[UI Addition] TextureLabel / MaskedLabel (Image Within Text)

So basically a MaskedLabel or a TextureLabel is sort of like an ImageLabel and a TextLabel combined into one thing: a TextureLabel.

Instead of an image being used as the main thing on an image label, it works hand in hand with the text body on the label. I’ve worked with many text and image labels before, and they can get annoying, especially as a beginner or even a novice programmer, and not even just that.

Sometimes we want to do something quick and easy, and maybe change a font without going into our programs like Procreate, Adobe Photoshop, or ClipStudio. Whichever program you use, I feel like this would make things much much easier, and save lots of time!

Also it would help people who don’t have skills in these fields to do it themselves, or the funds to hire people to do it. A lot of people go to AI and have them generate something and BOOM it’s done without any “real work”.

Where’s the satisfaction from using AI? If you can do it easier by hand with easy to use features like a TextureLabel so long as you have the image, why not?

Hence this feature request. Basically it’s a text label that has a built-in image feature that adds the image within the text. You could pull off really any looks ranging from a tropical image within a text (please see example below):

Or you could pull off a more festive look for Christmas or Halloween (please see images below):



Also here’s a video of me doing it in Clip Studio Paint EX to show a video demonstration of what I mean by this:

Or you could even have rainbow text without needing a script and UIGradient like these examples below:


Here’s a video of me manipulating the text label I added. I have it clipped to the text layer below the image layer, and as you can see this can be a lot of work, especially if you have multiple text labels you need to make one after another:

I’m fairly certain could can be used as a GIF for a moving background within the text, which would make rainbow text so much easier to do, especially if you already have the GIF file handy! No code needed!

Now if you wanted something more complex than what this request provides, then yeah code away. This is mainly for quick and easy changes or fixes, as well as if you want to test a design to see how it looks you don’t need to change the font in your editor, you can do so in Roblox using their provided fonts.

Also that Halloween example I provided? Let’s say you wanted a special text effect with it like dripping text, right?

Roblox already has you covered with the “Creepster” FaceFont found in the properties panel in studio! Just slap your image into the Texture label, apply the font and boom! No more needing to jump back and forth between your editor and studio! You can do it all in one place!


Let me know what you all think! Also i’ve been using Roblox Studio since 2018, and I don’t know everything! I’m unaware if something like this already exists, but in my time using Studio I have not found anything like this.

P.S. I was playing a game and I had it opened in the background, I didn’t realize the videos I recorded and added to the post captured the game music :sob:

Edit:
Oh let me say this before I stop talking for a bit haha!
I’m not suggesting this as a means to do work completely solo without a UI artist or anything, this is just to make things easier!

If you have the means to support UI creators and artists, you should totally help them! I’m not trying to make anyone lose their work or job or anything! Plus on the other hand people could train on this to become better at creating UIs!

I also took the screenshot above that says “Happy Halloween!” that uses the Creepster FaceFont, and I edited it to show what it would look like with the halloween image. So here’s another example using the actual font roblox provides:

Note: That example might look a little rough but only because I had to use multiple images and make multiple edits, so the quality of the image went down a little. With this feature request you don’t have to risk losing any quality.

Just wanted to say that last bit! Thank you!

Also here’s a poll because why not!

Would this make UI creation easier in Roblox Studio?
  • Yes
  • Maybe
  • No
  • I prefer not to answer (Even though this is an answer)
0 voters
8 Likes

You’d be better supporting a feature called masking, which has been requested before, since this will give you every element, not just text

4 Likes

Oh dude that’s dope! I didn’t know it was called masking, I did a quick search before I made the post and i didn’t find anything then, so I assumed it wasn’t a thing that was requested yet. Thanks for the info!

That other post doesn’t seem like it got too many responses :frowning:

I guess this is basically the same thing then, though my post goes over specifically text and theirs is in general. If I think of anything then I’ll add to the post in an edit.

I’ll also update the name of this post since I didn’t know it’s called masking.

Edit: I updated the name from “New Text Instance: TextureLabel (Image Within Text)” to “[UI Addition] TextureLabel / MaskedLabel (Image Within Text)”

1 Like

Better idea:
Make EditableImage have support for text
This would allow creating so many cool effects.

I’m not sure I follow, cold you elaborate what you mean by “EditableImage”? Would this be an instance or a property, and if it was a property then what instance/s would it be for?

Edit:
I don’t mean to be harsh, but I think this idea is worse based on several factors, but really the main and only factor being: This should be one of the most simpliest things you can do. My feature request is advocating for Simplicity, and I went through the documentation that @Yarik_superpro has provided down below this comment, if you can’t find it here’s a link to that comment: [UI Addition] TextureLabel / MaskedLabel (Image Within Text) - #7 by TadachiiRyu (I tagged you in it)

There is so much going on with EditableImage, and I even addressed a bit of the points in the documentation. One of those points is that it apparently uses a lot of memory (stated by the official documentation) and I’m like "Why would we want to do that if it’s supposed to be simple and easy to use? You also need asset permissions, etc.) and I just don’t think it alins with what this post is actually asking for.

Also I’m not saying your idea is worse as in it shouldn’t be done, but worse as in “I would rather have my proposal instead of have it replaced.” If we can have both, that would be great.

EditableImage

1 Like

So I skimmed the documentation a bit, and I’m honestly even more confused :sob:
If I understand it correctly, it’s a canvas and you’re able to manipulate existing images?

Also I noticed this piece in the official documentation:

Enabling for Published Experiences
For security purposes, using EditableImage fails by default for published experiences. To enable usage, you must be 13+ age verified and ID verified. After you are verified, open the Creator Dashboard and toggle on Enable Mesh / Image APIs.

I’ll keep looking through the documentation, but I can already see a bit issue with this: Many people who develop and don’t meet being age verified + ID verified together.

My suggestion mainly adds masking/clipping bringing a new instance such as a TextureLabel / MaskedLabel.

Ideally with this feature request you won’t need to have met those requirements. I believe EditableImage has those requirements because of the security aspect, and anyone can seemingly create really anything. So only trusted people / age + ID verified people can seemingly use it.

My feature request covers the angle of “I need to upload my image normally and then I am able to use it, otherwise if Roblox flags it then there might be something reasonably wrong with my uploaded image.”

Memory Limits
Editable assets are currently expensive for memory usage. To minimize its impact on client performance, EditableImage has strict client-side memory budgets, although the server, Studio, and plugins operate with unlimited memory. Linking one EditableImage to multiple image-related Content data types (multi-referencing) can help with memory optimization.

If it’s as expensive as Roblox states. then why not add alternate options? For something like a MaskedLabel, that seems like overkill if you’re just going to add an image with a text..

I read up that people use EditableImages for custom maps (as in actual Gui maps such as wheer you’re located in real time.), as well as 2D characters. The 2D characters makes sense, especially if you take damage and want to make your character become red to visually display the damage taken.

Otherwise I personally see this as overkill, and way more advanced than someone who’s simply trying to add an image within text.

I did think about a possibility to use an EditableImage though:
We could create a template of text such as an editableimage manipulated to show each letter of the alphabet, and then put the image within that, however there are issues with this approach as well:

  1. If we created each image and then strung the letters together and then added the image, who’s to say the image won’t be one image per letter? (What I mean by this is like if you have a tropical picture you want broken up between letters, it sounds like each letter will contain a full complete image, not broken up or anything.)
  2. This would be much more complicated to do compared to someone who doesn’t have a strong coding background who’s honestly just trying to slap an image into a maskedLabel and call it a day.

The documentation also states that in order to use an EditableImage you must also have permissions to use said image:

Permissions
To prevent misuse, AssetService:CreateEditableImageAsync() only allows you to load and edit image assets if any of the following is true:
*Owned by or explicitly shared with the experience owner.
*Owned by or explicitly shared with the logged in Studio user.
*Owned by or explicitly shared with the logged in player if the EditableImage is on the client side.
*Owned by a group where the experience owner, Studio user, or player has a role with permission to edit the group’s assets. See Roles and permissions for more information.
See Grant permissions to learn how to share assets with users or groups.

So does this mean images taken off of the creator store can be used as long as it’s in your inventory, or is it only tied to the one who uploaded it, and whoever they shared the permissions with?

Also this section of the documentation might not be as important, however I’ll still list it because it might still be relevant:

Update Limitations
Only a single EditableImage can be updated per frame on the display side. For example, if you update three EditableImage objects which are currently being displayed, it will take three frames for all of them to be updated.

I personally feel a TextureLabel / MaskedLabel will be far easier to manipulate, and it can be updated pretty much the same time as other labels can. (At least that’s what I would assume since it would be done in studio and then replicated to each client how other label instances normally behave.)

There’s a lot to think about and consider, and there are some pros and cons to using an EditableImage over a feature request like this.

Honestly I hadn’t even heard about an EditableImage until you and @Yarik_superpro mentioned it, and just seeing this makes me think this is wayyyyy to advanced than what this feature request is asking for.

We’re asking for something simple and straight forward, a way to streamline things for devs, as well as other UI artists.

I appreciate your comment none the less, that’s just my pushback. There’s even stuff in there like how Roblox themselves says it’s expensive to use. (Not cost wise, but expensive as in stressing memory limits.)

Edit:
Just another thought as well, but let’s say EditableImage gets support for text, right?

@Yarik_superpro said this here:

Make EditableImage have support for text
This would allow creating so many cool effects.

Sure that would be cool for you to alter text the way you would need to do so with an EditableImage, but how about changing the fonts? There’s so much going on in the documentation, that even if they do add that, I’m sure people who have no idea what they’re doing is going to scour the internet for a youtube tutorial or something.

How many scripts or lines of code would you even need for something like this? I’ve used studio since 2018, and I found that I love simplicity. Also I would rather keep using ClipStudio than to ever use an EditableImage because it honestly seems like a headache waiting to happen, no offense.

1 Like

Basically, yes, it’s a canvas where you can programmatically draw pixels.

I know EditableImage isn’t the solution, I just dropped the documentation for you to look into it. As you saw in documentation, these are memory expensive and wouldn’t really be good solution. If there was font rendering library for EditableImages, then this could work as a temporary solution.

I’m sure some genius will make a wrapper for such API, making others life easier.

I also think having masking ability would be quite cool, but roblox has priorities and I wouldn’t see this feature having too big of an audience for roblox to consider this right now.

1 Like

Honestly I agree with you that Roblox might not have a big audience of developers who would use something like this.

Also I appreciate you dropping the documentation! My jaw honestly hit the floor when I seen some of the documentation such as memory, permissions, ID/Age check etc.

That’s a lot for one thing. (I’m ID and age verified so I could use it even if as a temp solution, but yeah I honestly think I would pull my hair out over trying to use something like this, and I could not image the optimization)

I also really appreciate your response, thank you so much!

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Pretty sure it’s been confirmed recently they are actually planning to drop the ID/Age requirement for editables!

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Release Notes for 741 and they did it.

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Okay sweet! This is so cool because aren’t being limited with choices, I’m glad they’re going to be able to use them without being locked behind a verification wall!

Thanks for the input!

Masking is definitely something we’d like to add, though I’ll note its not on our roadmap this year. Using text as the mask makes sense.

Though I will note you do not need scripting to put gradient on text!

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I see, thank you so much for your input!

If you don’t mind me asking, and if you’re able to say, is there a criteria or something else that’s taken into account when it comes to priority, and how you determine what to add to your road map?

I understand you might not be able to disclose some things, and that’s totally fine, just thought I’d ask!

Also I appreciate the clarification over the UIGradient not needing a script! I don’t remember everything I said in the feature request, or even some of my other comments, but if I did touch up on that then I would like to clarify I meant using a script to add for a moving gradient! Such as rainbow text for example, or using it for a laser door to show the “moving lasers”

It’s not exactly a scientific process, but it’s a combination of

  • Demand: lots of people asking for it, lots of long forum threads, common in other UI systems.
  • Complexity: shorter/smaller features can be shipped faster than larger ones. Some features require new capabilities. Some require research.
  • Scheduling: how long do we think these features will take? Who do we have available? What other bugs do we need to fix? We may not have time for a bigger more important feature if we committed to something else.

Based on these we make an educated guess as to which we should do first, and adjust as we go along. It’s not really possible to know what the exact most important feature is of course.

Long term, for UI id like us to be able to express all of the common primitives that are required to build modern interfaces incl clipping and masking. But there are also other aspects of the UI system like layout, styling, input, the editor, which all has to be balanced too…

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Also you might be able to move the gradient with a styling transition too

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Your bullet points make sense, and I honestly agree with them, plus you and your companions at Roblox do the best for what you can!

There is a lot that the community is happy about when it comes to a lot of the newest features, and we appreciate you for what you do, especially when it comes to balancing systems, like you said, also so things don’t break.

Also I hope I’m not overstepping and this isn’t a weird question, and if I am please let me know or if you’re not comfortable with answering this: I noticed your Roblox account was made in 2025, so I wanted to ask how do you like working for Roblox, and what’s something you enjoy about it?

I’m assuming you’re a newer staff member based only on your join date, so if that’s a misconception then I do apologize!

I will look into this and see if I can replicate the idea, thank you!

I haven’t heard a lot about this, though if I am able to get something to work then a new community tutorial sounds like it’s in order, and I’ll probably make one at some time haha.