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roblox-ui

roblox-ui

github.com/el4cteoDesign & UI56558 installsUpdated 2w ago
Repository

About roblox-ui

A UI design and implementation guide for Roblox developers, covering responsive layouts, styling, cross-platform input, text, animation, and performance. It applies to projects ranging from a single screen to multi-screen interfaces.

Key features

  1. 01Adapt screens with Scale and constraints
  2. 02Arrange interfaces with layout components
  3. 03Manage styles and themes with StyleSheets
  4. 04Support touch, keyboard, mouse, and gamepad input
  5. 05Handle text, localization, and animation
  6. 06Optimize dynamic UI performance

Use cases

  1. 01Build HUDs for phones and large screens
  2. 02Create menus with gamepad navigation
  3. 03Unify styling across multi-screen projects
  4. 04Implement animated panels and world-space UI

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/el4cteo/roblox-skills --skill roblox-ui

After installing, type/roblox-uiin Claude Code to confirm it loaded.

Bundled filesreferences/styling-and-frameworks.md

Details

From the project README

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, 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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