This issue is quite a major one and requires me to put code in each and every one of my ScrollingFrames to have them auto-sized manually, like this:
UIListLayouts:
script.Parent.Frame.UIListLayout:GetPropertyChangedSignal("AbsoluteContentSize"):Connect(function()
script.Parent.Frame.DisplayFrame.CanvasSize = UDim2.new(0, 0, 0, script.Parent.MainFrame.DisplayFrame.UIListLayout.AbsoluteContentSize.Y)
end)
UIGridLayouts:
Frame.CanvasSize = UDim2.new(0, 0, 0, ((script.Parent.Frame.UIGridLayout.AbsoluteContentSize.Y * script.Parent.Frame.UIGridLayout.CellPadding.Y.Scale) + script.Parent.Frame.UIGridLayout.AbsoluteCellSize.Y) * script.Parent.Frame.UIGridLayout.AbsoluteCellCount.Y)
@CharlieGordonnn Mind looking into this? This issue is severely impacting my workflow and it’s what I was trying to get at here (except I didn’t actually know the cause):
Here’s a repro file for you: repro.rbxl
When you join into it via playtest, you’ll notice the UI on the left (the one using just AutomaticCanvasSize) scales incorrectly, cutting off multiple elements in the scrolling frame. (Yes, this is different to OPs behavior, but this issue can cause either lots of empty space OR not enough space in ScrollingFrames). Take a look at the screenshot below:
Note that I disabled the ClipDescendants
property on both the ScrollingFrames to demonstrate the issue at hand. Assistance with this would be highly appreciated.