22 KiB
| title | description |
|---|---|
| UI animation/tweens | Explains how to animate GuiObjects using the process of tweening. |
In animation, tweening is the process of generating intermediate frames between two key points in a sequence. When designing a user interface, you can use tweening to transition a Class.GuiObject smoothly from one state to another, such as:
- Smoothly increasing the size of a button when a user selects it.
- Sliding UI menus in and out from the screen edges.
- Gradually animating a health bar between two widths when a user receives a health boost.
Single-property tweens
Position
To tween the position of a Class.GuiObject:
- Set the
Class.GuiObject.AnchorPoint|AnchorPointfor the object. - Determine
Datatype.UDim2coordinates for the object's target position, using the scale parameters ofDatatype.UDim2instead of exact pixel values so that the object tweens to the exact center of the screen. - Pass a
Datatype.TweenInfoand the target position toClass.TweenService:Create(). - Play the tween with
Class.Tween:Play().
The following code snippet moves an Class.ImageLabel within a Class.ScreenGui to the exact center of the screen:
local TweenService = game:GetService("TweenService")
local Players = game:GetService("Players")
local PlayerGui = Players.LocalPlayer:WaitForChild("PlayerGui")
local ScreenGui = PlayerGui:WaitForChild("ScreenGui")
local object = ScreenGui:WaitForChild("ImageLabel")
object.AnchorPoint = Vector2.new(0.5, 0.5)
local targetPosition = UDim2.new(0.5, 0, 0.5, 0)
local tweenInfo = TweenInfo.new(2)
local tween = TweenService:Create(object, tweenInfo, {Position = targetPosition})
tween:Play()
Size
To tween the size of a Class.GuiObject:
- Determine
Datatype.UDim2coordinates for the object's target size, using the scale parameters ofDatatype.UDim2instead of exact pixel values so that the object tweens to a relative percentage of the screen size. - Attach a
Class.UIAspectRatioConstraintto the object to maintain its designed aspect ratio when tweening. - Pass a
Datatype.TweenInfoand the target size toClass.TweenService:Create(). - Play the tween with
Class.Tween:Play().
The following code snippet scales an Class.ImageLabel within a Class.ScreenGui to 40% of the screen width or height (whichever is smaller) from the object's center anchor point:
local TweenService = game:GetService("TweenService")
local Players = game:GetService("Players")
local PlayerGui = Players.LocalPlayer:WaitForChild("PlayerGui")
local ScreenGui = PlayerGui:WaitForChild("ScreenGui")
local object = ScreenGui:WaitForChild("ImageLabel")
object.AnchorPoint = Vector2.new(0.5, 0.5)
local aspectRatioConstraint = Instance.new("UIAspectRatioConstraint")
aspectRatioConstraint.Parent = object
local targetSize = UDim2.new(0.4, 0, 0.4, 0)
local tweenInfo = TweenInfo.new(2)
local tween = TweenService:Create(object, tweenInfo, {Size = targetSize})
tween:Play()
Rotation
To tween the rotation of a Class.GuiObject:
- Set the
Class.GuiObject.AnchorPoint|AnchorPointfor the object to rotate around. - Determine the target
Class.GuiObject.Rotation|Rotationfor the object. - Pass a
Datatype.TweenInfoand the target rotation toClass.TweenService:Create(). - Play the tween with
Class.Tween:Play().
local TweenService = game:GetService("TweenService")
local Players = game:GetService("Players")
local PlayerGui = Players.LocalPlayer:WaitForChild("PlayerGui")
local ScreenGui = PlayerGui:WaitForChild("ScreenGui")
local object = ScreenGui:WaitForChild("ImageLabel")
object.AnchorPoint = Vector2.new(0.5, 0.5)
local targetRotation = 45
local tweenInfo = TweenInfo.new(2)
local tween = TweenService:Create(object, tweenInfo, {Rotation = targetRotation})
tween:Play()
Transparency
Multiple properties control UI transparency, depending on the object type. You can tween each of these properties individually or combined through a multi-property tween. Alternatively, you can tween an object's overall transparency by placing it inside a Class.CanvasGroup and tweening the group's Class.CanvasGroup.GroupTransparency|GroupTransparency.
| UI Object | Properties |
|---|---|
| `Class.Frame` | `Class.GuiObject.BackgroundTransparency|BackgroundTransparency` |
| `Class.TextLabel` | `Class.GuiObject.BackgroundTransparency|BackgroundTransparency`, `Class.TextLabel.TextTransparency|TextTransparency`, `Class.TextLabel.TextStrokeTransparency|TextStrokeTransparency` |
| `Class.TextButton` | `Class.GuiObject.BackgroundTransparency|BackgroundTransparency`, `Class.TextButton.TextTransparency|TextTransparency`, `Class.TextButton.TextStrokeTransparency|TextStrokeTransparency` |
| `Class.ImageLabel` | `Class.GuiObject.BackgroundTransparency|BackgroundTransparency`, `Class.ImageLabel.ImageTransparency|ImageTransparency` |
| `Class.ImageButton` | `Class.GuiObject.BackgroundTransparency|BackgroundTransparency`, `Class.ImageButton.ImageTransparency|ImageTransparency` |
local TweenService = game:GetService("TweenService")
local Players = game:GetService("Players")
local PlayerGui = Players.LocalPlayer:WaitForChild("PlayerGui")
local ScreenGui = PlayerGui:WaitForChild("ScreenGui")
local object = ScreenGui:WaitForChild("ImageLabel")
local targetTransparency = 0.8
local tweenInfo = TweenInfo.new(2)
local tween = TweenService:Create(object, tweenInfo, {ImageTransparency = targetTransparency})
tween:Play()
local TweenService = game:GetService("TweenService")
local Players = game:GetService("Players")
local PlayerGui = Players.LocalPlayer:WaitForChild("PlayerGui")
local ScreenGui = PlayerGui:WaitForChild("ScreenGui")
local canvasGroup = ScreenGui:WaitForChild("CanvasGroup")
local targetTransparency = 0.8
local tweenInfo = TweenInfo.new(2)
local tween = TweenService:Create(canvasGroup, tweenInfo, {GroupTransparency = targetTransparency})
tween:Play()
Color
Multiple properties control UI color, depending on the object type. You can tween each of these properties individually or combined through a multi-property tween. Alternatively, you can tween an object's overall color by placing it inside a Class.CanvasGroup and tweening the group's Class.CanvasGroup.GroupColor3|GroupColor3.
| UI Object | Properties |
|---|---|
| `Class.Frame` | `Class.GuiObject.BackgroundColor3|BackgroundColor3`, `Class.GuiObject.BorderColor3|BorderColor3` |
| `Class.TextLabel` | `Class.GuiObject.BackgroundColor3|BackgroundColor3`, `Class.GuiObject.BorderColor3|BorderColor3`, `Class.TextLabel.TextColor3|TextColor3`, `Class.TextLabel.TextStrokeColor3|TextStrokeColor3` |
| `Class.TextButton` | `Class.GuiObject.BackgroundColor3|BackgroundColor3`, `Class.GuiObject.BorderColor3|BorderColor3`, `Class.TextButton.TextColor3|TextColor3`, `Class.TextButton.TextStrokeColor3|TextStrokeColor3` |
| `Class.ImageLabel` | `Class.GuiObject.BackgroundColor3|BackgroundColor3`, `Class.GuiObject.BorderColor3|BorderColor3`, `Class.ImageLabel.ImageColor3|ImageColor3` |
| `Class.ImageButton` | `Class.GuiObject.BackgroundColor3|BackgroundColor3`, `Class.GuiObject.BorderColor3|BorderColor3`, `Class.ImageButton.ImageColor3|ImageColor3` |
local TweenService = game:GetService("TweenService")
local Players = game:GetService("Players")
local PlayerGui = Players.LocalPlayer:WaitForChild("PlayerGui")
local ScreenGui = PlayerGui:WaitForChild("ScreenGui")
local object = ScreenGui:WaitForChild("ImageLabel")
local targetColor = Color3.fromRGB(255, 0, 0)
local tweenInfo = TweenInfo.new(2)
local tween = TweenService:Create(object, tweenInfo, {ImageColor3 = targetColor})
tween:Play()
local TweenService = game:GetService("TweenService")
local Players = game:GetService("Players")
local PlayerGui = Players.LocalPlayer:WaitForChild("PlayerGui")
local ScreenGui = PlayerGui:WaitForChild("ScreenGui")
local canvasGroup = ScreenGui:WaitForChild("CanvasGroup")
local targetColor = Color3.fromRGB(255, 0, 0)
local tweenInfo = TweenInfo.new(2)
local tween = TweenService:Create(canvasGroup, tweenInfo, {GroupColor3 = targetColor})
tween:Play()
Stroke
Multiple properties control UI borders, depending on the object type.
| UI object | Properties |
|---|---|
| `Class.Frame` | `Class.GuiObject.BorderSizePixel|BorderSizePixel`, `Class.GuiObject.BorderColor3|BorderColor3` |
| `Class.TextLabel` | `Class.GuiObject.BorderSizePixel|BorderSizePixel`, `Class.GuiObject.BorderColor3|BorderColor3`, `Class.TextLabel.TextStrokeColor3|TextStrokeColor3`, `Class.TextLabel.TextStrokeTransparency|TextStrokeTransparency` |
| `Class.TextButton` | `Class.GuiObject.BorderSizePixel|BorderSizePixel`, `Class.GuiObject.BorderColor3|BorderColor3`, `Class.TextButton.TextStrokeColor3|TextStrokeColor3`, `Class.TextButton.TextStrokeTransparency|TextStrokeTransparency` |
| `Class.ImageLabel` | `Class.GuiObject.BorderSizePixel|BorderSizePixel`, `Class.GuiObject.BorderColor3|BorderColor3` |
| `Class.ImageButton` | `Class.GuiObject.BorderSizePixel|BorderSizePixel`, `Class.GuiObject.BorderColor3|BorderColor3` |
Alternatively, you can apply a Class.UIStroke child and tween its thickness, color, and/or transparency.
| UI Object | Properties |
|---|---|
| `Class.UIStroke` | `Class.UIStroke.Color|Color`, `Class.UIStroke.Thickness|Thickness`, `Class.UIStroke.Transparency|Transparency` |
local TweenService = game:GetService("TweenService")
local Players = game:GetService("Players")
local PlayerGui = Players.LocalPlayer:WaitForChild("PlayerGui")
local ScreenGui = PlayerGui:WaitForChild("ScreenGui")
local object = ScreenGui:WaitForChild("TextLabel")
local stroke = Instance.new("UIStroke")
stroke.Color = Color3.fromRGB(255, 255, 255)
stroke.Thickness = 5
stroke.Parent = object
local targetColor = Color3.fromRGB(255, 0, 0)
local targetThickness = 10
local tweenInfo = TweenInfo.new(2)
local tween = TweenService:Create(stroke, tweenInfo, {Color = targetColor, Thickness = targetThickness})
tween:Play()
Multi-property tweens
You can combine any of the single-property tweens into more complex tweens by passing multiple target properties to Class.TweenService:Create(), for example position + rotation or size + transparency.
local TweenService = game:GetService("TweenService")
local Players = game:GetService("Players")
local PlayerGui = Players.LocalPlayer:WaitForChild("PlayerGui")
local ScreenGui = PlayerGui:WaitForChild("ScreenGui")
local object = ScreenGui:WaitForChild("ImageLabel")
object.AnchorPoint = Vector2.new(0.5, 0.5)
local targetPosition = UDim2.new(0.5, 0, 0.5, 0)
local targetRotation = 45
local tweenInfo = TweenInfo.new(2)
local tween = TweenService:Create(object, tweenInfo, {Position = targetPosition, Rotation = targetRotation})
tween:Play()
local TweenService = game:GetService("TweenService")
local Players = game:GetService("Players")
local PlayerGui = Players.LocalPlayer:WaitForChild("PlayerGui")
local ScreenGui = PlayerGui:WaitForChild("ScreenGui")
local object = ScreenGui:WaitForChild("ImageLabel")
object.AnchorPoint = Vector2.new(0.5, 0.5)
local aspectRatioConstraint = Instance.new("UIAspectRatioConstraint")
aspectRatioConstraint.Parent = object
local targetSize = UDim2.new(0.4, 0, 0.4, 0)
local targetTransparency = 0.8
local tweenInfo = TweenInfo.new(2)
local tween = TweenService:Create(object, tweenInfo, {Size = targetSize, ImageTransparency = targetTransparency})
tween:Play()
Tween sequences
You can chain UI animations to occur one after another by playing subsequent tweens upon the previous tween's Class.TweenBase.Completed|Completed event. For example, the following script moves an object to the center of the screen, then rotates it by 45°.
local TweenService = game:GetService("TweenService")
local Players = game:GetService("Players")
local PlayerGui = Players.LocalPlayer:WaitForChild("PlayerGui")
local ScreenGui = PlayerGui:WaitForChild("ScreenGui")
local object = ScreenGui:WaitForChild("ImageLabel")
object.AnchorPoint = Vector2.new(0.5, 0.5)
local targetPosition = UDim2.new(0.5, 0, 0.5, 0)
local targetRotation = 45
local tweenInfo = TweenInfo.new(2)
local positionTween = TweenService:Create(object, tweenInfo, {Position = targetPosition})
local rotationTween = TweenService:Create(object, tweenInfo, {Rotation = targetRotation})
-- Initially play position tween
positionTween:Play()
-- Play rotation tween upon completion of position tween
positionTween.Completed:Connect(function()
rotationTween:Play()
end)
Easing options
Using the easing options of Datatype.TweenInfo, you can control the easing style and direction of UI animations.
Style
Enum.EasingStyle sets the rate of interpolation from start to end. By default, easing style is set to Enum.EasingStyle.Quad.
| Style | Description |
|---|---|
| **Linear** | Moves at a constant speed. |
| **Sine** | Speed is determined by a sine wave for a gentle easing motion. |
| **Quad** | Similar to **Sine** but with a slightly sharper curve based on quadratic interpolation. |
| **Cubic** | Similar to **Quad** but with a slightly sharper curve based on cubic interpolation. |
| **Quart** | Similar to **Cubic** but with an even sharper curve based on quartic interpolation. |
| **Quint** | Similar to **Quart** but with an even sharper curve based on quintic interpolation. |
| **Exponential** | The sharpest curve based on exponential interpolation. |
| **Circular** | Follows a circular arc, such that acceleration is more sudden and deceleration more gradual versus **Quint** or **Exponential**. |
| **Back** | Slightly overshoots the target, then backs into place. |
| **Bounce** | Bounces backwards multiple times after reaching the target, before eventually settling. |
| **Elastic** | Moves as if attached to a rubber band, overshooting the target several times. |
local tweenInfo = TweenInfo.new(2, Enum.EasingStyle.Cubic)
local tween = TweenService:Create(object, tweenInfo, {Rotation = 45})
Direction
Enum.EasingDirection defines how the easing style interpolation applies to an object, with a default of Out. Note that a tween with Linear easing style is not affected, as linear interpolation is constant from start to end.
| Direction | Description |
|---|---|
| **In** | The easing style applies in a forward direction. |
| **Out** | The easing style applies in a reverse direction. |
| **InOut** | The easing style applies forward for the first half and in reverse for the second half. |
local tweenInfo = TweenInfo.new(2, Enum.EasingStyle.Cubic, Enum.EasingDirection.InOut)
local tween = TweenService:Create(object, tweenInfo, {Rotation = 45})
Animate text
You can easily enhance text-based UI, such as cutscene banners, player instructions, and prompts, with animated effects.
Typewriter effect
The "typewriter" effect is ideal for Class.TextLabel|TextLabels that tell a story, output NPC conversations, etc.
-
Create a new
Class.ModuleScriptwithin ReplicatedStorage. -
Rename the new script AnimateUI.
-
Paste the following code into the script:
If your experience's **source language** is not English (`"en"`), change the locale code for `SOURCE_LOCALE` to match the source language in [localization settings](../production/localization/index.md#localization-settings).local LocalizationService = game:GetService("LocalizationService") local Players = game:GetService("Players") local SOURCE_LOCALE = "en" local translator = nil local AnimateUI = {} function AnimateUI.loadTranslator() pcall(function() translator = LocalizationService:GetTranslatorForPlayerAsync(Players.LocalPlayer) end) if not translator then pcall(function() translator = LocalizationService:GetTranslatorForLocaleAsync(SOURCE_LOCALE) end) end end function AnimateUI.typeWrite(guiObject, text, delayBetweenChars) guiObject.Visible = true guiObject.AutoLocalize = false local displayText = text -- Translate text if possible if translator then displayText = translator:Translate(guiObject, text) end -- Replace line break tags so grapheme loop will not miss those characters displayText = displayText:gsub("<br%s*/>", "\n") -- Remove RichText tags since char-by-char animation will break the tags displayText = displayText:gsub("<[^<>]->", "") -- Set translated/modified text on parent guiObject.Text = displayText local index = 0 for first, last in utf8.graphemes(displayText) do index += 1 guiObject.MaxVisibleGraphemes = index task.wait(delayBetweenChars) end end return AnimateUI -
Create a
Class.TextLabelin a suitable location, such as within aClass.ScreenGuiparented toClass.StarterGui. -
Insert a new
Class.LocalScriptas a direct child of the label and paste in the following code. Note that each message is output by callingAnimateUI.typeWrite()with parameters for the parent object, the string to output, and the delay between characters.local ReplicatedStorage = game:GetService("ReplicatedStorage") local AnimateUI = require(ReplicatedStorage:WaitForChild("AnimateUI")) local label = script.Parent -- Load translator if experience is localized --AnimateUI.loadTranslator() local message1 = [[Beyond this door is the<br /><font size="46" color="rgb(255,50,25)">Great Zorgoth...</font> <font size="40">🗡</font>]] AnimateUI.typeWrite(label, message1, 0.05) task.wait(1) local message2 = [[...who rules this dungeon <font color="rgb(255,200,50)">unchallenged!</font> <font size="30">😈</font>]] AnimateUI.typeWrite(label, message2, 0.05)