I got a problem.
My screen is bigger than many of my “officers” that is using my place to train people, and the guis are made for my screen size, i don’t know what i should do.
My size
One of my lower ranks screen.
I got a problem.
My screen is bigger than many of my “officers” that is using my place to train people, and the guis are made for my screen size, i don’t know what i should do.
My size
One of my lower ranks screen.
You should be making GUIs in respect the scale, not offset.
This is offset’s problem. It’s good for smaller GUIs, but if they get bigger, then well, this happens.
It is not a bug.
I think it should be default, so people don’t get the screen guis to big or small in a game.
(I fixed it though)
Well, the gui get’s to big no matter how big i make the size when it’s scaled.
I can’t seem to make it work for all screens, like mine is big and people’s are small, is there a way to auto scale it for people with small screens, so i don’t have to make the guis smaller?
Use a mixture of scale and offset. If you want something at the bottom of the screen, for example, the Y position would be (1, -Size.Offset.Y). If you want something on the far left, the X position would be something like (1, -Size.Offset.X) simply. You can do the same with size. Make the size with offset (I do more than often) and add a bit of scale if necessary. Drag your Studio window and see the effect with smaller/bigger screens (a little trick of mine).
So roblox has no option to make it auto resize based of the user’s screen size?
That should be something.
Also, i’ll remove the sides and all to see the size, but the problem is that my screen is bigger than the others xD so removing the studio windos bigger/smaller does not help me much.
I don’t know how big screens they have.
I actually made a plugin you can use to remedy this. Select the GUI or any specific element of it and click the plugin button, and it will then convert your GUI to fit on all screens. Shadow’s been using this for all of the UI at A3, and it works like a charm, so I’d imagine you’ll find it just as helpful
[quote] So roblox has no option to make it auto resize based of the user’s screen size?
That should be something.
Also, i’ll remove the sides and all to see the size, but the problem is that my screen is bigger than the others xD so removing the studio windos bigger/smaller does not help me much.
I don’t know how big screens they have. [/quote]
Only SCALE sized guis will resize based on the current monitor size.
Offset doesn’t.
It seems to work, but it should tell me something in the output though.
I get no notice if it’s done or not.
Roblox does offer a mechanism for automatically resizing guis. Thats what scale is for.
Additionally, there is the paramter (the name of which I cant remember) that allows making scale dependent on a single dimension of the screen and not two (which will guarantee that the gui is not strecthed, only scaled)
I use offset for sizing things unless they need to be as wide or high as the screen (like the bar that you have there)
I use offset for positioning things, however I use scale to set the ‘origin’ where the thing is attached (right, bottom or center of screen)
Stuff will work as long as there is some extra space that can be ‘eaten’ on smaller screens. If you fill the bottom of the screen with random stuff that uses offset for size, it obviously wont fit on smaller screens.
It seems to work, but it should tell me something in the output though.
I get no notice if it’s done or not.[/quote]
I guess that couldn’t hurt – I originally didn’t put any sort of output in there because I have a habit of clearing the output whenever it’s not empty, so having any sort of notification would just be another thing for me to clear.
If you want your layout to actually work very well at widely varying screen sizes then you will probably need some manual Lua-side fiddling with layout rather than just using scale/offset positioning.
I would save yourself the time and write the layout logic carefully by hand in a Lua function.
Stravant, why not implement this on roblox, so it does not have to be watched on all devices, it auto sizes depending on your screen? Since most people don’t have the same size.
This already is implemented on roblox, as many people have already explained in the thread. Stravant is just telling you that, for certain applications, using lua-side scaling is better than roblox’s built-in scaling.
You should only be using the scale components of the UDim2 values assigned to the “Size” and “Position” properties shared by GuiObject instances, by doing this the size and position of GuiObject instances will scale according to the dimensions (resolution) of the native screen device, if you were to use offset instead then GuiObject instances are sized/positioned using the exact same pixel offsets irrespective of the user’s native device, which will result in awkward looking Gui for certain users.
I use one plugin for fix the size for all screens and it works maybe this can help you.
Its simple to use you just select the GUIs you want and click on the plugin.
You can use screen emulator to check the UI.
In addition to what people have mentioned about using scale, you can also use an instance called UIAspectRatioConstraint
. It keeps the ratio between the height and width of a UI element the same regardless of screen size, which is good if you want to avoid it stretching out.