Source: Roblox Creator Hub · CC BY 4.0 · View source · Code samples: MIT Imported 2026-10-03. Formatting adapted for this site.
GuiButton
Inherits from: GuiObject → GuiBase2d → GuiBase → Instance → Object
GuiButton is an abstract class that inherits from GuiObject. It is the base class for the interactive, clickable ImageButton and TextButton objects. This class also defines several properties for interactive behavior, namely AutoButtonColor and Modal.
The most important event of a GuiButton is Activated, a multi-platform event that fires when the button is activated. When using a mouse, this means clicking the button and releasing with the cursor still over the UI object. For touch, the same applies but with a touch instead of button press. Finally, for gamepads, Activated fires if a GuiButton is selected when the A button is pressed and released. In short, this event is very useful for multi-platform user interface programming as it provides a nice general interface for a single user input.
Inherits from: GuiObject
Descendants: ImageButton, TextButton
Memory category: Gui
Tags: NotCreatable, NotBrowsable
Properties
| Name | Type / Returns | Description |
|---|---|---|
| GuiButton.AutoButtonColor | boolean | Determines whether the button automatically changes color when the mouse hovers over or clicks on it. |
| GuiButton.HoverHapticEffect | HapticEffect | A HapticEffect instance that will play when the GuiButton is being hovered. |
| GuiButton.Modal | boolean | If true while the GUI element is visible, the mouse will not be locked unless the right mouse button is down. |
| GuiButton.PressHapticEffect | HapticEffect | A HapticEffect instance that will play when the GuiButton is being pressed. |
| GuiButton.Selected | boolean | A boolean property which indicates whether the object has been selected. |
| GuiButton.Style | ButtonStyle | Sets the style of the GuiButton based on a list of pre-determined styles. |
Inherited from GuiObject
| Name | Type / Returns | Description |
|---|---|---|
| GuiObject.Active | boolean | Determines whether this UI element sinks input. |
| GuiObject.AnchorPoint | Vector2 | Determines the origin point of a GuiObject, relative to its absolute size. |
| GuiObject.AutomaticSize | AutomaticSize | Determines whether resizing occurs based on child content. |
| GuiObject.BackgroundColor | BrickColor | Determines the color of the GuiObject background. |
| GuiObject.BackgroundColor3 | Color3 | Determines the GuiObject background color. |
| GuiObject.BackgroundTransparency | float | Determines the transparency of the GuiObject background and border. |
| GuiObject.BorderColor | BrickColor | Determines the color of the GuiObject border. |
| GuiObject.BorderColor3 | Color3 | Determines the color of the GuiObject border. |
| GuiObject.BorderMode | BorderMode | Determines in what manner the GuiObject border is laid out relative to its dimensions. |
| GuiObject.BorderSizePixel | int | Determines the pixel width of the GuiObject border. |
| GuiObject.ClipsDescendants | boolean | Determines if descendant GuiObjects outside of the bounds of a parent GUI element should render. |
| GuiObject.Draggable | boolean | Determines whether a GuiObject (and its descendants) can be dragged around the screen. |
| GuiObject.GuiState | GuiState | Determines whether the player's mouse is being actively pressed on the GuiObject or not. |
| GuiObject.InputSink | InputSink | Controls whether, and how, the GuiObject sinks input that occurs over it. |
| GuiObject.Interactable | boolean | Determines whether the GuiButton can be interacted with or not, or if the GuiState of the GuiObject is changing or not. |
| GuiObject.LayoutOrder | int | Controls the sort order of the GuiObject when used with a UIGridStyleLayout. |
| GuiObject.NextSelectionDown | GuiObject | Sets the GuiObject which will be selected when the gamepad selector is moved downward. |
| GuiObject.NextSelectionLeft | GuiObject | Sets the GuiObject which will be selected when the gamepad selector is moved to the left. |
| GuiObject.NextSelectionRight | GuiObject | Sets the GuiObject which will be selected when the gamepad selector is moved to the right. |
| GuiObject.NextSelectionUp | GuiObject | Sets the GuiObject which will be selected when the gamepad selector is moved upward. |
| GuiObject.Position | UDim2 | Determines the pixel and scalar position of the GuiObject. |
| GuiObject.Rotation | float | Determines the number of degrees by which the GuiObject is rotated. |
| GuiObject.Selectable | boolean | Determine whether the GuiObject can be selected by a gamepad. |
| GuiObject.SelectionImageObject | GuiObject | Overrides the default selection adornment used for gamepads. |
| GuiObject.SelectionOrder | int | The order of GuiObjects selected by the gamepad UI selection. |
| GuiObject.Size | UDim2 | Determines the pixel and scalar size of the GuiObject. |
| GuiObject.SizeConstraint | SizeConstraint | Sets the Size axes that the GuiObject will be based on, relative to the size of its parent. |
| GuiObject.Transparency | float | A mixed property of BackgroundTransparency and TextTransparency. |
| GuiObject.Visible | boolean | Determines whether the GuiObject and its descendants will be rendered. |
| GuiObject.ZIndex | int | Determines the order in which a GuiObject renders relative to others. |
Inherited from GuiBase2d
| Name | Type / Returns | Description |
|---|---|---|
| GuiBase2d.AbsolutePosition | Vector2 | Describes the actual screen position of a GuiBase2d element, in pixels. |
| GuiBase2d.AbsoluteRotation | float | Describes the actual screen rotation of a GuiBase2d element, in degrees. |
| GuiBase2d.AbsoluteSize | Vector2 | Describes the actual screen size of a GuiBase2d element, in pixels. |
| GuiBase2d.AutoLocalize | boolean | When set to true, localization will be applied to this GuiBase2d and its descendants. |
| GuiBase2d.Localize | boolean | Automatically set to true when a localization table's LocalizationTable.Root targets this object, or an ancestor of this object. |
| GuiBase2d.RootLocalizationTable | LocalizationTable | A reference to a LocalizationTable to be used to apply automated localization to this GuiBase2d and its descendants. |
| GuiBase2d.SelectionBehaviorDown | SelectionBehavior | Customizes gamepad selection behavior in the down direction. |
| GuiBase2d.SelectionBehaviorLeft | SelectionBehavior | Customizes gamepad selection behavior in the left direction. |
| GuiBase2d.SelectionBehaviorRight | SelectionBehavior | Customizes gamepad selection behavior in the right direction. |
| GuiBase2d.SelectionBehaviorUp | SelectionBehavior | Customizes gamepad selection behavior in the up direction. |
| GuiBase2d.SelectionGroup | boolean | Allows customization of gamepad selection movement. |
Inherited from Instance
| Name | Type / Returns | Description |
|---|---|---|
| Instance.Archivable | boolean | Determines if an Instance and its descendants can be cloned using Instance:Clone(), and can be saved/published. |
| Instance.archivable | boolean | |
| Instance.Capabilities | SecurityCapabilities | The set of capabilities allowed to be used for scripts inside this container. |
| Instance.IsInSandbox | boolean | Indicates whether the instance is inside a sandboxed container. |
| Instance.Name | string | A non-unique identifier of the Instance. |
| Instance.Parent | Instance | Determines the hierarchical parent of the Instance. |
| Instance.PredictionMode | PredictionMode | Reflects the client-side prediction mode applied to the instance under server-authoritative physics. |
| Instance.RobloxLocked | boolean | A deprecated property that used to protect CoreGui objects. |
| Instance.Sandboxed | boolean | When enabled, the instance can only access abilities in its Capabilities list. |
| Instance.UniqueId | UniqueId | A unique identifier for the instance. |
Inherited from Object
| Name | Type / Returns | Description |
|---|---|---|
| Object.ClassName | string | A read-only string representing the class this Object belongs to. |
| Object.className | string |
GuiButton.AutoButtonColor
This property determines whether the button automatically changes color when the user's Mouse hovers over or clicks on it. If true, the button will automatically change color when the mouse hovers over or clicks on it. If false, the button will not change.
If you would like to customize how a button changes when the user's mouse hovers over or clicks on it, consider using an ImageButton and changing the element's HoverImage and PressedImage.
Please note that this property will not have an effect on an ImageButton if its Image property is set to an image. Additionally, this property will not affect an ImageButton on mouse hover when its HoverImage is not nil, nor on mouse click if its PressedImage is not nil.
| Field | Value |
|---|---|
| type | boolean |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["UI"] |
GuiButton.HoverHapticEffect
A HapticEffect that the engine plays the first time the pointer moves over the button, when the button transitions from its idle state to its hover state. Assign a HapticEffect to give hover feedback (for example, a light effect on gamepad or mobile); leave it unset for no hover haptics.
The effect plays through the standard HapticService mixer, so whether the player actually feels vibration depends on their device and haptic settings. This property defaults to nil (no effect).
| Field | Value |
|---|---|
| type | HapticEffect |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Haptic |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["UI"] |
GuiButton.Modal
If true while the GUI element is visible, the mouse will not be locked unless the right mouse button is down.
| Field | Value |
|---|---|
| type | boolean |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["UI"] |
GuiButton.PressHapticEffect
A HapticEffect that the engine plays when the button enters its pressed state. Assign a HapticEffect to give press or click feedback; leave it unset for no press haptics.
The effect plays through the standard HapticService mixer, so whether the player actually feels vibration depends on their device and haptic settings. This property defaults to nil (no effect).
| Field | Value |
|---|---|
| type | HapticEffect |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Haptic |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["UI"] |
GuiButton.Selected
When set to true, the button renders in a highlighted "selected" state instead of its normal idle appearance. This property defaults to false, and the engine never changes it automatically; set it yourself to mark a button as selected.
Selected only has a visual effect on the legacy ButtonStyle presets (the Roblox* styles) with AutoButtonColor enabled, where it swaps in the button's highlighted image. It has no effect under the default Style of Custom. It is unrelated to gamepad and controller UI navigation; the currently focused element is tracked separately by SelectedObject.
| Field | Value |
|---|---|
| type | boolean |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Selection |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["UI"] |
GuiButton.Style
Sets the button's overall appearance from a fixed set of ButtonStyle presets. The default value is Custom, which applies no built-in styling and lets you control the button's appearance entirely through properties such as BackgroundColor3 and, for an ImageButton, its images.
A legacy method of applying a fixed set of Roblox-themed button styles. The remaining presets (RobloxButton, RobloxButtonDefault, RobloxRoundButton, RobloxRoundDefaultButton, and RobloxRoundDropdownButton) render Roblox-themed button art. New interfaces should keep Custom and style the button directly. This property defaults to ButtonStyle.Custom.
| Field | Value |
|---|---|
| type | ButtonStyle |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["UI"] |
Events
| Name | Type / Returns | Description |
|---|---|---|
| GuiButton.Activated | Fires when the button is activated. | |
| GuiButton.MouseButton1Click | Fires when the user's mouse fully left clicks the GuiButton. | |
| GuiButton.MouseButton1Down | Fires when the user presses their left mouse button down on the GuiButton. | |
| GuiButton.MouseButton1Up | Fires when the user releases their left mouse button off of the GuiButton. | |
| GuiButton.MouseButton2Click | Fires when the user's mouse fully right clicks the GuiButton. | |
| GuiButton.MouseButton2Down | Fires when the user presses their right mouse button down on the GuiButton. | |
| GuiButton.MouseButton2Up | Fires when the user releases their right mouse button off of the GuiButton. | |
| GuiButton.SecondaryActivated | Fires when the button's "secondary" input is activated. |
Inherited from GuiObject
| Name | Type / Returns | Description |
|---|---|---|
| GuiObject.DragBegin | Fired when a player begins dragging the object. | |
| GuiObject.DragStopped | Fired when a player stops dragging the object. | |
| GuiObject.InputBegan | Fired when a user begins interacting via a Human-Computer Interface device (Mouse button down, touch begin, keyboard button down, etc). | |
| GuiObject.InputChanged | Fired when a user changes how they're interacting via a Human-Computer Interface device (Mouse button down, touch begin, keyboard button down, etc). | |
| GuiObject.InputEnded | Fired when a user stops interacting via a Human-Computer Interface device (Mouse button down, touch begin, keyboard button down, etc). | |
| GuiObject.MouseEnter | Fires when a user moves their mouse into a GUI element. | |
| GuiObject.MouseLeave | Fires when a user moves their mouse out of a GUI element. | |
| GuiObject.MouseMoved | Fires whenever a user moves their mouse while it is inside a GUI element. | |
| GuiObject.MouseWheelBackward | Fires when a user scrolls their mouse wheel back when the mouse is over a GUI element. | |
| GuiObject.MouseWheelForward | Fires when a user scrolls their mouse wheel forward when the mouse is over a GUI element. | |
| GuiObject.SelectionGained | Fired when the GuiObject is being focused on with the Gamepad selector. | |
| GuiObject.SelectionLost | Fired when the Gamepad selector stops focusing on the GuiObject. | |
| GuiObject.TouchLongPress | Fires when the player starts, continues and stops long-pressing the UI element. | |
| GuiObject.TouchPan | Fires when the player moves their finger on the UI element. | |
| GuiObject.TouchPinch | Fires when the player performs a pinch or pull gesture using two fingers on the UI element. | |
| GuiObject.TouchRotate | Fires when the player performs a rotation gesture using two fingers on the UI element. | |
| GuiObject.TouchSwipe | Fires when the player performs a swipe gesture on the UI element. | |
| GuiObject.TouchTap | Fires when the player performs a tap gesture on the UI element. |
Inherited from GuiBase2d
| Name | Type / Returns | Description |
|---|---|---|
| GuiBase2d.SelectionChanged | Fires when the gamepad selection moves to, leaves, or changes within the connected GuiBase2d or any descendant GuiObjects. |
Inherited from Instance
| Name | Type / Returns | Description |
|---|---|---|
| Instance.AncestryChanged | Fires when the Instance.Parent property of this object or one of its ancestors is changed. | |
| Instance.AttributeChanged | Fires whenever an attribute is changed on the Instance. | |
| Instance.ChildAdded | Fires after an object is parented to this Instance. | |
| Instance.childAdded | ||
| Instance.ChildRemoved | Fires after a child is removed from this Instance. | |
| Instance.DescendantAdded | Fires after a descendant is added to the Instance. | |
| Instance.DescendantRemoving | Fires immediately before a descendant of the Instance is removed. | |
| Instance.Destroying | Fires immediately before (or is deferred until after) the instance is destroyed via Instance:Destroy(). | |
| Instance.StyledPropertiesChanged | Fires whenever any style property is changed on the instance, including when a property is set to nil. |
Inherited from Object
| Name | Type / Returns | Description |
|---|---|---|
| Object.Changed | Fires immediately after a property of the object changes, with some limitations. |
GuiButton.Activated
Fires when a left click press-and-release is detected on desktop, touch release is detected on mobile, or A/cross is activated in UI navigation mode on console. The first time this method is called, clickCount will start at 0.
As this event doesn't fire on the server, it should only be used in a LocalScript, or in a Script with RunContext of RunContext.Client.
Parameters
| Name | Type | Default | Description |
|---|---|---|---|
| inputObject | InputObject | An InputObject representing the user input that activated the button. | |
| clickCount | int | The number of consecutive rapid activations, starting at 0 for the first activation and incrementing with each subsequent activation within quick succession of the previous one. |
| Field | Value |
|---|---|
| security | None |
| capabilities | ["UI"] |
GuiButton.MouseButton1Click
This event fires when the user's mouse fully left clicks the GuiButton.
In regards to clicking, the mouse must be in bounds of the GuiButton and the mouse button must be pressed down and up again before this event fires. If the mouse leaves the bounds of the GuiButton and is released, the event will not fire. If you would like to avoid this limitation, you can use MouseButton1Down and MouseButton1Up; these events are similar but will fire whenever the user presses their left mouse button down or up, respectively.
| Field | Value |
|---|---|
| security | None |
| capabilities | ["UI"] |
GuiButton.MouseButton1Down
This event fires when the user presses their left mouse button down on the GuiButton.
For an event requiring the user to press and release their left mouse on a GuiButton in order for the event to fire, consider using MouseButton1Click.
Parameters
| Name | Type | Default | Description |
|---|---|---|---|
| x | int | The mouse's X screen coordinate in pixels. | |
| y | int | The mouse's Y screen coordinate in pixels. |
| Field | Value |
|---|---|
| security | None |
| capabilities | ["UI"] |
GuiButton.MouseButton1Up
This event fires when the user releases their left mouse button off of the GuiButton.
For an event requiring the user to press and release their left mouse on a GuiButton in order for the event to fire, consider using MouseButton1Click.
Parameters
| Name | Type | Default | Description |
|---|---|---|---|
| x | int | The mouse's X screen coordinate in pixels. | |
| y | int | The mouse's Y screen coordinate in pixels. |
| Field | Value |
|---|---|
| security | None |
| capabilities | ["UI"] |
GuiButton.MouseButton2Click
This event fires when the user's mouse fully right clicks the GuiButton.
In regards to clicking, the mouse must be in bounds of the GuiButton and the mouse button must be pressed down and up again before this event fires. If the mouse leaves the bounds of the GuiButton and is released, the event will not fire. If you would like to avoid this limitation, you can use MouseButton2Down and MouseButton2Up; these events are similar but will fire whenever the user presses their right mouse button down or up, respectively.
| Field | Value |
|---|---|
| security | None |
| capabilities | ["UI"] |
GuiButton.MouseButton2Down
This event fires when the user presses their right mouse button down on the GuiButton.
For an event requiring the user to press and release their right mouse on a GuiButton in order for the event to fire, consider using MouseButton2Click.
Parameters
| Name | Type | Default | Description |
|---|---|---|---|
| x | int | The mouse's X screen coordinate in pixels. | |
| y | int | The mouse's Y screen coordinate in pixels. |
| Field | Value |
|---|---|
| security | None |
| capabilities | ["UI"] |
GuiButton.MouseButton2Up
This event fires when the user releases their right mouse button off of the GuiButton.
For an event requiring the user to press and release their right mouse on a GuiButton in order for the event to fire, consider using MouseButton2Click.
Parameters
| Name | Type | Default | Description |
|---|---|---|---|
| x | int | The mouse's X screen coordinate in pixels. | |
| y | int | The mouse's Y screen coordinate in pixels. |
| Field | Value |
|---|---|
| security | None |
| capabilities | ["UI"] |
GuiButton.SecondaryActivated
Fires when a right-click press-and-release is detected from a mouse, long press is detected on a touch input, R3 is detected from a gamepad, or AltEnter is detected in UI navigation mode using keyboard.
Parameters
| Name | Type | Default | Description |
|---|---|---|---|
| inputObject | InputObject | The input object representing the alternate activation action. |
| Field | Value |
|---|---|
| security | None |
| capabilities | ["UI"] |
Methods
Inherited from GuiObject
| Name | Type / Returns | Description |
|---|---|---|
| GuiObject:TweenPosition | boolean | Smoothly moves a GUI to a new UDim2. |
| GuiObject:TweenSize | boolean | Smoothly resizes a GuiObject to a new UDim2. |
| GuiObject:TweenSizeAndPosition | boolean | Smoothly moves a GUI to a new size and position. |
Inherited from Instance
| Name | Type / Returns | Description |
|---|---|---|
| Instance:AddTag | () | Applies a tag to the instance. |
| Instance:children | Instances | Returns an array of the object's children. |
| Instance:ClearAllChildren | () | This method destroys all of an instance's children. |
| Instance:Clone | Instance | Create a copy of an instance and all its descendants, ignoring instances that are not Archivable. |
| Instance:clone | Instance | |
| Instance:Destroy | () | Sets the Instance.Parent property to nil, locks the Instance.Parent property, disconnects all connections, and calls Destroy() on all children. |
| Instance:destroy | () | |
| Instance:FindFirstAncestor | Instance? | Returns the first ancestor of the Instance whose Instance.Name is equal to the given name. |
| Instance:FindFirstAncestorOfClass | Instance? | Returns the first ancestor of the Instance whose Object.ClassName is equal to the given className. |
| Instance:FindFirstAncestorWhichIsA | Instance? | Returns the first ancestor of the Instance for whom Object:IsA() returns true for the given className. |
| Instance:FindFirstChild | Instance? | Returns the first child of the Instance found with the given name. |
| Instance:findFirstChild | Instance | |
| Instance:FindFirstChildOfClass | Instance? | Returns the first child of the Instance whose ClassName is equal to the given class name. |
| Instance:FindFirstChildWhichIsA | Instance? | Returns the first child of the Instance for whom Object:IsA() returns true for the given className. |
| Instance:FindFirstDescendant | Instance? | Returns the first descendant found with the given Instance.Name. |
| Instance:GetActor | Actor? | Returns the Actor associated with the Instance, if any. |
| Instance:GetAttribute | Variant | Returns the value which has been assigned to the given attribute name. |
| Instance:GetAttributeChangedSignal | RBXScriptSignal | Returns an event that fires when the given attribute changes. |
| Instance:GetAttributes | Dictionary | Returns a dictionary of the instance's attributes. |
| Instance:GetChildren | Instances | Returns an array containing all of the instance's children. |
| Instance:getChildren | Instances | |
| Instance:GetDebugId | string | Returns a coded string of the debug ID used internally by Roblox. |
| Instance:GetDescendants | Instances | Returns an array containing all of the descendants of the instance. |
| Instance:GetFullName | string | Returns a string describing the instance's ancestry. |
| Instance:GetStyled | Variant | Returns the styled or explicitly modified value of the specified property, or else the default property value if it hasn't been styled/modified. |
| Instance:GetStyledPropertyChangedSignal | RBXScriptSignal | Returns an event that fires when the given style property changes on the instance. |
| Instance:GetTags | Array | Gets an array of all tags applied to the instance. |
| Instance:HasTag | boolean | Check whether the instance has a given tag. |
| Instance:IsAncestorOf | boolean | Returns true if an Instance is an ancestor of the given descendant. |
| Instance:IsDescendantOf | boolean | Returns true if an Instance is a descendant of the given ancestor. |
| Instance:isDescendantOf | boolean | |
| Instance:IsPropertyModified | boolean | Returns true if the value stored in the specified property is not equal to the code-instantiated default. |
| Instance:QueryDescendants | Instances | Returns an array containing all descendants of the instance that match the selector string. |
| Instance:Remove | () | Sets the object's Parent to nil, and does the same for all its descendants. |
| Instance:remove | () | |
| Instance:RemoveTag | () | Removes a tag from the instance. |
| Instance:ResetPropertyToDefault | () | Resets a property to its default value. |
| Instance:SetAttribute | () | Sets the attribute with the given name to the given value. |
| Instance:WaitForChild | Instance | Returns the child of the Instance with the given name. If the child does not exist, it will yield the current thread until it does. |
Inherited from Object
| Name | Type / Returns | Description |
|---|---|---|
| Object:GetPropertyChangedSignal | RBXScriptSignal | Get an event that fires when a given property of the object changes. |
| Object:IsA | boolean | Returns true if an object's class matches or inherits from a given class. |
| Object:isA | boolean |