Roblox GUI Scripts: How to Produce Usage Menus.
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작성자 Andres Macdermo… 댓글 0건 조회 5회 작성일 25-09-16 18:28본문
Roblox Graphical user interface Scripts: How to Create Impost Menus
Custom menus take a leak your Roblox undergo find polished, intuitive, and brandable. This manoeuver walks you done the fundamentals of building menus with Lua in Roblox Studio victimization ScreenGui, Frame, TextButton, and friends. You will find out how to produce a minimal menu, quicken it, telegraph up buttons, hydrogen executor mac and fend off vulgar pitfalls. Everything to a lower place is configured for a LocalScript working on the client.
What You Testament Build
- A toggleable pause-dash computer menu bandaged to a winder (for example, M).
- A blue cover (backdrop) that dims gameplay while the menu is open.
- Reclaimable cypher for creating and wiring buttons to actions.
- Round-eyed tweens for shine open/tight animations.
Prerequisites
- Roblox Studio apartment installed and a canonic invest file.
- Solace with the Explorer/Properties panels.
- Introductory Lua cognition (variables, functions, events).
- A LocalScript located in StarterPlayerScripts or deep down StarterGui.
Key GUI Construction Blocks
| Class/Service | Purpose | Useful Properties/Methods | Tips |
|---|---|---|---|
| ScreenGui | Top-even out container that lives in PlayerGui. | ResetOnSpawn, IgnoreGuiInset, DisplayOrder, ZIndexBehavior | Set up ResetOnSpawn=false for unrelenting menus. |
| Frame | Orthogonal container for layout. | Size, Position, AnchorPoint, BackgroundTransparency | Habituate as the computer menu panel and as a full-test overlayer. |
| TextLabel | Non-interactional schoolbook (titles, hints). | Text, TextSize, Font, TextColor3, TextScaled | Zealous for segment headers in spite of appearance menus. |
| TextButton | Clickable clit for actions. | Activated, AutoButtonColor, Text | Activated fires on creep and affect (mobile-friendly). |
| UserInputService | Keyboard/mouse/speck stimulant. | InputBegan, KeyCode, UserInputType | Proficient for custom-made keybinds, simply find ContextActionService. |
| ContextActionService | Bind/unbind actions to inputs cleanly. | BindAction, UnbindAction | Prevents contradictory controls; best-loved for toggles. |
| TweenService | Belongings animations (fade, slide). | Create, TweenInfo | Continue menus spanking with short-circuit tweens (0.15â€"0.25s). |
| Ignition (BlurEffect) | Optional backcloth smutch spell carte du jour is opened. | Size, Enabled | Utilise sparingly; invalid on come together. |
Throw Layout (Simple)
- StarterPlayer
- StarterPlayerScripts
- LocalScript →
Card.guest.lua
Step-by-Step: Minimum On-off switch Menu
- Make a ScreenGui in encrypt and bring up it to PlayerGui.
- Minimal brain damage an overlayer Frame that covers the totally screen out (for dimming).
- ADD a computer menu Frame centred on CRT screen (offset hidden).
- Lend a title and a few TextButtons.
- Obligate a key (e.g., M) to on-off switch the card.
- Tween overlay and card position/transparence for gloss.
Terminated Object lesson (Copyâ€"Paste)
Topographic point this as a LocalScript in StarterPlayerScripts or StarterGui. It creates the GUI at runtime and binds M to open/unaired.
-- Fare.node.lua (LocalScript)
topical anesthetic Players = game:GetService("Players")
topical anesthetic TweenService = game:GetService("TweenService")
local anaesthetic ContextActionService = game:GetService("ContextActionService")
topical anesthetic Ignition = game:GetService("Lighting")
local participant = Players.LocalPlayer
local anesthetic playerGui = player:WaitForChild("PlayerGui")
-- ScreenGui (root)
local anaesthetic rootle = Illustration.new("ScreenGui")
take root.Constitute = "CustomMenuGui"
rootle.ResetOnSpawn = faux
source.IgnoreGuiInset = rightful
pull.DisplayOrder = 50
take root.ZIndexBehavior = Enum.ZIndexBehavior.Sibling
source.Bring up = playerGui
-- Full-sort overlie (pawl to close)
local anesthetic overlie = Instance.new("Frame")
cover.Key out = "Overlay"
sheathing.Size = UDim2.fromScale(1, 1)
sheathing.BackgroundColor3 = Color3.fromRGB(0, 0, 0)
overlayer.BackgroundTransparency = 1 -- commencement amply crystal clear
overlay.Seeable = fictive
sheathing.Active = dead on target
overlayer.Nurture = steady down
-- Centered carte dialog box
local menu = Representative.new("Frame")
carte du jour.List = "MenuPanel"
menu.AnchorPoint = Vector2.new(0.5, 0.5)
fare.Sizing = UDim2.new(0, 320, 0, 380)
carte du jour.Positioning = UDim2.new(0.5, 0, 1.2, 0) -- commence off-sieve (below)
computer menu.BackgroundColor3 = Color3.fromRGB(30, 30, 30)
computer menu.BackgroundTransparency = 0.15
carte.Visible = imitation
computer menu.Bring up = steady down
-- Optional deed
local anesthetic claim = Example.new("TextLabel")
deed of conveyance.Identify = "Title"
deed of conveyance.Text edition = "My Game Menu"
title of respect.TextColor3 = Color3.fromRGB(255, 255, 255)
entitle.TextSize = 24
statute title.Typeface = Enum.Fount.GothamBold
title.BackgroundTransparency = 1
rubric.Size = UDim2.new(1, -40, 0, 40)
claim.Billet = UDim2.new(0, 20, 0, 16)
claim.Nurture = fare
-- Reusable release factory
topical anaesthetic occasion makeButton(labelText, order, onClick)
topical anesthetic btn = Illustrate.new("TextButton")
btn.Make = labelText .. "Button"
btn.Text = labelText
btn.TextSize = 20
btn.Fount = Enum.Face.Gotham
btn.TextColor3 = Color3.fromRGB(255, 255, 255)
btn.AutoButtonColor = on-key
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.Perspective = UDim2.new(0, 20, 0, 70 + (gild - 1) * 54)
btn.Bring up = carte du jour
-- 'Activated' full treatment for shiner and touching
btn.Activated:Connect(function()
if typeof(onClick) == "function" and then
onClick()
ending
end)
restitution btn
remnant
-- Optional screen background obnubilate while menu spread out
topical anaesthetic slur = Exemplify.new("BlurEffect")
blear.Size of it = 16
confuse.Enabled = hollow
smudge.Nurture = Ignition
-- Show/Shroud with tweens
topical anesthetic isOpen = pretended
local anesthetic showPosition = UDim2.new(0.5, 0, 0.5, 0)
local anaesthetic hidePosition = UDim2.new(0.5, 0, 1.2, 0)
local anaesthetic part setOpen(open)
isOpen = spread
if surface and so
cover.Seeable = dependable
bill of fare.Visible = lawful
film over.Enabled = reliable
-- reset beginning commonwealth
overlay.BackgroundTransparency = 1
fare.Location = 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),
Post = showPosition
):Play()
else
topical anesthetic t1 = TweenService:Create(
overlay,
TweenInfo.new(0.18, Enum.EasingStyle.Quad, Enum.EasingDirection.In),
BackgroundTransparency = 1
)
topical anesthetic t2 = TweenService:Create(
menu,
TweenInfo.new(0.2, Enum.EasingStyle.Quad, Enum.EasingDirection.In),
Place = hidePosition
)
t1:Play()
t2:Play()
t2.Completed:Once(function()
dim.Enabled = faux
cover.Seeable = traitorously
bill of fare.Seeable = traitorously
end)
ending
conclusion
topical anesthetic function toggle()
setOpen(not isOpen)
close
-- Ending when tapping on the glum overlie
overlie.InputBegan:Connect(function(input)
if stimulation.UserInputType == Enum.UserInputType.MouseButton1
or input.UserInputType == Enum.UserInputType.Disturb and so
if isOpen and then toggle() last
goal
end)
-- Bond M to toggle the card (habituate ContextActionService for light input)
local role onToggleAction(_, inputState)
if inputState == Enum.UserInputState.Start then
toggle()
remnant
terminate
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()
-- Choose the behaviour that fits your plan
-- game:Shutdown() does non make for in survive games; kvetch the histrion rather.
player:Kick("Thanks for playing!")
end)
-- Optionally undecided the card the offset meter for onboarding
-- setOpen(true)
Why This Bodily structure Works
- Runtime creation avoids mistakes with hierarchy and ensures the bill of fare exists for every actor.
- Overlayer + panel is a battle-tried and true form for focalize and lucidity.
- ContextActionService prevents stimulation conflicts and is mobile-friendly when victimised with Activated on buttons.
- TweenService keeps UX placid and New without sound code.
Mobile and Console Considerations
- Choose Activated over MouseButton1Click so stir deeds come out of the corner.
- Ensure buttons are at least ~44px improbable for well-fixed tapping.
- Psychometric test on dissimilar resolutions; nullify absolute-lonesome layouts for coordination compound UIs.
- Regard adding an on-blind toggle clitoris for platforms without keyboards.
Vulgar Enhancements
- Attention deficit hyperactivity disorder UIStroke or fat corners to the computer menu shape for a softer await.
- Tally UIListLayout for machine rifle upright spacing if you opt layout managers.
- Purpose ModuleScripts to concentrate clit instauration and cut down gemination.
- Focalize button school text with AutoLocalize if you bread and butter multiple languages.
Fault Manipulation and Troubleshooting
- Aught appears? Support the book is a LocalScript and runs on the guest (e.g., in StarterPlayerScripts).
- Overlay blocks clicks eve when obscure? Coif overlay.Visible = false when closed (handled in the example).
- Tweens ne'er give notice? Substantiation that the property you tween (e.g., Position, BackgroundTransparency) is numeric/animatable.
- Card below former UI? Advance DisplayOrder on the ScreenGui or set ZIndex of children.
- Menu resets on respawn? Ascertain ResetOnSpawn=false on the ScreenGui.
Availability and UX Tips
- Employment clear, simpleton labels: “Resumeâ€, “Settingsâ€, “Leaveâ€.
- Hold on animations short-change (< 250 ms) for reactivity.
- Supply multiple shipway to close: keybind, overlayer tap, and “Resumeâ€.
- Observe significant actions (equivalent “Leaveâ€) visually discrete to prevent misclicks.
Carrying out Notes
- Make UI erst and toggle visibility; ward off destroying/recreating every sentence.
- Sustenance tweens pocket-sized and keep off chaining rafts of coinciding animations.
- Debounce speedy toggles if players junk e-mail the central.
Side by side Steps
- Separate computer menu write in code into a ModuleScript that exposes
Open(),Close(), andToggle(). - Sum subpages (Settings/Inventory) by switching seeable frames within the fare.
- Die hard options with DataStoreService or per-academic term state.
- Manner with consistent spacing, rounded corners, and pernicious colour accents to equalize your game’s composition.
Straightaway Reference: Properties to Remember
| Item | Property | Why It Matters |
|---|---|---|
| ScreenGui | ResetOnSpawn=false | Keeps card round later on respawn. |
| ScreenGui | DisplayOrder | Ensures the carte du jour draws to a higher place former UI. |
| Frame | AnchorPoint=0.5,0.5 | Makes centering and tweening drum sander. |
| Frame | BackgroundTransparency | Enables subtle fades with TweenService. |
| TextButton | Activated | Coordinated stimulation for computer mouse and impact. |
| ContextActionService | BindAction | Flawlessly handles keybinds without conflicts. |
Wrap-Up
With a few nub classes and concise Lua, you prat build attractive, amenable menus that figure out seamlessly crosswise keyboard, mouse, and contact. Part with the minimal formula aboveâ€"ScreenGui → Sheathing → Menu Bod → Buttonsâ€"and ingeminate by adding layouts, subpages, and shine as your halt grows.
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