If you've spent any time designing interfaces for your game, you know the roblox studio uicorner radius is basically the secret sauce that makes everything look modern and polished. There was a time, not even that long ago, where getting rounded corners in Roblox was a total nightmare. You had to use custom 9-slice images, mess around in Photoshop, or use hacky transparent decals just to avoid those harsh, 90-degree jagged edges. Thankfully, those days are over. Now, we have a dedicated object that handles all the heavy lifting for us.
In this article, we're going to dive into how to actually use this tool effectively. It's not just about slapping a corner on a frame and calling it a day. There's a bit of a technique to getting it to look right on different screen sizes, and knowing the difference between scale and offset is going to save you a lot of headaches down the road.
Why Rounded Corners Even Matter
It might seem like a small detail, but the "vibe" of your UI changes drastically based on your corner radius. Think about it—most modern apps like Discord, Spotify, or even the Roblox website itself use rounded corners. Sharp corners feel aggressive, industrial, or dated. Rounded corners, on the other hand, feel friendly, approachable, and "Web 2.0."
When you use the roblox studio uicorner radius property, you're instantly telling the player that your game has a certain level of production value. It shows you care about the aesthetic. But the trick is finding the "Goldilocks" zone. Too much rounding and your UI looks like a bubble-gum themed mobile game for toddlers. Too little, and it looks like a spreadsheet from 1995.
Understanding Scale vs. Offset
This is where most people get tripped up. When you insert a UICorner into a frame or button, you'll see the CornerRadius property. It isn't just one number; it's a UDim, which consists of two values: Scale and Offset.
The Pixel-Perfect Approach (Offset)
Offset is measured in pixels. If you set your CornerRadius to (0, 8), every corner of that UI element will have a curve with an 8-pixel radius. This is usually my go-to for buttons and small menu frames. The reason is consistency. If you have a small button and a giant background frame, and both use an 8-pixel offset, the "curviness" looks identical. It keeps the UI feeling cohesive.
The Dynamic Approach (Scale)
Scale is a percentage of the element's size. If you set it to (0.5, 0), you're telling Roblox that the radius should be 50% of the shortest side. This is how you make perfect circles or "pill" shaped buttons. If you have a square frame and set the scale to 0.5, it becomes a circle. If it's a wide rectangle, it becomes a capsule.
The downside of Scale is that it looks weird if you aren't careful. If you apply a 0.2 scale to a massive window and the same 0.2 scale to a tiny "Close" button, the button will look almost square while the window looks like a giant blob. Generally, stick to Offset for most things and save Scale for circles or specific responsive designs.
Setting Up Your First UICorner
If you're new to this, here's the quick workflow. You've got your ScreenGui, and inside that, you've got a Frame. To round those corners, you just right-click the Frame, go to "Insert Object," and search for UICorner.
As soon as it's parented to the frame, you'll see the edges soften. By default, it usually sets itself to (0, 8). From there, you can play with the numbers in the Properties window. I honestly spend way too much time tweaking these values. Sometimes 4 pixels feels too sharp, but 6 pixels feels just right. It's all about the context of your game's art style.
Common Pitfalls and How to Avoid Them
One of the most annoying things about the roblox studio uicorner radius is how it interacts with other UI elements. For a long time, UICorner didn't play nice with the ClipsDescendants property. If you had a rounded frame and you put a square image inside it, the image would often "bleed" over the rounded corners, ruining the effect.
Roblox has improved this over time, but it's still something to watch out for. If you find your children elements are poking out of the corners, you might need to add a UICorner to those children as well, using the exact same radius. It's a bit of extra work, but it keeps the visual hierarchy clean.
Another thing to keep in mind is performance. While a few rounded corners won't hurt anything, if you have a massive scrolling list with hundreds of items, and every single one has a UICorner, UIStroke, and a UIGradient, you might start to see a tiny bit of lag on lower-end mobile devices. It's rare, but it's something to keep in the back of your mind if you're building a super complex HUD.
Pairing UICorner with Other Objects
The roblox studio uicorner radius looks okay on its own, but it really shines when you combine it with other UI objects.
The UIStroke Combo
If you add a UIStroke to a frame that already has a UICorner, the stroke will actually follow the curve of the corners automatically. This is huge. It allows you to create beautiful borders without needing any external image editing software. I usually set the stroke to be slightly darker or lighter than the frame color to give it some depth.
The UIGradient Touch
Applying a subtle vertical gradient to a rounded frame gives it a "glass" or "plastic" look that's very popular right now. When the light-to-dark transition hits those rounded edges, it catches the eye much better than a flat, square box would.
Scripting the Radius for "Juice"
If you want to take your UI to the next level, don't just leave the radius static. You can actually script the CornerRadius property to change based on player interaction. This is what designers call "juice"—those little animations that make a game feel alive.
Imagine a button that starts with a small radius (like 4 pixels) but when you hover over it, the roblox studio uicorner radius tweens to 12 pixels or even becomes a full circle. It's a subtle feedback cue that tells the player, "Hey, you're hovering over me!"
You can use TweenService for this. Just target the CornerRadius property. Since it's a UDim, you'll need to create a new UDim in your script, like this: corner.CornerRadius = UDim.new(0, 12)
It's a small touch, but players definitely notice when the UI feels reactive and bouncy.
Finding Your Signature Style
Every developer eventually finds a "standard" they like. For me, I've found that a radius of 8 pixels is the sweet spot for main menu buttons, while 12 to 15 pixels works great for large informational panels. If I'm going for a "tactical" or "sci-fi" look, I might drop it down to 2 or 3 pixels—just enough to take the "edge" off without making it look soft.
Don't be afraid to experiment. Sometimes, using asymmetrical rounding (where only some corners are rounded) can look really cool, though Roblox's default UICorner rounds all four at once. If you need specific corners rounded, you might have to go back to the old 9-slice method, but for 99% of projects, the standard UICorner is more than enough.
Wrapping Things Up
The introduction of the roblox studio uicorner radius was honestly a game-changer for UI designers on the platform. It moved us away from the blocky, primitive-looking menus of the early 2010s and brought Roblox UI design into the modern era.
Just remember the golden rule: Offset for consistency, Scale for shapes. If you keep that in mind and don't go overboard with the "bubbliness," your game's interface is going to look professional and clean. It's one of those features that takes five seconds to learn but can be refined over years as you develop your eye for design. So, go ahead and mess around with those values—your UI will thank you for it!