RichText [TextScaled Support Added]

Text Transparency? :o: I would like you to add text transparency to rich text for multiple guis!

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Really neat feature!
Would love to see these added:

  • Some kind of scaled size tag (e.g. <font scale=".5">This would be half the text object’s font size</font>).
  • An image tag with adjustable aspect ratio (e.g. <image AspectRatio=“1”>rbxassetid://13516625</image>) (Could scale via the Y axis and use the passed aspect ratio to determine the width.)

Finally, the long awaited TextScaled support is added. I cannot express how much I’ve wanted this for my UI commissions. This will really make my job easier, thank you!!

Having a bug that it doesn’t work on two textlabels but on another eight in my game, code seems fine it’s just TextLabel.Text = "<s>" .. "text" .. "</s>"?

Not sure if this is a bug or intended behavior, but is RichText not supported for TextBox.PlaceholderText?

For me, it’s not formatting no matter what I do, but it performs correctly when text is filled in. Checked with multiple places and still the same

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Richtext is super blurry when enabled with TextScaled.
image image

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Thank you so much! I really needed this! :smiley: !

Noticed the same issue today. This is really annoying and I hope they fix it soon

This truly changes the Attributes! Wonder what we will see next update! :slight_smile:

This is an issue when using the <br></br> tags:

Strikethrough is currently bugged, adding the <s></s> tags is barely working, inconsistently, causing a lot of complaints in my game Specter as we use it to cross out objectives. To replicate this issue, just try turning on RichText on a SurfaceGui’s TextLabel (not sure if it’s an issue on ScreenGui/BillboardGui) and adding the tags. It sometimes works, sometimes doesn’t. Usually doesn’t from my experience.

Could you send a place file that represents the issue you are talking about? I tried the strikethrough tags on surface gui with different font sizes and I cannot repro the issue you are talking about. You can post either here or with a separate bug report.

We will follow up with your report. Thanks.

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As I was testing repro I noticed this must have something to do with how the text is rendered. If I reopen the file where the TextLabel has strikethrough, it will show up, but for the text to re-render that requires the text property to be changed to something else temporarily, or the studio/game instance to be reopened. Not sure if the place file is of any help based on the information I just provided, but here it is anyway.

StrikethroughRepro.rbxl (24.6 KB)

I see what might be happening. We’ve tracked the issue and will fix it.

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A temporary walk-around for this would be adding a SPACE when adding the strikethrough tag. If you are use script automation for adding this tag, \<s> {Your_cross_out_item}\</s> should be sufficient enough to trigger an update. It would maintain similar appearance while correctly handles the format change.
Our fix would need 1 extra week to deliver to desktops and probably more time for deploying to mobile. So before that you could use this instead.

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At this rate roblox will also likely be used to teach and do web development projects
Great :kissing_heart: :lying_face: :heartbeat:

I might be late to report this, but “underline” has the same issue: the top label is not formatting so I think it’s still relevant to the discussion
underline bug.rbxl (24.5 KB)

This is also happening to me as well. If any of my text objects have TextScaled set to true when RichText is true, it’ll appear very blurry.

RichText disabled, TextScaled true
RichText enabled, TextScaled true
RichText enabled, TextScaled false


This started to occur for me about one month ago. I created this label and changed nothing since then, and it’s suddenly blurry. This is reproducible in every place.

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Funnily enough, it’s stopped happening for me recently.

this is happening for me, too

you can see the text is blurry, this is both in live game and studio
been seeing this issue ever since richtext had textscaled support and thought it would’ve been fixed, this issue is incredibly annoying and damages the quality of my UIs

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