I have a problem, that if I input too large of a text into my textlabel the scrollingFrame can sometimes not scroll all the way up.
I have sat the AutomaticCanvasSize of the ScrollingFrame and the AutomaticSize of the TextLabel inside. Here's the snippet that inserts the text:
local function getTextBounds()
local text = history
local maxWidth = output.AbsoluteSize.X
local bounds = TXTS:GetTextSize(text, 14, Enum.Font.RobotoMono, Vector2.new(maxWidth, math.huge))
return bounds
end
-- Print the formattedResponse and increase output size if neccesarry
for _, element in ipairs(formattedResponse) do
history ..= element
output.Text = history
if not output.TextFits then
local bounds = getTextBounds()
local boundsY = bounds.Y
local sizeY = boundsY * 1.3
output.Size = UDim2.new(1, 0, 0, sizeY)
output.Parent.CanvasSize = UDim2.new(0, 0, 0, sizeY)
end
task.wait()
end
Here's a video about what's happening. (The TextBox you're typing in is invisible.) ||(And yes i am making linux in roblox 💀)||
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