# This file is automatically generated. Please don't edit it manually. # To submit a bug report on the content, see # https://devforum.roblox.com/c/bug-reports/documentation-issues/72 name: GuiObject type: class memory_category: Gui summary: | An abstract class for all 2D user interface objects. description: | `Class.GuiObject` is an abstract class (much like `Class.BasePart`) for a 2D user interface object. It defines all the properties relating to the display of a graphical user interface (GUI) object such as `Class.GuiObject.Size|Size` and `Class.GuiObject.Position|Position`. It also has some useful read‑only properties like `Class.GuiObject.AbsolutePosition|AbsolutePosition`, `Class.GuiObject.AbsoluteSize|AbsoluteSize`, and `Class.GuiObject.AbsoluteRotation|AbsoluteRotation`. To manipulate the layout of GUI objects in special ways, you can use a layout structure such as [list/flex](../../../ui/list-flex-layouts.md) or [grid](../../../ui/grid-table-layouts.md), and you can style them beyond their core properties through [appearance modifiers](../../../ui/appearance-modifiers.md). Although it's possible to detect mouse button events on any GUI object using `Class.GuiObject.InputBegan|InputBegan` and `Class.GuiObject.InputEnded|InputEnded`, only `Class.ImageButton` and `Class.TextButton` have convenient dedicated events such as `Class.TextButton.Activated|Activated` to detect click/press. code_samples: [] inherits: - GuiBase2d descendants: - CanvasGroup - Frame - GuiButton - GuiLabel - ScrollingFrame - TextBox - VideoDisplay - VideoFrame - ViewportFrame tags: - NotCreatable - NotBrowsable deprecation_message: '' properties: - name: GuiObject.Active summary: | Determines whether this UI element sinks input. description: | This property determines whether the `Class.GuiObject` will sink input to 3D space, such as underlying models with a `Class.ClickDetector` class like `Class.DragDetector`. For `Class.GuiButton` objects (`Class.ImageButton` and `Class.TextButton`), this property determines whether `Class.GuiButton.Activated|Activated` fires (`Class.GuiButton.AutoButtonColor|AutoButtonColor` will still work for those as well). The events `Class.GuiObject.InputBegan|InputBegan`, `Class.GuiObject.InputChanged|InputChanged`, and `Class.GuiObject.InputEnded|InputEnded` work as normal no matter the value of this property. code_samples: - TextButton-Active-Debounce type: boolean tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Data serialization: can_load: true can_save: true capabilities: - UI - name: GuiObject.AnchorPoint summary: | Determines the origin point of a `Class.GuiObject`, relative to its absolute size. description: | This property determines the origin point of a `Class.GuiObject`, relative to its absolute size. The origin point determines from where the element is positioned (through `Class.GuiObject.Position`) and from which the rendered `Class.GuiObject.Size` expands. See [here](../../../ui/position-and-size.md#anchorpoint) for illustrated diagrams and details. code_samples: - AnchorPoint-Demo type: Vector2 tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Data serialization: can_load: true can_save: true capabilities: - UI - name: GuiObject.AutomaticSize summary: | Determines whether resizing occurs based on child content. description: | This property is used to automatically size parent UI objects based on the size of its descendants. You can use this property to dynamically add text and other content to a UI object at edit or run time, and the size will adjust to fit that content. When `Class.GuiObject.AutomaticSize|AutomaticSize` is set to an `Enum.AutomaticSize` value to anything other than `Enum.AutomaticSize|None`, this UI object may resize depending on its child content. For more information on how to use this property and how it works, please see [here](../../../ui/size-modifiers.md#automatic-sizing). code_samples: - automaticsize-uilistlayout type: AutomaticSize tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Data serialization: can_load: true can_save: true capabilities: - UI - name: GuiObject.BackgroundColor summary: | Determines the color of the `Class.GuiObject` background. description: | Determines the color of the `Class.GuiObject` background. code_samples: [] type: BrickColor tags: - Hidden - NotReplicated - Deprecated deprecation_message: | This property is deprecated in favor of the `Datatype.Color3` property `Class.GuiObject.BackgroundColor3`, which should be used in new work instead. security: read: None write: None thread_safety: ReadSafe category: Data serialization: can_load: true can_save: false capabilities: - UI - name: GuiObject.BackgroundColor3 summary: | Determines the `Class.GuiObject` background color. description: | This property determines the color of a `Class.GuiObject` background (the fill color). If your element contains text, such as a `Class.TextBox`, `Class.TextButton`, or `Class.TextLabel`, make sure the color of your background contrasts the text's color. Another property that determines the visual properties of the background is `Class.GuiObject.BackgroundTransparency`; if this is set to `1`, neither the background nor the border will render. See also `Class.GuiObject.BorderColor3|BorderColor3`. code_samples: - Rainbow-Frame type: Color3 tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Data serialization: can_load: true can_save: true capabilities: - UI - name: GuiObject.BackgroundTransparency summary: | Determines the transparency of the `Class.GuiObject` background and border. description: | This property determines the transparency of the `Class.GuiObject` background and border. It does not, however, determine the transparency of text if the GUI is a `Class.TextBox`, `Class.TextButton`, or `Class.TextLabel`; text transparency is determined `Class.TextBox.TextTransparency`, `Class.TextButton.TextTransparency`, and `Class.TextLabel.TextTransparency` respectively. If this property is set to `1`, neither the background nor the border will render and the GUI background will be completely transparent. code_samples: [] type: float tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Data serialization: can_load: true can_save: true capabilities: - UI - name: GuiObject.BorderColor summary: | Determines the color of the `Class.GuiObject` border. description: | Determines the color of the `Class.GuiObject` border. code_samples: [] type: BrickColor tags: - Hidden - NotReplicated - Deprecated deprecation_message: | This property is deprecated in favor of the `Datatype.Color3` property BorderColor3, which should be used in new work instead. security: read: None write: None thread_safety: ReadSafe category: Data serialization: can_load: true can_save: false capabilities: - UI - name: GuiObject.BorderColor3 summary: | Determines the color of the `Class.GuiObject` border. description: | Determines the color of the `Class.GuiObject` rectangular border (also known as the stroke color). This is separate from the object's `Class.GuiObject.BackgroundColor3`. You will not be able to see the object's border if its `Class.GuiObject.BorderSizePixel` property is set to `0`. Note that the `Class.UIStroke` component allows for more advanced border effects. code_samples: - Button-Highlight type: Color3 tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Data serialization: can_load: true can_save: true capabilities: - UI - name: GuiObject.BorderMode summary: | Determines in what manner the `Class.GuiObject` border is laid out relative to its dimensions. description: | This property determines in what manner the `Class.GuiObject` border is laid out relative to its dimensions using the enum of the same name, `Enum.BorderMode`. Note that `Class.UIStroke` can override this property and allow for more advanced border effects. code_samples: [] type: BorderMode tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Data serialization: can_load: true can_save: true capabilities: - UI - name: GuiObject.BorderSizePixel summary: | Determines the pixel width of the `Class.GuiObject` border. description: | This property determines how wide the `Class.GuiObject` border renders, in pixels. Setting this to 0 disables the border altogether. Note that `Class.UIStroke` can override this property and allow for more advanced border effects. code_samples: - Button-Highlight type: int tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Data serialization: can_load: true can_save: true capabilities: - UI - name: GuiObject.ClipsDescendants summary: | Determines if descendant `Class.GuiObject|GuiObjects` outside of the bounds of a parent GUI element should render. description: | This property determines if the `Class.GuiObject` will clip (make invisible) any portion of descendant GUI elements that would otherwise render outside the bounds of the rectangle. Note that `Class.GuiObject.Rotation|Rotation` isn't supported by this property. If this or any ancestor GUI has a **non‑zero** `Class.GuiObject.Rotation|Rotation`, this property is **ignored** and descendant GUI elements will be rendered regardless of this property's value. code_samples: [] type: boolean tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Behavior serialization: can_load: true can_save: true capabilities: - UI - name: GuiObject.Draggable summary: | Determines whether a `Class.GuiObject` (and its descendants) can be dragged around the screen. description: | This indicates whether a `Class.GuiObject` (and its descendants) can be dragged around the screen. code_samples: [] type: boolean tags: - Deprecated deprecation_message: | This property is deprecated. Use `Class.UIDragDetector` instead, as it supports more input types and can be better customized. security: read: None write: None thread_safety: ReadSafe category: Behavior serialization: can_load: true can_save: true capabilities: - UI - name: GuiObject.GuiState summary: | Determines whether the player's mouse is being actively pressed on the `Class.GuiObject` or not. description: | When the player's finger is being tapped and held on the `Class.GuiObject`, the `Class.GuiObject.GuiState|GuiState` of the `Class.GuiObject` will be set to `Enum.GuiState.Press|Press`. Similarly, When the player's finger is being released from the `Class.GuiObject`, the `Class.GuiObject.GuiState|GuiState` of the `Class.GuiObject` will be set to `Enum.GuiState.Idle|Idle`, and when `Class.GuiObject.Interactable|Interactable` is turned off on the `Class.GuiObject`, the `Class.GuiState` of the `Class.GuiObject` will be set to `Enum.GuiState.NonInteractable|NonInteractable`. code_samples: [] type: GuiState tags: - ReadOnly - NotReplicated deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: State serialization: can_load: false can_save: true capabilities: - UI - name: GuiObject.Interactable summary: | Determines whether the `Class.GuiButton` can be interacted with or not, or if the `Enum.GuiState|GuiState` of the `Class.GuiObject` is changing or not. description: | Determines whether the `Class.GuiButton` can be interacted with or not, or if the `Enum.GuiState|GuiState` of the `Class.GuiObject` is changing or not. On a `Class.GuiButton`: - When the `Class.GuiObject.Interactable|Interactable` setting on the `Class.GuiButton` is set to `false`, the `Class.GuiButton` will no longer be able to be pressed or clicked, and the `Class.GuiObject.GuiState|GuiState` will be constantly set to `Enum.GuiState.NonInteractable|NonInteractable`. - When the `Class.GuiObject.Interactable|Interactable` setting on the `Class.GuiButton` is set to `true`, the `Class.GuiButton` will behave normally again and the `Class.GuiObject.GuiState|GuiState` will behave normally. On a `Class.GuiObject`: - When the `Class.GuiObject.Interactable|Interactable` setting on the `Class.GuiButton` is set to `false`, the `Class.GuiObject.GuiState|GuiState` will be constantly set to `Enum.GuiState.NonInteractable|NonInteractable`. - When the `Class.GuiObject.Interactable|Interactable` setting on the `Class.GuiButton` is set to `true`, the `Class.GuiObject.GuiState|GuiState` will behave normally again. code_samples: [] type: boolean tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Data serialization: can_load: true can_save: true capabilities: - UI - name: GuiObject.LayoutOrder summary: | Controls the sort order of the `Class.GuiObject` when used with a `Class.UIGridStyleLayout`. description: | This property controls the sorting order of the `Class.GuiObject` when using a `Class.UIGridStyleLayout` (such as `Class.UIListLayout` or `Class.UIPageLayout`) with `Class.UIGridStyleLayout.SortOrder|SortOrder` set to `Enum.SortOrder.LayoutOrder`. It has no functionality if the object does not have a sibling UI layout structure. `Class.GuiObject|GuiObjects` are sorted in ascending order where lower values take priority over higher values. Objects with equal values fall back to the order they were added in. If you are unsure if you'll need to add an element between two existing elements in the future, it's a good practice to use multiples of `100` (`0`, `100`, `200`, etc.). This ensures a large gap of layout order values which you can use for elements ordered in-between other elements. See also `Class.GuiObject.ZIndex|ZIndex` which determines the object's **rendering** order instead of sorting order. code_samples: [] type: int tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Data serialization: can_load: true can_save: true capabilities: - UI - name: GuiObject.NextSelectionDown summary: | Sets the `Class.GuiObject` which will be selected when the gamepad selector is moved downward. description: | This property sets the `Class.GuiObject` selected when the user moves the [gamepad](../../../input/gamepad.md) selector downward. If this property is empty, moving the gamepad downward will not change the selected GUI. Moving the gamepad selector downward sets the `Class.GuiService.SelectedObject` to this object unless the GUI is not `Class.GuiObject.Selectable|Selectable`. Note that this property can be set to a GUI element even if it is not `Class.GuiObject.Selectable|Selectable`, so you should ensure that the value of a GUI's selectable property matches your expected behavior. See also `Class.GuiObject.NextSelectionUp|NextSelectionUp`, `Class.GuiObject.NextSelectionLeft|NextSelectionLeft`, and `Class.GuiObject.NextSelectionRight|NextSelectionRight`. code_samples: - creating-a-gamepad-selection-grid type: GuiObject tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Selection serialization: can_load: true can_save: true capabilities: - UI - name: GuiObject.NextSelectionLeft summary: | Sets the `Class.GuiObject` which will be selected when the gamepad selector is moved to the left. description: | This property sets the `Class.GuiObject` selected when the user moves the [gamepad](../../../input/gamepad.md) selector to the left. If this property is empty, moving the gamepad to the left will not change the selected GUI. Moving the gamepad selector to the left sets the `Class.GuiService.SelectedObject` to this object unless the GUI is not `Class.GuiObject.Selectable|Selectable`. Note that this property can be set to a GUI element even if it is not `Class.GuiObject.Selectable|Selectable`, so you should ensure that the value of a GUI's selectable property matches your expected behavior. See also `Class.GuiObject.NextSelectionUp|NextSelectionUp`, `Class.GuiObject.NextSelectionDown|NextSelectionDown`, and `Class.GuiObject.NextSelectionRight|NextSelectionRight`. code_samples: - creating-a-gamepad-selection-grid type: GuiObject tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Selection serialization: can_load: true can_save: true capabilities: - UI - name: GuiObject.NextSelectionRight summary: | Sets the `Class.GuiObject` which will be selected when the gamepad selector is moved to the right. description: | This property sets the `Class.GuiObject` selected when the user moves the [gamepad](../../../input/gamepad.md) selector to the right. If this property is empty, moving the gamepad to the right will not change the selected GUI. Moving the gamepad selector to the right sets the `Class.GuiService.SelectedObject` to this object unless the GUI is not `Class.GuiObject.Selectable|Selectable`. Note that this property can be set to a GUI element even if it is not `Class.GuiObject.Selectable|Selectable`, so you should ensure that the value of a GUI's selectable property matches your expected behavior. See also `Class.GuiObject.NextSelectionUp|NextSelectionUp`, `Class.GuiObject.NextSelectionDown|NextSelectionDown`, and `Class.GuiObject.NextSelectionLeft|NextSelectionLeft`. code_samples: - creating-a-gamepad-selection-grid type: GuiObject tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Selection serialization: can_load: true can_save: true capabilities: - UI - name: GuiObject.NextSelectionUp summary: | Sets the `Class.GuiObject` which will be selected when the gamepad selector is moved upward. description: | This property sets the `Class.GuiObject` selected when the user moves the [gamepad](../../../input/gamepad.md) selector upward. If this property is empty, moving the gamepad upward will not change the selected GUI. Moving the gamepad selector upward sets the `Class.GuiService.SelectedObject` to this object unless the GUI is not `Class.GuiObject.Selectable|Selectable`. Note that this property can be set to a GUI element even if it is not `Class.GuiObject.Selectable|Selectable`, so you should ensure that the value of a GUI's selectable property matches your expected behavior. See also `Class.GuiObject.NextSelectionDown|NextSelectionDown`, `Class.GuiObject.NextSelectionLeft|NextSelectionLeft`, `Class.GuiObject.NextSelectionRight|NextSelectionRight`. code_samples: - creating-a-gamepad-selection-grid type: GuiObject tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Selection serialization: can_load: true can_save: true capabilities: - UI - name: GuiObject.Position summary: | Determines the pixel and scalar position of the `Class.GuiObject`. description: | This property determines the `Class.GuiObject` pixel and scalar position using a `Datatype.UDim2`. Position is centered around the object's `Class.GuiObject.AnchorPoint`. The scalar position is relative to the size of the parent GUI element, if any. The pixel portions of the `Datatype.UDim2` value are the same regardless of the parent GUI's size. The values represent the position of the object in pixels. An object's actual pixel position can be read from the `Class.GuiBase2d.AbsolutePosition` property. code_samples: [] type: UDim2 tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Data serialization: can_load: true can_save: true capabilities: - UI - name: GuiObject.Rotation summary: | Determines the number of degrees by which the `Class.GuiObject` is rotated. description: | This property determines the number of degrees by which the `Class.GuiObject` is rotated. Rotation is relative to the **center** of the object, **not** the `Class.GuiObject.AnchorPoint|AnchorPoint`, meaning you cannot change the point of rotation. Additionally, this property is not compatible with `Class.GuiObject.ClipsDescendants|ClipsDescendants`. code_samples: [] type: float tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Data serialization: can_load: true can_save: true capabilities: - UI - name: GuiObject.Selectable summary: | Determine whether the `Class.GuiObject` can be selected by a gamepad. description: | This property determines whether the `Class.GuiObject` can be selected when navigating GUIs using a gamepad. If this property is `true`, a GUI can be selected. Selecting a GUI also sets the `Class.GuiService.SelectedObject` property to that object. When this is `false`, the GUI cannot be selected. However, setting this to `false` when a GUI is selected will not deselect it nor change the value of the `Class.GuiService.SelectedObject` property. Add `Class.GuiObject.SelectionGained` and `Class.GuiObject.SelectionLost` will not fire for the element. To deselect a GuiObject, you must change the `Class.GuiService.SelectedObject` property. This property is useful if a GUI is connected to several GUIs via properties such as this `Class.GuiObject.NextSelectionUp`, `Class.GuiObject.NextSelectionDown`, `Class.GuiObject|NextSelectionRight`, or `Class.GuiObject|NextSelectionLeft`. Rather than change all of the properties so that the Gamepad cannot select the GUI, you can disable its Selectable property to temporarily prevent it from being selected. Then, when you want the gamepad selector to be able to select the GUI, simply re-enable its selectable property. code_samples: - limiting-textbox-selection type: boolean tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Selection serialization: can_load: true can_save: true capabilities: - UI - name: GuiObject.SelectionImageObject summary: | Overrides the default selection adornment used for gamepads. description: | This property overrides the default selection adornment used for gamepads. Note that the chosen `Class.GuiObject.SelectionImageObject|SelectionImageObject` overlays the selected `Class.GuiObject` with the `Class.GuiObject.Size|Size` of the image. For best results, you should size the custom `SelectionImageObject` via the scale `Datatype.UDim2` values to help ensure that the object scales properly over the selected element. Changing the `Class.GuiObject.SelectionImageObject|SelectionImageObject` for a `Class.GuiObject` element only affects that element. To affect all of a user's GUI elements, set the `Class.PlayerGui.SelectionImageObject` property. To determine or set which GUI element is selected by the user, you can use the `Class.GuiService.SelectedObject` property. The player uses the gamepad to select different GUI elements, invoking the `Class.GuiObject.NextSelectionUp|NextSelectionUp`, `Class.GuiObject.NextSelectionDown|NextSelectionDown`, `Class.GuiObject.NextSelectionLeft|NextSelectionLeft`, and `Class.GuiObject.NextSelectionRight|NextSelectionRight` events. code_samples: [] type: GuiObject tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Appearance serialization: can_load: true can_save: true capabilities: - UI - name: GuiObject.SelectionOrder summary: | The order of `Class.GuiObject|GuiObjects` selected by the gamepad UI selection. description: | GuiObjects with a lower SelectionOrder are selected earlier than GuiObjects with a higher SelectionOrder when starting the gamepad selection or calling `Class.GuiService:Select()` on an ancestor. This property does not affect directional navigation. Default value is 0. code_samples: [] type: int tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Selection serialization: can_load: true can_save: true capabilities: - UI - name: GuiObject.Size summary: | Determines the pixel and scalar size of the `Class.GuiObject`. description: | This property determines the `Class.GuiObject` scalar and pixel size using a `Datatype.UDim2`. The scalar size is relative to the size of the parent GUI element, if any. The pixel portions of the `Datatype.UDim2` value are the same regardless of the parent GUI's size. The values represent the size of the object in pixels. An object's actual pixel size can be read from the `Class.GuiBase2d.AbsoluteSize` property. If the `Class.GuiObject` has a parent, its size along each axis is also influenced by the parent's `Class.GuiObject.SizeConstraint|SizeConstraint`. code_samples: - Health-Bar type: UDim2 tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Data serialization: can_load: true can_save: true capabilities: - UI - name: GuiObject.SizeConstraint summary: | Sets the `Class.GuiObject.Size|Size` axes that the `Class.GuiObject` will be based on, relative to the size of its parent. description: | This property sets the `Class.GuiObject.Size|Size` axes that the `Class.GuiObject` will be based on, relative to the size of its parent. This property is useful for creating GUI objects that are meant to scale with either the width **or** height of a parent object, but not both, effectively preserving the aspect ratio of the object. code_samples: [] type: SizeConstraint tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Data serialization: can_load: true can_save: true capabilities: - UI - name: GuiObject.Transparency summary: | A mixed property of `Class.GuiObject.BackgroundTransparency|BackgroundTransparency` and `Class.TextLabel.TextTransparency|TextTransparency`. description: | A mixed property of `Class.GuiObject.BackgroundTransparency|BackgroundTransparency` and `Class.TextLabel.TextTransparency|TextTransparency`. code_samples: [] type: float tags: - Hidden - NotReplicated deprecation_message: | This property is deprecated and indexing it will return `Class.GuiObject.BackgroundTransparency|BackgroundTransparency`. security: read: None write: None thread_safety: ReadSafe category: Data serialization: can_load: true can_save: false capabilities: - UI - name: GuiObject.Visible summary: | Determines whether the `Class.GuiObject` and its descendants will be rendered. description: | This property whether the `Class.GuiObject` and its descendants will be rendered. The rendering of individual components of a `Class.GuiObject` can be controlled individually through transparency properties such as `Class.GuiObject.BackgroundTransparency`, `Class.TextLabel.TextTransparency` and `Class.ImageLabel.ImageTransparency`. When this property is `false`, the `Class.GuiObject` will be ignored by layout structures such as `Class.UIListLayout`, `Class.UIGridLayout`, and `Class.UITableLayout`. In other words, the space that the element would otherwise occupy in the layout is used by other elements instead. code_samples: - UI-Window type: boolean tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Data serialization: can_load: true can_save: true capabilities: - UI - name: GuiObject.ZIndex summary: | Determines the order in which a `Class.GuiObject` renders relative to others. description: | This property determines the order in which a `Class.GuiObject` renders relative to others. By default, `Class.GuiObject|GuiObjects` render in ascending priority order where those with lower `Class.GuiObject.ZIndex|ZIndex` values are rendered under those with higher values. You can change the render order within a `Class.ScreenGui`, `Class.SurfaceGui`, or `Class.BillboardGui` by changing the value of its `Class.LayerCollector.ZIndexBehavior|ZIndexBehavior`. If you are unsure if you'll need to add an element between two existing elements in the future, it's a good practice to use multiples of `100` (`0`, `100`, `200`, etc.). This ensures a large gap of render order values which you can use for elements layered in-between other elements. See also `Class.GuiObject.LayoutOrder|LayoutOrder` which controls the **sorting** order of a `Class.GuiObject` when used with a layout structure such as `Class.UIListLayout` or `Class.UIGridLayout`. code_samples: [] type: int tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Data serialization: can_load: true can_save: true capabilities: - UI methods: - name: GuiObject:TweenPosition summary: | Smoothly moves a GUI to a new `Datatype.UDim2`. description: | Smoothly moves a GUI to a new `Datatype.UDim2` position in the specified time using the specified `Enum.EasingDirection` and `Enum.EasingStyle`. This function will return whether the tween will play. It will not play if another tween is acting on the `Class.GuiObject` and the override parameter is `false`. See also `Class.GuiObject:TweenSize()` and `Class.GuiObject:TweenSizeAndPosition()`. code_samples: - GuiObject-TweenPosition1 parameters: - name: endPosition type: UDim2 default: summary: | Where the GUI should move to. - name: easingDirection type: EasingDirection default: Out summary: | The direction in which to ease the GUI to the _endPosition_. - name: easingStyle type: EasingStyle default: Quad summary: | The style in which to ease the GUI to the _endPosition_. - name: time type: float default: 1 summary: | How long, in seconds, the tween should take to complete. - name: override type: boolean default: false summary: | Whether the tween will override an in-progress tween. - name: callback type: Function default: nil summary: | A callback function to execute when the tween completes. returns: - type: boolean summary: | Whether the tween will play. tags: [] deprecation_message: | This function is deprecated in favor of using `Class.TweenService`, which allows for better customization using an object-oriented and event-based approach. - The `easingDirection`, `easingStyle`, and `time` parameters are handled by a `Datatype.TweenInfo` - The `override` parameter is no longer relevant; tweens always override previous tweens on the same property. - The `callback` parameter is better suited by the `Class.Tween.Completed` event. The `Enum.PlaybackState` enum passed by that event provides a more detailed description of the tween's completion state. security: None thread_safety: Unsafe capabilities: - UI - name: GuiObject:TweenSize summary: | Smoothly resizes a `Class.GuiObject` to a new `Datatype.UDim2`. description: | Smoothly resizes a `Class.GuiObject` to a new `Datatype.UDim2` in the specified time using the specified `Enum.EasingDirection` and `Enum.EasingStyle`. This function will return whether the tween will play. Normally this will always return `true`, but it will return `false` if another tween is active and override is set to `false`. See also `Class.GuiObject:TweenSize()` and `Class.GuiObject:TweenSizeAndPosition()`. code_samples: - tween-a-gui-s-size parameters: - name: endSize type: UDim2 default: summary: | The size that the GUI should resize. - name: easingDirection type: EasingDirection default: Out summary: | The direction in which to ease the GUI to the _endSize_. - name: easingStyle type: EasingStyle default: Quad summary: | The style in which to ease the GUI to the _endSize_. - name: time type: float default: 1 summary: | How long, in seconds, the tween should take to complete. - name: override type: boolean default: false summary: | Whether the tween will override an in-progress tween. - name: callback type: Function default: nil summary: | A callback function to execute when the tween completes. returns: - type: boolean summary: | Whether the tween will play. tags: [] deprecation_message: | This function is deprecated in favor of using `Class.TweenService`, which allows for better customization using an object-oriented and event-based approach. - The `easingDirection`, `easingStyle`, and `time` parameters are handled by a `Datatype.TweenInfo` - The `override` parameter is no longer relevant; tweens always override previous tweens on the same property. - The `callback` parameter is better suited by the `Class.Tween.Completed` event. The `Enum.PlaybackState` enum passed by that event provides a more detailed description of the tween's completion state. security: None thread_safety: Unsafe capabilities: - UI - name: GuiObject:TweenSizeAndPosition summary: | Smoothly moves a GUI to a new size and position. description: | Smoothly resizes and moves a GUI to a new `Datatype.UDim2` size and position in the specified time using the specified `Enum.EasingDirection` and `Enum.EasingStyle`. This function will return whether the tween will play. Normally this will always return `true`, but it will return `false` if another tween is active and override is set to `false`. See also `Class.GuiObject:TweenSize()` and `Class.GuiObject:TweenSizeAndPosition()`. code_samples: - GuiObject-TweenSizeAndPosition1 parameters: - name: endSize type: UDim2 default: summary: | The size that the GUI should resize. - name: endPosition type: UDim2 default: summary: | Where the GUI should move to. - name: easingDirection type: EasingDirection default: Out summary: | The direction in which to ease the GUI to the _endSize_ and _endPosition_. - name: easingStyle type: EasingStyle default: Quad summary: | The style in which to ease the GUI to the _endSize_ and _endPosition_. - name: time type: float default: 1 summary: | How long, in seconds, the tween should take to complete. - name: override type: boolean default: false summary: | Whether the tween will override an in-progress tween. - name: callback type: Function default: nil summary: | A callback function to execute when the tween completes. returns: - type: boolean summary: | Whether the tween will play. tags: [] deprecation_message: | This function is deprecated in favor of using `Class.TweenService`, which allows for better customization using an object-oriented and event-based approach. - The `easingDirection`, `easingStyle`, and `time` parameters are handled by a `Datatype.TweenInfo` - The `override` parameter is no longer relevant; tweens always override previous tweens on the same property. - The `callback` parameter is better suited by the `Class.Tween.Completed` event. The `Enum.PlaybackState` enum passed by that event provides a more detailed description of the tween's completion state. security: None thread_safety: Unsafe capabilities: - UI events: - name: GuiObject.DragBegin summary: | Fired when a player begins dragging the object. description: | This event fires when a player begins dragging the object. See also `Class.GuiObject.DragStopped`. code_samples: - GuiObject-DragBegin1 parameters: - name: initialPosition type: UDim2 default: summary: | A `Datatype.UDim2` value of the position of the `Class.GuiObject` before any drag operation began. tags: - Deprecated deprecation_message: | This property is deprecated. Use `Class.UIDragDetector` instead, as it supports more input types and can be better customized. security: None capabilities: - UI - name: GuiObject.DragStopped summary: | Fired when a player stops dragging the object. description: | This event fires when a player stops dragging the object. See also `Class.GuiObject.DragBegin`. code_samples: - GuiObject-DragStopped1 parameters: - name: x type: int default: summary: | The mouse's **X** screen location in pixels, relative to the top left corner of the screen. - name: 'y' type: int default: summary: | The mouse's **Y** screen location in pixels, relative to the top left corner of the screen. tags: - Deprecated deprecation_message: | This property is deprecated. Use `Class.UIDragDetector` instead, as it supports more input types and can be better customized. security: None capabilities: - UI - name: GuiObject.InputBegan summary: | Fired when a user begins interacting via a Human-Computer Interface device (Mouse button down, touch begin, keyboard button down, etc). description: | This event fires when a user begins interacting with the `Class.GuiObject` via a Human-Computer Interface device (Mouse button down, touch begin, keyboard button down, etc). The `Class.UserInputService` has a similarly named event that is not restricted to a specific UI element: `Class.UserInputService.InputBegan`. This event will always fire regardless of game state. See also `Class.GuiObject.InputEnded` and `Class.GuiObject.InputChanged`. code_samples: - tracking-the-beginning-of-input-on-a-guiobject parameters: - name: input type: InputObject default: summary: | An `Class.InputObject`, which contains useful data for querying user input such as the`Enum.UserInputType|type of input`, `Enum.UserInputState|state of input`, and `Class.InputObject.Position|screen coordinates of the input`. tags: [] deprecation_message: '' security: None capabilities: - UI - name: GuiObject.InputChanged summary: | Fired when a user changes how they're interacting via a Human-Computer Interface device (Mouse button down, touch begin, keyboard button down, etc). description: | This event fires when a user changes how they're interacting via a Human-Computer Interface device (Mouse button down, touch begin, keyboard button down, etc). The `Class.UserInputService` has a similarly named event that is not restricted to a specific UI element: `Class.UserInputService.InputChanged`. This event will always fire regardless of game state. See also `Class.GuiObject.InputBegan` and `Class.GuiObject.InputEnded`. code_samples: - guiobject-inputchanged-demo parameters: - name: input type: InputObject default: summary: | An `Class.InputObject`, which contains useful data for querying user input such as the`Enum.UserInputType|type of input`, `Enum.UserInputState|state of input`, and `Class.InputObject.Position|screen coordinates of the input`. tags: [] deprecation_message: '' security: None capabilities: - UI - name: GuiObject.InputEnded summary: | Fired when a user stops interacting via a Human-Computer Interface device (Mouse button down, touch begin, keyboard button down, etc). description: | The InputEnded event fires when a user stops interacting via a Human-Computer Interface device (Mouse button down, touch begin, keyboard button down, etc). The `Class.UserInputService` has a similarly named event that is not restricted to a specific UI element: `Class.UserInputService.InputEnded`. This event will always fire regardless of game state. See also `Class.GuiObject.InputBegan` and `Class.GuiObject.InputChanged`. code_samples: - tracking-the-end-of-input-on-a-guiobject parameters: - name: input type: InputObject default: summary: | An `Class.InputObject`, which contains useful data for querying user input such as the`Enum.UserInputType`, `Enum.UserInputState`, and `Class.InputObject.Position`. tags: [] deprecation_message: '' security: None capabilities: - UI - name: GuiObject.MouseEnter summary: | Fires when a user moves their mouse into a GUI element. description: | The MouseEnter event fires when a user moves their mouse into a `Class.GuiObject` element. Please do not rely on the `x` and `y` arguments passed by this event as a fool-proof way to determine where the user's mouse is when it enters a GUI. These coordinates may vary even when the mouse enters the GUI via the same edge - particularly when the mouse enters the element quickly. This is due to the fact the coordinates indicate the position of the mouse when the event fires rather than the exact moment the mouse enters the GUI. This event fires even when the GUI element renders beneath another element. If you would like to track when a user's mouse leaves a GUI element, you can use the `Class.GuiObject.MouseLeave` event. ##### See Also - `Class.GuiObject.MouseLeave` - `Class.GuiObject.MouseMoved` - `Class.GuiObject.MouseWheelForward` - `Class.GuiObject.MouseWheelBackward` code_samples: - GuiObject-MouseEnter1 parameters: - name: x type: int default: summary: | The mouse's **X** screen coordinate in pixels, relative to the top left corner of the screen. - name: 'y' type: int default: summary: | The mouse's **Y** screen coordinate in pixels, relative to the top left corner of the screen. tags: [] deprecation_message: '' security: None capabilities: - UI - name: GuiObject.MouseLeave summary: | Fires when a user moves their mouse out of a GUI element. description: | The MouseLeave event fires when a user moves their mouse out of a `Class.GuiObject` element. Please do not rely on the `x` and `y` arguments passed by this event as a fool-proof way to determine where the user's mouse is when it leaves a GUI. These coordinates may vary even when the mouse leaves the GUI via the same edge - particularly when the mouse leaves the element quickly. This is due to the fact the coordinates indicate the position of the mouse when the event fires rather than the exact moment the mouse leaves the GUI. This event fires even when the GUI element renders beneath another element. ##### See Also - `Class.GuiObject.MouseEnter` - `Class.GuiObject.MouseMoved` - `Class.GuiObject.MouseWheelForward` - `Class.GuiObject.MouseWheelBackward` code_samples: [] parameters: - name: x type: int default: summary: | The mouse's **X** screen coordinate in pixels, relative to the top left corner of the screen. - name: 'y' type: int default: summary: | The mouse's **Y** screen coordinate in pixels, relative to the top left corner of the screen. tags: [] deprecation_message: '' security: None capabilities: - UI - name: GuiObject.MouseMoved summary: | Fires whenever a user moves their mouse while it is inside a GUI element. description: | Fires whenever a user moves their mouse while it is inside a `Class.GuiObject` element. It is similar to `Class.Mouse.Move`, which fires regardless whether the user's mouse is over a GUI element. Note, this event fires when the mouse's position is updated, therefore it will fire repeatedly while being moved. The `x` and `y` arguments indicate the updated screen coordinates of the user's mouse in pixels. These can be useful to determine the mouse's location on the GUI, screen, and delta since the mouse's previous position if it is being tracked in a global variable. The code below demonstrates how to determine the `Datatype.Vector2` offset of the user's mouse relative to a GUI element: ```lua local Players = game:GetService("Players") local CustomScrollingFrame = script.Parent local SubFrame = CustomScrollingFrame:FindFirstChild("SubFrame") local mouse = Players.LocalPlayer:GetMouse() local function getPosition(X, Y) local gui_X = CustomScrollingFrame.AbsolutePosition.X local gui_Y = CustomScrollingFrame.AbsolutePosition.Y local pos = Vector2.new(math.abs(X - gui_X), math.abs(Y - gui_Y - 36)) print(pos) end CustomScrollingFrame.MouseMoved:Connect(getPosition) ``` Note that this event may not fire exactly when the user's mouse enters or exits a GUI element. Therefore, the `x` and `y` arguments may not match up perfectly to the coordinates of the GUI's edges. ##### See Also - `Class.GuiObject.MouseEnter` - `Class.GuiObject.MouseLeave` - `Class.GuiObject.MouseWheelForward` - `Class.GuiObject.MouseWheelBackward` code_samples: [] parameters: - name: x type: int default: summary: | The mouse's **X** screen coordinate in pixels, relative to the top left corner of the screen. - name: 'y' type: int default: summary: | The mouse's **Y** screen coordinate in pixels, relative to the top left corner of the screen. tags: [] deprecation_message: '' security: None capabilities: - UI - name: GuiObject.MouseWheelBackward summary: | Fires when a user scrolls their mouse wheel back when the mouse is over a GUI element. description: | The WheelBackward event fires when a user scrolls their mouse wheel back when the mouse is over a `Class.GuiObject` element. It is similar to `Class.Mouse.WheelBackward`, which fires regardless whether the user's mouse is over a GUI element. This event fires merely as an indicator of the wheel's backward movement. This means that the `x` and `y` mouse coordinate arguments don't change as a result of this event. These coordinates only change when the mouse moves, which can be tracked by the `Class.GuiObject.MouseMoved` event. ##### See Also - `Class.GuiObject.MouseEnter` - `Class.GuiObject.MouseLeave` - `Class.GuiObject.MouseMoved` - `Class.GuiObject.MouseWheelForward` code_samples: [] parameters: - name: x type: int default: summary: | The mouse's **X** screen coordinate in pixels, relative to the top left corner of the screen. - name: 'y' type: int default: summary: | The mouse's **Y** screen coordinate in pixels, relative to the top left corner of the screen. tags: [] deprecation_message: '' security: None capabilities: - UI - name: GuiObject.MouseWheelForward summary: | Fires when a user scrolls their mouse wheel forward when the mouse is over a GUI element. description: | The WheelForward event fires when a user scrolls their mouse wheel forward when the mouse is over a `Class.GuiObject` element. It is similar to `Class.Mouse.WheelForward`, which fires regardless whether the user's mouse is over a GUI element. This event fires merely as an indicator of the wheel's forward movement. This means that the **X** and **Y** mouse coordinate arguments do not change as a result of this event. These coordinates only change when the mouse moves, which can be tracked by the `Class.GuiObject.MouseMoved` event. ##### See Also - `Class.GuiObject.MouseEnter` - `Class.GuiObject.MouseLeave` - `Class.GuiObject.MouseMoved` - `Class.GuiObject.MouseWheelBackward` code_samples: [] parameters: - name: x type: int default: summary: | The mouse's **X** screen coordinate in pixels, relative to the top left corner of the screen. - name: 'y' type: int default: summary: | The **Y** coordinate of the user's mouse. tags: [] deprecation_message: '' security: None capabilities: - UI - name: GuiObject.SelectionGained summary: | Fired when the GuiObject is being focused on with the Gamepad selector. description: | This event fires when the Gamepad selector starts focusing on the `Class.GuiObject`. If you want to check from the Gamepad select stops focusing on the GUI element, you can use the `Class.GuiObject.SelectionLost` event. When a GUI gains selection focus, the value of the `Class.GuiService.SelectedObject|SelectedObject` property also changes to the that gains selection. To determine which GUI gained selection, check the value of this property. code_samples: - GuiObject-SelectionGained1 parameters: [] tags: [] deprecation_message: '' security: None capabilities: - UI - name: GuiObject.SelectionLost summary: | Fired when the Gamepad selector stops focusing on the GuiObject. description: | This event fires when the Gamepad selector stops focusing on the `Class.GuiObject`. If you want to check from the Gamepad select starts focusing on the GUI element, you can use the `Class.GuiObject.SelectionGained` event. When a GUI loses selection focus, the value of the `Class.GuiService.SelectionObject|SelectionObject` property changes either to `nil` or to the GUI element that gains selection focus. To determine which GUI gained selection, or if no GUI is selected, check the value of this property. code_samples: - GuiObject-SelectionLost1 parameters: [] tags: [] deprecation_message: '' security: None capabilities: - UI - name: GuiObject.TouchLongPress summary: | Fires when the player starts, continues and stops long-pressing the UI element. description: | This event fires after a brief moment when the player holds their finger on the UI element using a touch-enabled device. It fires with a table of `Datatype.Vector2` that describe the relative screen positions of the fingers involved in the gesture. In addition, it fires multiple times: `Enum.UserInputState.Begin` after a brief delay, `Enum.UserInputState.Change` if the player moves their finger during the gesture, and finally `Enum.UserInputState.End`. The delay is platform dependent; in Studio it is a little longer than one second. Since this event only requires one finger, this event can be simulated in Studio using the emulator and a mouse. code_samples: - Move-UI-Element-with-TouchLongPress parameters: - name: touchPositions type: Array default: summary: | An array of `Datatype.Vector2` that describe the **relative** positions of the fingers involved in the gesture. - name: state type: UserInputState default: summary: | A `Enum.UserInputState` that describes the state of the gesture: - Begin fires once at the beginning of the gesture (after the brief delay) - Change fires if the player moves their finger while pressing down - End fires once at the end of the gesture when they release their finger. tags: [] deprecation_message: '' security: None capabilities: - UI - name: GuiObject.TouchPan summary: | Fires when the player moves their finger on the UI element. description: | This event fires when the player moves their finger on the UI element using a touch-enabled device. It fires shortly before `Class.GuiObject.TouchSwipe` would, and does not fire with `Class.GuiObject.TouchTap`. This event is useful for allowing the player to manipulate the position of UI elements on the screen. This event fires with a table of `Datatype.Vector2` that describe the relative screen positions of the fingers involved in the gesture. In addition, it fires multiple times: `Enum.UserInputState.Begin` after a brief delay, `Enum.UserInputState.Change` when the player moves their finger during the gesture, and finally with `Enum.UserInputState.End`. This event cannot be simulated in Studio using the emulator and a mouse; you must have a real touch-enabled device to fire it. code_samples: - Panning-UI-Element parameters: - name: touchPositions type: Array default: summary: | A Luau array of `Datatype.Vector2` objects, each indicating the position of all the fingers involved in the gesture. - name: totalTranslation type: Vector2 default: summary: | Indicates how far the pan gesture has gone from its starting point. - name: velocity type: Vector2 default: summary: | Indicates how quickly the gesture is being performed in each dimension. - name: state type: UserInputState default: summary: | Indicates the `Enum.UserInputState` of the gesture. tags: [] deprecation_message: '' security: None capabilities: - UI - name: GuiObject.TouchPinch summary: | Fires when the player performs a pinch or pull gesture using two fingers on the UI element. description: | This event fires when the player uses two fingers to make a pinch or pull gesture on the UI element using a touch-enabled device. A **pinch** happens when two or more fingers move closer together, and a **pull** happens when they move apart. This event fires in conjunction with `Class.GuiObject.TouchPan`. This event is useful for allowing the player to manipulate the scale (size) of UI elements on the screen, and is most often used for zooming features. This event fires with a table of `Datatype.Vector2` that describe the relative screen positions of the fingers involved in the gesture. In addition, it fires multiple times: `Enum.UserInputState.Begin` after a brief delay, `Enum.UserInputState.Change` when the player moves a finger during the gesture, and finally with `Enum.UserInputState.End`. It should be noted that the scale should be used **multiplicatively**. Since this event requires at least two fingers, it is not possible to simulate it in Studio using the emulator and a mouse; you must have a real touch-enabled device. code_samples: - Pinch-Pull-Scaling parameters: - name: touchPositions type: Array default: summary: | A Luau array of `Datatype.Vector2` objects, each indicating the position of all the fingers involved in the pinch gesture. - name: scale type: float default: summary: | A float that indicates the difference from the beginning of the pinch gesture. - name: velocity type: float default: summary: | A float indicating how quickly the pinch gesture is happening. - name: state type: UserInputState default: summary: | Indicates the `Enum.UserInputState` of the gesture. tags: [] deprecation_message: '' security: None capabilities: - UI - name: GuiObject.TouchRotate summary: | Fires when the player performs a rotation gesture using two fingers on the UI element. description: | This event fires when the player uses two fingers to make a pinch or pull gesture on the UI element using a touch-enabled device. Rotation occurs when the angle of the line between two fingers changes. This event fires in conjunction with `Class.GuiObject.TouchPan`. This event is useful for allowing the player to manipulate the rotation of UI elements on the screen. This event fires with a table of `Datatype.Vector2` that describe the relative screen positions of the fingers involved in the gesture. In addition, it fires multiple times: `Enum.UserInputState.Begin` after a brief delay, `Enum.UserInputState.Change` when the player moves a finger during the gesture, and finally with `Enum.UserInputState.End`. Since this event requires at least two fingers, it is not possible to be simulated in Studio using the emulator and a mouse; you must have a real touch-enabled device. code_samples: - Touch-Rotation parameters: - name: touchPositions type: Array default: summary: | A Luau array of `Datatype.Vector2` objects, each indicating the position of all the fingers involved in the gesture. - name: rotation type: float default: summary: | A float indicating how much the rotation has gone from the start of the gesture. - name: velocity type: float default: summary: | A float that indicates how quickly the gesture is being performed. - name: state type: UserInputState default: summary: | Indicates the `Enum.UserInputState` of the gesture. tags: [] deprecation_message: '' security: None capabilities: - UI - name: GuiObject.TouchSwipe summary: | Fires when the player performs a swipe gesture on the UI element. description: | This event fires when the player performs a swipe gesture on the UI element using a touch-enabled device. It fires with the direction of the gesture (Up, Down, Left or Right) and the number of touch points involved in the gesture. Swipe gestures are often used to change tabs in mobile UIs. Since this event only requires one finger, it can be simulated in Studio using the emulator and a mouse. code_samples: - Bouncing-Color-Picker parameters: - name: swipeDirection type: SwipeDirection default: summary: | A `Enum.SwipeDirection` indicating the direction of the swipe gesture (Up, Down, Left or Right). - name: numberOfTouches type: int default: summary: | The number of touch points involved in the gesture (usually 1). tags: [] deprecation_message: '' security: None capabilities: - UI - name: GuiObject.TouchTap summary: | Fires when the player performs a tap gesture on the UI element. description: | This event fires when the player performs a tap gesture on the UI element using a touch-enabled device. A tap is a quick single touch without any movement involved (a longer press would fire `Class.GuiObject.TouchLongPress`, and moving during the touch would fire `Class.GuiObject.TouchPan` and/or `Class.GuiObject.TouchSwipe`). It fires with a table of `Datatype.Vector2` objects that describe the relative positions of the fingers involved in the gesture. Since this event only requires one finger, it can be simulated in Studio using the emulator and a mouse. code_samples: - Tap-Transparency-Toggle parameters: - name: touchPositions type: Array default: summary: | An array of `Datatype.Vector2` that describe the **relative** positions of the fingers involved in the gesture. tags: [] deprecation_message: '' security: None capabilities: - UI callbacks: []