Roblox GUI Reference
GUI Container Types
| Container | Parent | Use Case |
|---|---|---|
ScreenGui | PlayerGui | HUDs, menus, overlays — always faces screen |
SurfaceGui | BasePart | World-space UI on a part surface (signs, screens) |
BillboardGui | BasePart or Model | Floats above a part in 3D space (name tags, health bars) |
ScreenGui
lua
-- LocalScript in StarterGui or StarterPlayerScriptslocal player = game:GetService("Players").LocalPlayerlocal playerGui = player:WaitForChild("PlayerGui")
local screenGui = Instance.new("ScreenGui")screenGui.Name = "HUD"screenGui.ResetOnSpawn = false -- keep GUI across respawnsscreenGui.ZIndexBehavior = Enum.ZIndexBehavior.SiblingscreenGui.Parent = playerGuiSurfaceGui
lua
local surfaceGui = Instance.new("SurfaceGui")surfaceGui.Face = Enum.NormalId.FrontsurfaceGui.SizingMode = Enum.SurfaceGuiSizingMode.PixelsPerStudsurfaceGui.PixelsPerStud = 50surfaceGui.Parent = workspace.ScreenPart
local label = Instance.new("TextLabel")label.Size = UDim2.fromScale(1, 1)label.Text = "Hello World"label.Parent = surfaceGuiBillboardGui
lua
local billboard = Instance.new("BillboardGui")billboard.Size = UDim2.fromOffset(200, 50)billboard.StudsOffset = Vector3.new(0, 2.5, 0) -- float above headbillboard.AlwaysOnTop = falsebillboard.Parent = character:WaitForChild("Head")
local nameLabel = Instance.new("TextLabel")nameLabel.Size = UDim2.fromScale(1, 1)nameLabel.BackgroundTransparency = 1nameLabel.Text = player.DisplayNamenameLabel.Parent = billboardUDim2 Sizing and Positioning
UDim2.new(xScale, xOffset, yScale, yOffset) — scale is 0–1 relative to parent, offset is pixels.
lua
frame.Size = UDim2.new(1, 0, 0, 50) -- full width, 50px tallframe.Position = UDim2.new(0, 0, 0, 0) -- top-left corner
frame.Size = UDim2.fromScale(0.6, 0.4) -- 60% wide, 40% tallframe.Position = UDim2.new(0.2, 0, 0.3, 0) -- centered (0.2 = (1-0.6)/2)
UDim2.fromScale(0.5, 0.5) -- scale onlyUDim2.fromOffset(300, 150) -- pixels onlyAnchorPoint shifts the element's pivot (0–1 on each axis):
lua
frame.AnchorPoint = Vector2.new(0.5, 0.5) -- pivot at centerframe.Position = UDim2.fromScale(0.5, 0.5) -- truly centered on screenResponsive Design
Prefer scale over offset so UI adapts to all screen sizes.
lua
button.Size = UDim2.fromScale(0.2, 0.07)button.Position = UDim2.new(0.4, 0, 0.85, 0)
-- Prevent distortion with UIAspectRatioConstraintlocal arc = Instance.new("UIAspectRatioConstraint")arc.AspectRatio = 4 -- width:height = 4:1arc.Parent = buttonTweenService Animations
lua
local TweenService = game:GetService("TweenService")local tweenInfo = TweenInfo.new(0.3, Enum.EasingStyle.Quad, Enum.EasingDirection.Out)
local menuFrame = script.Parent
local function openMenu() TweenService:Create(menuFrame, tweenInfo, { Position = UDim2.new(0.05, 0, 0.1, 0) }):Play()end
local function closeMenu() TweenService:Create(menuFrame, tweenInfo, { Position = UDim2.new(-0.5, 0, 0.1, 0) }):Play()end
-- Animated progress barlocal function setProgress(bar, pct) TweenService:Create(bar, TweenInfo.new(0.2), { Size = UDim2.new(pct, 0, 1, 0) }):Play()endLocalScript Placement
| Location | Notes |
|---|---|
StarterGui | Cloned into PlayerGui on join; use ResetOnSpawn = false to persist |
StarterPlayerScripts | Runs once, not reset on respawn; good for persistent managers |
StarterCharacterScripts | Re-runs each spawn; suited for character-dependent UI |
lua
-- Safe pattern: wait for characterlocal player = game:GetService("Players").LocalPlayerlocal character = player.Character or player.CharacterAdded:Wait()local humanoid = character:WaitForChild("Humanoid")
humanoid.HealthChanged:Connect(function(health) -- update health barend)ResetOnSpawn
lua
screenGui.ResetOnSpawn = false -- persist across respawns (inventory, settings)screenGui.ResetOnSpawn = true -- re-create on respawn (respawn timer) — defaultCommon Patterns Quick Reference
| Pattern | Key Setup |
|---|---|
| Full-screen overlay | Size = UDim2.fromScale(1,1), Position = UDim2.fromScale(0,0) |
| Bottom-center HUD bar | AnchorPoint = (0.5,1), Position = UDim2.new(0.5,0,1,-10) |
| Padded list | UIPadding + UIListLayout inside a Frame |
| Scrollable list | ScrollingFrame + UIListLayout; set CanvasSize from UIListLayout.AbsoluteContentSize |
| Rounded corners | UICorner with CornerRadius = UDim.new(0, 8) |
| Scaled text | TextScaled = true on TextLabel/TextButton so font grows with container |
| Dynamic frame height | AutomaticSize = Enum.AutomaticSize.Y so frame expands to fit children |
| Health bar | Nested frames: outer = background, inner tweened by Size.X.Scale |
| Name tag | BillboardGui on Head, StudsOffset = Vector3.new(0, 2.5, 0) |
Common Mistakes
| Mistake | Fix |
|---|---|
| GUI disappears on respawn | Set ResetOnSpawn = false or use StarterPlayerScripts |
| UI looks wrong on mobile | Use UDim2.fromScale + UIAspectRatioConstraint |
Script can't find PlayerGui | Use player:WaitForChild("PlayerGui") |
| Tween doesn't run | Ensure the property is tweenable; Text is not, Position and Size are |
| BillboardGui visible through walls | Verify AlwaysOnTop = false |
AbsoluteSize is zero on first frame | Read it inside task.defer or after first render step |
| Clicks pass through overlapping frames | Add a transparent input-blocking Frame or set Modal = true |
| SurfaceGui flickers | Set LightInfluence = 0; ensure part isn't too thin |
| Text tiny on mobile | Set TextScaled = true — fixed TextSize doesn't adapt to screen size |
| UI hard to test on mobile | Use Studio's Device Emulator (Test tab → Device) to preview layouts |


