TopbarPlus v2.7.6 [Action Required] | Construct intuitive topbar icons; customise them with themes, dropdowns, captions, labels and much more

but I put it in starterplayerscript but the script does nothing

See: TopbarPlus v2 | Construct intuitive topbar icons - #185 by ForeverHD

If you problem still persists please provide more details, such as a video.

I’ve been extremely pleased with my current topbar system, but is there an ETA to when these bugs will be fixed?

Especially the resize one is pretty annoying.


I imagine a few weeks for v2.8 due to its size, although I can look at fast-tracking a quick fix for those (healthbar and dropdown widths) by about Wednesday next week. Just depends how much time I can find as I have to prioritise work which pays rent.

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How do i Make the label change when say a value changes in a player?

You can use icon:setLabel for that - more details and other examples at the docs:


Ok thank you also my issue when it breaking on reset isnt fixing!

Ensure the GUIs which keep disappearing have ResetOnSpawn set to false.

The text isnt showing on the icon i want it on.

When I use this code it just errors but i used a different value and got this

however your code just got a red line under it that wouldnt go away

Okay, thank you very much for the update!

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My issue is resolved in my seperate topic, Thank you very much [#300th Comment]

And I am the 300th reply :sunglasses:

anyways I have been using the module and it is nice


  • Added a dynamic healthbar to replace the static core healthbar. It appears to the right of the screen when the localPlayer is damaged.

  • Added IconController.disableHealthbar(bool)

  • Fixed the updating of menu and dropdown canvases when an icon within is resized.

These should hopefully resolve your issues @apenzijncoolenleuk1


my tobpar broken when i not close gui . how do i fix

debounce = false

local player = game:GetService(“Players”).LocalPlayer

local playerGui = player.PlayerGui

local replicatedStorage = game:GetService(“ReplicatedStorage”)

local iconModule = replicatedStorage.Icon

local Icon = require(iconModule)

local gui = playerGui:WaitForChild(“Menu”):WaitForChild(“Frame”)

local iconModule = game:GetService(“ReplicatedStorage”).Icon

local IconController = require(iconModule.IconController)

local Themes = require(iconModule.Themes)

local nanobloxIcon =




:setImage(2038908845, “deselected”)

:setImageYScale(0.5, “deselected”)

:setImage(2038908845, “selected”)

:bindEvent(“selected”, function()

if debounce == false then

gui:TweenPosition(, 0,0.323, 0),“Out”,“Quad”,0.5)


debounce = true



:bindEvent(“deselected”, function()

if debounce == true then

gui:TweenPosition(, -95,0.323, 0),“Out”,“Quad”,0.5)


debounce = false



local icons = IconController.getIcons()

for _, icon in pairs(icons) do



I recently updated to this new version, and I see two empty health bars when I die. Is this a bug or am I doing something wrong?

Why does the dynamic health bar don’t have a hurt overlay?

Hurt overlay (from core Health bar):
robloxapp-20210808-0729335.wmv (1.8 MB)

Hi there, there appears to be a issue when hovering over an icon with a caption while having another icon toggled, on respawn whilst this is all happening it doesn’t remove the caption frame after spawn. I’ve provided a patch that you can implement at line 2084 in Icon.



Is there a setting I’m missing that’ll make a Icon act on it’s own regardless if another Icon is clicked?

I’m trying to set an Icon as a simple toggle button, but when I click another Icon, the Icon ‘un-toggles’.


@KINGfarihin This should be fixed now. Please let me know if any problems persist after updating to the latest version.

@cloakedyoshi In addition to fixes mentioned in DMs, the fake healthbar’s been further improved to significantly reduce the potential of double-healthbars (although not 100% since Roblox unfortunately still don’t provide any signals).

@thebrickplanetboy This is a side effect of disabling the Healthbar Core Gui. I’ve improved the fake healthbar in this latest update so that it will activate only if you set an icon to the right.

@nurokoi Thanks for the report! This (and a few other related bugs) have now been fixed in the update.

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