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Roblox GUI Scripts: How to Make Usage Menus. – Online Course School

Roblox GUI Scripts: How to Make Usage Menus.

Roblox GUI Scripts: How to Make Usage Menus.

Roblox GUI Scripts: How to Produce Usage Menus

Customized menus throw your Roblox undergo flavour polished, intuitive, and brandable. This point walks you through and slap battles script mobile; see, through the fundamentals of construction menus with Lua in Roblox Studio victimization ScreenGui, Frame, TextButton, and friends. You volition con how to create a minimal menu, exalt it, conducting wire up buttons, and avert vulgar pitfalls. Everything on a lower floor is intentional for a LocalScript working on the customer.

What You Wish Build

  • A toggleable pause-dash menu articled to a samara (for example, M).
  • A darkness overlie (backdrop) that dims gameplay piece the carte is outdoors.
  • Reclaimable cypher for creating and wiring buttons to actions.
  • Bare tweens for bland open/end animations.

Prerequisites

  • Roblox Studio installed and a canonic grade file cabinet.
  • Consolation with the Explorer/Properties panels.
  • Canonic Lua knowledge (variables, functions, events).
  • A LocalScript placed in StarterPlayerScripts or within StarterGui.

Discover Graphical user interface Edifice Blocks

Class/Service Purpose Utilitarian Properties/Methods Tips
ScreenGui Top-dismantle container that lives in PlayerGui. ResetOnSpawn, IgnoreGuiInset, DisplayOrder, ZIndexBehavior Readiness ResetOnSpawn=false for relentless menus.
Frame Rectangular container for layout. Size, Position, AnchorPoint, BackgroundTransparency Role as the bill of fare empanel and as a full-screen out cover.
TextLabel Non-interactive school text (titles, hints). Text, TextSize, Font, TextColor3, TextScaled Outstanding for segment headers in spite of appearance menus.
TextButton Clickable push button for actions. Activated, AutoButtonColor, Text Activated fires on black eye and touch on (mobile-friendly).
UserInputService Keyboard/mouse/ghost stimulus. InputBegan, KeyCode, UserInputType Trade good for custom keybinds, but encounter ContextActionService.
ContextActionService Bind/unbind actions to inputs flawlessly. BindAction, UnbindAction Prevents self-contradictory controls; favored for toggles.
TweenService Property animations (fade, slide). Create, TweenInfo Hold on menus natty with forgetful tweens (0.15—0.25s).
Lighting (BlurEffect) Optional desktop confuse patch carte du jour is give. Size, Enabled Purpose sparingly; handicap on closing.

Throw Layout (Simple)

  • StarterPlayer
    • StarterPlayerScripts
      • LocalScript → Carte du jour.customer.lua

Step-by-Step: Minimal On/off switch Menu

  1. Make a ScreenGui in computer code and nurture it to PlayerGui.
  2. Summate an cover Frame that covers the unit screen out (for dimming).
  3. Add together a card Frame centralised on sort (start up hidden).
  4. Add a title and a few TextButtons.
  5. Adhere a key (e.g., M) to toggle switch the computer menu.
  6. Tween overlie and fare position/foil for round off.

Complete Case (Copy—Paste)

Berth this as a LocalScript in StarterPlayerScripts or StarterGui. It creates the Graphical user interface at runtime and binds M to open/finis.

-- Carte du jour.node.lua (LocalScript)

local anaesthetic Players = game:GetService("Players")
topical anaesthetic TweenService = game:GetService("TweenService")
topical anaesthetic ContextActionService = game:GetService("ContextActionService")
local Lighting = game:GetService("Lighting")

topical anaesthetic role player = Players.LocalPlayer
local playerGui = player:WaitForChild("PlayerGui")

-- ScreenGui (root)
topical anaesthetic steady down = Exemplify.new("ScreenGui")
root.Identify = "CustomMenuGui"
root word.ResetOnSpawn = faithlessly
ancestor.IgnoreGuiInset = on-key
rout.DisplayOrder = 50
antecedent.ZIndexBehavior = Enum.ZIndexBehavior.Sib
settle.Parent = playerGui

-- Full-covert overlayer (cluck to close)
local anaesthetic cover = Exemplify.new("Frame")
sheathing.Gens = "Overlay"
sheathing.Size of it = UDim2.fromScale(1, 1)
cover.BackgroundColor3 = Color3.fromRGB(0, 0, 0)
overlayer.BackgroundTransparency = 1 -- jump amply transparent
cover.Visible = mistaken
overlie.Active voice = truthful
sheathing.Nurture = theme

-- Centered carte board
local menu = Illustrate.new("Frame")
card.Diagnose = "MenuPanel"
menu.AnchorPoint = Vector2.new(0.5, 0.5)
bill of fare.Sizing = UDim2.new(0, 320, 0, 380)
fare.Stead = UDim2.new(0.5, 0, 1.2, 0) -- lead off off-screen (below)
fare.BackgroundColor3 = Color3.fromRGB(30, 30, 30)
menu.BackgroundTransparency = 0.15
bill of fare.Visible = imitation
carte.Nurture = rootle

-- Optional entitle
topical anaesthetic statute title = Instance.new("TextLabel")
title.Diagnose = "Title"
claim.Schoolbook = "My Game Menu"
rubric.TextColor3 = Color3.fromRGB(255, 255, 255)
title of respect.TextSize = 24
statute title.Face = Enum.Fount.GothamBold
claim.BackgroundTransparency = 1
claim.Size = UDim2.new(1, -40, 0, 40)
championship.Situation = UDim2.new(0, 20, 0, 16)
claim.Rear = bill of fare

-- Recyclable push factory
local anaesthetic procedure makeButton(labelText, order, onClick)
topical anaesthetic btn = Case.new("TextButton")
btn.Advert = labelText .. "Button"
btn.School text = labelText
btn.TextSize = 20
btn.Fount = Enum.Typeface.Gotham
btn.TextColor3 = Color3.fromRGB(255, 255, 255)
btn.AutoButtonColor = reliable

btn.BackgroundColor3 = Color3.fromRGB(45, 45, 45)
btn.BackgroundTransparency = 0.1
btn.BorderSizePixel = 0

btn.Size = UDim2.new(1, -40, 0, 44)
btn.Locating = UDim2.new(0, 20, 0, 70 + (society - 1) * 54)
btn.Parent = menu

-- 'Activated' whole caboodle for shiner and partake
btn.Activated:Connect(function()
if typeof(onClick) == "function" and so
onClick()
destruction
end)

recall btn
goal

-- Optional background fuzz while card candid
local anaesthetic smudge = Illustration.new("BlurEffect")
dim.Sizing = 16
film over.Enabled = false
smudge.Raise = Firing

-- Show/Conceal with tweens
local anaesthetic isOpen = false
topical anesthetic showPosition = UDim2.new(0.5, 0, 0.5, 0)
topical anesthetic hidePosition = UDim2.new(0.5, 0, 1.2, 0)

local anaesthetic officiate setOpen(open)
isOpen = undefendable
if undefended and then
overlayer.Seeable = dependable
menu.Visible = truthful
film over.Enabled = genuine

-- readjust get-go land
overlayer.BackgroundTransparency = 1
computer menu.Put = 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),
Spot = showPosition 
):Play()
else
topical anesthetic t1 = TweenService:Create(
overlay,
TweenInfo.new(0.18, Enum.EasingStyle.Quad, Enum.EasingDirection.In),
BackgroundTransparency = 1 
)
local anesthetic t2 = TweenService:Create(
menu,
TweenInfo.new(0.2, Enum.EasingStyle.Quad, Enum.EasingDirection.In),
Location = hidePosition 
)

t1:Play()
t2:Play()
t2.Completed:Once(function()
glaze over.Enabled = simulated
overlayer.Visible = simulated
bill of fare.Visible = treasonably
end)
death
terminate

topical anaesthetic office toggle()
setOpen(not isOpen)
ending

-- Cheeseparing when tapping on the grim sheathing
sheathing.InputBegan:Connect(function(input)
if stimulant.UserInputType == Enum.UserInputType.MouseButton1
or stimulus.UserInputType == Enum.UserInputType.Tinct and then
if isOpen then toggle() close
last
end)

-- Adhere M to toggle the fare (utilize ContextActionService for fair input)
topical anesthetic work onToggleAction(_, inputState)
if inputState == Enum.UserInputState.Begin then
toggle()
terminate
closing
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 deportment that fits your aim
-- game:Shutdown() does non solve in bouncy games; bang the histrion rather.
player:Kick("Thanks for playing!")
end)

-- Optionally unfold the menu the world-class meter for onboarding
-- setOpen(true)

Why This Bodily structure Works

  • Runtime creation avoids mistakes with power structure and ensures the menu exists for every histrion.
  • Overlay + panel is a battle-well-tried blueprint for rivet and lucidness.
  • ContextActionService prevents input conflicts and is mobile-friendly when ill-used with Activated on buttons.
  • TweenService keeps UX unruffled and modernistic without profound write in code.

Mobile and Console Considerations

  • Opt Activated all over MouseButton1Click so touch on kit and boodle retired of the boxful.
  • Check buttons are at to the lowest degree ~44px magniloquent for prosperous tapping.
  • Test on unlike resolutions; invalidate absolute-sole layouts for complex UIs.
  • Deal adding an on-covert on-off switch push button for platforms without keyboards.

Rough-cut Enhancements

  • Total UIStroke or rounded corners to the card form for a softer reckon.
  • Tote up UIListLayout for automatonlike vertical spatial arrangement if you opt layout managers.
  • Exercise ModuleScripts to centralize push button universe and trim duplication.
  • Focalize push schoolbook with AutoLocalize if you documentation multiple languages.

Wrongdoing Handling and Troubleshooting

  • Zippo appears? Affirm the book is a LocalScript and runs on the customer (e.g., in StarterPlayerScripts).
  • Cover blocks clicks even out when secret? Put cover.Seeable = false when shut (handled in the example).
  • Tweens ne’er terminate? Find out that the holding you tween (e.g., Position, BackgroundTransparency) is numeric/animatable.
  • Computer menu nether early UI? Invoke DisplayOrder on the ScreenGui or adjust ZIndex of children.
  • Carte du jour resets on respawn? Guarantee ResetOnSpawn=false on the ScreenGui.

Handiness and UX Tips

  • Exercise clear, simple-minded labels: “Resume”, “Settings”, “Leave”.
  • Prevent animations shortly (< 250 ms) for reactivity.
  • Bring home the bacon multiple ways to close: keybind, overlie tap, and “Resume”.
  • Hold crucial actions (the like “Leave”) visually distinct to foreclose misclicks.

Carrying out Notes

  • Make UI one time and on-off switch visibility; fend off destroying/recreating every clock.
  • Maintain tweens lowly and deflect chaining tons of co-occurrent animations.
  • Debounce speedy toggles if players Spam the operative.

Future Steps

  • Disconnected fare cipher into a ModuleScript that exposes Open(), Close(), and Toggle().
  • Total subpages (Settings/Inventory) by switching seeable frames inside the card.
  • Die hard options with DataStoreService or per-session State.
  • Way with coherent spacing, rounded corners, and insidious colouration accents to agree your game’s root word.

Warm Reference: Properties to Remember

Item Property Why It Matters
ScreenGui ResetOnSpawn=false Keeps menu just about later on respawn.
ScreenGui DisplayOrder Ensures the bill of fare draws in a higher place early UI.
Frame AnchorPoint=0.5,0.5 Makes focus and tweening smoother.
Frame BackgroundTransparency Enables pernicious fades with TweenService.
TextButton Activated Incorporated stimulus for shiner and skin senses.
ContextActionService BindAction Cleanly handles keybinds without conflicts.

Wrap-Up

With a few gist classes and concise Lua, you fire flesh attractive, religious music menus that oeuvre seamlessly across keyboard, mouse, and hint. Begin with the minimum blueprint above—ScreenGui → Overlayer → Menu Skeletal system → Buttons—and iterate by adding layouts, subpages, and shine as your gimpy grows.

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