Scaled Property of Text Instances Should Not Cancel TextTruncate

As a Roblox developer, it is currently hard to create a reliable truncated text that automatically scales. The way the system currently works, truncation gets ignored if scaling is enabled. I believe that a system where the text would be scaled only taking the Y size into account and truncating the rest would be much more beneficial than what we have.

On a second note, we should also be able to specify how many lines the text should be scaled to, leaving bottom lines blank if the text is not long enough.

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I can’t believe this feature request only got a few likes after almost 5 years. I’ve run into many situations where I would have liked to use truncated text combined with vertical scaling. Anytime I have a TextLabel with variable text I am missing a feature like this. Some common use-cases where I’ve missed this feature:

  • Leaderboards with player names: Some players have very long names so truncating the text there would be useful. And to make the UI scalable on different devices you’d want to use TextScaled as well.
  • Currency labels: In any game where players can earn currency there is the potential that the amount of currency they obtain overflows the TextLabel. Here you would also want to use TextScaled to make the text readable on different form factors combined with truncated text to cut off the number if it becomes too large.
  • Player defined strings: Many games let players name their base, pets, items and so on. If you were to make, for example, a game with an in-game forum you would want to use scalable text so that topic titles are the right size on different screen resolutions. But if the topic title is too long you would also want to cut off the end of the text. Specifying the number of lines would also become very handy in this situation.
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