Title, heres a preview image of whats happening when I’m playtesting:
How do i fix this?
Inside of the scrolling frame is a UIGridLayout. This only happens whenever the scrolling frame becomes scrollable due to too many frames being added inside
Title, heres a preview image of whats happening when I’m playtesting:
How do i fix this?
Inside of the scrolling frame is a UIGridLayout. This only happens whenever the scrolling frame becomes scrollable due to too many frames being added inside
Screenshot the properties of the UIGridLayout
The appearance I mean… I reckon CellPadding and CellSize is the issue
also if you need the ui controller script, i can happily give it
Use scale not offset for the CellPadding and CellSize
so {5, 0}, {5, 0}?
or am i wrong
Scale is relative to the size of your screen so 0-1. Just fiddle around with it till it suits your taste
and remove the offset’s, right?
after trying like a million combinations, i see no progress, except for the scrolling becoming shorter, this is probably an issue with my script
What are the properties of the UIGridLayout now?
The cellpadding is the space between each item in the frame and the cellsize is currently occupying your entire frame. (Try {0.05, 0},{0.05, 0} for CellPadding and {0.3, 0},{0.3, 0} for CellSize)
i tried some configuration but this is the closest I’ve got to normal results
, what can i do?
also a line in my code updates the scrolling frame, i don’t know if this is needed but here it is
frame.NoobsScrollingFrame.CanvasSize = UDim2.new(0, 0, 0, frame.NoobsScrollingFrame.UIGridLayout.AbsoluteContentSize.Y)
That is happening because CellSize
in GridLayout
is set to some scale for example {0, 150}, {0.4, 0}
that 0.4 means 40% of all height of that scrolling frame - even that hidden part. To fix this your script needs to dynamically set the cell height to 40% of avaliable space. You can do that by reading ScrollingFrame.AbsoluteSize
to get actual size visible of scrolling frame.
It would be something like that:
frame.NoobsScrollingFrame.UIGridLayout.CellSize = UDim2.new(0, 150, 0, frame.NoobsScrollingFrame.AbsoluteSize.Y * 0.4) -- 40% of visible height
Keep in mind that you need to dynamically update the size when player resizes their game window.
Remove it and lower the cell padding a lot
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