roblox-ui
Responsive cross-platform UI - ScreenGui and safe areas (ScreenInsets), Scale vs Offset, UIListLayout flex/UIFlexItem, constraints, StyleSheets/tokens/themes, RichText, gamepad/touch navigation, UIDragDetector, CanvasGroup, tweens, BillboardGui/SurfaceGui, React-lua/Fusion/Vide. Use when building HUDs, menus, shops, inventories, or fixing UI that breaks on mobile, console, or other screen sizes.
How do I install this agent skill?
npx skills add https://github.com/el4cteo/roblox-skills --skill roblox-uiIs this agent skill safe to install?
- Gen Agent Trust Hubpass
The skill provides comprehensive guidelines and Luau code examples for building responsive user interfaces in Roblox. It covers layout, styling, cross-platform input, and performance optimization. It specifically includes security best practices like filtering user-generated text and validating interactions on the server. No security issues were detected.
- Socketpass
No alerts
- Snykpass
Risk: LOW · No issues
What does this agent skill do?
Roblox UI
Foundations
- Put UI in
StarterGuiasScreenGuis (copied to each player'sPlayerGui), or create it from a client controller. UI code is client-only; the server never touchesPlayerGuiin normal designs. ScreenGuidefaults to set:ResetOnSpawn = false(keep UI across deaths),ZIndexBehavior = Sibling,IgnoreGuiInsetper design,ScreenInsets = CoreUISafeInsetsfor interactive UI (clears notches and the Roblox top bar);DeviceSafeInsets/Noneonly for full-bleed backgrounds.- Size and position with Scale (
UDim2.fromScale) plus constraints; use Offset only for fixed details (padding, strokes, icons). Pure-Offset UI breaks on phones and 4K screens. AnchorPoint = Vector2.new(0.5, 0.5)+Position = UDim2.fromScale(0.5, 0.5)centers an element.UIAspectRatioConstraintkeeps shapes square/consistent;UISizeConstraintcaps sizes;UITextSizeConstraintwithTextScaledbounds text size (prefer fixedTextSize+AutomaticSizewhere possible —TextScaledproduces inconsistent sizes).AutomaticSizelets frames grow with content (lists, tooltips, chat bubbles).- Test every screen in the Device Emulator (phone portrait/landscape, tablet, console 10-foot, 4K).
Layout
| Need | Use |
|---|---|
| Rows/columns that adapt | UIListLayout (FillDirection, Padding, HorizontalFlex/VerticalFlex, Wraps) |
| One item grows to fill space | UIFlexItem child with FlexMode = Fill (or Grow/Shrink/Custom) |
| Grids (inventory) | UIGridLayout inside a ScrollingFrame with AutomaticCanvasSize |
| Carousels/pages | UIPageLayout |
| Rounded corners, borders, padding | UICorner, UIStroke, UIPadding |
| Gradients, shadows | UIGradient, UIShadow |
| Scale a whole group | UIScale |
--!strict
local Players = game:GetService("Players")
local playerGui = Players.LocalPlayer:WaitForChild("PlayerGui")
local screenGui = Instance.new("ScreenGui")
screenGui.Name = "Hud"
screenGui.ResetOnSpawn = false
screenGui.ScreenInsets = Enum.ScreenInsets.CoreUISafeInsets
local bar = Instance.new("Frame")
bar.Name = "Toolbar"
bar.AnchorPoint = Vector2.new(0.5, 1)
bar.Position = UDim2.new(0.5, 0, 1, -16)
bar.Size = UDim2.fromScale(0.6, 0.1)
bar.BackgroundTransparency = 0.3
bar.Parent = screenGui
local list = Instance.new("UIListLayout")
list.FillDirection = Enum.FillDirection.Horizontal
list.HorizontalFlex = Enum.UIFlexAlignment.Fill -- slots share the width equally
list.Padding = UDim.new(0, 8)
list.Parent = bar
Instance.new("UICorner").Parent = bar
local padding = Instance.new("UIPadding")
padding.PaddingLeft, padding.PaddingRight = UDim.new(0, 8), UDim.new(0, 8)
padding.Parent = bar
for slot = 1, 5 do
local button = Instance.new("TextButton")
button.Name = `Slot{slot}`
button.Text = tostring(slot)
button.Size = UDim2.fromScale(0, 1)
button.Parent = bar
Instance.new("UIAspectRatioConstraint").Parent = button
end
screenGui.Parent = playerGui -- parent last: one layout pass, no flicker
Styling: StyleSheets (CSS-like)
Roblox's engine-level styling replaces copy-pasted property values:
StyleSheetwithStyleRules (Selectorlike"TextButton",".Primary"(tag),"#Close"(name),"TextButton:Hover"(state),"::UICorner"(modifier pseudo-instance)) andrule:SetProperties({...}).- Tokens are attributes on a token sheet (
$Primary,$Radius); themes are sheets deriving tokens (StyleDerive); swap themes by retargeting theStyleDerive. - A
StyleLinkunder aScreenGuiapplies one sheet to that tree. Style queries (@Name) switch styles by screen size, input type, or accessibility settings. - Edit visually in Studio's Style Editor. Details and a code example: references/styling-and-frameworks.md.
Cross-platform input in UI
- Read
UserInputService.PreferredInput(KeyboardAndMouse,Touch,Gamepad) and listen toUserInputService:GetPropertyChangedSignal("PreferredInput")to swap button prompts and layouts. Don't infer platform fromTouchEnabled/KeyboardEnabledalone. - Use
GuiButton.Activated(works for mouse, touch, and gamepad) instead ofMouseButton1Click. - Gamepad/console: every interactive element
Selectable, setGuiService.SelectedObjectwhen a menu opens, group withSelectionGroup/NextSelection*for predictable D-pad navigation, supportButtonBto close. Minimum touch target ≈ 44×44 px; readable text ≥ 14 px on phones. - Bind actions through the Input Action System (
InputBinding.UIButtonmakes an on-screen button trigger an action) — seeroblox-input.
Text
RichText = trueenables<b>,<i>,<font color="#FF0">,<stroke>, etc. Escape user text.- Any text from one player shown to another must be filtered with
TextService:FilterStringAsyncon the server (roblox-text-chat). That includes pet names, signs, guild names, trade notes. - Use
FontFace = Font.new("rbxasset://fonts/families/GothamSSm.json", Enum.FontWeight.Bold)for weights. - Localize with
LocalizationTables and auto-translation; avoid baking text into images.
Animation and feel
- Tween on the client:
TweenService:Create(frame, TweenInfo.new(0.2, Enum.EasingStyle.Quad), { Position = ... }):Play(). - Animate
UIScale.Scalefor pop effects rather thanSize(keeps layout stable). CanvasGroupfades a whole subtree (GroupTransparency) but renders to a texture: use it for fading panels, not for large always-visible UI (memory/quality cost).- Drag-and-drop:
UIDragDetector(the deprecatedGuiObject.Draggableno longer works for new work).
World-space UI
BillboardGui(faces camera: names, health bars) — setMaxDistance,AlwaysOnTopsparingly, useSizein Scale for distance scaling;SurfaceGuifor screens/signs on parts. PreferAdornee+ keep them inPlayerGuifor per-player content. They stop rendering when their part streams out.ProximityPromptgives cross-platform interaction UI for free (validate on the server!).
Frameworks
For more than a few screens, a declarative framework keeps state and UI in sync:
- React (
jsdotlua/react+react-roblox) — components + hooks, familiar to web devs, scales to big apps. - Fusion — reactive state objects and declarative instance creation.
- Vide — small, fast reactive library. Match whatever the project already uses. Keep game state in controllers; UI only renders it and emits user intents.
Performance
- Avoid updating text/properties every frame when values haven't changed.
- Hide closed menus with
Visible = false(orEnabled = falseon the ScreenGui) instead of destroying/recreating them repeatedly; build large lists lazily or virtualize them. - Too many
UIGradient/CanvasGroup/UIStrokeon dynamic UI costs frame time; check the MicroProfiler.
Related skills
roblox-input (actions, gamepad), roblox-text-chat (filtering), roblox-monetization (shops),
roblox-luau, roblox-performance.
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/el4cteo/roblox-skills/roblox-ui">View roblox-ui on skillZs</a>