Roblox is weird with ID’s. You know how roblox makes Render Meshes? Well, it does something similar with images. Try using this one instead 18107070395
Try making it into a string instead of a full on number like this.
local Icon = require(game:GetService("ReplicatedStorage").Icon)
local icon = Icon.new()
icon:setImage("rbxassetid://18107070466")
icon:setLabel("Invite Friends")
the rbxassetid:// part first is important. Put this first always before typing in or pasting the number of an id. Next time you try to put a image on something always put rbxassetid:// first.
I’ve been trying to replicate the look of this cosmetics dropdown for about an hour and a half now, and I can’t seem to figure out how to leave gaps in between my buttons. Heres what mine looks like currently.
Edit: I just figured it out, you have to use modifyTheme() to change the dropdown BackgroundTransparency to 1, then change the button’s IconSpot transparency to 0.5 (or 0.3 if its the new roblox ui) and BackgroundColor3 to Color3.fromRGB(0, 0, 0).
Is there a built in way for the colors of the iconbutton to tween? Or do i need to make a fork for that?
I’m not sure if this is a bug, but upon clicking the iconbutton, the text minimizes, despite the mouse still hovering over it. Is there a setting for that or do i need to fork it?
This wasn’t exclusive to the topbar buttons, I made every single button in the game make a sound on click
-- every button initially in playergui
for i,v in pairs(game.Players.LocalPlayer.PlayerGui:GetDescendants()) do
if v:IsA("TextButton") or v:IsA("ImageButton") then
v.MouseButton1Click:Connect(function()
--play sound on click
end
end
end
-- the topbar stuff isnt in the playergui initially, this is where descendantadded comes in
game.Players.LocalPlayer.PlayerGui.DescendantAdded:Connect(function(v)
if v:IsA("TextButton") or v:IsA("ImageButton") then
v.MouseButton1Click:Connect(function()
--play sound on click
end
end
end
The code that creates the button runs twice (two local scripts, some kind of loop, …)
Does it happen after you respawn? If the code is in a place that runs with each character recreation, this is the problem. Either set the TopBar to destroy itself on respawn or put the code in place that runs once (StarterPlayerScripts or PlayerGui).
Ive recently came across the issue with using new fonts not supported by .json, fontfamily, or Enum. The only other option was to use the ID of the font I was using, Poppins.
It not only does not show the correct font when playtesting, but also removes any other “icons” I have set. I dont know how to fix this.
What it looks like now:
When you create the widgets, They duplicate themselves (Even if you just put a brand new TopBarPlus V3 model in), Has anyone get any fixes for this? Or do we need to wait? Been happening for a few weeks now…
hey sorry if it’s been asked before but how do I customize the color of the outermost ring of the button? I want to create the nice rgb effect on hover that shown in the example banner. I just need to know which theme property it is.
Btw if you haven’t found a solution somehow I was able to fix it by doing:
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Modules = ReplicatedStorage:WaitForChild("Client_Modules")
local Icon = require(Modules.Icon)
local icon = Icon.new()
It’s inside a screen gui btw. I don’t think this matter though.