ImageLabel
An ImageLabel renders a rectangle, like a Frame does, with an image. The image must be a decal uploaded to the Roblox website. The display of the image can be manipulated through the ImageLabel.ImageColor3 and ImageLabel.ImageTransparency properties. To display only the image and hide the rectangle, set GuiObject.BackgroundTransparency to 1.
The image is scaled to fit the entirety of the rectangle, but remember that images look best when displayed at their native resolution. Before uploading your image asset, you may want to apply alpha bleeding and take a few more steps when building UI for high-DPI devices (like phones).
Advanced ImageLabel usage
- Spritesheets can be used with ImageLabel through the use of ImageLabel.ImageRectOffset and ImageLabel.ImageRectSize. Packing multiple images into one and using this property can make your game's image assets load much quicker, especially if you use many small icons in your GUIs.
- 9-slice images can be created by setting ImageLabel.ScaleType to Enum.ScaleType.Slice, then ImageLabel.SliceCenter to the center area of the 9-slice image.
- Tiled images can be created by setting ImageLabel.ScaleType to Enum.ScaleType.Tile, then ImageLabel.TileSize to be the size of rendered tiles.
Code Samples
-- Place this in an ImageLabel/ImageButton with size 256x256
local imageLabel = script.Parent
-- The following image is 1024x1024 with 12 frames (256x256)
-- The frames play an animation of a man throwing a punch
imageLabel.Image = "rbxassetid://848623155"
imageLabel.ImageRectSize = Vector2.new(256, 256)
-- The order of the frames to be displayed (left-to-right, then top-to-bottom)
local frames = {
Vector2.new(0, 0),
Vector2.new(1, 0),
Vector2.new(2, 0),
Vector2.new(3, 0),
Vector2.new(0, 1),
Vector2.new(1, 1),
Vector2.new(2, 1),
Vector2.new(3, 1),
Vector2.new(0, 2),
Vector2.new(1, 2),
Vector2.new(2, 2),
Vector2.new(3, 2),
}
-- Animate the frames one at a time in a loop
while true do
for _, frame in ipairs(frames) do
imageLabel.ImageRectOffset = frame * imageLabel.ImageRectSize
task.wait(0.1)
end
end
Summary
Properties
The image content displayed by the UI element.
Determines how a rendered image will be colorized.
The offset in pixels of the sub-area of an image to be displayed.
Determines the size in pixels of the sub-area of an image to be displayed.
Determines the transparency of the rendered image.
Indicates whether the Image has finished loading from the Roblox website.
Selects the image resampling mode for the label.
Determines how an image will scale if displayed in a UI element whose size differs from the source image.
Sets the slice boundaries of a 9-sliced image.
Scales the 9slice edges by the specified ratio.
Sets the tiling size of the ImageLabel.
Determines whether this UI element sinks input.
Determines the origin point of a GuiObject, relative to its absolute size.
Determines whether resizing occurs based on child content.
Determines the GuiObject background color.
Determines the transparency of the GuiObject background and border.
Determines the color of the GuiObject border.
Determines in what manner the GuiObject border is laid out relative to its dimensions.
Determines the pixel width of the GuiObject border.
Determines if descendant GuiObjects outside of the bounds of a parent GUI element should render.
Controls the sort order of the GuiObject when used with a UIGridStyleLayout.
Sets the GuiObject which will be selected when the gamepad selector is moved downward.
Sets the GuiObject which will be selected when the gamepad selector is moved to the left.
Sets the GuiObject which will be selected when the gamepad selector is moved to the right.
Sets the GuiObject which will be selected when the gamepad selector is moved upward.
Determines the pixel and scalar position of the GuiObject.
Determines the number of degrees by which the GuiObject is rotated.
Determine whether the GUI can be selected by a gamepad.
Overrides the default selection adornment used for gamepads.
The order of GuiObjects selected by the gamepad UI selection.
Determines the pixel and scalar size of the GuiObject.
Sets the Size axes that the GuiObject will be based on, relative to the size of its parent.
A mixed property of BackgroundTransparency and TextTransparency.
Determines whether the GuiObject and its descendants will be rendered.
Determines the order in which a GuiObject renders relative to others.
Describes the actual screen position of a UI element, in pixels.
Describes the actual screen rotation of a UI element, in degrees.
Describes the actual screen size of a UI element, in pixels.
When set to true, localization will be applied to this GuiBase2d and its descendants based on the GuiBase2d.RootLocalizationTable specified for this GuiBase2d.
A reference to a LocalizationTable to be used to apply automated localization to this GuiBase2d and its descendants.
Customizes gamepad selection behavior in the down direction.
Customizes gamepad selection behavior in the left direction.
Customizes gamepad selection behavior in the right direction.
Customizes gamepad selection behavior in the up direction.
Allows customization of gamepad selection movement.
Methods
Methods inherited from GuiObject- TweenPosition(endPosition : UDim2,easingDirection : Enum.EasingDirection,easingStyle : Enum.EasingStyle,time : number,override : bool,callback : function):bool
Smoothly moves a GUI to a new UDim2.
- TweenSize(endSize : UDim2,easingDirection : Enum.EasingDirection,easingStyle : Enum.EasingStyle,time : number,override : bool,callback : function):bool
Smoothly resizes a GUI to a new UDim2.
- TweenSizeAndPosition(endSize : UDim2,endPosition : UDim2,easingDirection : Enum.EasingDirection,easingStyle : Enum.EasingStyle,time : number,override : bool,callback : function):bool
Smoothly moves a GUI to a new size and position.
Events
Events inherited from GuiObjectFired when a user begins interacting via a Human-Computer Interface device (Mouse button down, touch begin, keyboard button down, etc).
Fired when a user changes how they're interacting via a Human-Computer Interface device (Mouse button down, touch begin, keyboard button down, etc).
Fired when a user stops interacting via a Human-Computer Interface device (Mouse button down, touch begin, keyboard button down, etc).
Fires when a user moves their mouse into a GUI element.
Fires when a user moves their mouse out of a GUI element.
Fires whenever a user moves their mouse while it is inside a GUI element.
Fires when a user scrolls their mouse wheel back when the mouse is over a GUI element.
Fires when a user scrolls their mouse wheel forward when the mouse is over a GUI element.
Fired when the GuiObject is being focused on with the Gamepad selector.
Fired when the Gamepad selector stops focusing on the GuiObject.
Fires when the player starts, continues and stops long-pressing the UI element.
- TouchPan(touchPositions : Array,totalTranslation : Vector2,velocity : Vector2,state : Enum.UserInputState):RBXScriptSignal
Fires when the player moves their finger on the UI element.
- TouchPinch(touchPositions : Array,scale : number,velocity : number,state : Enum.UserInputState):RBXScriptSignal
Fires when the player performs a pinch or pull gesture using two fingers on the UI element.
- TouchRotate(touchPositions : Array,rotation : number,velocity : number,state : Enum.UserInputState):RBXScriptSignal
Fires when the player performs a rotation gesture using two fingers on the UI element.
Fires when the player performs a swipe gesture on the UI element.
Fires when the player performs a tap gesture on the UI element.
- SelectionChanged(amISelected : bool,previousSelection : GuiObject,newSelection : GuiObject):RBXScriptSignal
Fires when the gamepad selection moves to, leaves, or changes within the connected GuiBase2d or any descendant GuiObjects.
Properties
Image
The Image property is a content-type property that should hold the asset ID of a Decal or Image on the Roblox website. It functions identically to Decal.Texture with regards to loading the image from the Roblox website. The rendered image will be colorized using ImageLabel.ImageColor3. It is possible to make the image render as tiled, scaled to fit, or 9-sliced, by adjusting the ImageLabel.ScaleType property.
Code Samples
local imageLabel = script.Parent
-- The images in this example are 64x64
imageLabel.Size = UDim2.new(0, 64, 0, 64)
local function unlock()
imageLabel.Image = "rbxassetid://284402785" -- Unlocked padlock (64x64)
imageLabel.ImageColor3 = Color3.new(0, 0.5, 0) -- Dark green
end
local function lock()
imageLabel.Image = "rbxassetid://284402752" -- Locked padlock (64x64)
imageLabel.ImageColor3 = Color3.new(0.5, 0, 0) -- Dark red
end
-- Connect events; our default state is locked
imageLabel.MouseEnter:Connect(unlock)
imageLabel.MouseLeave:Connect(lock)
lock()
ImageColor3
The ImageColor3 property determines how an image is colorized. When set to white, no colorization occurs. This property is very useful for reusing image assets: If the source image is completely white with transparency, you can set the entire color of the image at once with this property.
Code Samples
local imageLabel = script.Parent
-- The images in this example are 64x64
imageLabel.Size = UDim2.new(0, 64, 0, 64)
local function unlock()
imageLabel.Image = "rbxassetid://284402785" -- Unlocked padlock (64x64)
imageLabel.ImageColor3 = Color3.new(0, 0.5, 0) -- Dark green
end
local function lock()
imageLabel.Image = "rbxassetid://284402752" -- Locked padlock (64x64)
imageLabel.ImageColor3 = Color3.new(0.5, 0, 0) -- Dark red
end
-- Connect events; our default state is locked
imageLabel.MouseEnter:Connect(unlock)
imageLabel.MouseLeave:Connect(lock)
lock()
local RunService = game:GetService("RunService")
local imageLabel = script.Parent
local function onRenderStep()
imageLabel.ImageColor3 = Color3.fromHSV(workspace.DistributedGameTime / 8 % 1, 1, 1)
end
RunService.RenderStepped:Connect(onRenderStep)
ImageRectOffset
Allows the partial display of an image in conjunction with ImageLabel.ImageRectSize. This property determines the pixel offset (from the top-left) of the image area to be displayed.
This property behaves identically to ImageButton.ImageRectSize.
Code Samples
-- Place this in an ImageLabel/ImageButton with size 256x256
local imageLabel = script.Parent
-- The following image is 1024x1024 with 12 frames (256x256)
-- The frames play an animation of a man throwing a punch
imageLabel.Image = "rbxassetid://848623155"
imageLabel.ImageRectSize = Vector2.new(256, 256)
-- The order of the frames to be displayed (left-to-right, then top-to-bottom)
local frames = {
Vector2.new(0, 0),
Vector2.new(1, 0),
Vector2.new(2, 0),
Vector2.new(3, 0),
Vector2.new(0, 1),
Vector2.new(1, 1),
Vector2.new(2, 1),
Vector2.new(3, 1),
Vector2.new(0, 2),
Vector2.new(1, 2),
Vector2.new(2, 2),
Vector2.new(3, 2),
}
-- Animate the frames one at a time in a loop
while true do
for _, frame in ipairs(frames) do
imageLabel.ImageRectOffset = frame * imageLabel.ImageRectSize
task.wait(0.1)
end
end
local imageLabel = script.Parent
-- Set the source image to be a 64x64 padlock
imageLabel.Image = "rbxassetid://284402752"
imageLabel.BackgroundTransparency = 0
imageLabel.BackgroundColor3 = Color3.new(1, 1, 1) -- White
imageLabel.ImageColor3 = Color3.new(0, 0, 0) -- Black
local function resizeInACircle()
for theta = 0, 2, 0.02 do
imageLabel.Size = UDim2.new(
0,
100 + math.cos(theta * 2 * math.pi) * 50,
0,
100 + math.sin(theta * 2 * math.pi) * 50
)
task.wait()
end
end
while true do
-- Stretch simply stretches the source image to fit
-- the UI element's space
imageLabel.ScaleType = Enum.ScaleType.Stretch
resizeInACircle()
-- Tile will render the source image multiple times
-- enough to fill the UI element's space
imageLabel.ScaleType = Enum.ScaleType.Tile
imageLabel.TileSize = UDim2.new(0, 64, 0, 64)
resizeInACircle()
-- Slice will turn the image into a nine-slice UI.
imageLabel.ScaleType = Enum.ScaleType.Slice
imageLabel.SliceCenter = Rect.new(30, 30, 34, 34)
resizeInACircle()
end
ImageRectSize
Allows the partial display of an image in conjunction with ImageLabel.ImageRectOffset. This property determines the pixel size of the image area to be displayed. If either dimension is set to 0, the entire image is displayed instead.
This property behaves identically to ImageButton.ImageRectOffset.
Code Samples
-- Place this in an ImageLabel/ImageButton with size 256x256
local imageLabel = script.Parent
-- The following image is 1024x1024 with 12 frames (256x256)
-- The frames play an animation of a man throwing a punch
imageLabel.Image = "rbxassetid://848623155"
imageLabel.ImageRectSize = Vector2.new(256, 256)
-- The order of the frames to be displayed (left-to-right, then top-to-bottom)
local frames = {
Vector2.new(0, 0),
Vector2.new(1, 0),
Vector2.new(2, 0),
Vector2.new(3, 0),
Vector2.new(0, 1),
Vector2.new(1, 1),
Vector2.new(2, 1),
Vector2.new(3, 1),
Vector2.new(0, 2),
Vector2.new(1, 2),
Vector2.new(2, 2),
Vector2.new(3, 2),
}
-- Animate the frames one at a time in a loop
while true do
for _, frame in ipairs(frames) do
imageLabel.ImageRectOffset = frame * imageLabel.ImageRectSize
task.wait(0.1)
end
end
local imageLabel = script.Parent
-- Set the source image to be a 64x64 padlock
imageLabel.Image = "rbxassetid://284402752"
imageLabel.BackgroundTransparency = 0
imageLabel.BackgroundColor3 = Color3.new(1, 1, 1) -- White
imageLabel.ImageColor3 = Color3.new(0, 0, 0) -- Black
local function resizeInACircle()
for theta = 0, 2, 0.02 do
imageLabel.Size = UDim2.new(
0,
100 + math.cos(theta * 2 * math.pi) * 50,
0,
100 + math.sin(theta * 2 * math.pi) * 50
)
task.wait()
end
end
while true do
-- Stretch simply stretches the source image to fit
-- the UI element's space
imageLabel.ScaleType = Enum.ScaleType.Stretch
resizeInACircle()
-- Tile will render the source image multiple times
-- enough to fill the UI element's space
imageLabel.ScaleType = Enum.ScaleType.Tile
imageLabel.TileSize = UDim2.new(0, 64, 0, 64)
resizeInACircle()
-- Slice will turn the image into a nine-slice UI.
imageLabel.ScaleType = Enum.ScaleType.Slice
imageLabel.SliceCenter = Rect.new(30, 30, 34, 34)
resizeInACircle()
end
ImageTransparency
ImageTransparency determines the alpha of a UI element's rendered image. A value of 0 is completely opaque, and a value of 1 is completely transparent (invisible). This property behaves similarly to GuiObject.BackgroundTransparency or BasePart.Transparency.
Code Samples
local RunService = game:GetService("RunService")
local imageLabel = script.Parent
local function onRenderStep()
-- Oscillate ImageTransparency from 0 to 1 using a sine wave
imageLabel.ImageTransparency = math.sin(workspace.DistributedGameTime * math.pi) * 0.5 + 0.5
end
RunService.RenderStepped:Connect(onRenderStep)
IsLoaded
The IsLoaded property indicates if the ImageLabel.Image property finished loading from the Roblox website. Images declined by moderation will never load.
Code Samples
local imageLabel = script.Parent
local startTime = workspace.DistributedGameTime
-- Wait for the image to load
while not imageLabel.IsLoaded do
task.wait()
end
-- Measure and display how long it took to load
local deltaTime = workspace.DistributedGameTime - startTime
print(("Image loaded in %.3f seconds"):format(deltaTime))
ResampleMode
Determines how the image looks when it is scaled.
By default, the image smooths out texture when displayed on the screen larger or smaller than its size in texture memory. When set to Enum.ResamplerMode.Pixelated, the image preserves the sharp edges of pixels.
ScaleType
The ScaleType property determines in what way an ImageLabel.Image is rendered when the UI element's absolute size differs from the source image's size.
By default, this property is Enum.ScaleType.Stretch, which will simply stretch/compact the image dimensions so it fits the UI element's space exactly. Since transparent pixels are set to black when uploading to the Roblox website, transparent images should apply alpha blending to avoid a blackish outline around scaled images.
For Enum.ScaleType.Slice, the ImageLabel.SliceCenter property will be revealed in the Properties window. This is for nine-slice UI: when scaling up, the corners will remain the source image size. The edges of the image will stretch to the width/height of the image. Finally, the center of the image will stretch to fill the center area of the image.
Finally, for Enum.ScaleType.Tile, the ImageLabel.TileSize property will be revealed in the Properties window. This is for tiled images, where the size of each image tile is determined by the ImageLabel.TileSize property.
Code Samples
local imageLabel = script.Parent
-- Set the source image to be a 64x64 padlock
imageLabel.Image = "rbxassetid://284402752"
imageLabel.BackgroundTransparency = 0
imageLabel.BackgroundColor3 = Color3.new(1, 1, 1) -- White
imageLabel.ImageColor3 = Color3.new(0, 0, 0) -- Black
local function resizeInACircle()
for theta = 0, 2, 0.02 do
imageLabel.Size = UDim2.new(
0,
100 + math.cos(theta * 2 * math.pi) * 50,
0,
100 + math.sin(theta * 2 * math.pi) * 50
)
task.wait()
end
end
while true do
-- Stretch simply stretches the source image to fit
-- the UI element's space
imageLabel.ScaleType = Enum.ScaleType.Stretch
resizeInACircle()
-- Tile will render the source image multiple times
-- enough to fill the UI element's space
imageLabel.ScaleType = Enum.ScaleType.Tile
imageLabel.TileSize = UDim2.new(0, 64, 0, 64)
resizeInACircle()
-- Slice will turn the image into a nine-slice UI.
imageLabel.ScaleType = Enum.ScaleType.Slice
imageLabel.SliceCenter = Rect.new(30, 30, 34, 34)
resizeInACircle()
end
SliceCenter
The SliceCenter property sets the slice boundaries of a 9-sliced image when ImageLabel.ScaleType is set to Enum.ScaleType.Slice. Please note that this property is only visible in the Studio Properties Pane if ImageLabel.ScaleType is set to Enum.ScaleType.Slice. Select this property and click the "..." button to open the 9-Slice Editor, a built-in visual editor for setting the slice boundaries.
To learn more about 9-sliced images, check out this tutorial: UI 9 Slice Design.
Code Samples
local imageLabel = script.Parent
-- Set the source image to be a 64x64 padlock
imageLabel.Image = "rbxassetid://284402752"
imageLabel.BackgroundTransparency = 0
imageLabel.BackgroundColor3 = Color3.new(1, 1, 1) -- White
imageLabel.ImageColor3 = Color3.new(0, 0, 0) -- Black
local function resizeInACircle()
for theta = 0, 2, 0.02 do
imageLabel.Size = UDim2.new(
0,
100 + math.cos(theta * 2 * math.pi) * 50,
0,
100 + math.sin(theta * 2 * math.pi) * 50
)
task.wait()
end
end
while true do
-- Stretch simply stretches the source image to fit
-- the UI element's space
imageLabel.ScaleType = Enum.ScaleType.Stretch
resizeInACircle()
-- Tile will render the source image multiple times
-- enough to fill the UI element's space
imageLabel.ScaleType = Enum.ScaleType.Tile
imageLabel.TileSize = UDim2.new(0, 64, 0, 64)
resizeInACircle()
-- Slice will turn the image into a nine-slice UI.
imageLabel.ScaleType = Enum.ScaleType.Slice
imageLabel.SliceCenter = Rect.new(30, 30, 34, 34)
resizeInACircle()
end
SliceScale
Scales the 9slice edges by the specified ratio. This means that the edges around the 9slice will grow as if you'd uploaded a new version of the texture upscaled. Defaults to 1.0.
As a multiplier for the borders of a 9slice, it is useful for reusing one rounded corner image for multiple radii.
See also:
- ImageLabel.ScaleType - Determines how an image will scale if displayed in a UI element whose size differs from the source image.
- ImageLabel.SliceCenter - Determines the center of a 9slice image.
- ImageLabel.SliceScale - The same property in terms of functionality but for ImageLabels.
TileSize
TileSize sets the tiling size of the ImageLabel. The default UDim2 values are 1,0,1,0. The scale component of the UDim2 will scale the tile based on the size of the ImageLabel. The offset is in raw pixels. The tiling starts at the upper left-hand corner of the image. For example a scale of 0.5 will mean the tile will be half the size of the ImageLabel (in the corresponding axis).
This property is only active if the ScaleType for the ImageLabel is set to Tile instead of Slice or Stretch.
Code Samples
local imageLabel = script.Parent
-- Set the source image to be a 64x64 padlock
imageLabel.Image = "rbxassetid://284402752"
imageLabel.BackgroundTransparency = 0
imageLabel.BackgroundColor3 = Color3.new(1, 1, 1) -- White
imageLabel.ImageColor3 = Color3.new(0, 0, 0) -- Black
local function resizeInACircle()
for theta = 0, 2, 0.02 do
imageLabel.Size = UDim2.new(
0,
100 + math.cos(theta * 2 * math.pi) * 50,
0,
100 + math.sin(theta * 2 * math.pi) * 50
)
task.wait()
end
end
while true do
-- Stretch simply stretches the source image to fit
-- the UI element's space
imageLabel.ScaleType = Enum.ScaleType.Stretch
resizeInACircle()
-- Tile will render the source image multiple times
-- enough to fill the UI element's space
imageLabel.ScaleType = Enum.ScaleType.Tile
imageLabel.TileSize = UDim2.new(0, 64, 0, 64)
resizeInACircle()
-- Slice will turn the image into a nine-slice UI.
imageLabel.ScaleType = Enum.ScaleType.Slice
imageLabel.SliceCenter = Rect.new(30, 30, 34, 34)
resizeInACircle()
end