Class
TextBox
A 2D user interface element that displays player-editable text.
A TextBox allows the player to provide text input. It behaves similarly to a
TextButton, except that a single TextBox can be put in focus by
clicking, tapping, or gamepad selection. While in focus, the player can use a
keyboard to change the Text property.
- If there is no text, the
PlaceholderTextwill be visible. This is useful prompting players of the kind or format of data they should input. - By default, the
ClearTextOnFocusproperty is enabled and ensures there is no existing text when aTextBoxis focused. This may not be desirable for text that should be editable by the player. - The
MultiLineproperty allows players to enter multiple lines of text with newline characters (\n).
Focus State#
It is possible to detect and change the focus state of a TextBox:
- You can use
CaptureFocuswhen a dialogue appears so that the player doesn't have to click on aTextBoxwhen it becomes available; you can useContextActionService:BindAction()to bind a certain key to focus aTextBoxusing this function. When aTextBoxcomes into focus, theFocusedevent fires. - You can detect if a certain
TextBoxis in focus by usingIsFocused. Alternatively,UserInputService:GetFocusedTextBox()can be used to check if anyTextBoxis in focus. - When the player is done inputting text, the
FocusLostevent fires, indicating if the player pressed Enter to submit text along with theInputObjectthat caused the loss of focus. When using on-screen keyboards on mobile and console,ReturnPressedFromOnScreenKeyboardmay also fire. - If some more important matter comes up during gameplay, you can
ReleaseFocusof theTextBoxso that a player's keyboard input returns to your game.
Text Editing#
A TextBox supports text selection through its
CursorPosition and
SelectionStart properties. Using
GetPropertyChangedSignal, you can
detect when a selection changes. Additionally, it is possible for players to
copy and paste text within a TextBox, enabling basic clipboard support. When
the cursor moves outside the visible area while typing or navigating, the
TextBox automatically scrolls its viewport to keep the cursor in view.
Text Filtering Notice Games that facilitate player-to-player communication
using text, such as custom chat or nametags, must properly filter such text
using TextService:FilterStringAsync() or
Chat:FilterStringAsync(). If this is not properly done, your game may
receive moderation action.
Properties 33#
ClearTextOnFocusboolean | Determines whether clicking on the TextBox will clear its
TextBox.Text property.ReadSafe |
ContentTextstring | A copy of TextBox.Text that contains exactly what is being
rendered by the TextBox.ReadSafeReadOnlyNotReplicated |
CursorPositionint | Determines the offset of the text cursor in bytes, or -1 if there is no
cursor.ReadSafe |
FontEnum.Font | Determines the font used to render text.ReadSafeHiddenNotReplicated |
FontFaceDatatype.Font | Determines the font face used to render text.ReadSafe |
FontSizeFontSize | Determines the font size of a TextBox object.ReadSafeDeprecatedNotReplicated |
LineHeightfloat | Scales the spacing between lines of text in the TextBox.ReadSafe |
MaxVisibleGraphemesint | The maximum number of graphemes the TextBox can show.ReadSafe |
MultiLineboolean | When set to true, text inside a TextBox is able to move onto multiple
lines.ReadSafe |
OpenTypeFeaturesstring | Applies OpenType typographic features to the text rendered by the
TextBox.ReadSafe |
OpenTypeFeaturesErrorstring | Read-only property that describes why the TextBox.OpenTypeFeatures
string could not be applied.ReadSafeReadOnlyNotReplicated |
PlaceholderColor3Color3 | Sets the text color that gets used when no text has been entered into the
TextBox.ReadSafe |
PlaceholderTextstring | Sets the text that gets displayed when no text has been entered into the
TextBox.ReadSafe |
RichTextboolean | Determines whether the TextBox renders the Text
string using rich text formatting.ReadSafe |
SelectionStartint | Determines the starting position of a text selection.ReadSafe |
ShowNativeInputboolean | If set to true, input native to the platform is used instead of Roblox's
built-in keyboard.ReadSafe |
Textstring | Determines the string rendered by the TextBox element.ReadSafe |
TextBoundsVector2 | The size of a TextBox element's text in offsets.ReadSafeReadOnlyNotReplicated |
TextColorBrickColor | ReadSafeDeprecatedHiddenNotReplicated |
TextColor3Color3 | Determines the color of non-placeholder rendered text.ReadSafe |
TextDirectionTextDirection | Direction in which the text is rendered.ReadSafe |
TextEditableboolean | Determines whether the player can change the Text.ReadSafe |
TextFitsboolean | Whether the text fits within the constraints of the TextBox.ReadSafeReadOnlyNotReplicated |
TextScaledboolean | Changes whether text is resized to fit within the TextBox.ReadSafe |
TextSizefloat | Determine the line height of text in offsets.ReadSafe |
TextStrokeColor3Color3 | Determines the color of the text stroke (outline).ReadSafe |
TextStrokeTransparencyfloat | Determines the transparency of the text stroke (outline).ReadSafe |
TextTransparencyfloat | Determines the transparency of the rendered text.ReadSafe |
TextTruncateTextTruncate | Controls the truncation of the text displayed in the TextBox.ReadSafe |
TextWrapboolean | ReadSafeDeprecatedNotReplicated |
TextWrappedboolean | Determines if text wraps to multiple lines within the TextBox element
space, truncating excess text.ReadSafe |
TextXAlignmentTextXAlignment | Determines the horizontal alignment of the rendered text.ReadSafe |
TextYAlignmentTextYAlignment | Determines the vertical alignment of the rendered text.ReadSafe |
ClearTextOnFocus: boolean#
ReadSafe
Determines whether clicking on the TextBox will clear its
TextBox.Text property
ContentText: string#
ReadOnlyNotReplicatedReadSafe
This property provides a copy of Text that contains
exactly what is being rendered by the TextBox. This is useful for
eliminating style tags used for rich text
markup; for example, when RichText is enabled,
the ContentText property shows the text as it
appears to the user.
| RichText | Text | ContentText |
|---|---|---|
false |
<b>Hello,<br/> world!</b> | <b>Hello,<br/> world!</b> |
true |
<b>Hello,<br/> world!</b> | Hello, world! |
CursorPosition: int#
ReadSafe
This property determines the offset of the text cursor in bytes, or -1
if the TextBox is not currently being edited. A value of 1 represents
the position before the first byte in the Text
property. When used in conjunction with the
SelectionStart property, it is possible to
both get and set selected text within a TextBox.
Note that the units of this property are bytes and that many unicode
characters such as emoji are longer than 1 byte. For instance, if a player
types in "Hello👋" ("Hello" immediately followed by the waving hand sign),
the cursor position would be 10, not 7, since the emoji uses 4 bytes.
Font: Enum.Font#
HiddenNotReplicatedReadSafe
This property selects one of several pre-defined Font fonts with
which the UI element will render its text. Some fonts have bold, italic,
and/or light variants.
This property is kept in sync with the TextBox.FontFace property.
When setting Font, the FontFace property will
be set to Datatype.Font.fromEnum(value).
FontFace: Datatype.Font#
ReadSafe
This property is similar to the Font property but
allows setting fonts that don't exist in Font.
This property is kept in sync with the TextBox.Font property. When
setting FontFace, the Font property is set to the
corresponding enum value, or to Font.Unknown if there are no
matches.
FontSize: FontSize#
NotReplicatedDeprecatedReadSafeDeprecated
Deprecated. This item has been superseded by TextBox.TextSize which should be
used in all new work.
This property determines the font size of a TextBox object.
LineHeight: float#
ReadSafe
Controls the height of lines, as a multiple of the font's em square size,
by scaling the spacing between lines of text in the TextBox. Valid
values range from 1.0 (default) to 3.0.
MaxVisibleGraphemes: int#
ReadSafe
This property controls the maximum number of graphemes (or units of text)
that are shown on the TextBox, regardless of whether it's showing the
PlaceholderText or
Text.
Changing the property does not change the position or size of the visible graphemes; the layout will be calculated as if all graphemes are visible.
Setting the property to -1 disables the limit and shows the entirety of
the Text.
MultiLine: boolean#
ReadSafe
When set to true, text inside a TextBox is able to move onto multiple
lines. This also enables players to use the Enter key to move
onto a new line.
OpenTypeFeatures: string#
ReadSafe
Comma-separated list of OpenType feature tags applied when the
TextBox shapes and renders its text, such as zero for slashed
zeros or ss03 for a stylistic set. Defaults to an empty string (no
additional features).
Each entry uses standard OpenType feature-string syntax (for example,
zero or ss03). Only a supported subset is applied; an unsupported
feature, malformed string, or bracketed partial-enabling syntax (for
example, zero[1:3]) is rejected, with the reason in
OpenTypeFeaturesError.
Supports styling.
OpenTypeFeaturesError: string#
ReadOnlyNotReplicatedReadSafe
Read-only error, if any, from parsing and applying
OpenTypeFeatures. Defaults to an empty
string when the requested features applied successfully.
An error is produced when:
- The feature string is malformed and cannot be parsed.
- A requested feature is not in the supported set.
- A bracketed range syntax is used (partial feature enabling is not supported).
PlaceholderColor3: Color3#
ReadSafe
Sets the text color that gets used when no text has been entered into the
TextBox.
PlaceholderText: string#
ReadSafe
Sets the text that gets displayed when no text has been entered into the
TextBox.
RichText: boolean#
ReadSafe
This property determines whether the TextBox renders the
Text string using
rich text formatting. Rich text uses simple
markup tags to style sections of the string in bold, italics, specific
colors, and more.
Note that when the TextBox has this property enabled and the box gains
focus, the player will be able to edit and interact with the complete XML
string, including all of the formatting tags. When focus is lost, the text
will automatically parse and render the tags as rich text.
SelectionStart: int#
ReadSafe
Determines the starting position of a text selection, or -1 if the
TextBox has no range of selected text. This property uses the same
positioning logic as CursorPosition.
SelectionStart will be greater than
CursorPosition if the cursor is at the
beginning of a selection, and less than
CursorPosition if the cursor is at the end.
ShowNativeInput: boolean#
ReadSafe
If set to true, input native to the platform is used instead of Roblox's
built-in keyboard.
Text: string#
ReadSafe
This property determines the text content rendered by the TextBox
element. The visual properties of the string rendered to the screen is
determined by TextColor3,
TextTransparency,
TextSize, FontFace, and
other properties.
It is possible to render emoji such as 👋 and other symbols. These special
symbols aren't affected by the TextColor3
property.
This property may contain newline characters, but it is not possible to type newline characters within the Properties window. Similarly, this property may contain a tab character, but it will render as a space instead.
TextBounds: Vector2#
ReadOnlyNotReplicatedReadSafe
This read-only property reflects the absolute size of rendered text in offsets. In other words, if you were to try to fit text into a rectangle, this property would reflect the minimum dimensions of the rectangle you would need in order to fit the text.
Using TextService:GetTextSize(), you can predict what TextBounds
will be on a TextLabel given a string, Font,
TextSize and frame size.
TextColor: BrickColor#
HiddenNotReplicatedDeprecatedReadSafeDeprecated
Deprecated. This item has been superseded by TextBox.TextColor3 which should
be used in all new work.
TextColor3: Color3#
ReadSafe
This property determines the color of non-placeholder text rendered by the
TextBox. Text is rendered after the text stroke.
TextDirection: TextDirection#
ReadSafe
TextDirection in which the TextBox renders its text.
Defaults to TextDirection.Auto, which picks direction from the text
content so right-to-left scripts render right-to-left.
TextDirection.LeftToRight and TextDirection.RightToLeft
force left-to-right or right-to-left rendering.
Supports styling.
TextEditable: boolean#
ReadSafe
This property determines whether the player can change the
Text through input. It is recommended to disable
ClearTextOnFocus when this property is
disabled, otherwise the text can be cleared on-focus.
TextFits: boolean#
ReadOnlyNotReplicatedReadSafe
Whether the text fits within the constraints of the TextBox.
TextScaled: boolean#
ReadSafe
This property determines whether text is scaled so that it fills the box's
entire space. When enabled, TextSize is ignored
and TextWrapped is automatically enabled. When
this property is used for on-screen UI, it may be helpful to use a
UITextSizeConstraint to restrict the range of possible text sizes.
See TextLabel.TextScaled for additional recommendations when using
this property.
TextSize: float#
ReadSafe
This property determines the height in offsets of one line of rendered text. The unit is in offsets, not points as in many document editing programs.
TextStrokeColor3: Color3#
ReadSafe
This property sets the color of the stroke (outline) of the rendered text.
This property and
TextStrokeTransparency determine
the visual appearance of the text stroke.
TextStrokeTransparency: float#
ReadSafe
This property sets the transparency of the stroke (outline) of the
rendered text. This property and
TextStrokeColor3 determine the visual
appearance of the text stroke.
Since text stroke is simply multiple renderings of the same transparency,
this property is essentially multiplicative on itself four times over; for
example a TextStrokeTransparency of 0.5 appears about the same as
TextTransparency of 0.0625, or 0.5^4.
TextTransparency: float#
ReadSafe
This property determines the transparency of all the text rendered by the
TextBox.
TextTruncate: TextTruncate#
ReadSafe
Controls the truncation of the text displayed in the TextBox.
TextWrap: boolean#
NotReplicatedDeprecatedReadSafeDeprecated
Deprecated. This item has been superseded by TextBox.TextWrapped which should
be used in all new work.
TextWrapped: boolean#
ReadSafe
When enabled, this property will render text on multiple lines within a
TextBox element's space so that TextBounds
will never exceed the GuiBase2d.AbsoluteSize of the element.
This is achieved by breaking long lines of text into multiple lines. Line breaks will prefer whitespace; should a long unbroken word exceed the width of the element, that word will be broken into multiple lines.
If further line breaks would cause the vertical height of the text (the
Y component of TextBox.TextBounds) to exceed the vertical
height of the element (the Y component of
GuiBase2d.AbsoluteSize), then that line will not be rendered at
all.
TextXAlignment: TextXAlignment#
ReadSafe
This property determines the horizontal alignment of text rendered within
the TextBox element's space. It can be used in conjunction with
TextYAlignment to fully determine text
alignment on both axes.
This property does not affect the read-only properties
TextBounds and
TextFits.
TextYAlignment: TextYAlignment#
ReadSafe
This property determines the vertical alignment of text rendered within
the TextBox element's space. It can be used in conjunction with
TextXAlignment to fully determine text
alignment on both axes.
This property does not affect the read-only properties
TextBounds and
TextFits.
Methods 3#
| CaptureFocus | Forces the client to focus on the TextBox. |
| IsFocused | Whether the TextBox currently has focus. |
| ReleaseFocus | Forces the client to unfocus the TextBox. |
CaptureFocus(): ()#
Forces the client to focus on the TextBox.
Returns
()
IsFocused(): boolean#
Returns true if the TextBox is focused or false if it is not.
Returns
boolean— Returnstrueif theTextBoxis focused orfalseif it is not.
ReleaseFocus(submitted: boolean = false): ()#
Forces the client to unfocus the TextBox. The submitted parameter lets
you override the enterPressed parameter in the TextBox.FocusLost
event.
| Name | Type | Default | Description |
|---|---|---|---|
submitted | boolean | false | Whether the TextBox.FocusLost event's enterPressed parameter
reports true, as if the player pressed Enter to submit text.
Defaults to false. |
Returns
()
Events 3#
| Focused | Fires when the TextBox gains focus. |
| FocusLost | Fires when the TextBox loses its focus. |
| ReturnPressedFromOnScreenKeyboard | Fires when the TextBox is focused and the player presses the on-screen
keyboard's return/enter button. |
Focused()#
This event fires when the TextBox gains focus, typically when a player
clicks/taps on the TextBox to begin text entry. Also fires if TextBox
focus is forced through CaptureFocus().
This event can be used alongside FocusLost to
track when a TextBox both gains and loses focus.
FocusLost(enterPressed: boolean, inputThatCausedFocusLoss: InputObject)#
This event fires when the TextBox loses its focus, typically when a
player clicks/taps outside of it or presses Enter. Also fires
if TextBox focus release is forced through
ReleaseFocus().
This event can be used alongside FocusLost to
track when a TextBox both gains and loses focus.
| Name | Type | Default | Description |
|---|---|---|---|
enterPressed | boolean | A boolean indicating whether the client pressed Enter to
lose focus (true) or not (false). | |
inputThatCausedFocusLoss | InputObject | An InputObject instance indicating the type of input that
caused the TextBox to lose focus. |
ReturnPressedFromOnScreenKeyboard()#
On mobile and console, this event fires when the TextBox is focused and
the player presses the on-screen keyboard's return/enter button.
Inherited members#
Inherited from GuiObject 51
Properties (30)
Active, AnchorPoint, AutomaticSize, BackgroundColor, BackgroundColor3, BackgroundTransparency, BorderColor, BorderColor3, BorderMode, BorderSizePixel, ClipsDescendants, Draggable, GuiState, InputSink, Interactable, LayoutOrder, NextSelectionDown, NextSelectionLeft, NextSelectionRight, NextSelectionUp, Position, Rotation, Selectable, SelectionImageObject, SelectionOrder, Size, SizeConstraint, Transparency, Visible, ZIndex
Methods (3)
Inherited from GuiBase2d 12
Properties (11)
AbsolutePosition, AbsoluteRotation, AbsoluteSize, AutoLocalize, Localize, RootLocalizationTable, SelectionBehaviorDown, SelectionBehaviorLeft, SelectionBehaviorRight, SelectionBehaviorUp, SelectionGroup
Events (1)
Inherited from Instance 58
Properties (10)
Archivable, archivable, Capabilities, IsInSandbox, Name, Parent, PredictionMode, RobloxLocked, Sandboxed, UniqueId
Methods (39)
AddTag, children, ClearAllChildren, Clone, clone, Destroy, destroy, FindFirstAncestor, FindFirstAncestorOfClass, FindFirstAncestorWhichIsA, FindFirstChild, findFirstChild, FindFirstChildOfClass, FindFirstChildWhichIsA, FindFirstDescendant, GetActor, GetAttribute, GetAttributeChangedSignal, GetAttributes, GetChildren, getChildren, GetDebugId, GetDescendants, GetFullName, GetStyled, GetStyledPropertyChangedSignal, GetTags, HasTag, IsAncestorOf, IsDescendantOf, isDescendantOf, IsPropertyModified, QueryDescendants, Remove, remove, RemoveTag, ResetPropertyToDefault, SetAttribute, WaitForChild