Studio Design Refresh - Updated Icons & High DPI Capabilities

Sure there’s always room for improvement, but one goal of icons is to be simplistic and comprehensible- there’s such thing as being too simplistic, but I don’t think this is it.

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Does this fix the weird issue where, whenever studio updated, some DPI setting would become unchecked and I’d have to go to the app properties and reset it? (if I didn’t check it, studio would become blurry the some gui would be a bit wonky). If it fixes that issue, this is a 10/10 update for me, fixing that DPI setting once every few days was getting pretty tedious.

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Completely unusuable for me now. When publishing it crashes, it crashes when you play test for a certain amount of time and just viewing the game world when not play testing. NEVER experienced before and it feels like my production has slowed down due to this.

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For the square corner icons, I think that’s to show that it’s a service. It appears to be the same icon for the “Insert Service” button on the Model tab.

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Its dull and gray, as it should be in a perfect world… if your a pixie that is.
If it was any less fun, it would need a librarian. haa… haa haa, haa.
I’m eating popcorn as i’m building right now, want some? its unsalted, unbuttered, and unpopped.

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I really like these! They really give life into what felt like an outdated program for so long!

There are a couple things I noticed that could probably be tweaked:

  • ReplicatedFirst and ReplicatedStorage should probably be the same color (replacing the yellow in the Storage icon with blue would be perfect)
    26 - 21-01-07

  • CanvasGroup, VideoFrame, and ScrollingFrame icons should have orange icons to match the other Frame icons and make it easier to find them.
    26 - 21-10-04
    26 - 21-09-42
    26 - 21-17-06

  • Server scripts should have a green icon instead of the white icon to match the rest of the green icons used for server related things
    26 - 21-12-08

Other than that, I feel this update is pretty golden.

Edit: I made my own pack of tweaks for this, if anyone is interested

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Okay, this is nice.

I really like this! It genuinely looks tons better than the original icons (in which, if I remember were from… A different game/engine? I think Source?? Not entirely sure.) and this is definitely a change for the better.
Well done.

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I think the new icons are overall a cool change, but a problem I noticed is how some of the smaller ones still appear fuzzy when I have my scaling @ 125% on a 1440p monitor. For example:

  • the ribbon (as shown by the top two arrows, 1st screenshot)
  • dock buttons (as shown by the bottom two arrows, 1st screenshot)
  • checkboxes (as shown by the 2nd screenshot)

Screenshot_252

Screenshot_253

Any chance that these icons will also be updated as part of the design refresh later?

EDIT: Found out that the icons (except the Team Create connection status) don’t appear fuzzy at 175% and up scaling, at least on my end, but still wondering whether this issue will still be fixed for 125-150%.

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Finally, something that doesn’t look so monotone! Everything was just blue in the last design, and it sucked. This is more tolerable!

With these, you can actually tell just by looking at the icon what the object is supposed to do.
For example, these:
image

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Hello, is there any reason behind the fact that I can’t see any icons in Asset Manager and Terrain editor?

image
@tnavarts

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The original Instance icons come from the Silk Icon Set (extended with Roblox specific icons), which was one of the best free icon sets available back at the time of Roblox Studio’s creation, so quite a few different applications created during that period use those icons.

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Is it known where the new icons are stored? I’d like to edit some colors for a custom pack

Not gonna lie, that’s actually really funny. But seriously, the new icons are so much better. You can actually tell what the instances class is.

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I have a few feedbacks:

(1) Whenever I insert a children under a folder or anything, it automatically zoom into my 32-inch fullscreen (img attached), very annoying

(2) The scripts’ color (serverscript & localscript) in both explorer and main ribbon is super hard to see, like nightmare for colorblind or astigmatism people like me

(3) The icon in the main home ribbon is single colored too, very hard to see, like Tool, Model, Select, Move, only the “Play” button is different color.

→ I think Unreal Engine IDE has different color in home ribbon too. Hope you guys reconsider the singular-color approach, I think it is very niche, hard to see and not popular.
Screen Shot 2022-10-27 at 09.16.47

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These icons look absolutely fabulous! Great work on making Studio more simplistic and modern! Love it :smiley:

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Color, that what i was looking for, the design show at the RDC was bad as hell because we got no colours, but now I will try…

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When this was in a closed beta(???) (I’m in the beta program and got a preview of this, I’m assuming that was why) a few weeks ago, the thing that tripped me up the most were the Play/Run/Play Here icons.

I wish they were a bit more consistent to the old ones, i.e. Run being plain, Play Here having the camera etc.

I always clicked the wrong one because I clicked them based on the icon they had, I’m sure I’m not alone on this. Bad UX choice in my opinion.

Screenshot 2022-10-26 230403

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Everything appears bigger, and blurrier, again.

Call this an improvement if you want, but I’m tired of finding hacky fixes in the depth of the Devforums to stop my studio from looking like this:

Is anybody aware of a fix for this issue now?

Weird behaviour with plugin widgets

Plugins scaled “normally”, but the window is bigger:

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YES I have been wanting DPI improvements for so so long! Always had issues with studio being way to big for my screen and having to enable DPI scaling, hopefully this fixies that.

But I am noticing the icons seem to be really dark using light mode… Would be good if they were made a little more brighter.
image

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Gotta love the ThreeDText widget jumpscare. Also if you think the widget resizing is bad, 2/3 times when loading up a place the 3D viewport is in a separate window from the single window that it should be in alongside everything else.

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