Basically, I need to put some key bind hints, but I also need to make sure that they don’t clutter the screen, and can show them for all types of devices (my game is accessible to PC, mobile, console, and VR)
My screen currently:
Well for starters before you do that you need to scale all you’re UI properly, from the look of things when you are scaling your UI elements it looks like you are using offset, for instance this is what size looks like for UI elements:
({scale,offset},{scale,offset})
This is a UDim2, its what roblox uses to scale Ui as I have mentioned.
Now as I said it appears you are using offset, offset is well an offset value so it wont scale with the screen, therefore leaving you with different sized buttons depending on the screen size, to fix that use scale!
Scale is a percentage, for instance take this Udim2 for example:
{0.5,0,},{1,0}
What this does is cover 50% of the screen on the X coordinate and 100% of the screen on the Y coordinate. What I recommend is playing around with the values until it looks good.
There is also a plugin called AutoScale Lite, which will allow you to change your offset to scale.
Anyhow those are some tips for just cleaning about your current UI, once you’ve done that then its time to do keybind stuff. (at least in my opinion lol)
I am aware of scale vs. offset; I have been creating GUI for a long time. I just need some suggestions for the location of key bind hints.
I am fine with the way the GUI looks right now. I know it isn’t perfect with the space pack button covering part of the speed note, but there are 5 users who bought the space pack gamepass, and therefore only 5 users who can see that. If I had to guess, they weren’t iphone 4 users, and have a much bigger screen.
Also, the +/- button needs to be big for easy touching. I am using a UISizeConstraint (for minimum size), which is why you might have thought I was just using UI offset.