Source: Roblox Creator Hub · CC BY 4.0 · View source · Code samples: MIT Imported 2026-10-03. Formatting adapted for this site.
TextLabel
Inherits from: GuiLabel → GuiObject → GuiBase2d → GuiBase → Instance → Object
A TextLabel renders a rectangle, like a Frame, with styled text. The rectangle can be used to define text boundaries, text scaling (TextScaled), wrapping (TextWrapped), and alignment (TextXAlignment and/or TextYAlignment).
This class contains properties that control the display of the text, such as Font and TextColor3. To display only text and hide the background rectangle, set BackgroundTransparency to 1.
A UITextSizeConstraint object can be used to constrain the size of text with TextScaled enabled. It is recommended that the size of text is no lower than 9, otherwise it may not be visible to many users.
Inherits from: GuiLabel
Memory category: Gui
Code samples: View on Creator Hub (Game-State-Text).
Properties
| Name | Type / Returns | Description |
|---|---|---|
| TextLabel.ContentText | string | A copy of TextLabel.Text that contains exactly what is being rendered by the TextLabel. |
| TextLabel.Font | Enum.Font | Determines the font used to render text. |
| TextLabel.FontFace | Datatype.Font | Determines the font used to render text. |
| TextLabel.FontSize | FontSize | Determines the font size to be used. |
| TextLabel.LineHeight | float | Scales the spacing between lines of text in the TextLabel. |
| TextLabel.LocalizedText | string | Read-only string containing the automatically-localized text that the TextLabel renders. |
| TextLabel.MaxVisibleGraphemes | int | The maximum number of graphemes the TextLabel can show. |
| TextLabel.OpenTypeFeatures | string | Applies OpenType typographic features to the text rendered by the TextLabel. |
| TextLabel.OpenTypeFeaturesError | string | Read-only property that describes why the TextLabel.OpenTypeFeatures string could not be applied. |
| TextLabel.RichText | boolean | Determines whether the TextLabel renders its text using rich text formatting. |
| TextLabel.Text | string | Determines the string rendered by the TextLabel. |
| TextLabel.TextBounds | Vector2 | Read-only property which reflects the absolute size of rendered text in |
| TextLabel.TextColor | BrickColor | Determines the color of text. |
| TextLabel.TextColor3 | Color3 | Determines the color of rendered text. |
| TextLabel.TextDirection | TextDirection | Direction in which the text is rendered. |
| TextLabel.TextFits | boolean | A boolean representation of whether the label's text fits within the size of it. |
| TextLabel.TextScaled | boolean | Changes whether text is resized to fit within the TextLabel. |
| TextLabel.TextSize | float | Determines the line height of text in offsets. |
| TextLabel.TextStrokeColor3 | Color3 | Determines the color of the text stroke (outline). |
| TextLabel.TextStrokeTransparency | float | Determines the transparency of the text stroke (outline). |
| TextLabel.TextTransparency | float | Determines the transparency of rendered text. |
| TextLabel.TextTruncate | TextTruncate | Controls the truncation of the text displayed in the TextLabel. |
| TextLabel.TextWrap | boolean | Determines whether or not text should wrap at the edges of the TextLabel element's space. |
| TextLabel.TextWrapped | boolean | Determines if text wraps to multiple lines within the TextLabel |
| TextLabel.TextXAlignment | TextXAlignment | Determines the horizontal alignment of rendered text. |
| TextLabel.TextYAlignment | TextYAlignment | Determines the vertical alignment of 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 |
TextLabel.ContentText
This property provides a copy of Text that contains exactly what is being rendered by the TextLabel. 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"] |
TextLabel.Font
This property selects one of several pre-defined fonts with which the TextLabel will render its text. Some fonts have bold, italic and/or light variants.
With the exception of the Font.Legacy font, each font will render text with the line height equal to the TextSize property.
The Font.Code font is the only monospace font. It has the unique property that each character has the exact same width and height ratio of 1:2, where the width of each character is approximately half the TextSize property.
This property is kept in sync with the FontFace property.
| 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"] |
Code samples: View on Creator Hub (Show-All-Fonts, Cycle-Font).
TextLabel.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 Font property, such that when setting FontFace, the font is set to the corresponding Font 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"] |
TextLabel.FontSize
Deprecated. This property is deprecated in favor of TextSize which is an integer and not an enum and thus offers far more options for sizes.
This property determines the font size to be used.
| 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"] |
TextLabel.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 TextLabel. Valid values range from 1.0 to 3.0, defaulting to 1.0.
| Field | Value |
|---|---|
| type | float |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Text |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["UI"] |
TextLabel.LocalizedText
This read-only property holds the automatically-localized text that the TextLabel renders. When automatic localization is enabled through AutoLocalize and the label's Text matches an entry in an applicable localization table for the player's locale, this property contains the translated string that is actually displayed; when no translation applies, it falls back to the label's own text. It defaults to an empty string and can't be set from a script.
| Field | Value |
|---|---|
| type | string |
| tags | ["Hidden","ReadOnly","NotReplicated"] |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Data |
| serialization | {"can_load":false,"can_save":true} |
| capabilities | ["UI"] |
TextLabel.MaxVisibleGraphemes
This property controls the maximum number of graphemes (or units of text) that are shown on the TextLabel. It is primarily provided as an easy way to create a typewriter effect where the characters appear one at a time.
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"] |
TextLabel.OpenTypeFeatures
This property is a comma-separated list of OpenType feature tags that are applied when the TextLabel shapes and renders its text, such as zero for slashed zeros or ss03 for a stylistic set. It defaults to an empty string, which applies no additional features.
Each entry uses the standard OpenType feature-string syntax (for example, zero or ss03). Only a supported subset of features is applied; a feature that isn't supported, a malformed string, or the bracketed partial-enabling syntax (for example, zero[1:3]) is rejected, and the reason is reported through OpenTypeFeaturesError.
This property 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"] |
TextLabel.OpenTypeFeaturesError
This read-only property reports the error, if any, encountered while parsing and applying the OpenTypeFeatures string. It defaults to an empty string, which indicates that the requested features were applied successfully.
When a feature can't be applied, this property is set to one of the following messages:
Failed to parse features.when a feature string is malformed.Unsupported feature: <tag>when a feature isn't part of the supported set.Partial feature enabling not supported.when the string uses the bracketed range syntax.
| 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"] |
TextLabel.RichText
This property determines whether the TextLabel renders its text using rich text markup to style sections of the string in bold, italics, specific colors, and more.
To use rich text, simply include rich text formatting tags in the Text string.
| Field | Value |
|---|---|
| type | boolean |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Text |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["UI"] |
TextLabel.Text
This property determines the text content rendered by the TextLabel. The visual properties of the string rendered to the screen is determined by TextColor3, TextTransparency, TextSize, Font, TextScaled, TextWrapped, TextXAlignment and TextYAlignment.
It is possible to render emoji such as 🔒 and other symbols which aren't affected by the TextColor3 property. These can be pasted into Script and LocalScript objects, as well as the field within the Properties window.
This property may contain newline characters. 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"] |
Code samples: View on Creator Hub (Fading-Banner, Emoji-in-Text).
TextLabel.TextBounds
This read-only property reflects the absolute size of rendered text in offsets, meaning that if you try to fit text into a rectangle, this property would reflect the minimum dimensions of the rectangle you'd need in order to fit the text.
Using TextService:GetTextSize(), you can predict what TextBounds will be 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"] |
Code samples: View on Creator Hub (Dynamic-TextBox-Size).
TextLabel.TextColor
Deprecated. This item has been superseded by TextLabel.TextColor3 which should be used in all new work.
This property determines the color of text.
| 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"] |
TextLabel.TextColor3
This property determines the color of all the text rendered by the TextLabel element.
| 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 (Countdown-Text).
TextLabel.TextDirection
This property sets the base direction in which the TextLabel orders and renders its text, using a value of the TextDirection enum. It defaults to TextDirection.Auto, which infers the direction from the content of Text so that left-to-right and right-to-left scripts are ordered correctly. Set it to TextDirection.LeftToRight or TextDirection.RightToLeft to force a specific direction regardless of the text content.
This property 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"] |
TextLabel.TextFits
This read-only property is true when the text rendered by the TextLabel fits entirely within the element's GuiBase2d.AbsoluteSize, and false when the text is too large and is therefore clipped or truncated. It's computed from TextBounds relative to the available space, so it reflects the combined effect of TextWrapped, TextTruncate, and TextScaled.
| 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"] |
TextLabel.TextScaled
This property determines whether text is scaled so that it fills the label's entire space. When enabled, TextSize is ignored and TextWrapped is automatically enabled. This property is useful for rendering text elements within BillboardGuis. 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.
Automatic Sizing
It's recommended that you avoid usage of TextScaled and adjust UI to take advantage of the AutomaticSize property instead. Here are the core differences between the two properties:
TextScaledscales the content (text) to accommodate the UI. Without careful consideration, some text may become unreadable if scaled too small.AutomaticSizeresizes the UI to accommodate content while maintaining a consistent font size. For more information, see here.
Additionally, it's recommended that you avoid applying both AutomaticSize and TextScaled and to the same TextLabel. AutomaticSize determines the maximum amount of available space that a GuiObject can use (in this case, text), while TextScaled uses the available space determined by AutomaticSize to scale the font size up to the maximum font size (100) if there are no size constraints.
| Field | Value |
|---|---|
| type | boolean |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Text |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["UI"] |
TextLabel.TextSize
This property determines the height of one line of rendered text. The unit is in offsets, not points (which is used in most document editing programs). The Font.Legacy font does not hold this property.
| Field | Value |
|---|---|
| type | float |
| 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 (Kaboom-Text).
TextLabel.TextStrokeColor3
This property sets the color of the stroke, or outline, of rendered text. Along with TextStrokeTransparency, it determines the final visual appearance of the text stroke.
As a powerful alternative which supports color gradients, see UIStroke.
| Field | Value |
|---|---|
| type | Color3 |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Text |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["UI"] |
TextLabel.TextStrokeTransparency
This property sets the transparency of the stroke, or outline, of rendered text. Along with TextStrokeColor3, it determines the final visual appearance of the text stroke.
Note that text stroke is multiple renderings of the same transparency, so this property is essentially multiplicative on itself four times over. Therefore, it's recommended to set TextStrokeTransparency to a value in the range of 0.75 to 1 for more a more subtle effect.
As a powerful alternative which supports color gradients, see UIStroke.
| Field | Value |
|---|---|
| type | float |
| 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 (Text-Highlight-Oscillation).
TextLabel.TextTransparency
This property determines the transparency of all the text rendered by the TextLabel.
| Field | Value |
|---|---|
| type | float |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Text |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["UI"] |
TextLabel.TextTruncate
This property controls how the TextLabel truncates text that is too large to fit within the element, using a value of the TextTruncate enum. It defaults to TextTruncate.None, which leaves text untruncated. TextTruncate.AtEnd truncates at word boundary and replaces the overflowing graphemes with an ellipsis (...), respecting word boundaries where possible, while TextTruncate.SplitWord truncates inside a word when the line ends in the middle of one.
This property supports styling.
| Field | Value |
|---|---|
| type | TextTruncate |
| security | {"read":"None","write":"None"} |
| thread safety | ReadSafe |
| category | Text |
| serialization | {"can_load":true,"can_save":true} |
| capabilities | ["UI"] |
TextLabel.TextWrap
Deprecated. This property is simply an alias for TextWrapped. Use the past-tense version instead.
This property determines whether or not text should wrap at the edges of the TextLabel element's space.
| 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"] |
TextLabel.TextWrapped
When enabled, this property will render text on multiple lines within a TextLabel 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 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"] |
Code samples: View on Creator Hub (Long-Text-Wrapping).
TextLabel.TextXAlignment
This property determines the horizontal alignment of text rendered within the object's space. It is used in conjunction with TextYAlignment to fully determine text alignment on both axes.
Note that this property won't 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"] |
Code samples: View on Creator Hub (Text-Alignment).
TextLabel.TextYAlignment
This property determines the vertical alignment of text rendered within the object's space. It is used in conjunction with TextXAlignment to fully determine text alignment on both axes.
Note that this property won't 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
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 |
Events
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. |