Scrollingframe Canvassize sizing (scale)

I make a pet system and i dont know how to size the scrollingframe 100% right
the canvassize with petframes…
but with scale not with offset

You could make each line of the frame another frame with UIListLayout.

image

then there is laggs because of too much frames in time…

Not really, to have less stuff, just take the AbsolutePosition and place it in position, then leave everything in the same Frame.
Personally, I use this to order and not have lines with empty spaces.

Do you have a UIList? :face_with_raised_eyebrow:

i using a uigridlayout bc yes asdsadsa

the absolutposition is offset position not scale thats the thing i wrote…

Is this a scrolling frame or a normal one?

it is a scrollingframe yes yes yes

Uh … once ScreenGui is loaded, the AbsolutePosition is held until the parent resizes, then if the latter doesn’t happen, the scales are no longer needed.

u dont understand my problem…

Better just use this xd

(sorry for making the conversation so long)

Try using this:

local frame = nil -- Scrolling Frame

frame.CanvasSize = UDim2.new(0, 0, 0, frame.UIGridLayout.AbsoluteContentSize.Y)

frame.ChildAdded:Connect(function()
	wait()
	frame.CanvasSize = UDim2.new(0, 0, 0, frame.UIGridLayout.AbsoluteContentSize.Y)
end)

frame.ChildRemoved:Connect(function()
	wait()
	frame.CanvasSize = UDim2.new(0, 0, 0, frame.UIGridLayout.AbsoluteContentSize.Y)
end)

ik thats but its offset not scale you know
1,0,1,0 is scale
0,100,0,100 is offset and then its for other screens not good…

i already wrote that i use uigridlayouts… learn to read thanks…

You could just use a Constraint in your Pet’s Template.

Possibly the best thing in the world. It scales perfectly on mobile and pc too. And adjust canvas size at the same time :D.

the module is good i think but idk how to use xd

There are examples documented. You simply just call .new once.

local scrollingFrame = nil -- Whatever the path to your scrolling frame is.
LayoutUtil.new(scrollingFrame)