A Frame is a rectangular GUI. It is almost always used as a container object for other UI elements. A Frame cannot be interacted with the mouse, but can be used to group other UI controls, and provide backgrounds.
Objects parented under a Frame will be positioned according to the frame. For example, set the position of a GUI to UDim2.new(0.5, 0, 0, 0), you will see the GUI appear half-way along the X-axis relative to the frame, not the screen.
Clone( )
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Returns
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Instance
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Description:
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Returns a clone of the object and its children, unless its Archivable property is false. The clone will have the same properties as the original object and the same descendants (except those with an Archivable property set to false). The clone's Parent will be nil.
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Member of:
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Instance
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FindFirstChild( string name, bool recursive = false )
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Returns
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Instance
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Description:
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Returns the first child found with a name of name. Returns nil if no such child exists. If the optional recursive argument is true, will recursively descend the hierarchy while searching rather than only searching the immediate object.
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Member of:
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Instance
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GetFullName( )
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Returns
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String path to object
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Description:
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Returns a string with a dot (.) character separating a path of object hierarchy excluding "game".
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Member of:
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Instance
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Destroy( )
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Returns
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nil
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Description:
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Sets the Parent property to nil, locks the Parent property, disconnects all connections and calls Destroy() on all children.
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Member of:
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Instance
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BackgroundTransparency
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Property
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Number Transparency
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Description
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Sets the transparency of the background of a GUI. (1 is completely transparent; 0 is completely opaque)
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Member of
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GuiObject
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BorderSizePixel
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Type
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int
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Description
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This property can either be 0 or 1, the former having no border, the latter having a one pixel border.
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Member of
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GuiObject
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Position
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Property
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UDim2 Position
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Description
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Sets the position of the GUI object in object coordinates.
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Member of
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GuiObject
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Size
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Property
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UDim2 Size
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Description
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Sets the size of the GUI object in object coordinates.
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Member of
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GuiObject
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ZIndex
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Property
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Integer ZIndex
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Description
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Alters the order in which GUI items are placed.
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Member of
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GuiObject
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ClipDescendants
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Property
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Boolean clip
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Description
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Clips Descendants is a property of GUI objects that decides if ROBLOX will render any portions of it's GUI descendants that are outside of the it's own borders. This is convenient for making scroll GUIs.
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Member of
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GuiObject
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AbsolutePosition
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Type
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Vector2
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Description
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The distance, in pixels, from the top left corner of the game window.
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Member of
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GuiBase
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Name
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Type
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string
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Description
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The name of the object, which is often used to identify it in the context of its parent. Note that names are not unique identifiers; multiple children of an object may share the same name. In a script where you want to access an object using a name, for example, game.Workspace["Brick"], the first object found with that name is that object. This "first object" can be found in the Explorer menu.Names are great for showing a very brief title or summary of an object.
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Member of
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Instance
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Parent
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Type
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Instance
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Description
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The hierarchical parent of the object. When no scripts hold references to an object, it will still be maintained as long as it's parent is set to an object which does have references to it, either by other objects or scripts. The toplevel DataModel object (the one referred to as the "game" by scripts) has no parent, but always has a reference held to it by the game engine, and exists for the duration of a session.
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Member of
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Instance
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Archivable
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Type
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bool
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Description
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Sets whether or not the object is saved when publishing or saving to file. Also sets whether or not the object is clonable.
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Member of
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Instance
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ClassName
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Type
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string
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Description
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A unique string per type of Instance. Should only be used as a unique identifier, as it does not reveal any information about nature of the type hierarchy the type is in. For this use, see IsA.
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Member of
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Instance
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There is a special event for 2D GUI objects.
MouseEnter ( int x, int y )
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Description
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Fired when the mouse enters a GuiObject, as long as the GuiObject is active (see active property for more detail). Arguments x, and y specify the absolute pixel position of the mouse.
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Member of:
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GuiObject
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There is also a special event for 3D Handle objects.
MouseLeave ( )
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Description
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Fired when a mouse "leaves" or moves off of a GUI Object.
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Member of:
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GuiObject
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DragBegin ( UDim2 InitialPosition )
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Description
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Fired when a player begins dragging the object.
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Member of:
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GuiObject
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DragStopped ( int x, int y )
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Description
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Fired when a player stops dragging the object. The arguments x and y represent the mouse's location.
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Member of:
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GuiObject
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