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title On-screen UI containers
description Learn how to display UI objects on a user's screen.

import DefaultUI from '../includes/ui/default-ui.md'

The Class.ScreenGui container holds Class.GuiObject|GuiObjects to display on a player's screen, including frames, labels, buttons, and more. All on‑screen UI objects and code are stored and changed on the client.

Example ScreenGui with various GuiObject children, including a Frame, TextLabel, TextBox, and ImageButton.

For UI containers that hold `Class.GuiObject|GuiObjects` that you want to display **within** the 3D world, such as on the face of a part, see [In-Experience UI Containers](../ui/in-experience-containers.md).

To display a Class.ScreenGui and its child Class.GuiObject|GuiObjects to every player who joins the experience, place it inside the Class.StarterGui container. When a player joins an experience and their character first spawns, the Class.ScreenGui and its contents clone into the Class.PlayerGui container for that player, located within the Class.Players container.

Diagram of how a ScreenGui clones from StarterGui to a player's PlayerGui

By default, `Class.GuiObject|GuiObjects` inside a `Class.ScreenGui` within `Class.StarterGui` appear as an overlay of the [3D viewport](../studio/ui-overview.md#3d-viewport), simulating their appearance and position in a running experience. To hide all such screen overlays, toggle off **GUI overlay** from the [Visualization Options](../studio/ui-overview.md#visualization-options) widget in the upper‑right corner of the 3D viewport, or toggle off [UI Visibility](../studio/view-tab.md#ui-visibility) from the [View](../studio/view-tab.md) tab. If `Class.Players.CharacterAutoLoads` is disabled, the contents of `Class.StarterGui` will not be cloned until `Class.Player:LoadCharacter()` is called.

As an experience grows in scope, you may require multiple screen interfaces such as a title screen, settings menu, shop interface, and more. In such cases, you can place multiple unique Class.ScreenGui containers inside Class.StarterGui and toggle each container's Class.ScreenGui.Enabled|Enabled property depending on whether it should be visible and active (while false, contents will not render, process user input, or update in response to changes).

Explorer hierarchy showing multiple ScreenGui containers, one enabled and the others disabled, in order to control which are visible at a given time.

The Class.ScreenGui.Enabled|Enabled property can be initially toggled through the Properties window and/or you can set it during playtime from a client‑side script by accessing the player's Class.PlayerGui and setting it to true or false for the desired container(s).

When using multiple `Class.ScreenGui` interfaces, you can layer them by Z‑index through their `Class.ScreenGui.DisplayOrder|DisplayOrder` property. See [Display Order](#display-order) for more information.

Container properties

The following properties let you customize the screen insets across multiple devices, the display order when using multiple screen containers, and more.

Screen insets

Modern phones take advantage of the entire screen but typically include notches, cutouts, and other elements that occupy screen space. Every Roblox experience also includes the top bar controls for quick access to the main menu, chat, leaderboard, and more.

Mobile device showing Roblox top bar buttons and device cutout.

To ensure players can see and access all UI easily and without obstruction, Roblox provides the Class.ScreenGui.ScreenInsets|ScreenInsets property which controls the safe area insets for the contents of a Class.ScreenGui.

The default of `Enum.ScreenInsets|CoreUISafeInsets` keeps all descendant `Class.GuiObject|GuiObjects` inside the core UI safe area, clear of the top bar buttons and other screen cutouts. This setting is recommended if the `Class.ScreenGui` contains interactive UI elements.

Mobile device showing the core UI safe area.

A setting of `Enum.ScreenInsets|DeviceSafeInsets` guarantees that no descendant `Class.GuiObject|GuiObjects` are occluded by any device screen cutouts such as the camera notch, although no inset is added for Roblox core UI elements like the top bar buttons.

Mobile device showing the device safe area.

A setting of `Enum.ScreenInsets|TopbarSafeInsets` keeps all descendant `Class.GuiObject|GuiObjects` between the top bar controls and the right edge of the device safe area. The `Class.ScreenGui` will then automatically flex in horizontal size based on the top bar's content.

Mobile device showing the top bar safe area within the Roblox controls.

No insets are added to the fullscreen area. This mode may result in UI that is obscured or completely hidden by device notches and cutouts, so you should only use it for a `Class.ScreenGui` that contains non‑interactive content like background images.

Mobile device showing the entire screen region with no account for safe areas.

Display order

When using multiple Class.ScreenGui interfaces, you can layer them by Z‑index through their Class.ScreenGui.DisplayOrder|DisplayOrder property. For example, to display a modal settings menu on one Class.ScreenGui in front of the experience's main user interface on another Class.ScreenGui, assign a higher Class.ScreenGui.DisplayOrder|DisplayOrder to the modal's than the underlying interface's.

Reset on spawn

The Class.ScreenGui.ResetOnSpawn|ResetOnSpawn boolean property determines if the Class.ScreenGui resets (deletes itself and re‑clones into the player's Class.PlayerGui) every time the player's character respawns.

Condition Resets
`Class.ScreenGui.ResetOnSpawn|ResetOnSpawn` is `true` (default).
The `Class.ScreenGui` is an **indirect** descendant of `Class.StarterGui`; for example it's placed inside a `Class.Folder` located within `Class.StarterGui`.
`Class.ScreenGui.ResetOnSpawn|ResetOnSpawn` is `false` **and** the `Class.ScreenGui` is a **direct** descendant of `Class.StarterGui`.

Access player UI

As noted, parenting a Class.ScreenGui to Class.StarterGui clones it and its child Class.GuiObject|GuiObjects into a player's Class.PlayerGui container when they join the experience and their character first spawns.

If you need to control a player's UI container during playtime, for example to show/hide a specific Class.ScreenGui or any of its children, access it as follows from a Class.LocalScript:

local Players = game:GetService("Players")

local player = Players.LocalPlayer
local playerGui = player.PlayerGui

local titleScreen = playerGui:WaitForChild("TitleScreen")
local settingsMenu = playerGui:WaitForChild("SettingsMenu")

titleScreen.Enabled = false  -- Hide title screen
settingsMenu.Enabled = true  -- Show settings menu

Disable default UI