What do you want to achieve?
Hi! I have a TextLabel. In it, I dynamically write a list of active buffs. For example:
Active Buffs:
x2 Hexes
OR
Active Buffs:
x2 Hexes
+20% Speed
+50% HP
Extra Life
I want the text in this TextLabel to be the same size regardless of the list’s size AND scale depending on resolution.
What is the issue?
If I don’t use UITextSizeConstraint, then the text scales to be as big as possible. So if I have only a few buffs, it’s too big. I tried to use UITextSizeConstraint and set min. and max. text size, but it doesn’t help either, because the max size that is ok for 1920x1080 is too big for iPhone5 (568x320). Example below:
You say that the size of your TextLabel, ActiveBuffs, is (1, 1) (I’m presuming you mean {1, 0, 1, 0} for Scale only) - what are the sizes of the parent UI elements?
It would seem to me that one of the parent Frames are sized using absolute/offset scales as it appears much bigger on the mobile interface? Is this the case?
I think it’s working as intended. I tried to make Frame (and TextLabel) smaller but roblox just wraps text. I tried to disable TextWrapped, but it disables TextScaled too. Apparently, these settings are interdependent.
Isn’t 0.659 too wide? You should make ActiveBuffs’s x scale smaller until it’s at the edge of the “Active Buffs:” in TextActiveBuffs, That’ll restrict “Active Buffs:” and all the other active buffs under it to a specific length before having to create a new line.