A phone with a blank panel and a game controller
|

Roblox Studio Advanced UI/UX Design

A first Roblox UI is a ScreenGui and a button that works on your monitor. An advanced UI is the same button still visible on a phone, still reachable with a controller, and still understandable when the player is in a hurry. This piece builds a pause panel that survives those cases. Class names below are the long-standing ones: ScreenGui, Frame, TextButton, UIListLayout, UIPadding, UIAspectRatioConstraint, AnchorPoint, and UDim2. Roblox moves properties. Confirm anything that does not match Studio in the current Creator documentation.

Build the panel in scale, not in pixels

Parent the gui to StarterGui. Studio clones that into PlayerGui when the player loads. ScreenGui.ResetOnSpawn reclones the gui when the character respawns. For a pause menu you want to keep, turn that off after you confirm the property still exists in your Studio, or the menu will vanish on death and come back in the default state.

Make a Frame for the panel. Set AnchorPoint to the center, 0.5, 0.5, and place it with scale, about half the screen in both axes. Size it in scale too, so a fraction of the screen is the panel on every device. Offset pixels are for small gaps and strokes, not for the width of the whole menu. A panel sized in offset looks fine in the Studio window you happened to drag open and clips on a phone.

Put a UIListLayout on the panel and a UIPadding so the buttons do not touch the border. One layout object per container. If you also drag buttons by hand, you are fighting the layout. Let the list stack them. Use AutomaticSize on text labels when the string might grow, and confirm that property in the docs if the layout collapses. Add a UIAspectRatioConstraint on icons so a square image stays square when the panel gets narrow.

ScreenGui has an inset story because of the top bar. There is an IgnoreGuiInset property, and GuiService:GetGuiInset reports the reserved space. Confirm both in the Creator docs before you rely on them. The practical test is visual: on a device with a top bar, the panel’s close button is fully on screen. If you ignore the inset and also place buttons at scale 0, 0 in the corner, they sit under the bar.

Do not cover the screen with an invisible button “just to block clicks” unless you meant to. A full-screen TextButton with Active set will eat camera and world input. If the pause menu should block the game, do that on purpose, and restore it when the menu closes.

States the player can see

Each row needs more than a default color. At minimum, decide a look for default, hovered, pressed, disabled, and selected. Store those colors in one table in the script, not as magic numbers copied into five functions. Hover does not exist on a touch screen. Pressed and selected do. Do not hide “this one is on” in color alone. Add a check mark, a thicker stroke, or a word. Some players will not see the color difference.

UIStroke and UICorner are enough decoration. A gradient on every button makes the selected state harder to see. Pick one corner radius and reuse it.

Disabled is a real state. A button named Continue should not fire while you are still saving, and it should look quiet. Set Active and AutoButtonColor in line with the docs for your build, and disconnect or ignore the click in the script too. Visual-only disables get clicked.

Write the button text in the player’s language if you localize, and leave room for a longer string. German and Portuguese labels break menus that were sized around a short English word. AutomaticSize plus padding is the usual fix. Test one long fake string early.

Mouse, touch, and a controller

TextButton.Activated is the click path that covers mouse and touch. Prefer it over assuming a mouse. Confirm the event name if your script’s autocomplete disagrees. This article would rather you follow the Creator docs than a remembered event.

For a gamepad, someone has to set the selected object. GuiService.SelectedObject is the usual property. When the pause menu opens, select the first button. When it closes, clear the selection so the next UI does not start on a dead object. Confirm the property in the docs. Also confirm how your experience handles the menu button, because the default Roblox menu and your pause menu can fight if both listen for the same input.

Thumbstick navigation needs the buttons to be real gui buttons in a layout, not images with a click detector welded to a part in the world. World-space menus are a different design. This panel is a ScreenGui.

Test three ways, in Studio’s device emulator if you have it. The emulator’s menu path changes. If you cannot find it, use the current Studio docs, and also publish a private place and open it on a phone you own.

  1. Mouse: open, change a setting, close, and confirm the game receives clicks again.
  2. Touch: the buttons are large enough that a thumb hits one, not two. There is a gap. The panel is not under a notch or the top bar.
  3. Controller: you can move from the first button to the last and activate one without a pointer.

If the list is longer than the panel, use a ScrollingFrame and test that a controller or a swipe can reach the last row. A row that exists only below the clip is a bug even if the layout math is right.

Keep gameplay out of the gui script

The pause script may open and close. It should call into your own module for “set music on” or “set camera shake off.” Do not store the only copy of those settings on a BoolValue buried in the gui, or respawn and gui rebuilds will reset the player’s choices. Save settings with the data API you already use for the experience, and read them back when the panel opens.

While the menu is open, decide what happens to the character. Some games keep the simulation running. Some do not. Pick one and make the button label match. A button that says Pause and does not pause is a design bug, not a UI skin bug.

ZIndex on objects, and DisplayOrder on screen guis, only matter when two layers overlap. Give the pause gui a higher display order than the HUD, and a lower one than a critical error toast if you have one. Write the numbers down in the same module as the colors.

When the panel works with mouse, touch, and a controller, and a long label still fits, stop adding decoration. The next UI, a shop or an inventory, should copy this panel’s scale, padding, and states instead of starting over from a centered TextLabel.

Similar Posts

Leave a Reply

Your email address will not be published. Required fields are marked *