UISizeConstraint does not work with automatically sized ScrollingFrames

ScrollingFrames do not adhere to size constraints applied by a UISizeConstraint when using AutomaticSize and AutomaticCanvasSize, and continue to grow beyond the maximum specified size.

ScrollingFrameAutomaticSizeRepro.rbxm (8.4 KB)

Expected behavior

I would expect the ScrollingFrame to grow as big as the UISizeConstraint allows, and when it hits the maximum size, the ScrollingFrame’s canvas will continue to grow while the bounds of the ScrollingFrame itself remain at the specified maximum size.

In the case where you would expect both the canvas size and the frame size to not exceed the specified maximum size, you would actually want to be using a Frame, since there would be no need for a scrolling mechanism in this scenario.

7 Likes

Thanks for the report! I filed a ticket in our internal database.

1 Like

I’m experiencing this issue as well. Can we get a follow up?

1 Like

Its still happening btw, please like fix this bro :sob: I have to do a dumb work around now

The issue is still active and somewhat annoying

Ayo chat, when is this being fixed? Let’s this on priority pronto asap should’ve been done yesterday type stuff.

I’m trying to make a dropdown and I want the dropdown to only go down so far before the rest of it starts to use the scroll frame but instead I get this. A busted up radiator scrollframe

image

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for now my work around scrollFrameClass

ListScrollingFrameClass
local ListScrollingFrameClass = {}
ListScrollingFrameClass.__index = ListScrollingFrameClass

export type ListScrollingFrameInfo = {
	FillDirection: Enum.FillDirection,
	isDraggable: boolean?,
	ScrollingSensitivity: number?,
	isScrollBarAlwaysShown: boolean?,
	AutomaticCanvasSize: Enum.AutomaticSize?,
	ScrollingDirection: Enum.ScrollingDirection?,
	MaxSizeOnFillAxis: number?,
	MinSizeOnFillAxis: number?,
	AutoSyncBackgroundColor: boolean?,
	BackgroundTransparency: number?,
	Padding: UDim?,
	HorizontalAlignment: Enum.HorizontalAlignment?,
	VerticalAlignment: Enum.VerticalAlignment?,
	SortOrder: Enum.SortOrder?,
}

function ListScrollingFrameClass.new(info: ListScrollingFrameInfo)
	assert(info.FillDirection, "FillDirection is required")

	local self = setmetatable({}, ListScrollingFrameClass)

	local isHorizontal = info.FillDirection == Enum.FillDirection.Horizontal
	local maxSize = info.MaxSizeOnFillAxis or math.huge
	local minSize = info.MinSizeOnFillAxis or 0
	local isScrollBarAlwaysShown = info.isScrollBarAlwaysShown or false
	local isDraggable = info.isDraggable or false
	local scrollSensitivity = info.ScrollingSensitivity or 1.3

	local scrollingFrame = Instance.new("ScrollingFrame")
	scrollingFrame.Size = if isHorizontal
		then UDim2.new(0,minSize,1,0)
		else UDim2.new(1,0,0,minSize)
	scrollingFrame.BackgroundTransparency = info.BackgroundTransparency or 1
	scrollingFrame.ScrollingEnabled = isScrollBarAlwaysShown
	scrollingFrame.CanvasSize = UDim2.fromScale(0,0)
	scrollingFrame.ScrollingDirection = info.ScrollingDirection or Enum.ScrollingDirection.XY
	scrollingFrame.AutomaticCanvasSize = info.AutomaticCanvasSize or Enum.AutomaticSize.XY

	if info.AutoSyncBackgroundColor then
		local function UpdateBackgroundColor()
			scrollingFrame.BackgroundColor3 = settings().Studio.Theme:GetColor(Enum.StudioStyleGuideColor.MainBackground)
		end
		scrollingFrame.BackgroundTransparency = 0
		self._themeChangedConnection = settings().Studio.ThemeChanged:Connect(UpdateBackgroundColor)
		UpdateBackgroundColor()
	end
	
	if isDraggable then
		local initPos = nil

		self._dragConnectionBegan = scrollingFrame.InputBegan:Connect(function(input)
			if input.UserInputType == Enum.UserInputType.MouseButton1 then
				initPos = input.Position
			end
		end)
		
		self._dragConnectionEnded = scrollingFrame.InputEnded:Connect(function(input)
			if input.UserInputType == Enum.UserInputType.MouseButton1 then
				initPos = nil
			end
		end)

		self._dragConnectionChanged =  scrollingFrame.InputChanged:Connect(function(input)
			if input.UserInputType == Enum.UserInputType.MouseMovement then
				if not initPos then return end

				local delta = input.Position - initPos
				local dragVector = if isHorizontal 
					then Vector2.new(delta.X * scrollSensitivity, 0)
					else Vector2.new(0, delta.Y * scrollSensitivity)
				scrollingFrame.CanvasPosition -= dragVector
				initPos = input.Position
			end
		end)
	end

	local layout = Instance.new('UIListLayout')
	layout.FillDirection = info.FillDirection
	layout.HorizontalAlignment = info.HorizontalAlignment or Enum.HorizontalAlignment.Left
	layout.VerticalAlignment = info.VerticalAlignment or Enum.VerticalAlignment.Top
	layout.SortOrder = info.SortOrder or Enum.SortOrder.LayoutOrder
	layout.Padding = info.Padding or UDim.new(0, 0)
	layout.Parent = scrollingFrame

	local function OnAbsoluteContentSizeChanged()
		local contentSize = layout.AbsoluteContentSize
		local currentSize = if isHorizontal then contentSize.X else contentSize.Y

		local constrainedSize = math.clamp(currentSize, minSize, maxSize)

		if isHorizontal then
			scrollingFrame.Size = UDim2.new(0, constrainedSize, 1, 0)
		else
			scrollingFrame.Size = UDim2.new(1, 0, 0, constrainedSize)
		end

		if not isScrollBarAlwaysShown then -- its flickering if newContentSize not used which is same as oldContentSize
			local newContentSize = layout.AbsoluteContentSize
			local newCurrentSize = if isHorizontal then newContentSize.X else newContentSize.Y
			scrollingFrame.ScrollingEnabled = newCurrentSize > maxSize
		end

		if self.OnSizeUpdated then self.OnSizeUpdated(constrainedSize, contentSize)	end
	end
	self._sizeChangedConnection = layout:GetPropertyChangedSignal("AbsoluteContentSize"):Connect(OnAbsoluteContentSizeChanged)

	self.OnSizeUpdated = nil
	self.scrollingFrame = scrollingFrame
	self.layout = layout
	self.childCount = 0

	return self
end

function ListScrollingFrameClass:GetFrame()
	return self.scrollingFrame
end

function ListScrollingFrameClass:GetChildCount()
	return self.childCount
end

function ListScrollingFrameClass:AddChild(guiObject: GuiObject)
	guiObject.LayoutOrder = self.childCount
	self.childCount += 1
	guiObject.Parent = self.scrollingFrame
end

function ListScrollingFrameClass:ClearChildren()
	for _, child in ipairs(self.scrollingFrame:GetChildren()) do
		if child:IsA("GuiObject") and child ~= self.layout then
			child:Destroy()
		end
	end
	self.childCount = 0
end

function ListScrollingFrameClass:BindOnSizeUpdated(customFunction: (constrainedSize: number, contentSize: Vector2) -> ...any)
	self.OnSizeUpdated = customFunction return self
end

function ListScrollingFrameClass:Destroy()
	if self._themeChangedConnection then
		self._themeChangedConnection:Disconnect()
	end
	if self._sizeChangedConnection then
		self._sizeChangedConnection:Disconnect()
	end
	if self._dragConnectionBegan then
		self._dragConnectionBegan:Disconnect()
	end
	if self._dragConnectionEnded then
		self._dragConnectionEnded:Disconnect()
	end
	if self._dragConnectionChanged then
		self._dragConnectionChanged:Disconnect()
	end
	self.scrollingFrame:Destroy()

	-- Clear references
	table.clear(self)
end

return ListScrollingFrameClass

this is for plugin but probably works for im game purposes if nothing goes wrong :slight_smile:
i event include dragging system!

here is the plugin!
AutoResizeFrameTest.rbxmx (10.1 KB)

if you want to explore more about the setup of plugin drag and drop the file on explorer
and select the anchestor script named “AutoResizeFrameTest” then right click save as local plugin!

hope it helps

Bump! I need this because my UI is clamped on the x-axis at 862 pixels. AutomaticCanvasSize still isn’t working!

Anything?

Still an issue.
Maybe try filing that internal database ticket one more time… or three more times.