I honestly agree with you. Though I’d say the anchor editor is also somewhat useful. I’m not really using the plugin myself anymore, which is also the reason I’ve discontinued my work on it. I still make small updates based on feedback from users, but that’s about it.
This plugin is several years old and so is its codebase, which is a limiting factor because I don’t want to rewrite the entire plugin for the third time.
Talking about time, I do think that some of the alternative methods are faster, but it’s not too significant in the bigger picture.
However, it’s up to each individual person to decide if the plugin is going to be worth it. All of the plugin’s features are presented using the thumbnails on the plugin’s page.
If you feel disappointed, then you can’t really put the blame on the plugin or false advertisement (there’s none).
Thanks for the constructive feedback, though. I appreciate it.
Unfortunately there is currently no way to do that. Roblox completely transitioned the plugin store to USD a few months ago. The minimum price for plugins is $4.99, but you can also make them free.
I’m not planning on setting up an alternative way to purchase the plugin with a gamepass, as it requires me to maintain and pay for a server, unless there’s some other way to do that.
Could you add a dropdown menu to convert any ui into any other like convert a image button to a image label or text label to an text button and have it maintain its size? I dont think this is a thing from what ive read about the plugin and from my experience of using it for a very short time but if it is I apologize and would like to know how to access it.
Does the fast scale feature work using a UIScale constraint? I’m thinking of getting this plugin but I’m specifically looking to fix issues with AutoCanvasSize scrollbars and UIStroke not scaling with screen size and I know UIScale fixes these.
If this isn’t how it works then it would be great to add that to fix these issues / an alternative.
Fast scale works by converting properties to relative units and uses a few tricks for edge cases.
I use UIScale in my games and have thought of adding this feature to the plugin, but since it requires a script and scaling in edit-time, I’ve kept this idea in the back of my mind for now.
It shouldn’t be hard to implement. I’m currently working on it in studio.
Added it as an experimental feature in the latest update. Do note that with UIScale you need to use anchor points to keep the UI in the same place. The plugin has an anchor editor for that.
Scrolling frame with AutomaticCanvasSize:
The UIScale instance has some attributes you can edit:
Seems like it works kinda, something doesn’t quit work well in some cases (either because there’s a aspect ratio constraint or because everything uses scale for size). If the problem is caused by my gui using scale, then it should automatically convert all size of descendants to offset. Also I’m a bit dissapointed in the property window. I was hoping it could remplace the default property window by getting rid of junk/old ui properties and also directly displaying properties of all constraints inside of it (ex: UIStroke etc). I might be asking too much but it would be lovely.
It’s only an issue when the container frame (has a ScreenGui as its parent) uses scale.
I disagree on your take about converting everything to offset. If your UI is static (no resizing happens during runtime), then it’s probably fine, but it’s different if you want some inner elements to be relative.
If you want to add a size animation to the outer frame, the two inner frames must use scale.
There’s surely a better example, but I hope you get what I mean.
You can see the properties widget in the thumbnails, but that’s just an excuse. I’m aware that the entire properties widget is a disappointment (except the fast scale features), and I’d rather rewrite the entire plugin than redesign and rewrite the widget.
Rewriting the plugin has been on my mind for quite a while. I don’t like the way it’s coded and never want to touch the interface again (it’s created separately and is a nightmare to manage because of the lack of components).
Do I plan on doing it? I want to, but it’s not a small project and I can only dedicate it so much time for now.
Feature-wise, the plugin is not that large and rewriting should be faster because I’m going to use Fusion as the UI framework. I’ll post an update here if there’s any progress.
Well then a quick fix to automatically convert the parent to offset would be great. Also seems like the undo/redo are a bit weird and restore the wrong size so you might need to look into that.
Apart from that thank you for actually adding this feature in!
Hi again. I’ve noticed a pretty big issue with the UIScale feature. It only seems to take in account the height of the screen as opposed to both (like UIAspectRatio + Scale would do). This has caused some of my UI to either completly go off screen or hide other elements on devices with more squared screens.
Would it be possible to get this fixed ASAP? Thanks!
You can see both are pretty much the same, though you may have to tweak the ‘Resolution’ attribute a bit. This attribute is now a Vector2, representing the original width and height to scale up/down from.
The runtime script is automatically updated, but you’ll have to re-scale everything or change the ‘Resolution’ attribute manually for the new version to work properly.