UiTransition - A module script library of UI transitions!

I suppose I could make it auto update

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You could use loadstring or Somehow figure out another way to AutoUpdate the Script also For the Teleport Function someone was Talking about before you can add the … args and make it check if type(…) == ‘function’ then Fire the Function so like Teleporting and that.

I will try and Create Something like that by Editing your Module.

Thanks Chromatype for Creating this Amazing UI Transition Module it will make my Job way easier.

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Can’t you put this into GitHub instead?
You can have multiple releases there and it’s much more mobile friendly.

Hmmmmm

I suppose I should do that.
I’ll set it up!

Here is the link >

Well, you shouldn’t have a .rbxm file on GitHub on source code, that’s what you would have on a release.

Anyway it is hard for you to move away from that since you use actual UI instances, and not something like Roact or Fusion, you don’t code UI, that’s still out of your scope. If you did you could do that much nicely.

You would need to understand Rojo and a lot of other stuff so :P

Well anyway, even if you can’t have it like that, you can have an empty repository, or at least one without the source code, and just use Github’s releases and have .rbxm files on them, with changelogs etc, and then have the Roblox model be always the same one, being always the most updated version.
I know some people do that.

I literally made a GitHub account for this purpose so I’m very new to it! I’ll fix it up! And moving away from UI instances is definitely something I am planning on doing sometime in the future.

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Hello Chromatype,

Can i contact you via Discord? Anime.exe#7615 (My Discord)
I am Currently looking at Editing your Scripts so i want to Contact you and Give you updates on what i’ve done.

I’d prefer if you would message me on devforum.

Okay, Here is the Updated Version of your UI Transitions i’ve Created: UITransitionsV2 - Roblox

Anyone looking to Use Functions or want to Target a Specific Player for the UI to show on then Here you go!

UI Transitions v2:
Functions (Can call Functions inside of the Transition. )
Arguments ( For Functions if you want to Call Specific Arguments in the Functions. )
Player Targeting ( Target Player by Name or the Player itself: ( Appears on the Targeted Player’s UI. )

Great module, only thing I would suggest it to add more default transitions.

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I have Recently Applied what you wanted to Chromatype’s Transition Module.

Here: UITransitionsV2 - Roblox

For More Info about the New Version of UITransitions: UiTransition - A module script library of UI transitions! - #29 by FondInstinct

We have Recently added Function Support to UITransition’s Module .

More Info about this:

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I hate Ui animation but I’m working hard to add new transitions for 1.4

Off of a quick glance, what was initially a project to just be a one function, one module script, at least in your v2, has turned into something somewhat more complicated. This is a nice addition and I will link it in the OP but rather than switch my development to adding onto this module, I will probably continue work on the original version. This isn’t to say yours is poorly coded, not at all,
but code that looks like this >

local Function = function()
   print("foo")
end
--// Note, function not necessary
local UiTransition= require(game.ReplicatedStorage.UiTransitions)
UiTransition.Transition("CircleGrow", 1, 1, Color3.new(255,255,255), Function)

turns into >

local sg = game:GetService('StarterGui')
local Transitions = sg.Transitions
local tm = require(Transitions)
local goals = {
    Position = Vector3.new(100,20,100)
}

local dur = tm.Settings.Default.Duration
local transition = tm.Settings.Default.transition
local waitTime = tm.Settings.Default.waitTime
local color = tm.Settings.Default.color
--local plr = game.Players.LocalPlayer
local plr = 'FondInstinct'

function check(message,number,bool)
	print(message,number,bool)
end

local func = {
	[1] = {functionExample = check, args = {plr,3,false}}
}

tm.Transition(transition,dur,waitTime,color,nil,func,plr)

Which just isn’t the reason I made this module. This module is made to be a singular function with one optional variable that can be used by literally anyone after reading the documentation.

I really do hate to say that I don’t want to switch my priority to something you quire obviously put a lot of effort into. One thing I will be directly referencing for a newer release of UiTransition is the functions with arguments, provided you are alright with it.

Additionally, we are 2 different people, which means we code differently, which means that it’d be hard for me just to start working on this.

Version 1.3.0!!

  • Added support to call .Transition from the server! (Function argument will run on server if you call .Transition with the server) The only difference is that your final argument will have to be a player instance.

(Auto updating model pending, so here is the GitHub release!) Download >

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It’s fine,
It only took a Few Hours to make it work Properly, I understand that it is not easy for New Scripters to Read and Understand it.

Yes of course i’m alright with you using My Function Calling with args method as long as I’m Credited for it.

I Mostly just tried Editing your UITransition Module for Fun and Practise anyways Thanks for the Notice and have a Great Day!

Although this is just :TweenSize on ui i do see myself using this surprisingly. I do see myself editing the module to make the animations have what I want. Still good tho! Appreciate the effort !

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Also 1 suggestion, can you add a circle shrink and shrink for all the other ones too? It would be cool if you do.

Would love to see a callback function for when the first transition is completed, so you can actually do something in between the transition. Looks dope tho!

I’m pretty sure that it already does what you are talking about, as it runs the callback after the first animation. I just worded it poorly in the explanation. Obviously if this isn’t what you are talking about please lmk, I’m happy to make any changes.