BillboardGui
BillboardGui is a container for UI objects to appear in the 3D space but always face the camera. The container's position is relative to the parent BasePart or Attachment (or the Adornee). For BaseParts, the Position property is used, while for Attachments, the WorldPosition property is used.

A billboard's Size property works slightly differently than GuiObject.Size. While the offset components work the same, the scale components are used as stud sizes in 3D space.
When creating a size-scaled BillboardGui that contains a TextLabel, it's useful to enable the label's TextScaled property so that its text scales along with the billboard canvas as the camera distance changes.
Note that interactive UI elements like ImageButtons and TextButtons inside a BillboardGui will only receive user input if they are parented to the PlayerGui, typically via placing the BillboardGui inside StarterGui. The Adornee property can be used to target a part or attachment in the 3D world while the BillboardGui itself remains in the PlayerGui.
See In-Experience UI for a guide on working with BillboardGui containers.
Caching Behavior
To help improve performance, the appearance of a BillboardGui is cached until one of the following occurs, after which its appearance will be recomputed on the next rendering frame.
- A descendant is added to or removed from the BillboardGui.
- A property of a descendant of the BillboardGui changes.
- A property of the BillboardGui itself changes.
Summary
Properties
Controls whether the descendants will receive input events.
Sets the target part or attachment that the BillboardGui is positioned relative to.
Determines whether the BillboardGui will always be rendered on top of other 3D objects.
Determines the factor by which the BillboardGui container's light is scaled when LightInfluence is 0.
Whether portions of GuiObjects that fall outside of the BillboardGui canvas borders will be drawn.
The current distance in studs that the BillboardGui is from the player's camera.
Determines the distance in studs at which the BillboardGui will stop scaling larger in size.
Determines the size CurrentDistance increments and decrements in studs as the player's camera moves closer and further from the BillboardGui.
Determines the distance in studs at which the BillboardGui will stop scaling smaller in size.
Determines how the BillboardGui is offset from its Adornee, relative to the Camera orientation, in units half the dimensions of the model's Camera-aligned bounding box.
Determines how the BillboardGui is offset from its Adornee, relative to the global axes, in units half the dimensions of the model's axis-aligned bounding box.
Controls how much the BillboardGui is influenced by environmental lighting.
Controls how far away the BillboardGui can be displayed before it stops rendering.
Used by scripts to hide the BillboardGui from a specific player.
Controls the size that the BillboardGui will have on screen.
A 2D offset in size-relative units that acts like an anchor point.
Determines how the BillboardGui is offset from its Adornee in studs, relative to the Camera orientation.
Determines how the BillboardGui is offset from its Adornee in studs, relative to the global axes.
Properties
Toggles the visibility of this LayerCollector.
Determines if the LayerCollector resets (deletes itself and re-clones into the player's PlayerGui) every time the player's character respawns.
Controls how GuiObject.ZIndex behaves on all descendants of this LayerCollector.
Properties
Describes the actual screen position of a GuiBase2d element, in pixels.
Describes the actual screen rotation of a GuiBase2d element, in degrees.
Describes the actual screen size of a GuiBase2d element, in pixels.
When set to true, localization will be applied to this GuiBase2d and its descendants.
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.
Events
Events inherited from GuiBase2dEvents
- SelectionChanged(amISelected : boolean,previousSelection : GuiObject,newSelection : GuiObject):RBXScriptSignal
Fires when the gamepad selection moves to, leaves, or changes within the connected GuiBase2d or any descendant GuiObjects.