This property provides a copy of TextLabel.Text that contains
exactly what is being rendered by the TextLabel. This is useful
for eliminating style tags used for rich text.
Example
When TextLabel.RichText is enabled, the
TextLabel.ContentText property shows the text as it appears to the
player.
RichText | Text | ContentText |
---|
false | <b>Hello,<br/> world!</b> | <b>Hello,<br/> world!</b> |
true | <b>Hello,<br/> world!</b> | Hello, world! |
Its interface does not cross the network boundary.
Its value can be read, but it cannot be modified.
History 2
Tags: [ReadOnly, NotReplicated]
The Font property selects one of several pre-defined fonts with which the
UI element will render its text. Some fonts have bold, italic and/or light
variants (as there is no font-weight or font-style properties).
With the exception of the "Legacy" font, each font will render text with
the line height equal to the TextLabel.TextSize property. The
"Code" font is the only monospace font. It has the unique property that
each character has the exact same width and height ratio of 1:2. The width
of each character is approximately half the TextLabel.TextSize
property.
This property is kept in sync with the TextLabel.FontFace
property. When setting Font, the FontFace will be set to
Font.fromEnum(value).
Its interface does not cross the network boundary.
It is not meant to be used, and may have unresolved issues.
History 7
- 558
Change Tags of Font
from
[Hidden]
to
[Hidden, NotReplicated]
- 558
Change CanSave of Font
from
true
to
false
- 553
Change Default of Font
from
to
Legacy
- 549
Change Tags of Font
from
[]
to
[Hidden]
- 486
Change ThreadSafety of Font
from
ReadOnly
to
ReadSafe
- 462
Change ThreadSafety of Font
from
to
ReadOnly
- 47
Add Font
Tags: [Hidden, NotReplicated]
LocalizationMatchedSourceText
Its interface does not cross the network boundary.
It is not meant to be used, and may have unresolved issues.
History 4
Tags: [Hidden, NotReplicated]
Its interface does not cross the network boundary.
Its value can be read, but it cannot be modified.
It is not meant to be used, and may have unresolved issues.
History 3
Tags: [Hidden, ReadOnly, NotReplicated]
This property determines whether the TextLabel renders the
TextLabel.Text string using rich text formatting. Rich text uses
simple markup tags to style sections of the string in bold, italics,
specific colors, and more.
To use rich text, simply include formatting tags in the
TextLabel.Text string.
History 4
The Text property determines the content rendered by the UI element. The
visual properties of the string rendered to the screen is determined by
TextLabel.TextColor3, TextLabel.TextTransparency,
TextLabel.TextSize, TextLabel.Font,
TextLabel.TextScaled, TextLabel.TextWrapped,
TextLabel.TextXAlignment and TextLabel.TextYAlignment.
It is possible to render emoji (for example, 😃) and other symbols. These
special symbols aren't affected by the TextLabel.TextColor3
property. These can be pasted into Script and LocalScript
objects, as well as the field within the Properties window.
This property may contain newline characters, however, it is not possible
to type newline characters within the Properties window. Similarly, this
property may contain a tab character, but it will render as a space
instead.
History 4
- 553
Change Default of Text
from
to
Label
- 486
Change ThreadSafety of Text
from
ReadOnly
to
ReadSafe
- 462
Change ThreadSafety of Text
from
to
ReadOnly
- 47
Add Text
The read-only property TextBounds reflects the absolute size of rendered
text in offsets. In other words, if you were to try to fit text into a
rectangle, this property would reflect the minimum dimensions of the
rectangle you would need in order to fit the text.
Using TextService:GetTextSize(), you can predict what TextBounds
will be on a TextLabel given a string, TextLabel.Font,
TextLabel.TextSize and frame size.
Its interface does not cross the network boundary.
Its value can be read, but it cannot be modified.
History 4
Tags: [ReadOnly, NotReplicated]
It exists only for backward compatibility, and should not be used for new work.
Its interface does not cross the network boundary.
It is not meant to be used, and may have unresolved issues.
History 4
Tags: [Hidden, NotReplicated, Deprecated]
Type | Default |
---|
Color3 | 0.105882, 0.164706, 0.207843 |
History 4
The TextFits is a read-only property that is false if
TextLabel.Text content does not fit within the
GuiBase2d.AbsoluteSize when rendered. If
TextLabel.TextWrapped is true, a false value indicates that some
text is truncated and not rendering. Otherwise, it indicates if the line
of text is rendering outside the UI element's rectangle. If
TextLabel.TextScaled is enabled, this property will be disabled
when text must be scaled down in order to fit.
Its interface does not cross the network boundary.
Its value can be read, but it cannot be modified.
History 4
Tags: [ReadOnly, NotReplicated]
Rather than using TextScaled, we recommend you consider using
AutomaticSize, a new method to dynamically
size UI that will give you the best visual result possible.
The TextScaled property determines whether text is scaled so that it fills
the entire UI element's space. When this is enabled,
TextLabel.TextSize is ignored and TextLabel.TextWrapped is
automatically enabled. This property is useful for text-rendering UI
elements within BillboardGuis.
When this property is used for screen-space UI, it may be desirable to use
a UITextSizeConstraint to restrict the range of possible text
sizes.
TextScaled and AutomaticSize
It's recommended that developers avoid usage of TextScaled and adjust UI
to take advantage of the AutomaticSize property instead. Here are the core
differences between the two properties:
- TextScaled scales the content (text) to accommodate the UI. Without
careful consideration, some text may become unreadable if scaled too
small.
- AutomaticSize resizes the UI to accommodate content.
With AutomaticSize, you're able to adjust your UI to accommodate the
content (text) while maintaining a consistent font size. For more
information on how to use automatic sizing, see the UI Automatic Size
article.
We suggest that you don't apply both TextScaled and AutomaticSize on the
same UI object. If you apply both properties:
- AutomaticSize determines the maximum amount of available space that a
GuiObject can use (in this case, text)
- TextScaled uses the available space determined by AutomaticSize, to
scale the font size to fit the available space, which will expand up to
the maximum font size (100), if there are no size constraints
- The end result will be: text goes to 100 font size and the UI object
will expand to fit that text
Using both AutomaticSize and TextScaled at the same time can result in
significant scaling differences than when AutomaticSize is off.
History 4
The TextSize property determines the height in offsets of one line of
rendered text. The unit is in offsets, not points (which is used in most
document editing programs). It's worth noting that the "Legacy" font's
line height behaves differently, and won't match this property exactly.
This property and TextLabel.TextColor3,
TextLabel.TextTransparency, TextLabel.TextStrokeColor3 and
TextLabel.TextStrokeTransparency each influence the way text is
rendered.
This property supersedes TextLabel.FontSize since it is a number
and not an enum. Internally, Roblox uses several sets of pre-rendered
character images for each size of each font. It chooses the closest size
to TextSize, then scales that set of character images to render text.
Before the introduction of this property, you could only pick from the
pre-rendered sizes, which were listed by the FontSize enum.
History 4
The TextStrokeColor3 property sets the color of the stroke, or outline, of
rendered text. This property and TextLabel.TextStrokeTransparency
determine the visual properties of the text stroke.
Text stroke is rendered before normal text and is simply 4 renderings of
the same text in +/- 1 pixel offsets in each direction. Text stroke
rendering works independently and identically to
TextLabel.TextColor3 and TextLabel.TextTransparency.
History 4
The TextStrokeTransparency property sets the transparency of the stroke,
or outline, of rendered text. This property and
TextLabel.TextStrokeColor3 determine the visual properties of the
text stroke.
Text stroke is rendered before normal text and is simply 4 renderings of
the same text in +/- 1 pixel offsets in each direction. Text stroke
rendering works independently and identically to
TextLabel.TextColor3 and TextLabel.TextTransparency. Since
text stroke is simply multiple renderings of the same transparency, this
property is essentially multiplicative on itself four times over (e.g. a
TextStrokeTransparency of 0.5 appears about the same as TextTransparency
of 0.0625, or 0.5^4). Therefore, it's recommended to set
TextStrokeTransparency to a value in the range of 0.75 to 1 for more a
more subtle effect.
History 4
The TextColor3 property determines the transparency of all the text
rendered by a UI element. This property along with TextLabel.Font,
TextLabel.TextSize and TextLabel.TextColor3 will determine
the visual properties of text. Text is rendered after the text stroke
(TextLabel.TextStrokeTransparency).
Fading text in using a numeric for-loop is a fantastic way to draw a
player's attention to text appearing on screen.
-- Count backwards from 1 to 0, decrementing by 0.1
for i = 1, 0, -0.1 do
textLabel.TextTransparency = i
task.wait(0.1)
end
History 4
Controls the truncation of the text displayed in this TextLabel.
History 4
This property determines if text wraps to multiple lines within the
GUI element space, truncating excess text.
It exists only for backward compatibility, and should not be used for new work.
TextWrapped should be used instead.
Its interface does not cross the network boundary.
History 6
Tags: [NotReplicated, Deprecated]
When enabled, this property will render text on multiple lines within a
GUI element's space so that TextLabel.TextBounds
will never exceed the GuiBase2d.AbsoluteSize of the UI element.
This is achieved by breaking long lines of text into multiple lines. Line
breaks will prefer whitespace; should a long unbroken word exceed the
width of the element, that word will be broken into multiple lines.
If further line breaks would cause the vertical height of the text (the Y
component of TextLabel.TextBounds) to exceed the vertical height
of the element (the Y component of GuiBase2d.AbsoluteSize), then
that line will not be rendered at all.
History 4
TextXAlignment determines the horizontal alignment (X-axis) of text
rendered within a UI element's space. It functions similarly to the CSS
text-align property, with left, right and center values (there is no
justify option). For Left and Right, text is rendered such that the
left/right text bounds just touch the edge of the UI element rectangle.
For Center, each line of text is centered on the very center of the UI
element rectangle.
This property is used in conjunction with TextLabel.TextYAlignment
to fully determine text alignment on both axes. This property won't affect
the read-only properties TextLabel.TextBounds and
TextLabel.TextFits.
History 4
TextYAlignment determines the vertical alignment (Y-axis) of text rendered
within a UI element's space. For Top and Bottom, text is rendered such
that the top/bottom text bounds just touch the edge of the UI element
rectangle. For Center, text is rendered such that there is an equal space
from the top bounds of the text to the top of the element and the bottom
bounds of the text to the bottom of the element.
This property is used in conjunction with TextLabel.TextXAlignment
to fully determine text alignment on both axes. This property won't affect
the read-only properties TextLabel.TextBounds and
TextLabel.TextFits.
History 4