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Position

GuiObject

UDim2

This property determines a GuiObject|GUI's pixel and scalar size using a UDim2. Its value can be expressed as UDim2.new(ScalarX, PixelX, ScalarY, PixelY) or ({ScalarX, PixelX}, {ScalarY, PixelY}). Position is centered around a GUI’s GuiObject/AnchorPoint.

An element’s position can also be set by modifying both its scalar and pixel positions at the same time. For instance, its position can be set to ({0.25, 100}, {0.25, 100}).

The scalar position is relative to the size of the parent GUI element. For example, if AnchorPoint is set to 0, 0 and Position is set to {0, 0}, {0, 0}, the element’s top left corner renders at the top left corner of the parent element. Similarly, if AnchorPoint is set to 0, 0 and Position is set to {0.5, 0}, {0.5, 0}, the element’s top left corner will render at the direct center of the parent element.

The pixel portions of the UDim2 value are the same regardless of the parent GUI’s size. The values represent the position of the object in pixels. For example, if set to {0, 100}, {0, 150} the element’s AnchorPoint will render with on the screen 100 pixels from the left and 150 pixels from the top.

An object’s actual pixel position can be read from the GuiBase2d/AbsolutePosition property.


Code Samples


AnchorPoint Demo

This code sample moves a UI element to different sides of the parent element. It starts at the top-left and ends at the bottom-right. Paste into a LocalScript in a Frame, within a ScreenGui.


Frame Moving in Circle

This code sample moves a GuiObject in a circle within its parent object using RunService’s BindToRenderStep. It defines a parametric equation in a function to help with positioning the GuiObject.

To try this code out, put a ScreenGui in the StarterGui. Inside the ScreenGui, insert a Frame with a LocalScript. Paste this code into the LocalScript, then play the game. Watch the Frame travel counterclockwise within.