don’t use this method of creating ui you might want to check it out, i have more information here:
I have 4 frames which hold their button and dropdown. I use a textlabel called template to add the command list, is that what you’re talking about? Could you also elaborate on what data is? Is there an easier way than this code that I don’t understand?
Hierarchy: