ScrollingFrames with AutomaticCanvasSize are not resizing correctly

We use offset for all our UI + a UIScale to scale everything based on screen size. We received this bug report where users are unable to scroll through their inventory a few days ago fully:


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Where is the UI though? There was no Roblox Place File, only a video.

The property ScrollingFrame.AutomaticCanvasSize = true alone, can not bring up resizing issues. There’s specific things needed within the ScrollingFrame, that were not described or mentioned.

 

I can only imagine it being a UIGrid thing put inside a ScrollingFrame, but it’s difficult to tell what else is going on.

For instance, this is working fine:

image

Maybe your UI is going through something a bit more different, that detail is very important to identify the issue. :thinking:

 

Only issue that I know was about Text Editor scaling with ScrollingFrames. It was a very very old issue that I mentioned in Scripting Support once that didn’t even take place in a proper bug report thread, I still need to re-test it.

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If you try this with a UIScale instance of a value of less than 1 you will notice the problem.

@Mirtiny a workaround I’ve always used is never using a scale of less than 1, making the UI small by default and then scaling up for other devices, or calculating the CanvasSize based on the AutomaticSize. Not ideal.

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with this structure?

image

or this one?

image

 

One result I managed to get was this one

uiscale_scrollingframe_issue1.rbxm (6.9 KB)

but I don’t think so because this way it’s not really valid if I enable ClipDescendants

You actually see why it doesn’t create more

Did I do it right or is that the wrong way for this issue?

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We are currently experiencing the same issue with some, but not all users in our game:

We use the same setup of offset + UIScale for all our UIs

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Doing some investigation, it would seem that the scrolling frames in my game which are affected by this bug exclusively have a UIGridLayout as a child. Using an alternative means of achieving the desired layout fixes the issue.

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Can confirm. We’ve only noticed this issue with UIGridLayout.

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To further add on, if I use a UIListLayout, but with Wraps turned on to achieve the same look as a UIGridLayout, the CavasSize also breaks in this case too.

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My UI randomly broke today and this is the issue I’m experiencing now, very strange it was fine 7 days ago but now my AutomaticCanvasSize is not working.

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This is just an acknowledgment announcement!

We’ve filed a ticket into our internal database for this issue and will start investigating, we will update you when we have further information.

Thanks for flagging!

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Is there a way to have a temporary fix for selected games? Our game depends on this behavior for a lot of the UI. It only broke recently.

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Also got this issue, messed up a bunch of ui.

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My games also experiencing this issue, this problem have been reported by players often, especially on mobile phone. AutomaticCanvasSize is set to Y. Also I want to note that problem goes away after you resize application window.

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Depending on how dependent the UI is, you can always set the size of the Canvas to a constant, or if that’s not possible update the Canvas size using an equation. I don’t think there’s anything else that can be done to avoid it.

Hi! We have reverted a flag that potentially caused this. Please let us know if you still see the issue! Thanks

Perfect it works again, thank you for your help

I am starting to have this issue again, but only on mobile devices.