Too late! Lol
UIShelfGradientSelection.rbxm (30.3 KB)
Iâll take a look at the code and tell you if you should make a PR or not.
Itâs very unoptimized so I think your solution is better. I made a ModuleScript to handle the gradient selection (mostly because I copied most of it from UIBlox) which isnât very ideal when you can incorporate it directly in the SelectionImageObject like you did.
Youâre free to use the code and merge it in without my permission.
Tooltip bubbles donât correctly position themselves when near the edges of a screen.
Correct behaviour:
Incorrect behaviour:
Yeah this is a tricky one. Iâll see what I can do about it.
We have just released v1.1.3,
- Fixes tooltips clipping with outer screen on right (this fix only applies to the icon on the far right)
This is an example of a great resource but with terrible release timing, you couldâve just waited till the new UI is live in all games before releasing this and it wouldâve gotten way more popular due to game devs rushing to replace their old UI with the new one.
I do second this, but there is currently a migration period with an extended rollout timeline, so the earlier release was a bit necessary.
Perhaps youâre right. there is no evidence to support either of our arguments anyways, I suggest you work on perfecting this until the new UI is officially live in all games, then make a new post referencing this as itâs really underrated right now, I think thatâs due to not many people knowing it even exists, or they do but donât need it just yet.
Glad you like it! Is there any feedback you would like to give, that I then could consider in the following release?
While I havenât used this module in any of my projects, and I currently donât have live games to integrate it into, I would recommend prioritizing reliability and bug-free performance before adding new features. Developers seeking integration would likely prefer a dependable source that encompasses all the functions of the previous module (TopbarPlus). Once that foundation is solid, you can then introduce new features. Being the first to establish this reliability would position you as the go-to for topbar icons in the new UI, allowing you the flexibility to enhance it at your own pace.
Please note that this is just the perspective of a 19-year-old at the beginning of his journey, so take it with a grain of salt
Waiting for dropdown support, I mainly used topbar+ for the dropdown feature
Is this what youâre looking for? We will not support horizontal menus as its quite unintuitive for mobile users.
https://twitter.com/Bloxy_News/status/1726683701323669871
Well turns out the new Topbar is already on a rollout.
Its over, its time to switch. Say goodbye to the old topbar. Canât even switch back with bloxstrap.
In the api page the menu selections âTopBarIconObjectâ and âTopBarSpacerObjectâ are switched.
Hello! Great module, however it would be nice if you had a signal that would fire when the guiobjectâs visibility is toggled. I had a niche scenario so I had to implement it myself which wasnât difficult but I would love to see it implemented into the full module. For anyone else with who needs it, implementation looks like this:
self.Opened = Signal() :: Signal.Signal<Enum.UserInputType>
self.Closed = Signal() :: Signal.Signal<Enum.UserInputType>
function TopBarIconObject:BindGuiObject(guiObject: GuiObject?)
if not guiObject then
self._GuiBindConnection:Disconnect()
return
end
if not self._GuiBindConnection then
self._GuiBindConnection = self.Activated:Connect(function()
if (not guiObject.Visible) then
self.Opened:Fire()
else
self.Closed:Fire()
end
guiObject.Visible = not guiObject.Visible
end)
end
end
Wonât be implementing this natively. You can easily do this by listening to the visible property of the object.
I personally dont like the idea of having to match UI elements to robloxâs design since it can remove personality on more advanced games
But to whoever is actually looking to blend their UI and buttons with the robloxâs UI then this resource does just that fine.
This is true however differing UI between games can become bad for UX since familiarity is what humans like.
Large new UIs can become confusing quickly and are not ideal if you play a variety of games.
What else would you do? Not matching UI elements are ugly. Not good for UI Design.