GuiObject

Show Deprecated
Not Creatable
Not Browsable

GuiObject is an abstract class (much like BasePart) for a 2D user interface object. It defines all the properties relating to the display of a graphical user interface (GUI) object such as Size and Position. It also has some useful read‑only properties like AbsolutePosition, AbsoluteSize, and AbsoluteRotation.

To manipulate the layout of GUI objects in special ways, you can use a layout structure such as list/flex or grid, and you can style them beyond their core properties through appearance modifiers.

Although it's possible to detect mouse button events on any GUI object using InputBegan and InputEnded, only ImageButton and TextButton have convenient dedicated events such as Activated to detect click/press.

Summary

Properties

Properties inherited from GuiBase2d

Properties

Methods

Events

Events inherited from GuiBase2d

Events

Properties

Active

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Code Samples

TextButton Active Debounce

-- Place this LocalScript within a TextButton (or ImageButton)
local textButton = script.Parent
textButton.Text = "Click me"
textButton.Active = true
local function onActivated()
-- This acts like a debounce
textButton.Active = false
-- Count backwards from 5
for i = 5, 1, -1 do
textButton.Text = "Time: " .. i
task.wait(1)
end
textButton.Text = "Click me"
textButton.Active = true
end
textButton.Activated:Connect(onActivated)

AnchorPoint

Read Parallel

Code Samples

AnchorPoint Demo

local guiObject = script.Parent
while true do
-- Top-left
guiObject.AnchorPoint = Vector2.new(0, 0)
guiObject.Position = UDim2.new(0, 0, 0, 0)
task.wait(1)
-- Top
guiObject.AnchorPoint = Vector2.new(0.5, 0)
guiObject.Position = UDim2.new(0.5, 0, 0, 0)
task.wait(1)
-- Top-right
guiObject.AnchorPoint = Vector2.new(1, 0)
guiObject.Position = UDim2.new(1, 0, 0, 0)
task.wait(1)
-- Left
guiObject.AnchorPoint = Vector2.new(0, 0.5)
guiObject.Position = UDim2.new(0, 0, 0.5, 0)
task.wait(1)
-- Dead center
guiObject.AnchorPoint = Vector2.new(0.5, 0.5)
guiObject.Position = UDim2.new(0.5, 0, 0.5, 0)
task.wait(1)
-- Right
guiObject.AnchorPoint = Vector2.new(1, 0.5)
guiObject.Position = UDim2.new(1, 0, 0.5, 0)
task.wait(1)
-- Bottom-left
guiObject.AnchorPoint = Vector2.new(0, 1)
guiObject.Position = UDim2.new(0, 0, 1, 0)
task.wait(1)
-- Bottom
guiObject.AnchorPoint = Vector2.new(0.5, 1)
guiObject.Position = UDim2.new(0.5, 0, 1, 0)
task.wait(1)
-- Bottom-right
guiObject.AnchorPoint = Vector2.new(1, 1)
guiObject.Position = UDim2.new(1, 0, 1, 0)
task.wait(1)
end

AutomaticSize

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Code Samples

LocalScript in a ScreenGui

-- Array of text labels/fonts/sizes to output
local labelArray = {
{ text = "Lorem", font = Enum.Font.Creepster, size = 50 },
{ text = "ipsum", font = Enum.Font.IndieFlower, size = 35 },
{ text = "dolor", font = Enum.Font.Antique, size = 55 },
{ text = "sit", font = Enum.Font.SpecialElite, size = 65 },
{ text = "amet", font = Enum.Font.FredokaOne, size = 40 },
}
-- Create an automatically-sized parent frame
local parentFrame = Instance.new("Frame")
parentFrame.AutomaticSize = Enum.AutomaticSize.XY
parentFrame.BackgroundColor3 = Color3.fromRGB(90, 90, 90)
parentFrame.Size = UDim2.fromOffset(25, 100)
parentFrame.Position = UDim2.fromScale(0.1, 0.1)
parentFrame.Parent = script.Parent
-- Add a list layout
local listLayout = Instance.new("UIListLayout")
listLayout.Padding = UDim.new(0, 5)
listLayout.Parent = parentFrame
-- Set rounded corners and padding for visual aesthetics
local roundedCornerParent = Instance.new("UICorner")
roundedCornerParent.Parent = parentFrame
local uiPaddingParent = Instance.new("UIPadding")
uiPaddingParent.PaddingTop = UDim.new(0, 5)
uiPaddingParent.PaddingLeft = UDim.new(0, 5)
uiPaddingParent.PaddingRight = UDim.new(0, 5)
uiPaddingParent.PaddingBottom = UDim.new(0, 5)
uiPaddingParent.Parent = parentFrame
for i = 1, #labelArray do
-- Create an automatically-sized text label from array
local childLabel = Instance.new("TextLabel")
childLabel.AutomaticSize = Enum.AutomaticSize.XY
childLabel.Size = UDim2.fromOffset(75, 15)
childLabel.Text = labelArray[i]["text"]
childLabel.Font = labelArray[i]["font"]
childLabel.TextSize = labelArray[i]["size"]
childLabel.TextColor3 = Color3.new(1, 1, 1)
childLabel.Parent = parentFrame
-- Visual aesthetics
local roundedCorner = Instance.new("UICorner")
roundedCorner.Parent = childLabel
local uiPadding = Instance.new("UIPadding")
uiPadding.PaddingTop = UDim.new(0, 5)
uiPadding.PaddingLeft = UDim.new(0, 5)
uiPadding.PaddingRight = UDim.new(0, 5)
uiPadding.PaddingBottom = UDim.new(0, 5)
uiPadding.Parent = childLabel
task.wait(2)
end

BackgroundColor3

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Code Samples

Rainbow Frame

-- Put this code in a LocalScript in a Frame
local frame = script.Parent
while true do
for hue = 0, 255, 4 do
-- HSV = hue, saturation, value
-- If we loop from 0 to 1 repeatedly, we get a rainbow!
frame.BorderColor3 = Color3.fromHSV(hue / 256, 1, 1)
frame.BackgroundColor3 = Color3.fromHSV(hue / 256, 0.5, 0.8)
task.wait()
end
end

BackgroundTransparency

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BorderColor3

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Code Samples

Button Highlight

-- Put me inside some GuiObject, preferrably an ImageButton/TextButton
local button = script.Parent
local function onEnter()
button.BorderSizePixel = 2
button.BorderColor3 = Color3.new(1, 1, 0) -- Yellow
end
local function onLeave()
button.BorderSizePixel = 1
button.BorderColor3 = Color3.new(0, 0, 0) -- Black
end
-- Connect events
button.MouseEnter:Connect(onEnter)
button.MouseLeave:Connect(onLeave)
-- Our default state is "not hovered"
onLeave()

BorderMode

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BorderSizePixel

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Code Samples

Button Highlight

-- Put me inside some GuiObject, preferrably an ImageButton/TextButton
local button = script.Parent
local function onEnter()
button.BorderSizePixel = 2
button.BorderColor3 = Color3.new(1, 1, 0) -- Yellow
end
local function onLeave()
button.BorderSizePixel = 1
button.BorderColor3 = Color3.new(0, 0, 0) -- Black
end
-- Connect events
button.MouseEnter:Connect(onEnter)
button.MouseLeave:Connect(onLeave)
-- Our default state is "not hovered"
onLeave()

ClipsDescendants

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Read Only
Not Replicated
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Interactable

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LayoutOrder

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NextSelectionDown

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Code Samples

Creating a Gamepad Selection Grid

-- Setup the Gamepad selection grid using the code below
local container = script.Parent:FindFirstChild("Container")
local grid = container:GetChildren()
local rowSize = container:FindFirstChild("UIGridLayout").FillDirectionMaxCells
for _, gui in pairs(grid) do
if gui:IsA("GuiObject") then
local pos = gui.Name
-- Left edge
gui.NextSelectionLeft = container:FindFirstChild(pos - 1)
-- Right edge
gui.NextSelectionRight = container:FindFirstChild(pos + 1)
-- Above
gui.NextSelectionUp = container:FindFirstChild(pos - rowSize)
-- Below
gui.NextSelectionDown = container:FindFirstChild(pos + rowSize)
end
end
-- Test the Gamepad selection grid using the code below
local GuiService = game:GetService("GuiService")
local UserInputService = game:GetService("UserInputService")
GuiService.SelectedObject = container:FindFirstChild("1")
function updateSelection(input)
if input.UserInputType == Enum.UserInputType.Keyboard then
local key = input.KeyCode
local selectedObject = GuiService.SelectedObject
if not selectedObject then
return
end
if key == Enum.KeyCode.Up then
if not selectedObject.NextSelectionUp then
GuiService.SelectedObject = selectedObject
end
elseif key == Enum.KeyCode.Down then
if not selectedObject.NextSelectionDown then
GuiService.SelectedObject = selectedObject
end
elseif key == Enum.KeyCode.Left then
if not selectedObject.NextSelectionLeft then
GuiService.SelectedObject = selectedObject
end
elseif key == Enum.KeyCode.Right then
if not selectedObject.NextSelectionRight then
GuiService.SelectedObject = selectedObject
end
end
end
end
UserInputService.InputBegan:Connect(updateSelection)

NextSelectionLeft

Read Parallel

Code Samples

Creating a Gamepad Selection Grid

-- Setup the Gamepad selection grid using the code below
local container = script.Parent:FindFirstChild("Container")
local grid = container:GetChildren()
local rowSize = container:FindFirstChild("UIGridLayout").FillDirectionMaxCells
for _, gui in pairs(grid) do
if gui:IsA("GuiObject") then
local pos = gui.Name
-- Left edge
gui.NextSelectionLeft = container:FindFirstChild(pos - 1)
-- Right edge
gui.NextSelectionRight = container:FindFirstChild(pos + 1)
-- Above
gui.NextSelectionUp = container:FindFirstChild(pos - rowSize)
-- Below
gui.NextSelectionDown = container:FindFirstChild(pos + rowSize)
end
end
-- Test the Gamepad selection grid using the code below
local GuiService = game:GetService("GuiService")
local UserInputService = game:GetService("UserInputService")
GuiService.SelectedObject = container:FindFirstChild("1")
function updateSelection(input)
if input.UserInputType == Enum.UserInputType.Keyboard then
local key = input.KeyCode
local selectedObject = GuiService.SelectedObject
if not selectedObject then
return
end
if key == Enum.KeyCode.Up then
if not selectedObject.NextSelectionUp then
GuiService.SelectedObject = selectedObject
end
elseif key == Enum.KeyCode.Down then
if not selectedObject.NextSelectionDown then
GuiService.SelectedObject = selectedObject
end
elseif key == Enum.KeyCode.Left then
if not selectedObject.NextSelectionLeft then
GuiService.SelectedObject = selectedObject
end
elseif key == Enum.KeyCode.Right then
if not selectedObject.NextSelectionRight then
GuiService.SelectedObject = selectedObject
end
end
end
end
UserInputService.InputBegan:Connect(updateSelection)

NextSelectionRight

Read Parallel

Code Samples

Creating a Gamepad Selection Grid

-- Setup the Gamepad selection grid using the code below
local container = script.Parent:FindFirstChild("Container")
local grid = container:GetChildren()
local rowSize = container:FindFirstChild("UIGridLayout").FillDirectionMaxCells
for _, gui in pairs(grid) do
if gui:IsA("GuiObject") then
local pos = gui.Name
-- Left edge
gui.NextSelectionLeft = container:FindFirstChild(pos - 1)
-- Right edge
gui.NextSelectionRight = container:FindFirstChild(pos + 1)
-- Above
gui.NextSelectionUp = container:FindFirstChild(pos - rowSize)
-- Below
gui.NextSelectionDown = container:FindFirstChild(pos + rowSize)
end
end
-- Test the Gamepad selection grid using the code below
local GuiService = game:GetService("GuiService")
local UserInputService = game:GetService("UserInputService")
GuiService.SelectedObject = container:FindFirstChild("1")
function updateSelection(input)
if input.UserInputType == Enum.UserInputType.Keyboard then
local key = input.KeyCode
local selectedObject = GuiService.SelectedObject
if not selectedObject then
return
end
if key == Enum.KeyCode.Up then
if not selectedObject.NextSelectionUp then
GuiService.SelectedObject = selectedObject
end
elseif key == Enum.KeyCode.Down then
if not selectedObject.NextSelectionDown then
GuiService.SelectedObject = selectedObject
end
elseif key == Enum.KeyCode.Left then
if not selectedObject.NextSelectionLeft then
GuiService.SelectedObject = selectedObject
end
elseif key == Enum.KeyCode.Right then
if not selectedObject.NextSelectionRight then
GuiService.SelectedObject = selectedObject
end
end
end
end
UserInputService.InputBegan:Connect(updateSelection)

NextSelectionUp

Read Parallel

Code Samples

Creating a Gamepad Selection Grid

-- Setup the Gamepad selection grid using the code below
local container = script.Parent:FindFirstChild("Container")
local grid = container:GetChildren()
local rowSize = container:FindFirstChild("UIGridLayout").FillDirectionMaxCells
for _, gui in pairs(grid) do
if gui:IsA("GuiObject") then
local pos = gui.Name
-- Left edge
gui.NextSelectionLeft = container:FindFirstChild(pos - 1)
-- Right edge
gui.NextSelectionRight = container:FindFirstChild(pos + 1)
-- Above
gui.NextSelectionUp = container:FindFirstChild(pos - rowSize)
-- Below
gui.NextSelectionDown = container:FindFirstChild(pos + rowSize)
end
end
-- Test the Gamepad selection grid using the code below
local GuiService = game:GetService("GuiService")
local UserInputService = game:GetService("UserInputService")
GuiService.SelectedObject = container:FindFirstChild("1")
function updateSelection(input)
if input.UserInputType == Enum.UserInputType.Keyboard then
local key = input.KeyCode
local selectedObject = GuiService.SelectedObject
if not selectedObject then
return
end
if key == Enum.KeyCode.Up then
if not selectedObject.NextSelectionUp then
GuiService.SelectedObject = selectedObject
end
elseif key == Enum.KeyCode.Down then
if not selectedObject.NextSelectionDown then
GuiService.SelectedObject = selectedObject
end
elseif key == Enum.KeyCode.Left then
if not selectedObject.NextSelectionLeft then
GuiService.SelectedObject = selectedObject
end
elseif key == Enum.KeyCode.Right then
if not selectedObject.NextSelectionRight then
GuiService.SelectedObject = selectedObject
end
end
end
end
UserInputService.InputBegan:Connect(updateSelection)

Position

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Rotation

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Selectable

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Code Samples

Limiting TextBox Selection

local GuiService = game:GetService("GuiService")
local textBox = script.Parent
local function gainFocus()
textBox.Selectable = true
GuiService.SelectedObject = textBox
end
local function loseFocus(_enterPressed, _inputObject)
GuiService.SelectedObject = nil
textBox.Selectable = false
end
-- The FocusLost and FocusGained event will fire because the textBox
-- is of type TextBox
textBox.Focused:Connect(gainFocus)
textBox.FocusLost:Connect(loseFocus)

SelectionImageObject

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SelectionOrder

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Size

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Code Samples

Health Bar

local Players = game:GetService("Players")
local player = Players.LocalPlayer
-- Paste script into a LocalScript that is
-- parented to a Frame within a Frame
local frame = script.Parent
local container = frame.Parent
container.BackgroundColor3 = Color3.new(0, 0, 0) -- black
-- This function is called when the humanoid's health changes
local function onHealthChanged()
local human = player.Character.Humanoid
local percent = human.Health / human.MaxHealth
-- Change the size of the inner bar
frame.Size = UDim2.new(percent, 0, 1, 0)
-- Change the color of the health bar
if percent < 0.1 then
frame.BackgroundColor3 = Color3.new(1, 0, 0) -- black
elseif percent < 0.4 then
frame.BackgroundColor3 = Color3.new(1, 1, 0) -- yellow
else
frame.BackgroundColor3 = Color3.new(0, 1, 0) -- green
end
end
-- This function runs is called the player spawns in
local function onCharacterAdded(character)
local human = character:WaitForChild("Humanoid")
-- Pattern: update once now, then any time the health changes
human.HealthChanged:Connect(onHealthChanged)
onHealthChanged()
end
-- Connect our spawn listener; call it if already spawned
player.CharacterAdded:Connect(onCharacterAdded)
if player.Character then
onCharacterAdded(player.Character)
end

SizeConstraint

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Transparency

Hidden
Not Replicated
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Visible

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Code Samples

UI Window

local gui = script.Parent
local window = gui:WaitForChild("Window")
local toggleButton = gui:WaitForChild("ToggleWindow")
local closeButton = window:WaitForChild("Close")
local function toggleWindowVisbility()
-- Flip a boolean using the `not` keyword
window.Visible = not window.Visible
end
toggleButton.Activated:Connect(toggleWindowVisbility)
closeButton.Activated:Connect(toggleWindowVisbility)

ZIndex

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Methods

TweenPosition

Parameters

endPosition: UDim2
easingDirection: Enum.EasingDirection
Default Value: "Out"
easingStyle: Enum.EasingStyle
Default Value: "Quad"
time: number
Default Value: 1
override: boolean
Default Value: false
callback: function
Default Value: "nil"

Returns

Code Samples

Tween a GUI's Position

local START_POSITION = UDim2.new(0, 0, 0, 0)
local GOAL_POSITION = UDim2.new(1, 0, 1, 0)
local guiObject = script.Parent
local function callback(state)
if state == Enum.TweenStatus.Completed then
print("The tween completed uninterrupted")
elseif state == Enum.TweenStatus.Canceled then
print("Another tween cancelled this one")
end
end
-- Initialize the GuiObject position, then start the tween:
guiObject.Position = START_POSITION
local willPlay = guiObject:TweenPosition(
GOAL_POSITION, -- Final position the tween should reach
Enum.EasingDirection.In, -- Direction of the easing
Enum.EasingStyle.Sine, -- Kind of easing to apply
2, -- Duration of the tween in seconds
true, -- Whether in-progress tweens are interrupted
callback -- Function to be callled when on completion/cancelation
)
if willPlay then
print("The tween will play")
else
print("The tween will not play")
end

TweenSize

Parameters

endSize: UDim2
easingDirection: Enum.EasingDirection
Default Value: "Out"
easingStyle: Enum.EasingStyle
Default Value: "Quad"
time: number
Default Value: 1
override: boolean
Default Value: false
callback: function
Default Value: "nil"

Returns

Code Samples

Tween a GuiObject's Size

local guiObject = script.Parent
local function callback(didComplete)
if didComplete then
print("The tween completed successfully")
else
print("The tween was cancelled")
end
end
local willTween = guiObject:TweenSize(
UDim2.new(0.5, 0, 0.5, 0), -- endSize (required)
Enum.EasingDirection.In, -- easingDirection (default Out)
Enum.EasingStyle.Sine, -- easingStyle (default Quad)
2, -- time (default: 1)
true, -- should this tween override ones in-progress? (default: false)
callback -- a function to call when the tween completes (default: nil)
)
if willTween then
print("The GuiObject will tween")
else
print("The GuiObject will not tween")
end

TweenSizeAndPosition

Parameters

endSize: UDim2
endPosition: UDim2
easingDirection: Enum.EasingDirection
Default Value: "Out"
easingStyle: Enum.EasingStyle
Default Value: "Quad"
time: number
Default Value: 1
override: boolean
Default Value: false
callback: function
Default Value: "nil"

Returns

Code Samples

Tween a GUI's Size and Position

local frame = script.Parent.Frame
frame:TweenSizeAndPosition(UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 0, 0))

Events

InputBegan

Parameters


Code Samples

Tracking the Beginning of Input on a GuiObject

-- In order to use the InputBegan event, you must specify the GuiObject
local gui = script.Parent
-- A sample function providing multiple usage cases for various types of user input
local function inputBegan(input)
if input.UserInputType == Enum.UserInputType.Keyboard then
print("A key is being pushed down! Key:", input.KeyCode)
elseif input.UserInputType == Enum.UserInputType.MouseButton1 then
print("The left mouse button has been pressed down at", input.Position)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
print("The right mouse button has been pressed down at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Touch then
print("A touchscreen input has started at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
print("A button is being pressed on a gamepad! Button:", input.KeyCode)
end
end
gui.InputBegan:Connect(inputBegan)

InputChanged

Parameters


Code Samples

GuiObject InputChanged Demo

local UserInputService = game:GetService("UserInputService")
local gui = script.Parent
local function printMovement(input)
print("Position:", input.Position)
print("Movement Delta:", input.Delta)
end
local function inputChanged(input)
if input.UserInputType == Enum.UserInputType.MouseMovement then
print("The mouse has been moved!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.MouseWheel then
print("The mouse wheel has been scrolled!")
print("Wheel Movement:", input.Position.Z)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
if input.KeyCode == Enum.KeyCode.Thumbstick1 then
print("The left thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then
print("The right thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.ButtonL2 then
print("The pressure being applied to the left trigger has changed!")
print("Pressure:", input.Position.Z)
elseif input.KeyCode == Enum.KeyCode.ButtonR2 then
print("The pressure being applied to the right trigger has changed!")
print("Pressure:", input.Position.Z)
end
elseif input.UserInputType == Enum.UserInputType.Touch then
print("The user's finger is moving on the screen!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.Gyro then
local _rotInput, rotCFrame = UserInputService:GetDeviceRotation()
local rotX, rotY, rotZ = rotCFrame:toEulerAnglesXYZ()
local rot = Vector3.new(math.deg(rotX), math.deg(rotY), math.deg(rotZ))
print("The rotation of the user's mobile device has been changed!")
print("Position", rotCFrame.p)
print("Rotation:", rot)
elseif input.UserInputType == Enum.UserInputType.Accelerometer then
print("The acceleration of the user's mobile device has been changed!")
printMovement(input)
end
end
gui.InputChanged:Connect(inputChanged)

InputEnded

Parameters


Code Samples

Tracking the End of Input on a GuiObject

-- In order to use the InputChanged event, you must specify a GuiObject
local gui = script.Parent
-- A sample function providing multiple usage cases for various types of user input
local function inputEnded(input)
if input.UserInputType == Enum.UserInputType.Keyboard then
print("A key has been released! Key:", input.KeyCode)
elseif input.UserInputType == Enum.UserInputType.MouseButton1 then
print("The left mouse button has been released at", input.Position)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
print("The right mouse button has been released at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Touch then
print("A touchscreen input has been released at", input.Position)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
print("A button has been released on a gamepad! Button:", input.KeyCode)
end
end
gui.InputEnded:Connect(inputEnded)

MouseEnter

Parameters


Code Samples

Printing where a Mouse Enters a GuiObject

local guiObject = script.Parent
guiObject.MouseEnter:Connect(function(x, y)
print("The user's mouse cursor has entered the GuiObject at position", x, ",", y)
end)

MouseLeave

Parameters


MouseMoved

Parameters


MouseWheelBackward

Parameters


MouseWheelForward

Parameters


SelectionGained


Code Samples

Handling GUI Selection Gained

local guiObject = script.Parent
local function selectionGained()
print("The user has selected this button with a gamepad.")
end
guiObject.SelectionGained:Connect(selectionGained)

SelectionLost


Code Samples

Handling GUI Selection Lost

local guiObject = script.Parent
local function selectionLost()
print("The user no longer has this selected with their gamepad.")
end
guiObject.SelectionLost:Connect(selectionLost)

TouchLongPress

Parameters

touchPositions: Array

Code Samples

Move UI Element with TouchLongPress

local frame = script.Parent
frame.Active = true
local dragging = false
local basePosition
local startTouchPosition
local borderColor3
local backgroundColor3
local function onTouchLongPress(touchPositions, state)
if state == Enum.UserInputState.Begin and not dragging then
-- Start a drag
dragging = true
basePosition = frame.Position
startTouchPosition = touchPositions[1]
-- Color the frame to indicate the drag is happening
borderColor3 = frame.BorderColor3
backgroundColor3 = frame.BackgroundColor3
frame.BorderColor3 = Color3.new(1, 1, 1) -- White
frame.BackgroundColor3 = Color3.new(0, 0, 1) -- Blue
elseif state == Enum.UserInputState.Change then
local touchPosition = touchPositions[1]
local deltaPosition =
UDim2.new(0, touchPosition.X - startTouchPosition.X, 0, touchPosition.Y - startTouchPosition.Y)
frame.Position = basePosition + deltaPosition
elseif state == Enum.UserInputState.End and dragging then
-- Stop the drag
dragging = false
frame.BorderColor3 = borderColor3
frame.BackgroundColor3 = backgroundColor3
end
end
frame.TouchLongPress:Connect(onTouchLongPress)

TouchPan

Parameters

touchPositions: Array
totalTranslation: Vector2
velocity: Vector2

Code Samples

Panning UI Element

local innerFrame = script.Parent
local outerFrame = innerFrame.Parent
outerFrame.BackgroundTransparency = 0.75
outerFrame.Active = true
outerFrame.Size = UDim2.new(1, 0, 1, 0)
outerFrame.Position = UDim2.new(0, 0, 0, 0)
outerFrame.AnchorPoint = Vector2.new(0, 0)
outerFrame.ClipsDescendants = true
local dragging = false
local basePosition
local function onTouchPan(_touchPositions, totalTranslation, _velocity, state)
if state == Enum.UserInputState.Begin and not dragging then
dragging = true
basePosition = innerFrame.Position
outerFrame.BackgroundTransparency = 0.25
elseif state == Enum.UserInputState.Change then
innerFrame.Position = basePosition + UDim2.new(0, totalTranslation.X, 0, totalTranslation.Y)
elseif state == Enum.UserInputState.End and dragging then
dragging = false
outerFrame.BackgroundTransparency = 0.75
end
end
outerFrame.TouchPan:Connect(onTouchPan)

TouchPinch

Parameters

touchPositions: Array
scale: number
velocity: number

Code Samples

Pinch/Pull Scaling

local innerFrame = script.Parent
local outerFrame = innerFrame.Parent
outerFrame.BackgroundTransparency = 0.75
outerFrame.Active = true
outerFrame.Size = UDim2.new(1, 0, 1, 0)
outerFrame.Position = UDim2.new(0, 0, 0, 0)
outerFrame.AnchorPoint = Vector2.new(0, 0)
outerFrame.ClipsDescendants = true
local dragging = false
local uiScale = Instance.new("UIScale")
uiScale.Parent = innerFrame
local baseScale
local function onTouchPinch(_touchPositions, scale, _velocity, state)
if state == Enum.UserInputState.Begin and not dragging then
dragging = true
baseScale = uiScale.Scale
outerFrame.BackgroundTransparency = 0.25
elseif state == Enum.UserInputState.Change then
uiScale.Scale = baseScale * scale -- Notice the multiplication here
elseif state == Enum.UserInputState.End and dragging then
dragging = false
outerFrame.BackgroundTransparency = 0.75
end
end
outerFrame.TouchPinch:Connect(onTouchPinch)

TouchRotate

Parameters

touchPositions: Array
rotation: number
velocity: number

Code Samples

Touch Rotation

local innerFrame = script.Parent
local outerFrame = innerFrame.Parent
outerFrame.BackgroundTransparency = 0.75
outerFrame.Active = true
outerFrame.Size = UDim2.new(1, 0, 1, 0)
outerFrame.Position = UDim2.new(0, 0, 0, 0)
outerFrame.AnchorPoint = Vector2.new(0, 0)
outerFrame.ClipsDescendants = true
local dragging = false
local baseRotation = innerFrame.Rotation
local function onTouchRotate(_touchPositions, rotation, _velocity, state)
if state == Enum.UserInputState.Begin and not dragging then
dragging = true
baseRotation = innerFrame.Rotation
outerFrame.BackgroundTransparency = 0.25
elseif state == Enum.UserInputState.Change then
innerFrame.Rotation = baseRotation + rotation
elseif state == Enum.UserInputState.End and dragging then
dragging = false
outerFrame.BackgroundTransparency = 0.75
end
end
outerFrame.TouchRotate:Connect(onTouchRotate)

TouchSwipe

Parameters

swipeDirection: Enum.SwipeDirection
numberOfTouches: number

Code Samples

Bouncing Color Picker

local frame = script.Parent
frame.Active = true
-- How far the frame should bounce on a successful swipe
local BOUNCE_DISTANCE = 50
-- Current state of the frame
local basePosition = frame.Position
local hue = 0
local saturation = 128
local function updateColor()
frame.BackgroundColor3 = Color3.fromHSV(hue / 256, saturation / 256, 1)
end
local function onTouchSwipe(swipeDir, _touchCount)
-- Change the BackgroundColor3 based on the swipe direction
local deltaPos
if swipeDir == Enum.SwipeDirection.Right then
deltaPos = UDim2.new(0, BOUNCE_DISTANCE, 0, 0)
hue = (hue + 16) % 255
elseif swipeDir == Enum.SwipeDirection.Left then
deltaPos = UDim2.new(0, -BOUNCE_DISTANCE, 0, 0)
hue = (hue - 16) % 255
elseif swipeDir == Enum.SwipeDirection.Up then
deltaPos = UDim2.new(0, 0, 0, -BOUNCE_DISTANCE)
saturation = (saturation + 16) % 255
elseif swipeDir == Enum.SwipeDirection.Down then
deltaPos = UDim2.new(0, 0, 0, BOUNCE_DISTANCE)
saturation = (saturation - 16) % 255
else
deltaPos = UDim2.new()
end
-- Update the color and bounce the frame a little
updateColor()
frame.Position = basePosition + deltaPos
frame:TweenPosition(basePosition, Enum.EasingDirection.Out, Enum.EasingStyle.Bounce, 0.7, true)
end
frame.TouchSwipe:Connect(onTouchSwipe)
updateColor()

TouchTap

Parameters

touchPositions: Array

Code Samples

Tap Transparency Toggle

local frame = script.Parent
frame.Active = true
local function onTouchTap()
-- Toggle background transparency
if frame.BackgroundTransparency > 0 then
frame.BackgroundTransparency = 0
else
frame.BackgroundTransparency = 0.75
end
end
frame.TouchTap:Connect(onTouchTap)