Text only scaling properly in Studio | Tween/TextLabel issue?

I’ve got a “round summary” gui of mine, where the idea is there’s a label that rotates and sort of slaps down onto the map image from that round. This works perfectly fine in Studio, but in game, the text doesn’t scale up properly when the text label is assigned it’s initial size.

This is a big issue, as it takes a fair bit away from the feel of the gui itself. I didn’t put this in scripting support because evidently my code works fine, but there’s something wrong with the gui itself… i think?

How it should look (in Studio):

How it looks (in game)

My code, for reference:

winLabel.Size = uiData.WinLabelInitial --this size is UDim2 {1, 0}, {1, 0}
task.wait(1.5)
winLabelTweens.WinLabel:Play()

--and here's the tween itself
ts:Create(winLabel, infoLabel, {Size = UDim2.fromScale(0.883, 0.492), Rotation = 25, TextTransparency = 0})

--i tried setting the initial size to much larger values as well, same problem

Any help is appreciated, this issue is really confusing.

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Requested by someone in DMs

Here’s a video with the BackgroundTransparency set to 0:

Here’s the relevant properties:

The max text size is 100, so you’re probably exceeding it outside of Studio since the viewport is larger. However, you can actually override this limit by enabling TextLabel.RichText. The only downside I’m aware of is that quality stops scaling past the normal limit, but it shouldn’t be noticeable in your case.

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