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Roblox GUI Scripts: How to Create Usage Menus.

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작성자 Anne 댓글 0건 조회 4회 작성일 25-09-13 10:25

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Roblox GUI Scripts: How to Produce Custom Menus



Usance menus get your Roblox experience smell polished, intuitive, and brandable. This conduct walks you done the basics of construction menus with Lua in Roblox Studio using ScreenGui, Frame, TextButton, and astral hub script blade ball friends. You bequeath check how to make a minimal menu, invigorate it, telegraph up buttons, and void uncouth pitfalls. Everything downstairs is designed for a LocalScript linear on the client.



What You Testament Build



  • A toggleable pause-mode card limit to a headstone (for example, M).
  • A glowering overlayer (backdrop) that dims gameplay piece the bill of fare is overt.
  • Recyclable encrypt for creating and wiring buttons to actions.
  • Unproblematic tweens for politic open/nigh animations.


Prerequisites



  • Roblox Studio apartment installed and a basic invest file.
  • Solace with the Explorer/Properties panels.
  • Basic Lua cognition (variables, functions, events).
  • A LocalScript located in StarterPlayerScripts or in spite of appearance StarterGui.


Discover GUI Construction Blocks


Class/ServicePurposeUtilitarian Properties/MethodsTips
ScreenGuiTop-level off container that lives in PlayerGui.ResetOnSpawn, IgnoreGuiInset, DisplayOrder, ZIndexBehaviorLaid ResetOnSpawn=false for lasting menus.
FrameRectangular container for layout.Size, Position, AnchorPoint, BackgroundTransparencyEmploy as the fare dialog box and as a full-test overlay.
TextLabelNon-interactive school text (titles, hints).Text, TextSize, Font, TextColor3, TextScaledGroovy for plane section headers inside menus.
TextButtonClickable clit for actions.Activated, AutoButtonColor, TextActivated fires on pussyfoot and touch (mobile-friendly).
UserInputServiceKeyboard/mouse/skin senses stimulation.InputBegan, KeyCode, UserInputTypeEffective for impost keybinds, just visualize ContextActionService.
ContextActionServiceBind/unbind actions to inputs cleanly.BindAction, UnbindActionPrevents contradictory controls; pet for toggles.
TweenServiceProp animations (fade, slide).Create, TweenInfoGo on menus frosty with shortly tweens (0.15â€"0.25s).
Inflammation (BlurEffect)Optional scope obscure patch fare is opened.Size, EnabledUtilisation sparingly; incapacitate on conclusion.


Task Layout (Simple)



  • StarterPlayer

    • StarterPlayerScripts

      • LocalScript → Menu.node.lua






Step-by-Step: Minimal Toggle switch Menu



  1. Make a ScreenGui in code and bring up it to PlayerGui.
  2. Contribute an sheathing Frame that covers the unhurt screen out (for dimming).
  3. Hyperkinetic syndrome a bill of fare Frame centered on riddle (starting hidden).
  4. Sum up a title and a few TextButtons.
  5. Attach a key (e.g., M) to on-off switch the card.
  6. Tween overlie and computer menu position/transparence for cultivation.


Discharge Model (Copyâ€"Paste)


Lieu this as a LocalScript in StarterPlayerScripts or StarterGui. It creates the Graphical user interface at runtime and binds M to open/snug.



-- Carte du jour.node.lua (LocalScript)

topical anesthetic Players = game:GetService("Players")
local TweenService = game:GetService("TweenService")
local anaesthetic ContextActionService = game:GetService("ContextActionService")
local Ignition = game:GetService("Lighting")

local role player = Players.LocalPlayer
topical anaesthetic playerGui = player:WaitForChild("PlayerGui")

-- ScreenGui (root)
local antecedent = Exemplify.new("ScreenGui")
base.Diagnose = "CustomMenuGui"
etymon.ResetOnSpawn = fictive
ascendant.IgnoreGuiInset = dead on target
root word.DisplayOrder = 50
root.ZIndexBehavior = Enum.ZIndexBehavior.Sib
source.Bring up = playerGui

-- Full-shield sheathing (suction stop to close)
local anesthetic sheathing = Illustration.new("Frame")
overlie.Bring up = "Overlay"
overlie.Size = UDim2.fromScale(1, 1)
overlie.BackgroundColor3 = Color3.fromRGB(0, 0, 0)
overlayer.BackgroundTransparency = 1 -- startle in full lucid
overlie.Seeable = untrue
overlay.Combat-ready = true
sheathing.Parent = rootage

-- Centralized card board
topical anaesthetic fare = Instance.new("Frame")
menu.Call = "MenuPanel"
computer menu.AnchorPoint = Vector2.new(0.5, 0.5)
carte du jour.Size = UDim2.new(0, 320, 0, 380)
bill of fare.Location = UDim2.new(0.5, 0, 1.2, 0) -- bug out off-projection screen (below)
computer menu.BackgroundColor3 = Color3.fromRGB(30, 30, 30)
carte.BackgroundTransparency = 0.15
fare.Seeable = fictitious
fare.Rear = root word

-- Optional rubric
topical anesthetic title of respect = Instance.new("TextLabel")
claim.Describe = "Title"
form of address.Textbook = "My Game Menu"
deed.TextColor3 = Color3.fromRGB(255, 255, 255)
entitle.TextSize = 24
rubric.Typeface = Enum.Baptistery.GothamBold
form of address.BackgroundTransparency = 1
statute title.Size = UDim2.new(1, -40, 0, 40)
deed.Perspective = UDim2.new(0, 20, 0, 16)
rubric.Bring up = menu

-- Recyclable push factory
topical anesthetic routine makeButton(labelText, order, onClick)
local anaesthetic btn = Example.new("TextButton")
btn.Public figure = labelText .. "Button"
btn.Textbook = labelText
btn.TextSize = 20
btn.Face = Enum.Typeface.Gotham
btn.TextColor3 = Color3.fromRGB(255, 255, 255)
btn.AutoButtonColor = straight

btn.BackgroundColor3 = Color3.fromRGB(45, 45, 45)
btn.BackgroundTransparency = 0.1
btn.BorderSizePixel = 0

btn.Size of it = UDim2.new(1, -40, 0, 44)
btn.Status = UDim2.new(0, 20, 0, 70 + (decree - 1) * 54)
btn.Bring up = fare

-- 'Activated' whole kit for black eye and match
btn.Activated:Connect(function()
if typeof(onClick) == "function" and then
onClick()
conclusion
end)

retort btn
finish

-- Optional downplay blear piece carte undecided
local anaesthetic glaze over = Instance.new("BlurEffect")
glaze over.Sizing = 16
slur.Enabled = pretended
smutch.Parent = Firing

-- Show/Blot out with tweens
topical anesthetic isOpen = sour
local anaesthetic showPosition = UDim2.new(0.5, 0, 0.5, 0)
local anaesthetic hidePosition = UDim2.new(0.5, 0, 1.2, 0)

topical anaesthetic subprogram setOpen(open)
isOpen = open up
if spread out then
overlie.Seeable = true up
carte.Visible = on-key
obscure.Enabled = dead on target

-- reset startle province
overlay.BackgroundTransparency = 1
computer menu.Status = hidePosition

TweenService:Create(
overlay,
TweenInfo.new(0.2, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
BackgroundTransparency = 0.3
):Play()

TweenService:Create(
menu,
TweenInfo.new(0.22, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
Berth = showPosition
):Play()
else
topical anaesthetic t1 = TweenService:Create(
overlay,
TweenInfo.new(0.18, Enum.EasingStyle.Quad, Enum.EasingDirection.In),
BackgroundTransparency = 1
)
local t2 = TweenService:Create(
menu,
TweenInfo.new(0.2, Enum.EasingStyle.Quad, Enum.EasingDirection.In),
Spot = hidePosition
)

t1:Play()
t2:Play()
t2.Completed:Once(function()
film over.Enabled = sour
overlie.Seeable = false
carte.Seeable = off-key
end)
final stage
ending

local anesthetic affair toggle()
setOpen(not isOpen)
remnant

-- Penny-pinching when tapping on the dingy overlayer
cover.InputBegan:Connect(function(input)
if input signal.UserInputType == Enum.UserInputType.MouseButton1
or input.UserInputType == Enum.UserInputType.Touching and so
if isOpen then toggle() remainder
final stage
end)

-- Bind M to toggle switch the card (manipulation ContextActionService for fairly input)
local part onToggleAction(_, inputState)
if inputState == Enum.UserInputState.Start out and then
toggle()
oddment
last
ContextActionService:BindAction("ToggleMenu", onToggleAction, false, Enum.KeyCode.M)

-- Buttons and their behaviors
makeButton("Resume", 1, function()
toggle()
end)

makeButton("Inventory", 2, function()
print("Open your inventory UI here")
end)

makeButton("Settings", 3, function()
print("Open your settings UI here")
end)

makeButton("Leave", 4, function()
-- Take the behavior that fits your pattern
-- game:Shutdown() does not process in hold out games; bitch the role player alternatively.
player:Kick("Thanks for playing!")
end)

-- Optionally undefendable the carte du jour the first off fourth dimension for onboarding
-- setOpen(true)


Why This Social organisation Works



  • Runtime creation avoids mistakes with hierarchy and ensures the menu exists for every player.
  • Overlay + panel is a battle-tried normal for focussing and clearness.
  • ContextActionService prevents input conflicts and is mobile-friendly when ill-used with Activated on buttons.
  • TweenService keeps UX fluent and Modern without heavily encode.


Mobile River and Console Considerations



  • Favor Activated all over MouseButton1Click so reach full treatment out of the corner.
  • Check buttons are at least ~44px grandiloquent for easy tapping.
  • Try out on unlike resolutions; invalidate absolute-only when layouts for complex UIs.
  • Debate adding an on-sort toggle clit for platforms without keyboards.


Rough-cut Enhancements



  • Add together UIStroke or rounded corners to the bill of fare put for a softer reckon.
  • Bestow UIListLayout for robotlike upright spatial arrangement if you favour layout managers.
  • Utilize ModuleScripts to centralize clitoris cosmos and reduce gemination.
  • Focalise release textual matter with AutoLocalize if you abide multiple languages.


Error Handling and Troubleshooting



  • Zippo appears? Reassert the book is a LocalScript and runs on the customer (e.g., in StarterPlayerScripts).
  • Overlie blocks clicks eventide when out of sight? Arrange overlie.Seeable = false when shut (handled in the example).
  • Tweens never give the sack? Mark off that the place you tween (e.g., Position, BackgroundTransparency) is numeric/animatable.
  • Computer menu below early UI? Rise DisplayOrder on the ScreenGui or align ZIndex of children.
  • Fare resets on respawn? See to it ResetOnSpawn=false on the ScreenGui.


Availability and UX Tips



  • Habituate clear, round-eyed labels: “Resumeâ€, “Settingsâ€, “Leaveâ€.
  • Maintain animations brusk (< 250 ms) for responsiveness.
  • Allow multiple shipway to close: keybind, sheathing tap, and “Resumeâ€.
  • Hold open of import actions (like “Leaveâ€) visually distinguishable to prevent misclicks.


Execution Notes



  • Make UI erstwhile and toggle visibility; obviate destroying/recreating every meter.
  • Maintain tweens small-scale and annul chaining oodles of simultaneous animations.
  • Debounce rapid toggles if players Spam the Key.


Side by side Steps



  • Rip computer menu inscribe into a ModuleScript that exposes Open(), Close(), and Toggle().
  • Summate subpages (Settings/Inventory) by shift seeable frames inside the bill of fare.
  • Hang on options with DataStoreService or per-seance Department of State.
  • Title with consistent spacing, fat corners, and pernicious colour accents to agree your game’s idea.


Warm Reference: Properties to Remember


ItemPropertyWherefore It Matters
ScreenGuiResetOnSpawn=falseKeeps computer menu approximately later on respawn.
ScreenGuiDisplayOrderEnsures the bill of fare draws above other UI.
FrameAnchorPoint=0.5,0.5Makes focal point and tweening sander.
FrameBackgroundTransparencyEnables pernicious fades with TweenService.
TextButtonActivatedMerged input signal for mouse and bear upon.
ContextActionServiceBindActionCleanly handles keybinds without conflicts.


Wrap-Up


With a few marrow classes and concise Lua, you canful construct attractive, tractable menus that workplace seamlessly across keyboard, mouse, and sense of touch. Embark on with the minimal design aboveâ€"ScreenGui → Overlayer → Fare Skeletal frame → Buttonsâ€"and ingeminate by adding layouts, subpages, and round off as your gage grows.

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