| title | Text & image buttons |
|---|---|
| description | Buttons allow users to prompt an action. |
Buttons are Class.GuiObject|GuiObjects that allow users to perform an action. You can customize buttons to provide context and feedback, such as changing the visual appearance or scripting audible feedback when a user clicks a button.
There are two types of buttons which you can place on‑screen or in‑experience:
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A
Class.TextButtonis a rectangle with text that triggers theClass.GuiButton.Activated|Activatedevent on click/tap. -
An
Class.ImageButtonis a rectangle with an image that triggers theClass.GuiButton.Activated|Activatedevent on click/tap. It features additional states for swapping the image on user hover or press.
Buttons on a screen are useful to quickly guide users to various menus or pages.
To add a button to the screen:
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In the Explorer window, select StarterGui and add a ScreenGui.
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Hover over StarterGui and click the ⊕ button. A contextual menu displays.
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Insert a ScreenGui.
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Select the new ScreenGui and add a button.
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Hover over ScreenGui and click the ⊕ button. A contextual menu displays.
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Insert either a TextButton or ImageButton.
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Buttons on a part are useful for allowing users to interact with parts. For example, you can let users step on a button to complete an action.
To add a button to the face of a part:
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In the Explorer window, select the part and add a SurfaceGui.
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Hover over the part and click the ⊕ button. A contextual menu displays.
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Insert a SurfaceGui.
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Select the new SurfaceGui and add any type of button or input.
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Hover over SurfaceGui and click the ⊕ button. A contextual menu displays.
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Insert either a TextButton or ImageButton.
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Changing the appearance of an Class.ImageButton when a user is interacting with it provides useful visual feedback. For example, when an Class.ImageButton changes visual appearance when a user hovers over it, it lets the user know that it isn't disabled and that they have the option to click it if they want to perform that Class.ImageButton action.
An Class.ImageButton has three properties to change its visual appearance:
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Class.ImageButton.Image|Image- The image that displays when a user is not interacting with theClass.ImageButton. -
Class.ImageButton.HoverImage|HoverImage- The image that displays when a user is hovering their cursor over theClass.ImageButton. -
Class.ImageButton.PressedImage|PressedImage- The image that displays when a user is clicking theClass.ImageButton.
To change the appearance of an Class.ImageButton with user input:
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In the Explorer window, click the ImageButton object.
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In the Properties window, assign three different respective asset IDs for the Image, HoverImage, and PressedImage properties.
You can script an action when a user presses a button by connecting the button to a Class.GuiButton.Activated event. For example, when you parent the following Class.LocalScript to a button, the button changes to a random color every time a user clicks it.
local button = script.Parent
local RNG = Random.new()
local function onButtonActivated()
-- randomize the button color
button.BackgroundColor3 = Color3.fromHSV(RNG:NextNumber(), 1, 1)
end
button.Activated:Connect(onButtonActivated)



