Source: Roblox Creator Hub · CC BY 4.0 · View source · Code samples: MIT Imported 2026-10-03. Formatting adapted for this site.
User interface
We wanted to add an interactive map UI to let users consume information in the space station that looked and felt like it lived in this world. We decided to build the map inside the 3D space instead of on a screen that overlays the experience. This type of diegetic visualization allows for more immersion with the world as opposed to feeling like it is a completely separate experience.
Design the map
To design the map:
We mocked the UI in an external application and came up with a rough idea of how we wanted it to look.

We exported the individual pieces of the map as
.pngand imported them into Studio.
Build the map
Building the map inside Studio involved using Parts and SurfaceGuis.
For non-interactive elements, all we needed to do is add a
SurfaceGuiobject to the part.For interactive elements, the
SurfaceGuialso needs to be inside theStarterGuicontainer, with theAdorneeproperty linked to the appropriate part in the 3D workspace. Doing so allows you to add button events.To achieve a parallax effect, we used three separate
ScreenGuiinstances assigned to three uniquePartswith different X values.
We then added a glow effect with the
SurfaceGui.LightInfluenceproperty. If you set the property value to anything less than 1, it enables theSurfaceGui.Brightnessproperty. By adjusting the brightness, you can increase the glow emitting from the image.To let users toggle the display of the map, we used a
ProximityPromptthat we attached to a 3D model. This is an easy way to allow user interaction with world elements.
Finally, using a UITweenModule ModuleScript inside ReplicatedStorage, we animated hiding and showing the UI with TweenService and a bit of logic for determining the state. By tracking what the user clicked, we could hide and show elements by tweening various properties like alpha, position, and size.

local TweenService = game:GetService("TweenService") local UITween = {} -- for fading images function UITween.fadePart(object, amount, time, delay) local tweenAlpha = TweenInfo.new( time, --Time Enum.EasingStyle.Quad, --EasingStyle Enum.EasingDirection.Out, --EasingDirection 0, --Repeat count false, --Reverses if true delay --Delay time ) local tween = TweenService:Create(object, tweenAlpha, {Transparency = amount}) tween:Play() end function UITween.fade(object, amount, time, delay) local tweenAlpha = TweenInfo.new( time, --Time Enum.EasingStyle.Quad, --EasingStyle Enum.EasingDirection.Out, --EasingDirection 0, --Repeat count false, --Reverses if true delay --Delay time ) local tween = TweenService:Create(object, tweenAlpha, {ImageTransparency = amount}) tween:Play() end -- for fading images function UITween.fadeBackground(object, amount, time, delay) local tweenAlpha = TweenInfo.new( time, --Time Enum.EasingStyle.Quad, --EasingStyle Enum.EasingDirection.Out, --EasingDirection 0, --Repeat count false, --Reverses if true delay --Delay time ) local tween = TweenService:Create(object, tweenAlpha, {BackgroundTransparency = amount}) tween:Play() end -- for fading text function UITween.fadeText(object, amount, time, delay) local tweenAlpha = TweenInfo.new( time, --Time Enum.EasingStyle.Quad, --EasingStyle Enum.EasingDirection.Out, --EasingDirection 0, --Repeat count false, --Reverses if true delay --Delay time ) local tween1 = TweenService:Create(object, tweenAlpha, {TextTransparency = amount}) tween1:Play() end -- for moving text and images function UITween.move(object, position, time, delay) task.wait(delay) object:TweenPosition(position, Enum.EasingDirection.Out, Enum.EasingStyle.Quint, time) end -- for changing size function UITween.size(object, size, time, delay, override, callback) local tweenSize = TweenInfo.new( time, --Time Enum.EasingStyle.Quint, --EasingStyle Enum.EasingDirection.Out, --EasingDirection 0, --Repeat count false, --Reverses if true delay, --Delay time override, callback ) local tween = TweenService:Create(object, tweenSize, {Size = size}) tween:Play() end function UITween.rotate(object, rotation, time, delay, override, callback) local tweenSize = TweenInfo.new( time, --Time Enum.EasingStyle.Quint, --EasingStyle Enum.EasingDirection.Out, --EasingDirection 0, --Repeat count false, --Reverses if true delay, --Delay time override, callback ) local tween = TweenService:Create(object, tweenSize, {Rotation = rotation}) tween:Play() end -- for blurring the game camera function UITween.blur(object, amount, time) local tweenInfo = TweenInfo.new(time, Enum.EasingStyle.Linear, Enum.EasingDirection.Out, 0, false, 0) local tween = TweenService:Create(object, tweenInfo, {Size = amount}) tween:Play() end -- for blurring the game camera function UITween.turnOn(object, amount, time) local tweenInfo = TweenInfo.new(time, Enum.EasingStyle.Linear, Enum.EasingDirection.Out, 0, false, 0) local tween = TweenService:Create(object, tweenInfo, {Brightness = amount}) tween:Play() end return UITweenlocal ReplicatedStorage = game:GetService("ReplicatedStorage") -- Add UITween Module local UITween = require(ReplicatedStorage.UITweenModule) -- Find player Guis and UI objects local playerGui = game:GetService('Players').LocalPlayer:WaitForChild('PlayerGui') local screenGuiMapUIFrame = playerGui:WaitForChild("ScreenGuiMapUIFrame").SurfaceGui local mapUIFrameStroke = screenGuiMapUIFrame.FrameStroke local mapUIFrameFill = screenGuiMapUIFrame.FrameFill -- Sizes used for tweening local frameSizeStart = UDim2.new(0, 0, 0, 0) local frameSizeMid = UDim2.new(1, 0, 0.05, 0) local frameSizeEnd = UDim2.new(1, 0, 1, 0) -- Example Tweening UITween.fade(mapUIFrameStroke, 0, 2, 0) UITween.size(mapUIFrameStroke, frameSizeMid, 0.4, 0) UITween.fade(mapUIFrameFill, 0, 2, 0.5) UITween.size(mapUIFrameFill, frameSizeEnd, 0.4, 0.25) task.wait(0.25) UITween.size(mapUIFrameStroke, frameSizeMid, 0.4, 0) UITween.size(mapUIFrameFill, frameSizeMid, 0.4, 0.25) task.wait(0.25) UITween.size(mapUIFrameStroke, frameSizeEnd, 0.4, 0) UITween.size(mapUIFrameFill, frameSizeEnd, 0.4, 0.25)
Here's the final result of the interactive map: