Type Index Pages
- BillboardGui
- CanvasGroup
- Frame
- Hint
- ImageButton
- ImageLabel
- PlayerGui
- ScreenGui
- ScrollingFrame
- StarterGui
- SurfaceGui
- TextBox
- TextButton
- TextLabel
- UIAspectRatioConstraint
- UIGradient
- UIGridLayout
- UIListLayout
- UIPadding
- UIPageLayout
- UIScale
- UISizeConstraint
- UITableLayout
- UITextSizeConstraint
- VideoFrame
- ViewportFrame
- ChangeHistoryService
- CoreGui
- DataModelSession
- DockWidgetPluginGui
- MultipleDocumentInterfaceInstance
- Plugin
- PluginAction
- PluginGui
- PluginGuiService
- PluginManager
- PluginMenu
- PluginMouse
- PluginToolbar
- PluginToolbarButton
- QWidgetPluginGui
- Selection
- StandalonePluginScripts
- StatsItem
- StudioService
- StudioTheme
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-
Instance
- GameSettings
- DebugSettings
- BodyMover
- WeldConstraint
- HttpRbxApiService
- NotificationService
- Translator
- Lighting
- Beam
- GuiService
- UserInputService
- Studio
- Plugin
- HttpService
- Mouse
- BindableEvent
- RunService
- Pages
- Humanoid
- TestService
- PathfindingService
- Chat
- NetworkPeer
- Feature
- CharacterAppearance
- Constraint
- NetworkReplicator
- JointInstance
- Light
- BasePlayerGui
- AnalyticsService
- NetworkMarker
- BinaryStringValue
- FlyweightService
- Geometry
- LoginService
- InstancePacketCache
- ThirdPartyUserService
- TouchInputService
- RuntimeScriptService
- GuidRegistryService
- PartOperationAsset
- DialogChoice
- PhysicsService
- AdService
- TextService
- MarketplaceService
- TeleportService
- Accoutrement
- GamePassService
- AssetService
- InsertService
- PointsService
- ChangeHistoryService
- ServerScriptService
- JointsService
- LogService
- InputObject
- Toolbar
- LuaSettings
- RenderSettings
- AnimationTrack
- PhysicsSettings
- NetworkSettings
- CFrameValue
- Animation
- Color3Value
- BoolValue
- BrickColorValue
- Vector3Value
- AnimationController
- BindableFunction
- Button
- Trail
- LocalizationTable
- LocalizationService
- DebuggerBreakpoint
- DebuggerWatch
- ScriptDebugger
- Animator
- Attachment
- RemoteFunction
- RemoteEvent
- PluginManager
- Camera
- Stats
- Sky
- StarterPlayer
- Dragger
- TerrainRegion
- Path
- TextFilterResult
- Dialog
- StatsItem
- GoogleAnalyticsConfiguration
- ScriptContext
- ControllerService
- CacheableContentProvider
- ReflectionMetadataClasses
- ReflectionMetadataEnums
- DebuggerManager
- GuiBase
- UIBase
- LuaSourceContainer
- GuiItem
- DataModelMesh
- ServiceProvider
- ReflectionMetadataItem
- PostEffect
- PhysicsPacketCache
- TouchTransmitter
- RobloxReplicatedStorage
- Visit
- LuaWebService
- ScriptService
- FlagStandService
- VirtualUser
- SpawnerService
- TimerService
- CookiesService
- Team
- GroupService
- StarterGear
- Message
- PlayerScripts
- Configuration
- ContentProvider
- CollectionService
- Debris
- ReplicatedFirst
- ServerStorage
- ReplicatedStorage
- Folder
- TweenService
- Players
- ContextActionService
- StarterPlayerScripts
- SoundService
- KeyframeSequenceProvider
- VRService
- PluginGuiService
- Player
- Teams
- Pose
- Keyframe
- KeyframeSequence
- IntConstrainedValue
- DoubleConstrainedValue
- ForceField
- RayValue
- Fire
- Smoke
- Sparkles
- ParticleEmitter
- IntValue
- StringValue
- NumberValue
- Explosion
- ObjectValue
- SoundGroup
- UserGameSettings
- ClickDetector
- Sound
- Selection
- BadgeService
- TaskScheduler
- GlobalDataStore
- DataStoreService
- CustomEvent
- CustomEventReceiver
- VirtualInputManager
- FunctionalTest
- TweenBase
- SoundEffect
- ReflectionMetadataEvents
- ClusterPacketCache
- PVInstance
- FaceInstance
- Controller
- ReflectionMetadataCallbacks
- ReflectionMetadataFunctions
- ReflectionMetadataYieldFunctions
- ReflectionMetadataProperties
- ReflectionMetadata
- AdvancedDragger
- HapticService
- FriendService
- GamepadService
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Text
The Text property determines the content rendered by the UI element. The visual properties of the string rendered to the screen is determined by TextBox/TextColor3, TextBox/TextTransparency, TextBox/TextSize, TextBox/Font, TextBox/TextScaled, TextBox/TextWrapped, TextBox/TextXAlignment and TextBox/TextYAlignment.
It is possible to render emoji (for example, 😃) and other symbols. These special symbols aren’t affected by the TextBox/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.
Code Samples
"Kaboom!" Text
This code sample repeatedly tweens a TextLabel’s TextSize from 5 to 100 and fades out the text as it grows in size.
local textLabel = script.Parent textLabel.Text = "Kaboom!" while true do for size = 5, 100, 5 do textLabel.TextSize = size textLabel.TextTransparency = size / 100 wait() end wait(1) end
Show All Fonts
This code sample renders a list of all the available fonts.
local frame = script.Parent
-- Create a TextLabel displaying each font
for i, font in pairs(Enum.Font:GetEnumItems()) do
local tl = Instance.new("TextLabel")
tl.Name = font.Name
-- Set the text properties
tl.Text = font.Name
tl.Font = font
-- Some rendering properties
tl.TextSize = 24
tl.TextXAlignment = Enum.TextXAlignment.Left
-- Size the frame equal to the height of the text
tl.Size = UDim2.new(1, 0, 0, tl.TextSize)
-- Add to the parent frame
tl.Parent = frame
end
-- Layout the frames in a list (if they aren't already)
if not frame:FindFirstChildOfClass("UIListLayout") then
Instance.new("UIListLayout", frame)
end
Long Text Wrapping
This code sample demonstrates TextWrap by spelling out a long chunk of text progressively. If the text doesn’t fit, it turns a different color.
local textLabel = script.Parent
-- This text wrapping demo is best shown on a 200x50 px rectangle
textLabel.Size = UDim2.new(0, 200, 0, 50)
-- Some content to spell out
local content = "Here's a long string of words that will " ..
"eventually exceed the UI element's width " ..
"and form line breaks. Useful for paragraphs " ..
"that are really long."
-- A function that will spell text out two characters at a time
local function spellTheText()
-- Iterate from 1 to the length of our content
for i = 1, content:len() do
-- Get a substring of our content: 1 to i
textLabel.Text = content:sub(1, i)
-- Color the text if it doesn't fit in our box
if textLabel.TextFits then
textLabel.TextColor3 = Color3.new(0, 0, 0) -- Black
else
textLabel.TextColor3 = Color3.new(1, 0, 0) -- Red
end
-- Wait a brief moment on even lengths
if i % 2 == 0 then wait() end
end
end
while true do
-- Spell the text with scale/wrap off
textLabel.TextWrapped = false
textLabel.TextScaled = false
spellTheText()
wait(1)
-- Spell the text with wrap on
textLabel.TextWrapped = true
textLabel.TextScaled = false
spellTheText()
wait(1)
-- Spell the text with text scaling on
-- Note: Text turns red (TextFits = false) once text has to be
-- scaled down in order to fit within the UI element.
textLabel.TextScaled = true
-- Note: TextWrapped is enabled implicitly when TextScaled = true
--textLabel.TextWrapped = true
spellTheText()
wait(1)
end
Fading Banner
This code sample creates a fading banner for a TextLabel. It fades text out, chooses a random string (avoiding repetition), and fades back in.
local textLabel = script.Parent
local content = {
"Welcome to my game!";
"Be sure to have fun!";
"Please give suggestions!";
"Be nice to other players!";
"Don't grief other players!";
"Check out the shop!";
"Tip: Don't die!";
}
local function fadeOut()
for i = textLabel.TextTransparency, 1, .1 do
wait(.1)
textLabel.TextTransparency = i
end
end
local function fadeIn()
for i = textLabel.TextTransparency, 0, -.1 do
wait(.1)
textLabel.TextTransparency = i
end
end
local lastIndex
while true do
-- Step 0: Fade out before doing anything
fadeOut()
-- Step 1: pick content that wasn't the last displayed
local index
repeat
index = math.random(1, #content)
until lastIndex ~= index
-- Make sure we don't show the same thing next time
lastIndex = index
-- Step 2: show the content
textLabel.Text = content[index]
fadeIn()
wait(2)
end
Emoji in Text
This code sample demonstrates emoji rendering using the Text property.
local textLabel = script.Parent
local moods = {
["happy"] = "😃";
["sad"] = "😢";
["neutral"] = "😐";
["tired"] = "😫";
}
while true do
for mood, face in pairs(moods) do
textLabel.Text = "I am feeling " .. mood .. "! " .. face
wait(1)
end
end
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