Text Labels being put in different positions once game is played

I am currently making a game in which, you progress by completing simple task. In this game I would like to have a objective board on screen showing what objectives have been completed and which need to be done. Each objective is a separate level/world, and each level/world you complete a new objective is created on the board once in the next level/world.

The objective board is simply created by using a screen GUI with text labels, all of which resides within Starter GUI. When play testing in the studio, no issues are present, but when loading up the game it seems the text labels positions have be altered making some text merge with each other or be offset from their original positions. Normal/in studio

In game
I’ve have yet to find a solution for this issue instead, I’ve thought of suggestions for solutions to solve this issue. As of now, objectives/text labels on the board have been added manually to make the transitions between objectives completed and needing to be on the board, appear smoother. My suggestion is to instead create one whole board with all of the objectives showing on the board and objectives that have been completed, and having completed objectives have their text labels transparency changed to indicate completion. Another suggestion of mine is to manually figure out the correct positions by playing the game and changing the positions in studio until the text labels line up. The first suggestion would not be to hard to execute but will change the transitions of new objective appearances on the board while the second suggestion will keep my idea intact but requires more labor then needed to probably fix this issue.

Little details I’ve found when tinkering with the GUI is that when multiple windows
| properties, explorer, toolbox, etc, are open this can off set the actual positions of the text labels messing with the original positions. But even this in mind, it doesn’t solve my problem.

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I think you’ll notice the difference if you change the size of your Studio screen.
The UDim2 properties of the GUI are designed for Position and Scale, and with different screen sizes GUIs get put in different places.
-GuiObject | Roblox Creator Documentation

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Hello,
If you want your text label to be in the same position for different resolutions, you will have to scale it based on the X-Axis.

For example, Instead of making the text label’s position and size {0, 200){0, 200},
make it {0.5, 0}{0.5, 0}.

Also, Go to the ScreenGui’s properties and enable the IgnoreGuiInset option.

This will help to maintain the same position and size on any screen resolution.

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Thanks so much! IgnoreGuiInset fixed the same issue I had!

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I found the solution for this issue.

what is the solution? You need to say the solution too.

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