as of my almost 3 years of development experience on roblox i can confirm i havent used offset while making uis yet, everything is with scale to match all resolutions, so my point remains the same.
It’s more reliable to add your own custom scaling system so it can at least be clamped to a consistent factor so that there’s no blurring/quality issues with rendering fonts, images, outlines, etc. of an irregular size, but ok. Phantom Forces does this and has an ingame command for manually changing the scale of the entire game GUI.
Also, offsets are REQUIRED for any automatic layout/padding UI constraint. That’s just how they work lmao. If you ever used one of those layout stuff, you’ve used offsets.
UIStroke also uses offset; the thickness is measured in pixels, and we all know how much we love using UIStroke.
And, personal opinion, it just looks nicer to have things be of consistent size to begin with. If you design a UI that only uses scale, you have no idea how it will look like on an ultra-wide monitor until it’s too late. The scaling will all be messed up.
I feel as this response is insensitive and dismissive. Rather than telling him that he is a “bad developer” you should explain these less well known concepts. I think a custom scale script would work. I think its annoying roblox cant provide a decent enough platform to prevent this.
Telling him he was bad would be more insensitive and dismissive, on top of being offensive. At least I explained to him my own opinions and objections, so it’s not as dismissive.
you misunderstood my point, i meant in Size Scale, or Position Scale, not Offset for Padders. also, some padders do indeed have Scale and Offset.
You said using offsets as a whole, not a specific type of offset. So I assume you meant talking about all of them. But still, scaled size and position will still have problems if they’re the only thing being used. It’s best that you use a combination of them.
Should’ve explained myself more.
I think that a custom script for scaling should work.
How we would do it is bassically scale the offset based on the to something like this:
local size = gui.Size
local VX = mouse.ViewPortSizeX
local scale = size.X/VX
local defaultScale = 1
– would be whatever size/VX is on default studio dev screen
local newScale = defaultScale - scale
gui.Size = Size*newScale
my ears burn
Thank you for this tutorial btw will use later
Yeah, the UI builder is definitely the absolute worst part of roblox studio. Do yourself a favor and switch to something like roact or fusion.
i don’t need a scaling script, i need a script that gets the position of a frame inside a UIGridLayout, and i’ve tried many approaches yet haven’t found a solution yet.
cope thread
To me they are fine, just sometimes annoying lol
Its not what I want. i Want it so that it work like it should
it’s supposed to be loud = funny but i enjoyed it
yeah I think you are the one wrong here, I dont think it is garbage, you are just not experienced with UI in general, people tend to use scale a lot, but the correct way is offset unless you have a good reason why to use scale, like scalling it full size, or half the parent, you need to use offset, makes no sense to use scale in a scrolling frame
This is certainly quite the rant that i do not agree with at all…
no. you should be using scale almost all of the time. Offset is to be used only when you’re initially scaling UI. I’ve been doing this for 5 years, I’d know.
If you mean with ScrollingFrame
s, then yes, Offset is the way to go.