Text+|Custom fonts & advanced control

It is now fixed in version 1.9.1.
Please update and let me know if everything works as expected for you.

For me it’s kind of fixed now, the text is centered a little more but just barely down like the same it was before.

New:
image

Old:
4d9f7f2f39f02acb37ade124529ccf96c12bd8bf

For anybody who uses ScaleSize, I want to let you know that the section for it in the tutorial/documentation has been updated.

There’s now two code snippets (one for ScreenGui and one for SurfaceGui) that calculate the size for you.

I haven’t been able to find that *Door open* text in the place file you sent me.
Where is it?

Basically go to any of the doors in workspace and select door_open, and there’s a attribute named caption with the text in it. I have the instructions/notes in the workspace. I should also say that version uses the 1.8 version of Text+. If you need help I would like you to reply to the message I sent to you yesterday.

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I noticed a difference right away when I upgraded to v1.9.1, but I’m still not getting the desired effect I wanted to achieve.

Screenshot 2025-04-06 135959
Screenshot 2025-04-06 140049

Resizing my window changes the position of the rendered text in very drastic ways. I haven’t altered the code at all except for a couple properties being adjusted (mainly text size and alignments). I want my text to be flush with the right edge of the frame (in red) when I set the XAlignment to Right.

That isn’t the case when I set the XAlignment to Left, as you can see here:
Screenshot 2025-04-06 140617

Resizing my window does not affect the text’s positioning at all. It’s flush with the left edge of the frame.

Here’s what it looks like when I set the XAlignment to Center: (it’s ever so slightly off centered)
Screenshot 2025-04-06 140722

I’m very grateful for your help considering that my use case is complex. I’d still like to stick with it going into my project.

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It’s due to the AspectRatioConstraint which you are using.
I don’t take that into account in my custom size calculation.
I’m not quite sure how the constraint works, so it’s hard to replicate, unfortunately.

You’ll have to avoid AspectRatioConstraint for now.

It’s due to the font you’re using. The font itself is offset.
I’m not quite sure why your font is like that. Unfortunate.

Ah… Thanks for telling me, are there any possibilities to set the offset to be normal (like customizing the font’s offset)?

(Edit: I forgot there’s an offset property in the text…)

Wow, you’re right! That did fix it. Thanks! Unfortunate, though, but it’ll have to suffice.

Can’t wait for more awesome stuff from you~!

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Okay I kind of found a bug that also goes with the offset or on the y axis of the text.

Here you can see that a small screen with more bigger y axis than x axis has this bug where the text is more down (This is with the XY ScaleSize), although the red hitbox (the frame) is way up than the text (the yellow text).

Screen with bigger Y axis than X axis:

Screen with bigger X axis than Y axis (normal and great):

Are you applying a fixed offset?
Because then the offset will differ from screen to screen.

I could make Offset be a scale instead of in pixels. Would that be a good solution for you?

Are you able to convert this resource into a Package? I’ve seen some developers convert their content into Packages, meaning that other developers using these resources receive automatic updates within their project files and won’t have to go through the hassle of importing the updated content themselves.

You can still publish version update logs and link the updated files on GitHub and elsewhere, but I think Roblox’s Package system is more convenient for some developers, which includes me. :+1:

Edit: People also have the option to disable automatic updates on their Packages, so that’s a nice bonus to have~

I’ve thought about this, but the issue is that there’s a CustomFonts module inside of the main module. If I made it a package you wouldn’t be able to modify the CustomFonts module inside.

Just something I’ve been wondering if this was possible. If it messes with the structure of the code too much, then I understand avoiding this route.

As I said, the problem is that you can’t add custom fonts because you have to modify the module inside.

I’m open to hear any solution you may have in mind.

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For anybody upgrading to v1.9.3; be aware that Offset is now a percentage of Size, instead of a pixel amount.

Hey umm Alexander I have suggestion for the automatic line-breaks. I think the way how it works is that it focus more on the start of the character and if that singular character is not fitting in the frame it line-breaks. If you know when there’s too many characters, it just shows that word (or the characters before the next space or end) that it’s past the frame.

Would it be okay so it depends on the word but not on one singular character?
If you want me to rephrase what I said, I can go more into detail and explain.

I can understand your concern, but I’m not quite sure which solution you’re looking for.
Are you loo-
king for this?

You could add it like that but as an option, maybe:
Perhaps
like this.

(You can add options on various types like what I mentioned and what you mentioned too)
(Edit: I know you already implemented it like that but, I want it to be line-breaking depending on the word and not just the singular character.)