--- title: On-screen UI containers description: Learn how to display UI objects on a user's screen. --- import DefaultUI from '../includes/ui/default-ui.md' import ScreenInsets from '../includes/ui/screen-insets.md' The `Class.ScreenGui` container holds `Class.GuiObject|GuiObjects` to display on a player's screen, including [frames](../ui/frames.md), [labels](../ui/labels.md), [buttons](../ui/buttons.md), and more. All on‑screen UI objects and code are stored and changed on the client.
Example ScreenGui with various GuiObject children, including a Frame, TextLabel, TextBox, and ImageButton. For UI containers that hold `Class.GuiObject|GuiObjects` that you want to display **within** the 3D world, such as on the face of a part, see [In-Experience UI Containers](../ui/in-experience-containers.md).
To display a `Class.ScreenGui` and its child `Class.GuiObject|GuiObjects` to every player who joins the experience, place it inside the `Class.StarterGui` container. When a player joins an experience and their character first spawns, the `Class.ScreenGui` and its contents clone into the `Class.PlayerGui` container for that player, located within the `Class.Players` container. Diagram of how a ScreenGui clones from StarterGui to a player's PlayerGui By default, `Class.GuiObject|GuiObjects` inside a `Class.ScreenGui` within `Class.StarterGui` appear as an overlay of the [3D viewport](../studio/ui-overview.md#3d-viewport), simulating their appearance and position in a running experience. To hide all such screen overlays, toggle off **GUI overlay** from the [Visualization Options](../studio/ui-overview.md#visualization-options) widget in the upper‑right corner of the 3D viewport. If `Class.Players.CharacterAutoLoads` is disabled, the contents of `Class.StarterGui` will not be cloned until `Class.Player:LoadCharacter()` is called. As an experience grows in scope, you may require multiple screen interfaces such as a title screen, settings menu, shop interface, and more. In such cases, you can place multiple unique `Class.ScreenGui` containers inside `Class.StarterGui` and toggle each container's `Class.ScreenGui.Enabled|Enabled` property depending on whether it should be visible and active (while `false`, contents will not render, process user input, or update in response to changes). Explorer hierarchy showing multiple ScreenGui containers, one enabled and the others disabled, in order to control which are visible at a given time. The `Class.ScreenGui.Enabled|Enabled` property can be initially toggled through the [Properties](../studio/properties.md) window and/or you can set it during playtime from a client‑side script by [accessing](#access-player-ui) the player's `Class.PlayerGui` and setting it to `true` or `false` for the desired container(s). When using multiple `Class.ScreenGui` interfaces, you can layer them by Z‑index through their `Class.ScreenGui.DisplayOrder|DisplayOrder` property. See [Display Order](#display-order) for more information. ## Container properties The following properties let you customize the [screen insets](#screen-insets) across multiple devices, the [display order](#display-order) when using multiple screen containers, and more. ### Screen insets ### Display order When using multiple `Class.ScreenGui` interfaces, you can layer them by Z‑index through their `Class.ScreenGui.DisplayOrder|DisplayOrder` property. For example, to display a modal settings menu on one `Class.ScreenGui` in front of the experience's main user interface on another `Class.ScreenGui`, assign a higher `Class.ScreenGui.DisplayOrder|DisplayOrder` to the modal's than the underlying interface's. ### Reset on spawn The `Class.ScreenGui.ResetOnSpawn|ResetOnSpawn` boolean property determines if the `Class.ScreenGui` resets (deletes itself and re‑clones into the player's `Class.PlayerGui`) every time the player's character respawns.
Condition Resets
`Class.ScreenGui.ResetOnSpawn|ResetOnSpawn` is `true` (default).
The `Class.ScreenGui` is an **indirect** descendant of `Class.StarterGui`; for example it's placed inside a `Class.Folder` located within `Class.StarterGui`.
`Class.ScreenGui.ResetOnSpawn|ResetOnSpawn` is `false` **and** the `Class.ScreenGui` is a **direct** descendant of `Class.StarterGui`.
## Access player UI As noted, parenting a `Class.ScreenGui` to `Class.StarterGui` clones it and its child `Class.GuiObject|GuiObjects` into a player's `Class.PlayerGui` container when they join the experience and their character first spawns. If you need to control a player's UI container during playtime, for example to show/hide a specific `Class.ScreenGui` or any of its children, access it as follows from a `Class.LocalScript`: ```lua title="LocalScript - Accessing a Player's UI" local Players = game:GetService("Players") local player = Players.LocalPlayer local playerGui = player.PlayerGui local titleScreen = playerGui:WaitForChild("TitleScreen") local settingsMenu = playerGui:WaitForChild("SettingsMenu") titleScreen.Enabled = false -- Hide title screen settingsMenu.Enabled = true -- Show settings menu ``` ## Disable default UI