Why does the documentation recommend a blank TextButton over a transparent ImageButton?

Hello everyone,

While working on my game’s UI, I needed a blank button to serve as a container because TextButton doesn’t natively support text padding/margins—so I had to place a TextLabel inside an empty button as a child. While deciding whether to use an ImageButton or a TextButton for that empty parent button, I came across this specific line in the official ImageButton documentation:

“If you disable image rendering by setting ImageTransparency to 1, it will result in a plain rectangle that can be used as a button. However, it may be better to use a blank TextButton instead.”

I searched the DevForum to find the exact technical reason behind this recommendation, but I couldn’t find any deep discussion or staff confirmation about why a blank TextButton is objectively better.

I have a few hypotheses:

  1. Rendering Pipeline: Does a transparent ImageButton still go through the texture binding and rendering loop (Draw Calls), whereas a TextButton just renders a simple quad?
  2. Asset Fetching: Does the engine attempt to fetch a null/blank asset if it’s an ImageButton, causing micro-overheads?
  3. Memory: Is there a difference in memory usage between the two classes when left blank?

Is this recommendation simply a semantic “best practice,” or are there actual performance implications at the engine level (especially when having hundreds of blank buttons for custom UI interactions)?

Thanks!

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This is an excellent technical question, and your hypotheses are actually spot-on regarding how the Roblox engine handles UI.

To answer your core question: The documentation suggests a blank TextButton primarily due to Rendering Pipeline and State Overhead (aligning with your Hypotheses 1 & 3).

Even if an ImageButton has ImageTransparency = 1 or an empty string "" for the Image property, the class still carries texture-dependent properties under the hood (such as HoverImage and PressedImage). During user interactions (hovering, clicking), the UI thread still evaluates these states to check if a texture update is required.

On the other hand, a TextButton with Text = "" bypasses the texture rendering pipeline entirely. It evaluates as a simple primitive quad (or a complete no-op if BackgroundTransparency = 1). While the memory footprint difference per instance is micro, when scaling to hundreds of custom interactive UI elements, using a blank TextButton objectively reduces the calculation overhead on the UI thread.

However, I want to address the root cause of your issue:

“because TextButton itself doesn’t natively support text padding… therefore I must put a child TextLabel inside an empty button.”

You actually do not need this parent-child workaround anymore!
You can simply use a single TextButton, and insert a UIPadding instance as its child. The UIPadding constraint will natively apply the exact padding/margins to the text inside the TextButton.

By doing this, you eliminate the need for a container button entirely. Cutting your UI instance count in half is by far the most impactful performance optimization you can make here!

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