Currently, the only two ways to stop the new preferred text size setting from affecting a text object are to either set TextScaled to true or to add a UITextSizeConstraint object under it. However, it is currently impossible to have a text object that utilizes RichText’s font size markup, doesn’t have TextScaled enabled, and also isn’t affected by the new preferred text size setting (using a UITextSizeConstraint isn’t an option as it overwrites the font size markup).
It would be nice to have a property under text objects that stops the setting from automatically scaling them (and/or having a property within GuiService that disables the automatic scaling entirely), so that text objects with font size markup and without TextScaled enabled aren’t forced to be scaled by the text size setting. It would also prevent issues like this from happening in the future and allows developers to easily toggle the new setting from affecting their UI without having to spam UITextSizeConstraint instances under every non-TextScaled text object
In the attached video, I’m demonstrating how UITextConstraints don’t allow you to properly conform to RichText text size markups, making it so the markup text will be improperly scaled no matter what (unless TextScaled is on which is not desired for all text use cases)
There was likely some testing, just not comprehensive enough or things slipped through the cracks.
I personally like this solution as it allows developer intent to be paramount. Cause that’s what I think the crux of the issue would be here.
Either let Roblox’s accessibility feature work across the platform, no toggle, so users can depend on it everywhere. Or, have a toggle for developers and make the feature less platform-wide.
If enough developers toggle it off, assuming enabled by default, then the feature is more in the background. It may not be known to users who may want it if the setting is disabled in the Roblox Esc Menu, assuming that’s the case if a developer turns it off.
If it’s off and not disabled in the settings, though, we run into the issue with Reduced Motion. It’s a button that does nothing, confuses users, and is clutter. (that button though has a bigger problem of needing developers to connect that funcationity and know it exists, which is a whole other problem.)
Hopefully I’m pointing out the nuance/complexity here.