RichText [TextScaled Support Added]

There’s nothing wrong other than the tags themselves glitching out as they’re typed in.

This is intentional behavior.
When the tags close, the setting gets set to the text in between the tags.
RichText gets confused when you don’t specify what you want it to do.
So this is why the “glitching” happens.
If you want to make a typewriting effect, you’d have to type in the tags immediately, and correct for the missing closing tags at the end while the typewriting effect is ongoing.


This could really break most features that consists with RichText. < or > would be hidden even when you’re not even trying to type tags.
I might not have understood your question fully, but I also think you mean the Text field, Text property in TextInstances, and/or hide RichText tags while RichText property is disabled, which is bad because it would probably break some things that uses “tags” in raw text.


I proposed a property to ignore missing closing tags a few months ago, it didn’t seem crucial, since we can solve missing closing tags in scripts.

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I get that I was hoping for a workaround.

And yes this is possible but there should be a pre-implemented easier way in the future.

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We have a typewritier effect on our road map, hope to get to this early next year.

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Typewriter effect is on our road map, so we offer a method that is easier to do (and performant, works properly with text filter, etc.)

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HELL YEAH! I was making an HTML web engine for fun and this will help a lot! Also for other purposes, of course. Last night, I integrated this into my autocorrect system, to highlight mistakes in a chat message.

Please add the <br/> tag to create a new line as soon as possible, or just make /n work in RichText. Break tag would be more fitting though. :stuck_out_tongue:

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We will provide the ability to change the font when the new fonts are fully launched, and will then provide the line break.

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Is this feature live in game servers or not yet?
And i recommend getting inspired from this open source engine’s rich text implementation and features!

But Hmtl does not work like that. It is always --change b to anything hmtl

So it will have to stick to the old way unless it is a built in feature

Not sure what HMTL is, I know how HTML works as I’ve been using it since 2007.
I’m also not sure what you mean by the following

As in like

<b></b>
<i></i>
<body></body>
<p1></p1>

Edit: Had to put it in a code block or else it would dissappear

This isn’t HTML, this is Roblox’s own markup based on XML. <b></b> makes stuff bold in HTML and in Roblox’s markup. body and whatever p1 is meant to be don’t exist in Roblox’s markup unless otherwise said in the docs or OP.

Great update. Is it planned to add an <img> tag? Would be nice to have one instead of mixing imagelabels.

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Wait is this live in-game now?

Yes it is, it literally says live in the title of this thread.

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Hi, thanks for the suggestion. We have the <br/> implemented and will be release around next week. Thanks for your patience~

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Using decimals breaks the text
example:

<font color = "rgb(255,0,0)">Red</font>

results:
“Red” colored in red

example2:

<font color = "rgb(254.5,0,0)">Red</font>

results:
the exact same thing i wrote in textlabel

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I’ve also encountered this issue, in the meantime you could use this neat little function I made a while ago;

local function richTextColor3(col) -- returns "rgb(r,g,b)" or in this case: "rgb(255,0,0)" for red
    local r, g, b = tostring(math.floor(col.r * 255)), tostring(math.floor(col.g * 255)), tostring(math.floor(col.b * 255))
    return "\"rgb(" .. r .. "," .. g .. "," .. b .. ")\""
end

TextLabel.Text = "<font color=" .. richTextColor3(Color3.new(1, 0, 0)) .. ">Red</font>"

If you’re not a programmer, then I don’t know…

yeah I fixed it a while ago.
I just thought it’d be good if I reported it incase they can do something about it.

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