TextScaled and Animating Text

Hello everyone.

I’m working on a game that requires NPC dialog to show in a ScreenGUI and I have seen this issue before in other games where they have TextScaled on the TextLabel and when they animate the text, it starts off huge and while the text is written, the text constantly keeps resizing itself, making it hard to read while it’s being written.

I know TextScaled is good to have so your text can be read on different screen resolutions. Though it comes with this caveat. My question is, is there any way to prevent this? The only solution I can think of is calculating the TextSize for each resolution automatically with a script and forgetting about TextScaled. Does this sound reasonable or does someone else have another idea?

As well this is the example I was looking at for animating text:

Thank you.
(I put this into Art Design since it’s related to UI, though I do reference a possible scripting solution. Any solution that solves this problem will be appreciated, I have no problem scripting.)

https://www.youtube.com/watch?v=RLXjta2F7Zw Also set your text to scaled.

That video shows exactly the problem I’m trying to find the solution to. You see in that video where the text is written in, it starts off big and then constantly keeps resizing as more text is there. I’m trying to prevent that from happening but also keeping the text size reasonable for all resolutions.

Have you tried turning off TextScaled?

That leads to the text being too small or big on different resolutions since TextSize is an absolute value and doesn’t change depending on resolution. That’s why I say TextScaled is nice for the most part but it has a problem when dynamically writing in text like the TypeWriter example has.

Try to change TextXAlign to left or right and see if you get your desired effect