Source: Roblox Creator Hub · CC BY 4.0 · View source · Code samples: MIT Imported 2026-10-03. Formatting adapted for this site.
TextBox
Inherits from: GuiObject → GuiBase2d → GuiBase → Instance → Object
A TextBox allows the player to provide text input. It behaves similarly to a TextButton, except that a single TextBox can be put in focus by clicking, tapping, or gamepad selection. While in focus, the player can use a keyboard to change the Text property.
- If there is no text, the
PlaceholderTextwill be visible. This is useful prompting players of the kind or format of data they should input. - By default, the
ClearTextOnFocusproperty is enabled and ensures there is no existing text when aTextBoxis focused. This may not be desirable for text that should be editable by the player. - The
MultiLineproperty allows players to enter multiple lines of text with newline characters (\n).
Focus State
It is possible to detect and change the focus state of a TextBox:
- You can use
CaptureFocuswhen a dialogue appears so that the player doesn't have to click on aTextBoxwhen it becomes available; you can useContextActionService:BindAction()to bind a certain key to focus aTextBoxusing this function. When aTextBoxcomes into focus, theFocusedevent fires. - You can detect if a certain
TextBoxis in focus by usingIsFocused. Alternatively,UserInputService:GetFocusedTextBox()can be used to check if anyTextBoxis in focus. - When the player is done inputting text, the
FocusLostevent fires, indicating if the player pressed Enter to submit text along with theInputObjectthat caused the loss of focus. When using on-screen keyboards on mobile and console,ReturnPressedFromOnScreenKeyboardmay also fire. - If some more important matter comes up during gameplay, you can
ReleaseFocusof theTextBoxso that a player's keyboard input returns to your game.
Text Editing
A TextBox supports text selection through its CursorPosition and SelectionStart properties. Using GetPropertyChangedSignal, you can detect when a selection changes. Additionally, it is possible for players to copy and paste text within a TextBox, enabling basic clipboard support. When the cursor moves outside the visible area while typing or navigating, the TextBox automatically scrolls its viewport to keep the cursor in view.
Text Filtering Notice Games that facilitate player-to-player communication using text, such as custom chat or nametags, must properly filter such text using TextService:FilterStringAsync() or Chat:FilterStringAsync(). If this is not properly done, your game may receive moderation action.
Inherits from: GuiObject
Memory category: Gui
Code samples: View on Creator Hub (TextBox-Secret-Word).
Properties
| Name | Type / Returns | Description |
|---|---|---|
| TextBox.ClearTextOnFocus | boolean | Determines whether clicking on the TextBox will clear its TextBox.Text property. |
| TextBox.ContentText | string | A copy of TextBox.Text that contains exactly what is being rendered by the TextBox. |
| TextBox.CursorPosition | int | Determines the offset of the text cursor in bytes, or -1 if there is no cursor. |
| TextBox.Font | Enum.Font | Determines the font used to render text. |
| TextBox.FontFace | Datatype.Font | Determines the font face used to render text. |
| TextBox.FontSize | FontSize | Determines the font size of a TextBox object. |
| TextBox.LineHeight | float | Scales the spacing between lines of text in the TextBox. |
| TextBox.MaxVisibleGraphemes | int | The maximum number of graphemes the TextBox can show. |
| TextBox.MultiLine | boolean | When set to true, text inside a TextBox is able to move onto multiple lines. |
| TextBox.OpenTypeFeatures | string | Applies OpenType typographic features to the text rendered by the TextBox. |
| TextBox.OpenTypeFeaturesError | string | Read-only property that describes why the TextBox.OpenTypeFeatures string could not be applied. |
| TextBox.PlaceholderColor3 | Color3 | Sets the text color that gets used when no text has been entered into the TextBox. |
| TextBox.PlaceholderText | string | Sets the text that gets displayed when no text has been entered into the TextBox. |
| TextBox.RichText | boolean | Determines whether the TextBox renders the Text string using rich text formatting. |
| TextBox.SelectionStart | int | Determines the starting position of a text selection. |
| TextBox.ShowNativeInput | boolean | If set to true, input native to the platform is used instead of Roblox's built-in keyboard. |
| TextBox.Text | string | Determines the string rendered by the TextBox element. |
| TextBox.TextBounds | Vector2 | The size of a TextBox element's text in offsets. |
| TextBox.TextColor | BrickColor | |
| TextBox.TextColor3 | Color3 | Determines the color of non-placeholder rendered text. |
| TextBox.TextDirection | TextDirection | Direction in which the text is rendered. |
| TextBox.TextEditable | boolean | Determines whether the player can change the Text. |
| TextBox.TextFits | boolean | Whether the text fits within the constraints of the TextBox. |
| TextBox.TextScaled | boolean | Changes whether text is resized to fit within the TextBox. |
| TextBox.TextSize | float | Determine the line height of text in offsets. |
| TextBox.TextStrokeColor3 | Color3 | Determines the color of the text stroke (outline). |
| TextBox.TextStrokeTransparency | float | Determines the transparency of the text stroke (outline). |
| TextBox.TextTransparency | float | Determines the transparency of the rendered text. |
| TextBox.TextTruncate | TextTruncate | Controls the truncation of the text displayed in the TextBox. |
| TextBox.TextWrap | boolean | |
| TextBox.TextWrapped | boolean | Determines if text wraps to multiple lines within the TextBox element space, truncating excess text. |
| TextBox.TextXAlignment | TextXAlignment | Determines the horizontal alignment of the rendered text. |
| TextBox.TextYAlignment | TextYAlignment | Determines the vertical alignment of the rendered text. |
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 |
TextBox.ClearTextOnFocus
Determines whether clicking on the TextBox will clear its TextBox.Text property
| Field | Value |
|---|---|
| type | boolean |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["UI"] |
TextBox.ContentText
This property provides a copy of Text that contains exactly what is being rendered by the TextBox. This is useful for eliminating style tags used for rich text markup; for example, when RichText is enabled, the ContentText property shows the text as it appears to the user.
| RichText | Text | ContentText |
|---|---|---|
false | <b>Hello,<br/> world!</b> | <b>Hello,<br/> world!</b> |
true | <b>Hello,<br/> world!</b> | Hello, world! |
| Field | Value |
|---|---|
| type | string |
| tags | ["ReadOnly","NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Text |
| serialization | {"can_load":false,"can_save":false} |
| capabilities | ["UI"] |
TextBox.CursorPosition
This property determines the offset of the text cursor in bytes, or -1 if the TextBox is not currently being edited. A value of 1 represents the position before the first byte in the Text property. When used in conjunction with the SelectionStart property, it is possible to both get and set selected text within a TextBox.
Note that the units of this property are bytes and that many unicode characters such as emoji are longer than 1 byte. For instance, if a player types in "Hello👋" ("Hello" immediately followed by the waving hand sign), the cursor position would be 10, not 7, since the emoji uses 4 bytes.
| Field | Value |
|---|---|
| type | int |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":false,"can_save":false} |
| capabilities | ["UI"] |
Code samples: View on Creator Hub (textbox-selections).
TextBox.Font
This property selects one of several pre-defined Font fonts with which the UI element will render its text. Some fonts have bold, italic, and/or light variants.
This property is kept in sync with the TextBox.FontFace property. When setting Font, the FontFace property will be set to Font.fromEnum(value).
| Field | Value |
|---|---|
| type | Enum.Font |
| tags | ["Hidden","NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Text |
| serialization | {"can_load":true,"can_save":false} |
| capabilities | ["UI"] |
TextBox.FontFace
This property is similar to the Font property but allows setting fonts that don't exist in Font.
This property is kept in sync with the TextBox.Font property. When setting FontFace, the Font property is set to the corresponding enum value, or to Font.Unknown if there are no matches.
| Field | Value |
|---|---|
| type | Datatype.Font |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Text |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["UI"] |
TextBox.FontSize
Deprecated. This item has been superseded by TextBox.TextSize which should be used in all new work.
This property determines the font size of a TextBox object.
| Field | Value |
|---|---|
| type | FontSize |
| tags | ["NotReplicated","Deprecated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Text |
| serialization | {"can_load":true,"can_save":false} |
| capabilities | ["UI"] |
TextBox.LineHeight
Controls the height of lines, as a multiple of the font's em square size, by scaling the spacing between lines of text in the TextBox. Valid values range from 1.0 (default) to 3.0.
| Field | Value |
|---|---|
| type | float |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Text |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["UI"] |
TextBox.MaxVisibleGraphemes
This property controls the maximum number of graphemes (or units of text) that are shown on the TextBox, regardless of whether it's showing the PlaceholderText or Text.
Changing the property does not change the position or size of the visible graphemes; the layout will be calculated as if all graphemes are visible.
Setting the property to -1 disables the limit and shows the entirety of the Text.
| Field | Value |
|---|---|
| type | int |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Text |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["UI"] |
TextBox.MultiLine
When set to true, text inside a TextBox is able to move onto multiple lines. This also enables players to use the Enter key to move onto a new line.
| Field | Value |
|---|---|
| type | boolean |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["UI"] |
TextBox.OpenTypeFeatures
Comma-separated list of OpenType feature tags applied when the TextBox shapes and renders its text, such as zero for slashed zeros or ss03 for a stylistic set. Defaults to an empty string (no additional features).
Each entry uses standard OpenType feature-string syntax (for example, zero or ss03). Only a supported subset is applied; an unsupported feature, malformed string, or bracketed partial-enabling syntax (for example, zero[1:3]) is rejected, with the reason in OpenTypeFeaturesError.
Supports styling.
| Field | Value |
|---|---|
| type | string |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Text |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["UI"] |
TextBox.OpenTypeFeaturesError
Read-only error, if any, from parsing and applying OpenTypeFeatures. Defaults to an empty string when the requested features applied successfully.
An error is produced when:
- The feature string is malformed and cannot be parsed.
- A requested feature is not in the supported set.
- A bracketed range syntax is used (partial feature enabling is not supported).
| Field | Value |
|---|---|
| type | string |
| tags | ["ReadOnly","NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Text |
| serialization | {"can_load":false,"can_save":true} |
| capabilities | ["UI"] |
TextBox.PlaceholderColor3
Sets the text color that gets used when no text has been entered into the TextBox.
| Field | Value |
|---|---|
| type | Color3 |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Text |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["UI"] |
TextBox.PlaceholderText
Sets the text that gets displayed when no text has been entered into the TextBox.
| Field | Value |
|---|---|
| type | string |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Text |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["UI"] |
TextBox.RichText
This property determines whether the TextBox renders the Text string using rich text formatting. Rich text uses simple markup tags to style sections of the string in bold, italics, specific colors, and more.
Note that when the TextBox has this property enabled and the box gains focus, the player will be able to edit and interact with the complete XML string, including all of the formatting tags. When focus is lost, the text will automatically parse and render the tags as rich text.
| Field | Value |
|---|---|
| type | boolean |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Text |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["UI"] |
TextBox.SelectionStart
Determines the starting position of a text selection, or -1 if the TextBox has no range of selected text. This property uses the same positioning logic as CursorPosition. SelectionStart will be greater than CursorPosition if the cursor is at the beginning of a selection, and less than CursorPosition if the cursor is at the end.
| Field | Value |
|---|---|
| type | int |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":false,"can_save":false} |
| capabilities | ["UI"] |
Code samples: View on Creator Hub (textbox-selections).
TextBox.ShowNativeInput
If set to true, input native to the platform is used instead of Roblox's built-in keyboard.
| Field | Value |
|---|---|
| type | boolean |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["UI"] |
TextBox.Text
This property determines the text content rendered by the TextBox element. The visual properties of the string rendered to the screen is determined by TextColor3, TextTransparency, TextSize, FontFace, and other properties.
It is possible to render emoji such as 👋 and other symbols. These special symbols aren't affected by the TextColor3 property.
This property may contain newline characters, but it is not possible to type newline characters within the Properties window. Similarly, this property may contain a tab character, but it will render as a space instead.
| Field | Value |
|---|---|
| type | string |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Text |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["UI"] |
TextBox.TextBounds
This read-only property reflects the absolute size of rendered text in offsets. In other words, if you were to try to fit text into a rectangle, this property would reflect the minimum dimensions of the rectangle you would need in order to fit the text.
Using TextService:GetTextSize(), you can predict what TextBounds will be on a TextLabel given a string, Font, TextSize and frame size.
| Field | Value |
|---|---|
| type | Vector2 |
| tags | ["ReadOnly","NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Text |
| serialization | {"can_load":false,"can_save":false} |
| capabilities | ["UI"] |
TextBox.TextColor
Deprecated. This item has been superseded by TextBox.TextColor3 which should be used in all new work.
| Field | Value |
|---|---|
| type | BrickColor |
| tags | ["Hidden","NotReplicated","Deprecated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Text |
| serialization | {"can_load":true,"can_save":false} |
| capabilities | ["UI"] |
TextBox.TextColor3
This property determines the color of non-placeholder text rendered by the TextBox. Text is rendered after the text stroke.
| Field | Value |
|---|---|
| type | Color3 |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Text |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["UI"] |
Code samples: View on Creator Hub (Vowel-Detector).
TextBox.TextDirection
TextDirection in which the TextBox renders its text. Defaults to TextDirection.Auto, which picks direction from the text content so right-to-left scripts render right-to-left. TextDirection.LeftToRight and TextDirection.RightToLeft force left-to-right or right-to-left rendering.
Supports styling.
| Field | Value |
|---|---|
| type | TextDirection |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Text |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["UI"] |
TextBox.TextEditable
This property determines whether the player can change the Text through input. It is recommended to disable ClearTextOnFocus when this property is disabled, otherwise the text can be cleared on-focus.
| Field | Value |
|---|---|
| type | boolean |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["UI"] |
TextBox.TextFits
Whether the text fits within the constraints of the TextBox.
| Field | Value |
|---|---|
| type | boolean |
| tags | ["ReadOnly","NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Text |
| serialization | {"can_load":false,"can_save":false} |
| capabilities | ["UI"] |
TextBox.TextScaled
This property determines whether text is scaled so that it fills the box's entire space. When enabled, TextSize is ignored and TextWrapped is automatically enabled. When this property is used for on-screen UI, it may be helpful to use a UITextSizeConstraint to restrict the range of possible text sizes.
See TextLabel.TextScaled for additional recommendations when using this property.
| Field | Value |
|---|---|
| type | boolean |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Text |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["UI"] |
TextBox.TextSize
This property determines the height in offsets of one line of rendered text. The unit is in offsets, not points as in many document editing programs.
| Field | Value |
|---|---|
| type | float |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Text |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["UI"] |
TextBox.TextStrokeColor3
This property sets the color of the stroke (outline) of the rendered text. This property and TextStrokeTransparency determine the visual appearance of the text stroke.
| Field | Value |
|---|---|
| type | Color3 |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Text |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["UI"] |
TextBox.TextStrokeTransparency
This property sets the transparency of the stroke (outline) of the rendered text. This property and TextStrokeColor3 determine the visual appearance of the text stroke.
Since text stroke is simply multiple renderings of the same transparency, this property is essentially multiplicative on itself four times over; for example a TextStrokeTransparency of 0.5 appears about the same as TextTransparency of 0.0625, or 0.5^4.
| Field | Value |
|---|---|
| type | float |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Text |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["UI"] |
TextBox.TextTransparency
This property determines the transparency of all the text rendered by the TextBox.
| Field | Value |
|---|---|
| type | float |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Text |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["UI"] |
TextBox.TextTruncate
Controls the truncation of the text displayed in the TextBox.
| Field | Value |
|---|---|
| type | TextTruncate |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Text |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["UI"] |
TextBox.TextWrap
Deprecated. This item has been superseded by TextBox.TextWrapped which should be used in all new work.
| Field | Value |
|---|---|
| type | boolean |
| tags | ["NotReplicated","Deprecated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Text |
| serialization | {"can_load":true,"can_save":false} |
| capabilities | ["UI"] |
TextBox.TextWrapped
When enabled, this property will render text on multiple lines within a TextBox element's space so that TextBounds will never exceed the GuiBase2d.AbsoluteSize of the element.
This is achieved by breaking long lines of text into multiple lines. Line breaks will prefer whitespace; should a long unbroken word exceed the width of the element, that word will be broken into multiple lines.
If further line breaks would cause the vertical height of the text (the Y component of TextBox.TextBounds) to exceed the vertical height of the element (the Y component of GuiBase2d.AbsoluteSize), then that line will not be rendered at all.
| Field | Value |
|---|---|
| type | boolean |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Text |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["UI"] |
TextBox.TextXAlignment
This property determines the horizontal alignment of text rendered within the TextBox element's space. It can be used in conjunction with TextYAlignment to fully determine text alignment on both axes.
This property does not affect the read-only properties TextBounds and TextFits.
| Field | Value |
|---|---|
| type | TextXAlignment |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Text |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["UI"] |
TextBox.TextYAlignment
This property determines the vertical alignment of text rendered within the TextBox element's space. It can be used in conjunction with TextXAlignment to fully determine text alignment on both axes.
This property does not affect the read-only properties TextBounds and TextFits.
| Field | Value |
|---|---|
| type | TextYAlignment |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Text |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["UI"] |
Methods
| Name | Type / Returns | Description |
|---|---|---|
| TextBox:CaptureFocus | () | Forces the client to focus on the TextBox. |
| TextBox:IsFocused | boolean | Whether the TextBox currently has focus. |
| TextBox:ReleaseFocus | () | Forces the client to unfocus the TextBox. |
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 |
TextBox:CaptureFocus
Forces the client to focus on the TextBox.
Returns
| Type | Description |
|---|---|
| () |
| Field | Value |
|---|---|
| security | None |
| thread safety | Unsafe |
| capabilities | ["UI"] |
Code samples: View on Creator Hub (TextBox-CaptureFocus1).
TextBox:IsFocused
Returns true if the TextBox is focused or false if it is not.
Returns
| Type | Description |
|---|---|
| boolean | Returns true if the TextBox is focused or false if it is not. |
| Field | Value |
|---|---|
| security | None |
| thread safety | Unsafe |
| capabilities | ["UI"] |
TextBox:ReleaseFocus
Forces the client to unfocus the TextBox. The submitted parameter lets you override the enterPressed parameter in the TextBox.FocusLost event.
Parameters
| Name | Type | Default | Description |
|---|---|---|---|
| submitted | boolean | false | Whether the TextBox.FocusLost event's enterPressed parameter reports true, as if the player pressed Enter to submit text. Defaults to false. |
Returns
| Type | Description |
|---|---|
| () |
| Field | Value |
|---|---|
| security | None |
| thread safety | Unsafe |
| capabilities | ["UI"] |
Code samples: View on Creator Hub (TextBox-ReleaseFocus1).
Events
| Name | Type / Returns | Description |
|---|---|---|
| TextBox.Focused | Fires when the TextBox gains focus. | |
| TextBox.FocusLost | Fires when the TextBox loses its focus. | |
| TextBox.ReturnPressedFromOnScreenKeyboard | Fires when the TextBox is focused and the player presses the on-screen keyboard's return/enter button. |
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. |
TextBox.Focused
This event fires when the TextBox gains focus, typically when a player clicks/taps on the TextBox to begin text entry. Also fires if TextBox focus is forced through CaptureFocus().
This event can be used alongside FocusLost to track when a TextBox both gains and loses focus.
| Field | Value |
|---|---|
| security | None |
| capabilities | ["UI"] |
Code samples: View on Creator Hub (TextBox-Focus).
TextBox.FocusLost
This event fires when the TextBox loses its focus, typically when a player clicks/taps outside of it or presses Enter. Also fires if TextBox focus release is forced through ReleaseFocus().
This event can be used alongside FocusLost to track when a TextBox both gains and loses focus.
Parameters
| Name | Type | Default | Description |
|---|---|---|---|
| enterPressed | boolean | A boolean indicating whether the client pressed Enter to lose focus (true) or not (false). | |
| inputThatCausedFocusLoss | InputObject | An InputObject instance indicating the type of input that caused the TextBox to lose focus. |
| Field | Value |
|---|---|
| security | None |
| capabilities | ["UI"] |
Code samples: View on Creator Hub (TextBox-Focus, TextBox-FocusLost, TextBox-FocusLost1).
TextBox.ReturnPressedFromOnScreenKeyboard
On mobile and console, this event fires when the TextBox is focused and the player presses the on-screen keyboard's return/enter button.
| Field | Value |
|---|---|
| security | None |
| capabilities | ["UI"] |