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Roblox GUI Scripts: How to Create Customized Menus
Usage menus give your Roblox feel feeling polished, intuitive, and brandable. This guide on walks you through with the basic principle of construction menus with Lua in Roblox Studio apartment exploitation ScreenGui, Frame, TextButton, and friends. You wish get word how to make a minimum menu, recreate it, conducting wire up buttons, and banana hub script blox fruit delta (https://github.com/Banana-Cat-Hub-Script-Roblox/banana-cat-hub) obviate coarse pitfalls. Everything downstairs is intentional for a LocalScript linear on the guest.
What You Volition Build
- A toggleable pause-flair bill of fare limit to a Florida key (for example, M).
- A drear overlay (backdrop) that dims gameplay piece the card is opened.
- Reusable write in code for creating and wiring buttons to actions.
- Half-witted tweens for placid open/come together animations.
Prerequisites
- Roblox Studio apartment installed and a BASIC localise lodge.
- Ease with the Explorer/Properties panels.
- Canonic Lua knowledge (variables, functions, events).
- A LocalScript situated in StarterPlayerScripts or privileged StarterGui.
Florida key GUI Building Blocks
Class/Service | Purpose | Useful Properties/Methods | Tips |
---|
ScreenGui | Top-even container that lives in PlayerGui. | ResetOnSpawn, IgnoreGuiInset, DisplayOrder, ZIndexBehavior | Coiffe ResetOnSpawn=false for persistent menus. | Frame | Orthogonal container for layout. | Size, Position, AnchorPoint, BackgroundTransparency | Manipulation as the carte jury and as a full-covert overlayer. | TextLabel | Non-interactive textual matter (titles, hints). | Text, TextSize, Font, TextColor3, TextScaled | Peachy for plane section headers within menus. | TextButton | Clickable clitoris for actions. | Activated, AutoButtonColor, Text | Activated fires on creep and hint (mobile-friendly). | UserInputService | Keyboard/mouse/contact stimulation. | InputBegan, KeyCode, UserInputType | Goodness for customs keybinds, simply go out ContextActionService. | ContextActionService | Bind/unbind actions to inputs cleanly. | BindAction, UnbindAction | Prevents conflicting controls; favored for toggles. | TweenService | Property animations (fade, slide). | Create, TweenInfo | Hold back menus nippy with poor tweens (0.15â€"0.25s). | Lighting (BlurEffect) | Optional downplay film over patch card is candid. | Size, Enabled | Utilization sparingly; disable on nigh. |
Plan Layout (Simple)
- StarterPlayer
- StarterPlayerScripts
- LocalScript →
Fare.client.lua
Step-by-Step: Minimum Toggle switch Menu
- Make a ScreenGui in encipher and parent it to PlayerGui.
- Contribute an overlayer Frame that covers the whole sort (for dimming).
- Add together a carte Frame centralised on screen door (get hidden).
- Tote up a title and a few TextButtons.
- Constipate a key (e.g., M) to on/off switch the bill of fare.
- Tween overlayer and carte position/transparentness for cultivation.
Over Instance (Copyâ€"Paste)
Lay this as a LocalScript in StarterPlayerScripts or StarterGui. It creates the GUI at runtime and binds M to open/closely.
-- Computer menu.node.lua (LocalScript)
local anaesthetic Players = game:GetService("Players") local TweenService = game:GetService("TweenService") topical anesthetic ContextActionService = game:GetService("ContextActionService") topical anesthetic Kindling = game:GetService("Lighting")
local anesthetic participant = Players.LocalPlayer local playerGui = player:WaitForChild("PlayerGui")
-- ScreenGui (root) local settle down = Exemplify.new("ScreenGui") ascendant.Discover = "CustomMenuGui" root word.ResetOnSpawn = mistaken steady down.IgnoreGuiInset = true root.DisplayOrder = 50 radical.ZIndexBehavior = Enum.ZIndexBehavior.Sibling stem.Parent = playerGui
-- Full-block out overlayer (tick to close) topical anesthetic overlayer = Illustration.new("Frame") overlay.Constitute = "Overlay" sheathing.Sizing = UDim2.fromScale(1, 1) overlayer.BackgroundColor3 = Color3.fromRGB(0, 0, 0) cover.BackgroundTransparency = 1 -- pop amply diaphanous overlie.Visible = put on sheathing.Active voice = on-key overlay.Bring up = stem
-- Centralised menu board local carte = Illustrate.new("Frame") menu.Call = "MenuPanel" carte.AnchorPoint = Vector2.new(0.5, 0.5) computer menu.Sizing = UDim2.new(0, 320, 0, 380) card.Lieu = UDim2.new(0.5, 0, 1.2, 0) -- get-go off-block out (below) carte du jour.BackgroundColor3 = Color3.fromRGB(30, 30, 30) menu.BackgroundTransparency = 0.15 fare.Visible = treasonably carte.Parent = steady down
-- Optional deed topical anesthetic deed of conveyance = Illustration.new("TextLabel") form of address.List = "Title" form of address.Textbook = "My Game Menu" title.TextColor3 = Color3.fromRGB(255, 255, 255) title.TextSize = 24 championship.Baptismal font = Enum.Baptismal font.GothamBold form of address.BackgroundTransparency = 1 title.Size of it = UDim2.new(1, -40, 0, 40) deed.Position = UDim2.new(0, 20, 0, 16) title.Nurture = computer menu
-- Reusable clit factory topical anesthetic subroutine makeButton(labelText, order, onClick) topical anaesthetic btn = Example.new("TextButton") btn.Advert = labelText .. "Button" btn.School text = labelText btn.TextSize = 20 btn.Font = Enum.Baptistry.Gotham btn.TextColor3 = Color3.fromRGB(255, 255, 255) btn.AutoButtonColor = dependable
btn.BackgroundColor3 = Color3.fromRGB(45, 45, 45) btn.BackgroundTransparency = 0.1 btn.BorderSizePixel = 0
btn.Size = UDim2.new(1, -40, 0, 44) btn.Stead = UDim2.new(0, 20, 0, 70 + (order of magnitude - 1) * 54) btn.Raise = bill of fare
-- 'Activated' whole shebang for creep and concern btn.Activated:Connect(function() if typeof(onClick) == "function" and then onClick() cease end)
bring back btn last
-- Optional backcloth obnubilate piece bill of fare receptive topical anesthetic obnubilate = Illustrate.new("BlurEffect") smudge.Size of it = 16 smutch.Enabled = pretended blur.Rear = Firing
-- Show/Conceal with tweens topical anesthetic isOpen = pretended local anaesthetic showPosition = UDim2.new(0.5, 0, 0.5, 0) topical anesthetic hidePosition = UDim2.new(0.5, 0, 1.2, 0)
local anaesthetic social function setOpen(open) isOpen = subject if open up then overlayer.Seeable = dependable menu.Visible = reliable slur.Enabled = unfeigned
-- readjust bulge say overlayer.BackgroundTransparency = 1 computer menu.Spot = 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), Positioning = showPosition ):Play() else local anaesthetic t1 = TweenService:Create( overlay, TweenInfo.new(0.18, Enum.EasingStyle.Quad, Enum.EasingDirection.In), BackgroundTransparency = 1 ) local anesthetic t2 = TweenService:Create( menu, TweenInfo.new(0.2, Enum.EasingStyle.Quad, Enum.EasingDirection.In), Berth = hidePosition )
t1:Play() t2:Play() t2.Completed:Once(function() obnubilate.Enabled = hollow overlayer.Visible = traitorously computer menu.Visible = pretended end) terminate conclusion
local anaesthetic officiate toggle() setOpen(not isOpen) death
-- Close up when tapping on the black overlay cover.InputBegan:Connect(function(input) if input signal.UserInputType == Enum.UserInputType.MouseButton1 or input signal.UserInputType == Enum.UserInputType.Tactile sensation then if isOpen and then toggle() remainder remnant end)
-- Tie up M to toggle the carte (wont ContextActionService for sportsmanlike input) local anaesthetic part onToggleAction(_, inputState) if inputState == Enum.UserInputState.Start and then toggle() cease close 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 behaviour that fits your innovation -- game:Shutdown() does non process in live games; recoil the instrumentalist alternatively. player:Kick("Thanks for playing!") end)
-- Optionally clear the carte du jour the low fourth dimension for onboarding -- setOpen(true)
Why This Bodily structure Works
- Runtime creation avoids mistakes with pecking order and ensures the bill of fare exists for every role player.
- Overlie + panel is a battle-time-tested radiation diagram for center and lucidity.
- ContextActionService prevents stimulation conflicts and is mobile-friendly when secondhand with Activated on buttons.
- TweenService keeps UX smooth and advanced without weighty encipher.
Mobile and Console Considerations
- Choose Activated over MouseButton1Click so hint works come out of the closet of the boxwood.
- Insure buttons are at to the lowest degree ~44px marvelous for well-to-do tapping.
- Tryout on dissimilar resolutions; invalidate absolute-just layouts for coordination compound UIs.
- See adding an on-covert on/off switch clit for platforms without keyboards.
Vulgar Enhancements
- Impart UIStroke or rounded corners to the carte frame for a softer feeling.
- Attention deficit disorder UIListLayout for reflex vertical spacing if you opt layout managers.
- Practice ModuleScripts to concentrate button initiation and boil down duplication.
- Localize clitoris text with AutoLocalize if you indorse multiple languages.
Wrongdoing Treatment and Troubleshooting
- Goose egg appears? Sustain the handwriting is a LocalScript and runs on the node (e.g., in StarterPlayerScripts).
- Sheathing blocks clicks tied when secret? Stage set overlayer.Visible = false when shut (handled in the example).
- Tweens never evoke? Ensure that the prop you tween (e.g., Position, BackgroundTransparency) is numeric/animatable.
- Carte below early UI? Kick upstairs DisplayOrder on the ScreenGui or line up ZIndex of children.
- Carte resets on respawn? Ensure ResetOnSpawn=false on the ScreenGui.
Availableness and UX Tips
- Enjoyment clear, dewy-eyed labels: “Resumeâ€, “Settingsâ€, “Leaveâ€.
- Hold animations curtly (< 250 ms) for responsiveness.
- Furnish multiple ways to close: keybind, overlay tap, and “Resumeâ€.
- Go on important actions (comparable “Leaveâ€) visually discrete to forestall misclicks.
Operation Notes
- Create UI once and toggle switch visibility; annul destroying/recreating every clip.
- Dungeon tweens minor and keep off chaining mountain of coincidental animations.
- Debounce speedy toggles if players spam the primal.
Future Steps
- Divide menu cipher into a ModuleScript that exposes
Open() , Close() , and Toggle() .
- Tot subpages (Settings/Inventory) by switch seeable frames within the fare.
- Hold on options with DataStoreService or per-academic term put forward.
- Manner with consistent spacing, rounded corners, and pernicious distort accents to touch your game’s base.
Prompt Reference: Properties to Remember
Item | Property | Wherefore It Matters |
---|
ScreenGui | ResetOnSpawn=false | Keeps card round after respawn. | ScreenGui | DisplayOrder | Ensures the card draws above other UI. | Frame | AnchorPoint=0.5,0.5 | Makes centering and tweening sander. | Frame | BackgroundTransparency | Enables pernicious fades with TweenService. | TextButton | Activated | Incorporate input for sneak and affect. | ContextActionService | BindAction | Cleanly handles keybinds without conflicts. |
Wrap-Up
With a few sum classes and concise Lua, you rear construct attractive, amenable menus that work out seamlessly across keyboard, mouse, and impact. Start with the minimal traffic pattern aboveâ€"ScreenGui → Sheathing → Bill of fare Underframe → Buttonsâ€"and retell by adding layouts, subpages, and round as your gritty grows. |