UIStroke - Studio Beta (UPDATE: re-enabled)

What about hollow text? It isn’t working on BillboardGuis. I don’t know what’s the point of releasing work that doesn’t have all the features specified before the official launch.

Edit: Found a way to fix it but it seems like is more an impossible thing to fix as the pixels from the billboardgui will be less if the player is away.

UIStroke is now live:

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Been waiting for this to be fully released for a while, thank you! I will be using this

Great to hear! Took us longer than expected to work out some of the kinks.

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Also looks like Tiffblocks already posted this in the thread. @Tiffblocks beat me to it!

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Just realized this has been re-enabled. Way to go!
I was looking forward to this update for a while, and I cant wait to test it out. I had to manually create 2 frames to get a rounded border, so this will be a very welcome update.

By the way, there’s still 1 issue remaining:
image

Although subtle, if you look at the corners of the inner frame, you can see slightly through.

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This will surely mash UI Designers even further with scripters, as well as significantly improve the quality of UI design.

You guys should probably state that if RichText is enabled on any Text-oriented object it won’t use the UIStroke object parented to it.

Just spent a few minutes wondering why a TextLabel I had wouldn’t apply the UIStroke I was parenting to it but others would; looked into the issue more closely, and found that RichText being enabled would prevent it from rendering the underlying UIStroke

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Hi I got an Issue here.


When I use UIStroke and GuiObject.ClipsDescendants, it shows something weird. Is this fixable?

weird glitch (UIStroke).rbxm (2.2 KB)

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This is unintended, I’ve filed this as a bug.

It’s fixable, and I’ve filed it as a bug. I can’t guarantee when this will be fixed though.

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Any updates on this? My game heavily relies on UIStroke but I can’t use it if it can’t scale with different screen sizes.

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Necrobumping for more information.

Why is this? The only way I can see to tween the thickness of TextStroke in this case is to implement a custom TweenService that relies on RunService which manipulates the GuiObject's RichText (although admittedly I haven’t tried/tested this).

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Is there any update on the RichText bug?

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When will this be done? Im currently scaling strokes using ViewportSize, but it causes many glitches.

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Adding a UI stroke via code doesn’t seem to apply?


	local text = Instance.new("TextLabel", bloodUi)
	text.Text = " Blood: 0"
	text.TextColor3 = Color3.new(1,1,1)
	text.Font = Enum.Font.Arcade
	text.TextScaled = true
	text.TextWrapped = true
	text.RichText = true
	text.Size = UDim2.new(1, 0, .8, 0)
	text.BackgroundTransparency = 1
	text.TextXAlignment = Enum.TextXAlignment.Left
	
	local gradient = Instance.new("UIGradient", text)
	gradient.Color = ColorSequence.new({ColorSequenceKeypoint.new(0, Color3.new(0.592157, 0, 0)), ColorSequenceKeypoint.new(1, Color3.new(0.592157, 0, 0))})
	
	local stroke = Instance.new("UIStroke", text)
	stroke.Color = Color3.new(.5, 0, 0)
	stroke.Transparency = 0.5
	stroke.Thickness = 2

There is no stroke around the text.

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UIStroke doesn’t work with richtext, you gotta use the actual RichText stroke instead, if you don’t know what that is then you can use google to find out how to do it.

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This issue has been bothering me too. It seems to occur when the thickness of the stroke is larger than the size of the hole (or larger than half the size of the hole maybe). And in the examples below, it only happens when LineJoinMode is Round.


(Font: FredokaOne, TextSize: 100, UIStroke Thickness: 12)


(Font: FredokaOne, TextSize: 100, UIStroke Thickness: 7)

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This is a lie:

It would be great if we could use UIStrokes with images too, it would be very useful.

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This fixed a bug where the stroke around the border of the object wouldn’t render. It says nothing about changing the behavior to support drawing outlines around images.

Okay, but UIStrokes still don’t appear when BackgroundTransparency is set to 1.