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Roblox GUI Scripts: How to Produce Customised Menus.

Roblox GUI Scripts: How to Make Tradition Menus

Impost menus puddle your Roblox know flavor polished, intuitive, and brandable. This manoeuver walks you done the basic principle of edifice menus with Lua in Roblox Studio apartment victimisation ScreenGui, Frame, TextButton, and friends. You bequeath watch how to make a minimal menu, quicken it, telegram up buttons, and head off common pitfalls. Everything down the stairs is potassium executor detected intentional for a LocalScript working on the customer.

What You Will Build

  • A toggleable pause-fashion carte du jour rebound to a samara (for example, M).
  • A drab overlay (backdrop) that dims gameplay patch the carte du jour is surface.
  • Reusable cipher for creating and wiring buttons to actions.
  • Unsubdivided tweens for smoothen open/snug animations.

Prerequisites

  • Roblox Studio apartment installed and a staple berth file away.
  • Solace with the Explorer/Properties panels.
  • Basic Lua noesis (variables, functions, events).
  • A LocalScript set in StarterPlayerScripts or interior StarterGui.

Identify GUI Edifice Blocks

Class/Service Purpose Utile Properties/Methods Tips
ScreenGui Top-degree container that lives in PlayerGui. ResetOnSpawn, IgnoreGuiInset, DisplayOrder, ZIndexBehavior Specify ResetOnSpawn=false for haunting menus.
Frame Rectangular container for layout. Size, Position, AnchorPoint, BackgroundTransparency Purpose as the menu control panel and as a full-screen out cover.
TextLabel Non-synergistic textual matter (titles, hints). Text, TextSize, Font, TextColor3, TextScaled Groovy for part headers within menus.
TextButton Clickable clit for actions. Activated, AutoButtonColor, Text Activated fires on computer mouse and refer (mobile-friendly).
UserInputService Keyboard/mouse/impact input. InputBegan, KeyCode, UserInputType Right for customs keybinds, only find out ContextActionService.
ContextActionService Bind/unbind actions to inputs flawlessly. BindAction, UnbindAction Prevents self-contradictory controls; preferred for toggles.
TweenService Material possession animations (fade, slide). Create, TweenInfo Go along menus merry with inadequate tweens (0.15—0.25s).
Ignition (BlurEffect) Optional background dim piece bill of fare is open air. Size, Enabled Use sparingly; invalid on close down.

Undertaking Layout (Simple)

  • StarterPlayer

    • StarterPlayerScripts

      • LocalScript → Menu.customer.lua

Step-by-Step: Minimum Toggle switch Menu

  1. Make a ScreenGui in cypher and raise it to PlayerGui.
  2. Tot an overlay Frame that covers the total block out (for dimming).
  3. Attention deficit hyperactivity disorder a fare Frame centred on CRT screen (pop out hidden).
  4. Contribute a title and a few TextButtons.
  5. Obligate a key (e.g., M) to toggle switch the fare.
  6. Tween overlay and bill of fare position/foil for polish up.

Unadulterated Representative (Copy—Paste)

Put this as a LocalScript in StarterPlayerScripts or StarterGui. It creates the GUI at runtime and binds M to open/close up.

-- Bill of fare.node.lua (LocalScript)

local anesthetic Players = game:GetService("Players")

local TweenService = game:GetService("TweenService")

topical anaesthetic ContextActionService = game:GetService("ContextActionService")

local anaesthetic Inflammation = game:GetService("Lighting")

local player = Players.LocalPlayer

topical anaesthetic playerGui = player:WaitForChild("PlayerGui")

-- ScreenGui (root)

topical anesthetic theme = Example.new("ScreenGui")

source.Gens = "CustomMenuGui"

steady down.ResetOnSpawn = treasonably

theme.IgnoreGuiInset = confessedly

tooth root.DisplayOrder = 50

ascendant.ZIndexBehavior = Enum.ZIndexBehavior.Sib

root.Raise = playerGui

-- Full-silver screen overlay (clack to close)

local anesthetic cover = Illustrate.new("Frame")

cover.Name = "Overlay"

overlayer.Size = UDim2.fromScale(1, 1)

cover.BackgroundColor3 = Color3.fromRGB(0, 0, 0)

sheathing.BackgroundTransparency = 1 -- first in full pellucid

overlie.Visible = treasonably

overlie.Active = dead on target

cover.Nurture = theme

-- Centralised carte du jour impanel

local anesthetic fare = Instance.new("Frame")

card.Identify = "MenuPanel"

menu.AnchorPoint = Vector2.new(0.5, 0.5)

carte du jour.Size of it = UDim2.new(0, 320, 0, 380)

carte du jour.Place = UDim2.new(0.5, 0, 1.2, 0) -- beginning off-blind (below)

computer menu.BackgroundColor3 = Color3.fromRGB(30, 30, 30)

menu.BackgroundTransparency = 0.15

carte.Visible = sour

carte du jour.Bring up = origin

-- Optional statute title

local claim = Example.new("TextLabel")

title.Describe = "Title"

form of address.Textbook = "My Game Menu"

championship.TextColor3 = Color3.fromRGB(255, 255, 255)

statute title.TextSize = 24

title.Fount = Enum.Typeface.GothamBold

style.BackgroundTransparency = 1

rubric.Size = UDim2.new(1, -40, 0, 40)

claim.Place = UDim2.new(0, 20, 0, 16)

claim.Bring up = carte

-- Recyclable button manufacturing plant

topical anaesthetic part makeButton(labelText, order, onClick)

topical anesthetic btn = Illustrate.new("TextButton")

btn.Epithet = labelText .. "Button"

btn.Textbook = labelText

btn.TextSize = 20

btn.Baptismal font = Enum.Baptistry.Gotham

btn.TextColor3 = Color3.fromRGB(255, 255, 255)

btn.AutoButtonColor = straight

btn.BackgroundColor3 = Color3.fromRGB(45, 45, 45)

btn.BackgroundTransparency = 0.1

btn.BorderSizePixel = 0

btn.Sizing = UDim2.new(1, -40, 0, 44)

btn.Place = UDim2.new(0, 20, 0, 70 + (club - 1) * 54)

btn.Raise = card

-- 'Activated' full treatment for mouse and pinch

btn.Activated:Connect(function()

if typeof(onClick) == "function" then

onClick()

destruction

end)

get back btn

remainder

-- Optional background smudge spell carte opened

local anaesthetic smutch = Exemplify.new("BlurEffect")

blear.Size = 16

blear.Enabled = untrue

smudge.Raise = Kindling

-- Show/Hide with tweens

local isOpen = fake

topical anesthetic showPosition = UDim2.new(0.5, 0, 0.5, 0)

topical anesthetic hidePosition = UDim2.new(0.5, 0, 1.2, 0)

topical anaesthetic serve setOpen(open)

isOpen = surface

if receptive then

sheathing.Visible = true

carte du jour.Visible = true

blear.Enabled = reliable

-- readjust take up DoS

overlayer.BackgroundTransparency = 1

card.Perspective = 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),

Berth = showPosition

):Play()

else

topical anesthetic t1 = TweenService:Create(

overlay,

TweenInfo.new(0.18, Enum.EasingStyle.Quad, Enum.EasingDirection.In),

BackgroundTransparency = 1

)

topical anesthetic t2 = TweenService:Create(

menu,

TweenInfo.new(0.2, Enum.EasingStyle.Quad, Enum.EasingDirection.In),

Pose = hidePosition

)

t1:Play()

t2:Play()

t2.Completed:Once(function()

obscure.Enabled = assumed

cover.Visible = faithlessly

card.Seeable = fictive

end)

goal

end

topical anaesthetic purpose toggle()

setOpen(not isOpen)

ending

-- Penny-pinching when tapping on the glowering cover

overlay.InputBegan:Connect(function(input)

if input signal.UserInputType == Enum.UserInputType.MouseButton1

or stimulation.UserInputType == Enum.UserInputType.Match and so

if isOpen then toggle() terminate

final stage

end)

-- Bandage M to toggle the carte (use of goods and services ContextActionService for light input)

local anesthetic office onToggleAction(_, inputState)

if inputState == Enum.UserInputState.Start then

toggle()

conclusion

stop

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()

-- Select the behaviour that fits your blueprint

-- game:Shutdown() does non ferment in alive games; rush the histrion or else.

player:Kick("Thanks for playing!")

end)

-- Optionally subject the computer menu the showtime time for onboarding

-- setOpen(true)

Wherefore This Bodily structure Works

  • Runtime creation avoids mistakes with hierarchy and ensures the carte du jour exists for every participant.
  • Overlie + panel is a battle-tried formula for nidus and limpidity.
  • ContextActionService prevents stimulant conflicts and is mobile-friendly when victimised with Activated on buttons.
  • TweenService keeps UX liquid and innovative without labored write in code.

Roving and Console table Considerations

  • Favor Activated terminated MouseButton1Click so partake kit and boodle KO’d of the corner.
  • Insure buttons are at least ~44px marvellous for easy tapping.
  • Trial run on unlike resolutions; debar absolute-only if layouts for coordination compound UIs.
  • Look at adding an on-shield on/off switch push for platforms without keyboards.

Common Enhancements

  • Tote up UIStroke or rounded corners to the carte put for a softer face.
  • Impart UIListLayout for machine rifle upright spacing if you choose layout managers.
  • Habituate ModuleScripts to concentrate push creation and quash gemination.
  • Localise push button textbook with AutoLocalize if you patronise multiple languages.

Fault Manipulation and Troubleshooting

  • Zero appears? Affirm the script is a LocalScript and runs on the node (e.g., in StarterPlayerScripts).
  • Overlie blocks clicks tied when out of sight? Jell overlie.Seeable = false when unsympathetic (handled in the example).
  • Tweens ne’er open fire? Hold back that the dimension you tween (e.g., Position, BackgroundTransparency) is numeric/animatable.
  • Menu nether former UI? Levy DisplayOrder on the ScreenGui or line up ZIndex of children.
  • Card resets on respawn? Insure ResetOnSpawn=false on the ScreenGui.

Approachability and UX Tips

  • Practice clear, wide-eyed labels: “Resume”, “Settings”, “Leave”.
  • Observe animations brusk (< 250 ms) for reactivity.
  • Render multiple shipway to close: keybind, overlay tap, and “Resume”.
  • Support important actions (similar “Leave”) visually decided to forbid misclicks.

Functioning Notes

  • Produce UI once and on/off switch visibility; deflect destroying/recreating every sentence.
  • Maintain tweens small and avert chaining heaps of cooccurring animations.
  • Debounce rapid toggles if players Spam the key fruit.

Following Steps

  • Divide carte code into a ModuleScript that exposes Open(), Close(), and Toggle().
  • Supply subpages (Settings/Inventory) by switch seeable frames within the card.
  • Hang on options with DataStoreService or per-seance United States Department of State.
  • Dash with consistent spacing, rounded corners, and elusive colour accents to equalize your game’s composition.

Speedy Reference: Properties to Remember

Item Property Why It Matters
ScreenGui ResetOnSpawn=false Keeps carte close to later respawn.
ScreenGui DisplayOrder Ensures the fare draws supra former UI.
Frame AnchorPoint=0.5,0.5 Makes focusing and tweening smoother.
Frame BackgroundTransparency Enables subtle fades with TweenService.
TextButton Activated Incorporated stimulation for pussyfoot and pinch.
ContextActionService BindAction Cleanly handles keybinds without conflicts.

Wrap-Up

With a few essence classes and concise Lua, you can buoy flesh attractive, antiphonal menus that exercise seamlessly crosswise keyboard, mouse, and touch. Set off with the minimal radiation pattern above—ScreenGui → Overlay → Carte du jour Underframe → Buttons—and retell by adding layouts, subpages, and polish as your bet on grows.

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