3. Prompt Engineering
f. Making User Interface

Making User Interface in Roblox

Creating effective user interfaces in Roblox requires specific knowledge of GUI systems, responsive design, and user experience principles. This guide will help you craft prompts that result in polished, functional UIs.

🎯 Golden Rule: Always Use Scale, Not Offset

Most Important: For responsive UIs that work across all devices, always use Scale values in UDim2 instead of Offset values.

  • Bad: UDim2.new(0, 200, 0, 50) - Fixed pixel sizes
  • Good: UDim2.new(0.25, 0, 0.08, 0) - Responsive scaling

This ensures your UI automatically adapts to different screen sizes and resolutions.

1. Be Specific About UI Components

Good: "Create a main menu with a 'Play' button using TextButton with Size UDim2.new(0.3, 0, 0.08, 0), a semi-transparent background Frame with BackgroundColor3 RGB(0,0,0) and 0.3 transparency, and a title TextLabel with scaled font size using TextScaled property"

Avoid: "Make a main menu"

Why specificity matters:

  • Prevents ambiguous sizing and positioning
  • Ensures consistent visual style
  • Reduces iteration cycles for refinements
  • Helps with mobile compatibility planning

Pro Tip: Plan with AI First

You can use ChatGPT or other AI tools to help you plan your UI before implementing:

"Help me plan a main menu layout for my Roblox racing game. I need:
- A title at the top
- Play, Settings, and Quit buttons
- A background that fits the racing theme
- Mobile-friendly touch targets

What should the structure and styling look like?"

While prompts can be as vague as "Make a main menu", this will generate a random user interface that may not fit your game's needs or style. Planning first ensures better results.

2. Understand Roblox GUI Hierarchy

Always structure your prompts with proper GUI hierarchy in mind:

"Create a ScreenGui named 'MainMenu' containing:
- Background Frame (covers full screen)
  - Title TextLabel (centered at top)
  - Buttons Frame (vertical layout in center)
    - Play TextButton
    - Settings TextButton
    - Quit TextButton"

Essential GUI Components:

  • ScreenGui: Root container for all UI elements
  • Frame: Layout containers and backgrounds
  • TextLabel: Display text and titles
  • TextButton: Interactive buttons
  • ImageLabel/ImageButton: Visual elements and icons
  • ScrollingFrame: For content that exceeds screen space
  • TextBox: User input fields

3. Specify Layout and Positioning

Use Clear Positioning Terms:

"Position the health bar at UDim2.new(0.02, 0, 0.02, 0) with Size UDim2.new(0.3, 0, 0.05, 0)
and anchor it to the top-left corner using AnchorPoint (0, 0)"

Scale vs Offset for Responsive Design:

Critical for mobile compatibility: Always prefer Scale over Offset for responsive UIs.

Problem: Size = UDim2.new(0.1, 25, 0.2, 50) - Mixed scale and offset values

  • Shows as {0.1, 25}, {0.2, 50} in Roblox properties panel
  • The offset values (25, 50) don't scale with screen size

Solution: Size = UDim2.new(0.1, 0, 0.2, 0) - Pure scale values

  • Shows as {0.1, 0}, {0.2, 0} in Roblox properties panel
  • Dynamically scales based on screen size
"If the UI scale is off for mobile or PC, convert all UDim2 values to use
Scale instead of Offset. For example, change Size = UDim2.new(0.1, 25, 0.2, 50)
to Size = UDim2.new(0.15, 0, 0.25, 0) for proper responsive scaling."

Layout Options:

  • UIListLayout: Automatic list arrangement
  • UIGridLayout: Grid-based positioning
  • UIPageLayout: Swipeable pages
  • Manual positioning: UDim2 coordinates

Responsive Design Prompts:

"Create a responsive inventory grid that:
- Uses UIGridLayout with AspectRatio constraint
- Scales from 4x4 on desktop to 3x3 on mobile
- Maintains square item slots regardless of screen size
- Uses Scale values for consistent proportions"

4. Mobile-First UI Design

Always consider mobile compatibility in your prompts:

"Design a shop interface optimized for mobile:
- Minimum button size UDim2.new(0.15, 0, 0.08, 0) for reliable touch targets
- Use UIScale with scale factor based on screen size
- Add proportional padding between interactive elements using Scale values
- Support both portrait and landscape orientations
- Include swipe gestures for navigation"

Mobile Considerations:

  • Touch targets: Use scale-based sizing (minimum 0.15 width, 0.08 height scale) for reliable touch
  • Safe areas: Account for notches and system UI with scale-based margins
  • Orientation: Handle both portrait and landscape with responsive scaling
  • Performance: Optimize for lower-end devices

5. Animation and Visual Polish

Smooth Animations:

"Add smooth animations to the menu buttons:
- Scale up to 1.1 when hovering (TweenService, 0.2 seconds, Quad easing)
- Change BackgroundColor3 from gray to blue on hover
- Add a subtle drop shadow effect using ImageLabel with shadow image
- Include sound effects using SoundService on button clicks"

Animation Best Practices:

  • Use TweenService for smooth transitions
  • Keep animations under 0.5 seconds for responsiveness
  • Use appropriate EasingStyles (Quad, Quart, Back)
  • Provide EasingDirections (In, Out, InOut)

6. Accessibility and Usability

Include Accessibility Features:

"Create an accessible settings menu:
- Add text scaling options (75%, 100%, 125%, 150%)
- Support colorblind-friendly color schemes
- Include sound effect volume controls
- Add keyboard navigation support using UserInputService
- Ensure proper reading order for screen readers"

Usability Principles:

  • Contrast: Ensure text is readable against backgrounds
  • Feedback: Provide visual/audio feedback for interactions
  • Consistency: Use the same interaction patterns throughout
  • Error prevention: Validate inputs and provide clear error messages

7. Data Integration and State Management

Connect UI to Game Systems:

"Create a player stats UI that:
- Connects to ReplicatedStorage.PlayerData for real-time updates
- Uses RemoteEvent 'UpdateStats' to sync server changes
- Displays Health, Mana, XP with animated progress bars
- Updates automatically when player levels up
- Caches data locally to prevent flickering during updates"

State Management Patterns:

  • Data binding: Connect UI elements to data sources
  • Event-driven updates: Use RemoteEvents for server sync
  • Local caching: Store UI state for performance
  • Validation: Check data integrity before display

8. Performance Optimization

Efficient UI Prompts:

"Optimize the inventory UI for performance:
- Use object pooling for item slots (create 50, reuse as needed)
- Implement virtual scrolling for large inventories (only render visible items)
- Debounce search input to prevent excessive filtering
- Use ImageLabels with ContentId instead of repeated image loading
- Minimize GUI object creation/destruction during gameplay"

Performance Best Practices:

  • Object pooling: Reuse GUI elements instead of creating new ones
  • Virtual scrolling: Only render visible content
  • Debouncing: Limit frequency of updates and searches
  • Image optimization: Use appropriate image sizes and formats

9. Common UI Patterns and Templates

Shop Interface Template:

"Create a shop interface following this structure:
- Header with shop name and player currency display
- Category tabs (Weapons, Armor, Consumables) using UIListLayout
- Item grid with UIGridLayout (4 columns on desktop, 2 on mobile)
- Item cards showing: icon, name, price, 'Buy' button
- Purchase confirmation modal with item details
- Success/failure feedback animations"

Inventory System Template:

"Build an inventory system with:
- Grid layout for item slots with drag-and-drop functionality
- Item tooltips showing stats and descriptions on hover
- Sort options (by name, rarity, type) with dropdown menu
- Search bar with real-time filtering
- Item categories with tab navigation
- Context menu for item actions (use, drop, trade)"

Settings Menu Template:

"Design a comprehensive settings menu:
- Tabbed interface (Graphics, Audio, Controls, Gameplay)
- Slider controls for volume settings with real-time preview
- Dropdown menus for graphics quality options
- Toggle switches for boolean settings
- Key binding interface for custom controls
- Apply/Cancel/Reset buttons with confirmation dialogs"

10. Error Handling and Edge Cases

Robust UI Error Handling:

"Add error handling to the trading UI:
- Validate item availability before displaying trade options
- Show loading states during server communication
- Handle network timeouts with retry mechanisms
- Display user-friendly error messages for failed trades
- Prevent UI interaction during processing states
- Gracefully handle player disconnections during trades"

Common Edge Cases:

  • Network issues: Handle connectivity problems gracefully
  • Data validation: Check for invalid or missing data
  • Concurrent access: Handle multiple players interacting simultaneously
  • Resource limits: Manage memory and performance constraints

11. Testing and Quality Assurance

UI Testing Prompts:

"Create a comprehensive test suite for the menu system:
- Test all button interactions and navigation paths
- Verify responsive behavior on different screen sizes
- Check animation timing and smoothness
- Validate data synchronization between client and server
- Test accessibility features and keyboard navigation
- Performance test with multiple UI elements active"

Testing Checklist:

  • Functionality: All features work as intended
  • Responsiveness: UI adapts to different screen sizes
  • Performance: No lag or frame drops during interactions
  • Accessibility: Features work for users with disabilities
  • Edge cases: Handles errors and unusual situations

12. Advanced UI Techniques

Custom Components:

"Create a reusable progress bar component:
- Configurable colors, size, and animation speed
- Support for different fill directions (left-to-right, bottom-to-top)
- Optional text overlay showing percentage or values
- Smooth animation when values change
- Events for completion and milestone thresholds"

Dynamic UI Generation:

"Build a dynamic quest log that:
- Generates quest entries from server data automatically
- Creates UI elements procedurally based on quest type
- Updates layout dynamically as quests are added/removed
- Maintains scroll position during updates
- Groups quests by category with collapsible sections"

UI State Machines:

"Implement a game state UI manager:
- Handle transitions between menu, gameplay, and pause states
- Animate UI elements in/out based on state changes
- Preserve UI state when switching contexts
- Manage input focus and navigation flow
- Provide smooth transitions between different UI screens"

Common UI Pitfalls to Avoid

Don't use offset values (pixels):

  • ❌ "Create a button with Size UDim2.new(0, 200, 0, 50)"
  • ✅ "Create a button with Size UDim2.new(0.25, 0, 0.08, 0)"

Don't assume defaults:

  • ❌ "Create a button"
  • ✅ "Create a TextButton with Size UDim2.new(0.25, 0, 0.08, 0) and BackgroundColor3 RGB(0, 162, 255)"

Don't ignore mobile:

  • ❌ "Make a desktop interface"
  • ✅ "Create a responsive interface that works on both desktop and mobile devices"

Don't forget performance:

  • ❌ "Add lots of animations"
  • ✅ "Add smooth, performant animations using TweenService with appropriate easing"

Don't skip accessibility:

  • ❌ "Make it look good"
  • ✅ "Design an accessible interface with proper contrast, readable fonts, and keyboard navigation"

Quick Reference Templates

Basic UI Element Template:

COMPONENT: [UI element type]
PURPOSE: [What it does]
LAYOUT: [Position and size using UDim2 with Scale values only]
STYLING: [Colors, fonts, transparency]
BEHAVIOR: [Interactions and animations]
MOBILE: [Mobile-specific considerations using responsive scaling]

Complete UI System Template:

UI SYSTEM: [Name of interface]

STRUCTURE:
- ScreenGui: [Root container name]
  - [Main layout containers]
    - [Individual UI elements]

RESPONSIVE DESIGN:
- Desktop: [Layout for larger screens]
- Mobile: [Adaptations for mobile devices]

FUNCTIONALITY:
- [Key features and interactions]
- [Data integration requirements]
- [Animation and feedback]

PERFORMANCE:
- [Optimization strategies]
- [Memory management]

TESTING:
- [Validation requirements]
- [Edge cases to handle]

Example:

UI SYSTEM: Player HUD

STRUCTURE:
- ScreenGui: "PlayerHUD"
  - TopBar Frame (health, mana, minimap)
  - HotbarFrame (item shortcuts)
  - ChatFrame (communication)

RESPONSIVE DESIGN:
- Desktop: Full HUD with all elements visible
- Mobile: Collapsed HUD with expandable sections

FUNCTIONALITY:
- Real-time health/mana updates via RemoteEvents
- Drag-and-drop hotbar item assignment
- Minimap with player position tracking

PERFORMANCE:
- Update HUD elements max 30fps to preserve performance
- Use object pooling for damage numbers
- Optimize minimap rendering for mobile devices

TESTING:
- Verify HUD scales properly on all supported resolutions
- Test touch interactions on mobile devices
- Validate data sync during high server load

Remember: Great UI design in Roblox combines technical knowledge of the GUI system with user experience principles. Always prioritize Scale over Offset in UDim2 values for responsive design, and consider your players' devices, abilities, and expectations when crafting UI prompts.