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EL4CTEOEL4CTEO/roblox-skills/skills/roblox-ui/SKILL.md

roblox-ui

Skill92 starsChanged 47 days agoMITView on GitHub

Responsive cross-platform UI - ScreenGui and safe areas (ScreenInsets), Scale vs Offset, UIListLayout flex/UIFlexItem, constraints, StyleSheets/tokens/themes, RichText, gamepad/touch navigation, UIDragDetector, CanvasGroup, tweens, BillboardGui/SurfaceGui, React-lua/Fusion/Vide. Use when building HUDs, menus, shops, inventories, or fixing UI that breaks on mobile, console, or other screen sizes.

5 other projects use a version of this.

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The file

We split this skill into the rules it gives an agent

7 rules. 0 are common, 2 are distinctive, and 5 are very specific to this project.

  • 0

    Common

    Most of the 4 edited versions we read keep these.

  • 2

    Distinctive

    This author's own choices. Worth a look.

  • 5

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Very specific:

    Put UI in StarterGui as ScreenGuis (copied to each player's PlayerGui), or create it from a client controller.

    line 10
  2. Distinctive:

    Test every screen in the Device Simulator (phone portrait/landscape, tablet, console 10-foot, 4K).

    line 22
  3. Very specific:

    Read UserInputService.PreferredInput (KeyboardAndMouse, Touch, Gamepad) and listen to …

    line 91
  4. Very specific:

    Don't infer platform from TouchEnabled/KeyboardEnabled alone.

    line 93
  5. Very specific:

    Use GuiButton.Activated (works for mouse, touch, and gamepad) instead of MouseButton1Click.

    line 94
  6. Very specific:

    Use FontFace = Font.new("rbxasset://fonts/families/GothamSSm.json", Enum.FontWeight.Bold) for weights.

    line 106
  7. Distinctive:

    Avoid updating text/properties every frame when values haven't changed.

    line 138

“Common” is measured: kept by at least 6 in 10 of the 4 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Roblox UI

Foundations

  • Put UI in StarterGui as ScreenGuis (copied to each player's PlayerGui), or create it from a client controller. UI code is client-only; the server never touches PlayerGui in normal designs.
  • ScreenGui defaults to set: ResetOnSpawn = false (keep UI across deaths), ZIndexBehavior = Sibling, IgnoreGuiInset per design, ScreenInsets = CoreUISafeInsets for interactive UI (clears notches and the Roblox top bar); DeviceSafeInsets/None only for full-bleed backgrounds.
  • Size and position with Scale (UDim2.fromScale) plus constraints; use Offset only for fixed details (padding, strokes, icons). Pure-Offset UI breaks on phones and 4K screens.
  • AnchorPoint = Vector2.new(0.5, 0.5) + Position = UDim2.fromScale(0.5, 0.5) centers an element.
  • UIAspectRatioConstraint keeps shapes square/consistent; UISizeConstraint caps sizes; UITextSizeConstraint with TextScaled bounds text size (prefer fixed TextSize + AutomaticSize where possible — TextScaled produces inconsistent sizes).
  • AutomaticSize lets frames grow with content (lists, tooltips, chat bubbles).
  • Test every screen in the Device Simulator (phone portrait/landscape, tablet, console 10-foot, 4K).

Layout

NeedUse
Rows/columns that adaptUIListLayout (FillDirection, Padding, HorizontalFlex/VerticalFlex, Wraps)
One item grows to fill spaceUIFlexItem child with FlexMode = Fill (or Grow/Shrink/Custom)
Grids (inventory)UIGridLayout inside a ScrollingFrame with AutomaticCanvasSize
Carousels/pagesUIPageLayout
Rounded corners, borders, paddingUICorner, UIStroke, UIPadding
Gradients, shadowsUIGradient (Type = Linear/Radial/Conical/Elliptical), UIShadow
Scale a whole groupUIScale
--!strict
local Players = game:GetService("Players")

local playerGui = Players.LocalPlayer:WaitForChild("PlayerGui")

local screenGui = Instance.new("ScreenGui")
screenGui.Name = "Hud"
screenGui.ResetOnSpawn = false
screenGui.ScreenInsets = Enum.ScreenInsets.CoreUISafeInsets

local bar = Instance.new("Frame")
bar.Name = "Toolbar"
bar.AnchorPoint = Vector2.new(0.5, 1)
bar.Position = UDim2.new(0.5, 0, 1, -16)
bar.Size = UDim2.fromScale(0.6, 0.1)
bar.BackgroundTransparency = 0.3
bar.Parent = screenGui

local list = Instance.new("UIListLayout")
list.FillDirection = Enum.FillDirection.Horizontal
list.HorizontalFlex = Enum.UIFlexAlignment.Fill -- slots share the width equally
list.Padding = UDim.new(0, 8)
list.Parent = bar

Instance.new("UICorner").Parent = bar
local padding = Instance.new("UIPadding")
padding.PaddingLeft, padding.PaddingRight = UDim.new(0, 8), UDim.new(0, 8)
padding.Parent = bar

for slot = 1, 5 do
	local button = Instance.new("TextButton")
	button.Name = `Slot{slot}`
	button.Text = tostring(slot)
	button.Size = UDim2.fromScale(0, 1)
	button.Parent = bar
	Instance.new("UIAspectRatioConstraint").Parent = button
end

screenGui.Parent = playerGui -- parent last: one layout pass, no flicker

Styling: StyleSheets (CSS-like)

Roblox's engine-level styling replaces copy-pasted property values:

  • StyleSheet with StyleRules (Selector like "TextButton", ".Primary" (tag), "#Close" (name), "TextButton:Hover" (state), "::UICorner" (modifier pseudo-instance)) and rule:SetProperties({...}).
  • Tokens are attributes on a token sheet ($Primary, $Radius); themes are sheets deriving tokens (StyleDerive); swap themes by retargeting the StyleDerive.
  • A StyleLink under a ScreenGui applies one sheet to that tree. Style queries (@Name) switch styles by screen size, input type, or accessibility settings.
  • Edit visually in Studio's Style Editor. Details and a code example: references/styling-and-frameworks.md.

Cross-platform input in UI

  • Read UserInputService.PreferredInput (KeyboardAndMouse, Touch, Gamepad) and listen to UserInputService:GetPropertyChangedSignal("PreferredInput") to swap button prompts and layouts. Don't infer platform from TouchEnabled/KeyboardEnabled alone.
  • Use GuiButton.Activated (works for mouse, touch, and gamepad) instead of MouseButton1Click.
  • Gamepad/console: every interactive element Selectable, set GuiService.SelectedObject when a menu opens, group with SelectionGroup/NextSelection* for predictable D-pad navigation, support ButtonB to close. Minimum touch target ≈ 44×44 px; readable text ≥ 14 px on phones.
  • Bind actions through the Input Action System (InputBinding.UIButton makes an on-screen button trigger an action) — see roblox-input.

Text

  • RichText = true enables <b>, <i>, <font color="#FF0">, <stroke>, etc. Escape user text.
  • Any text from one player shown to another must be filtered with TextService:FilterStringAsync on the server (roblox-text-chat). That includes pet names, signs, guild names, trade notes.
  • Use FontFace = Font.new("rbxasset://fonts/families/GothamSSm.json", Enum.FontWeight.Bold) for weights.
  • Localize with LocalizationTables and auto-translation; avoid baking text into images.

Animation and feel

  • Tween on the client: TweenService:Create(frame, TweenInfo.new(0.2, Enum.EasingStyle.Quad), { Position = ... }):Play().
  • Animate UIScale.Scale for pop effects rather than Size (keeps layout stable).
  • CanvasGroup fades a whole subtree (GroupTransparency) but renders to a texture: use it for fading panels, not for large always-visible UI (memory/quality cost).
  • ClipsDescendants now clips rotated children and Path2D too (default since Sep 24, 2026; StarterGui.ClipsDescendantsSupportsRotation opt-out is removed in November 2026). To keep a rotated child unclipped, make it a sibling with a higher ZIndex. A rotated parent still clips only inside a CanvasGroup.
  • Drag-and-drop: UIDragDetector (the deprecated GuiObject.Draggable no longer works for new work).

World-space UI

  • BillboardGui (faces camera: names, health bars) — set MaxDistance, AlwaysOnTop sparingly, use Size in Scale for distance scaling; SurfaceGui for screens/signs on parts. Prefer Adornee + keep them in PlayerGui for per-player content. They stop rendering when their part streams out.
  • ProximityPrompt gives cross-platform interaction UI for free (validate on the server!).

Frameworks

For more than a few screens, a declarative framework keeps state and UI in sync:

  • React (jsdotlua/react + react-roblox) — components + hooks, familiar to web devs, scales to big apps.
  • Fusion — reactive state objects and declarative instance creation.
  • Vide — small, fast reactive library. Match whatever the project already uses. Keep game state in controllers; UI only renders it and emits user intents.

Performance

  • Avoid updating text/properties every frame when values haven't changed.
  • Hide closed menus with Visible = false (or Enabled = false on the ScreenGui) instead of destroying/recreating them repeatedly; build large lists lazily or virtualize them.
  • Too many UIGradient/CanvasGroup/UIStroke on dynamic UI costs frame time; check the MicroProfiler.

Related skills

roblox-input (actions, gamepad), roblox-text-chat (filtering), roblox-monetization (shops), roblox-luau, roblox-performance.

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