As the title says, thats my whole plan for my character select, i cannot use auto scale lite to fit if for every screen reason why is showed in the video below.
so someone told me to use offset size, it worked. but now it wont fit properly in the screen, so maybe if i got the scree resolution positioned and scaled it for the screen with math maybe it would work properly, i need help with how i should go about doing this though.
I am using viewport frames with world models in them
You need to set the ScaleY above 1 to get the same effect as using Offset. If you’re going to resize it as part of the animation, then you’ll need to have a Script updating the Scale to prevent the ViewportFrame from shrinking/growing. I think you can use a UIAspectRatioConstraint to automate this, however.
You can an invisible frame object with ClipsDescendants set to true, then add the viewport frame as a child of the frame. To scale your domain flash, simply scale the frame.
Ive done this already the problem is since im acheiving this effect, i cant scale it relative to the size of the screen because it completely gets rid of the effect as shown in the clip, so if there playing on a small screen it goes from properly scaled to the largest thing on the screen
yeah, the problem needs scripting because i cant have both of them, if i have it go properly device to device, it will shrink smaller when the resolution is low, so im thinking getting the current resolution of the screen and doing stuff with the size of it so it looks good and closes properly
yes but since im using viewports i dont want the object inside to be the largest thing if the screen is too small because i cant use a autoscale lite or it breaks the whole gimick, which was shown in the video in the post