As a Roblox developer, it is currently too hard to animate a UI object’s scale without affecting layout.
If Roblox is able to address this issue, it would improve my development experience because we could animate the scale of objects.
As a Roblox developer, it is currently too hard to animate a UI object’s scale without affecting layout.
If Roblox is able to address this issue, it would improve my development experience because we could animate the scale of objects.
If you put each of those buttons in a container, scaling the descendant will not affect the original layout.
I’m not sure how adding this property would be viable without some proportionally large overhead, since you now have to store the original transform as well as the new transform of an object, including all the interactions on that object.
This is not feasible if the button uses AutomaticSize, but this is a good thought to have.
I’m not sure how this is not feasible. Can you give me an example? I can’t think of a scenario this wouldn’t work.
Where would this overhead be? In order for the UIScale to even multiply the object’s scale it’d need to already have the original scale & transform stored somewhere or be calculated. Doesn’t sound like there’s an extra overhead being added for data that should already be there.
Yes, the use case is explicitly automatic size, where each subcomponent layouts out affecting other components.
I would like to also request for this feature to be added.
Some components like UIScale can be used for various different purposes according to a developer’s use case.
In mine, it acts as a distance-based UI scaling solution for a custom chat system.
However, the fact that it constantly updates the children each time the component’s scale value changes results in some very unpleasant experiences to the eyes.
If not possible to implement as a toggle onto the UIScale instance, would it be possible to at least have this on the CanvasGroup instead, since that acts as 1 single texture?
If I were to think of something that does what I would expect UIScale to do…
…then CSS’ “scale” property details this very well.
Does this align with your expectations as well @Quenty ?
Would like to add that a report of this undesired behavior has been made 4 years ago, where developers were told that UIScale affecting layouts is indeed unintended and that a fix would be released in the future.
Has this fix ever been released, or otherwise is there a known status of it?
For a platform that doesn’t want to expose us device type cause they want us to make a generic UI fit all platforms they sure seem to have a lot of bugs with UI Elements.
they don’t want you to “make a generic UI”, they want you to make your UI responsive to aspects of the user’s device like their screen resolution and currently used input types. basing your UI off of their device type is not responsive at all.