Getting roblox uicorner radius pixels just right

If you have spent any time at all messing around in Studio, you've probably realized that getting your roblox uicorner radius pixels dialed in is basically the difference between a game that looks like a polished masterpiece and one that feels a bit like a throwback to 2012. We've all been there—you place a basic TextButton, it's a harsh, jagged square, and it just feels wrong. Adding a UICorner object is usually the first thing any developer does to soften things up, but knowing exactly how to handle those pixel values can be a bit of a learning curve if you're new to the UI side of things.

It's honestly one of those small details that most players won't consciously notice, but they'll definitely feel it if it's missing. A smooth, rounded interface just feels more modern and approachable. Whether you're going for that super-sleek glassmorphism look or a bubbly, cartoony aesthetic, everything comes down to how you manipulate that specific CornerRadius property.

Understanding how the radius actually works

When you drop a UICorner into a frame or a button, you're met with the CornerRadius property. This isn't just a single number; it's a UDim. If you've worked with sizes or positions in Roblox, you know the drill: Scale and Offset. The "pixels" part of the equation lives in the Offset side of that value.

Here is the deal: if you set the Scale to 0 and the Offset to, say, 8, you're telling the engine to give you exactly 8 roblox uicorner radius pixels on every corner, regardless of how big the button is. This is usually what people want. Why? Because if you have a tiny "Close" button and a giant "Inventory" frame, you probably want the corners to look consistent. If one has a massive curve and the other is barely rounded, your UI is going to look like a bit of a mess.

However, if you use Scale instead of pixels, things get weird fast. Scale is a percentage of the total size. If you set it to 0.2, the corners will be 20% of the element's size. That might look okay on a square, but if you have a long, skinny rectangle, your corners are going to look stretched and awkward. Stick to the pixel offset for 90% of your work; your eyes will thank you later.

Why 8 to 12 pixels is usually the sweet spot

You might be wondering what the "best" number is. Obviously, there's no objective right answer, but if you look at modern apps like Discord, Spotify, or even the Roblox website itself, there's a recurring theme. Most "clean" designs land somewhere between 4 and 12 pixels.

Personally, I'm a big fan of 8 pixels for standard buttons. It's enough to take the edge off and make the UI feel friendly, but it's not so round that it starts looking like a pill. If you're going for a more rugged, tactical look—maybe for a military shooter or a high-tech sci-fi game—you might drop it down to 2 or 4 pixels. It keeps that sharp, precision feel without being literally "pointy."

On the flip side, if you're making a simulator or something aimed at a younger audience, you can crank those roblox uicorner radius pixels way up. Sometimes I'll go as high as 20 or even 30 pixels on large frames to give them that "soft" feel. It's all about the vibe of the game.

The "Pill" button trick

Sometimes you don't want a slightly rounded square; you want a full-blown pill shape. You know the ones—those long oval-ish buttons that are super popular in mobile-centric UIs. To get this look using roblox uicorner radius pixels, you can actually just put a really high number in the Offset. If your button is 50 pixels tall, setting the CornerRadius to 25 (half the height) will give you a perfect semi-circle on each end.

Actually, a little trick I use is just setting the Offset to 999. Since the radius can't exceed half of the shortest side, putting a massive number ensures that it will always be as round as physically possible, even if you resize the button later. It's a handy shortcut that saves you from having to do math every time you change a UI element's height.

Scale vs Offset: The great debate

I touched on this earlier, but it's worth diving deeper into because it's the number one mistake I see new scripters and designers make. Using Scale for your roblox uicorner radius pixels is almost always a bad move for general UI.

Think about it this way: if you use a Scale of 0.5, you're making a circle. That's great if your object is a perfect square. But as soon as that square becomes a rectangle (like a long health bar), a Scale-based corner will try to calculate 50% of the width and 50% of the height, and it often results in a weirdly distorted curve that looks "mushy."

By sticking to Offset (actual pixels), you ensure that the curve remains a perfect arc of a circle. It's much more mathematically pleasing to the eye. The only real downside to using pixels is that on extremely high-resolution displays (like a 4K monitor), an 8-pixel corner might look a little smaller than it does on a standard 1080p screen. But honestly, in the context of Roblox, the consistency you get from Offset is well worth that minor trade-off.

Common headaches and how to fix them

So, you've added your UICorner, you've set your roblox uicorner radius pixels to 12, and nothing happened. Or worse, the corners are rounded but you can still see the sharp edges of the background image or a child frame. This is usually down to the ClipsDescendants property.

If you have a frame with rounded corners and you put another frame inside it that's supposed to stay "inside" those corners, you need to be careful. UICorner doesn't actually crop the visual contents of child elements perfectly in every single scenario, especially if those children have their own backgrounds.

Another annoying thing is the "Border" property. If you're using the old-school BorderSizePixel property on a frame, UICorner just completely ignores it. If you want a border on a rounded frame, you have to use a UIStroke object. UIStroke is actually amazing because it follows the path of the UICorner perfectly. Just make sure to set the ApplyStrokeMode to "Border" or "Contextual" depending on what you're trying to achieve.

Performance considerations

Is it possible to have too many UICorners? Well, technically yes, but you'd have to try pretty hard. Back in the day, rounding corners was a bit of a performance hog because the engine had to calculate those curves on the fly. Nowadays, Roblox is pretty efficient at rendering them.

That said, if you have a scrolling list with five hundred items and every single item has three different rounded frames inside it, you might start to see a tiny bit of lag on lower-end mobile devices. If you're really worried about performance, you can always bake the rounded corners into an image (a 9-slice SpriteSheet), but honestly, for most games, just using the roblox uicorner radius pixels directly is totally fine and much more flexible.

Making your UI feel cohesive

One tip I always give people is to pick a "standard" radius for your game and stick to it religiously. It's tempting to make the "Play" button extra round because it's important, and the settings menu less round because it's "serious," but that usually just makes the interface feel disjointed.

If you decide that your game's "language" is 10 roblox uicorner radius pixels, then every button, every inventory slot, and every notification popup should probably use 10 pixels. This creates a visual rhythm. When a player opens a new menu, they shouldn't feel like they've walked into a completely different game.

I usually keep a "Template" folder in my UI with pre-configured frames and buttons. That way, whenever I need a new element, I just duplicate the template. It guarantees that all my roblox uicorner radius pixels are consistent across the board without me having to remember if I used 8 or 10 on the last menu I built three weeks ago.

Wrapping it up

At the end of the day, roblox uicorner radius pixels are a tiny part of the overall development process, but they have a massive impact on the "feel" of your game. It's the difference between a UI that feels "default" and one that feels "custom."

Don't be afraid to experiment! Try out 4px for a sharp, modern look, or go full-pill with 999px for your action buttons. Just remember to stick to Offset instead of Scale, keep an eye on your UIStrokes, and try to keep things consistent. Your players might not send you a message saying, "Wow, those corner radii are perfectly calculated," but they'll definitely appreciate the professional vibe it gives your world. Happy building!