I’ve never used a UIGridLayout object (or any of those UI constraint objects except for aspect ratio)
My scrolling frame is scale based, and it’s contents are as well.
My scrolling frame is ({.35,-8},{.7,-8})
My CellSize is ({0.5, -6}, {0.3, 0})
and my CellPadding is {0,8,0,8}
this code is slightly modified from what I found on the wiki for UIGridLayout objects, but that article is designed for ScrollingFrames and Contents that are based on Offset, rather than scale.
local function onContentSizeChanged()
local absoluteSize = Menu.Customization.Selector.ScrollUtility.UIGridLayout.AbsoluteContentSize
Menu.Customization.Selector.ScrollUtility.CanvasSize = UDim2.new(0, absoluteSize.X, 0, absoluteSize.Y)
print(absoluteSize.X,absoluteSize.Y)
end
Menu.Customization.Selector.ScrollUtility.UIGridLayout:GetPropertyChangedSignal("AbsoluteContentSize"):Connect(onContentSizeChanged)
spawn(function()
for i=1, 20 do
local util = Menu.Customization.Selector.ScrollUtility.Content:Clone()
util.Parent = Menu.Customization.Selector.ScrollUtility
wait(1)
end
end)
The loop is for testing purposes; Here is the (strange, yet expected) outcome
https://gyazo.com/3524c1439bbac7e6d623f6727ca5398c
Any suggestions? Or am I going to have to go some hardcoded math route? I’m really trying to learn to use more of the UI objects that roblox provides.