Any solutions? I know realistically a player’s screen won’t be hugely wide but in the case that it is (my friend does have a widescreen monitor bigger than 1920x1080) I don’t want this UI bug happening because its quite uglyyyy!!!
|- Frame container (Size UDim2.fromScale(1, 1), parent ScreenGui preferably having GuiInsets = none)
|- UIListLayout (no padding, sortmode LayoutOrder)
|- Black frame on both sides (Order 0 and 2, size at your choice)
|- Your image (Size UDim2.fromScale(1, 1), ScaleType Stretch, order 1)
|- UIFlexItem (FlexMode Shrink)
should do.
actually you dont even need a flex item if you’re going to use all Scale. it is just there if your borders are going to be fixed (Offset).
ok im very confused lol
I changed some of the UIListLayout settings and it never really seems to work, only either showing the left black frame or nothing. Sometimes when i stretch the screen (with the output tab) really fast I can see a glimpse of the image:
but then it just goes beneath the black frame once I’m done shaking it around. I have my LayoutOrder’s set up correctly so not 100% on what to do lol
also i do need a textbutton covering the whole screen, would i just do the same process basically?