PanelProps
PanelProps = {
anchor?:undefined;className?:string;freeCursor?:boolean;maxDistance?:undefined;order?:number;slot:Slot;style?:CSSProperties;variant?:PanelVariant; } | {anchor:Anchor;className?:string;freeCursor?:boolean;maxDistance?:number;order?:undefined;slot?:undefined;style?:CSSProperties;variant?:PanelVariant; }
Union Members
Section titled “Union Members”Type Literal
Section titled “Type Literal”{ anchor?: undefined; className?: string; freeCursor?: boolean; maxDistance?: undefined; order?: number; slot: Slot; style?: CSSProperties; variant?: PanelVariant; }
| Name | Type | Description |
|---|---|---|
anchor? |
undefined |
- |
className? |
string |
An override that shows in the diff. |
freeCursor? |
boolean |
Frees the cursor while it shows, so a player can click its controls under a camera that captures the cursor, as an inventory or a shop does: the camera takes the cursor back once it closes. Off unless set, so a readout never takes the mouse from the camera. |
maxDistance? |
undefined |
- |
order? |
number |
Its place in the slot’s stack, lowest first. Panels with none keep the order they mounted in. |
slot |
Slot |
Where it stands on the screen, such as Slot.TopRight or Slot.Bottom. |
style? |
CSSProperties |
A style that comes from data, such as a width a setting gives. A look that is the same every time is a class, and a Panel’s place is its slot or its anchor, never a position written here. |
variant? |
PanelVariant |
Glass unless it says otherwise. |
Type Literal
Section titled “Type Literal”{ anchor: Anchor; className?: string; freeCursor?: boolean; maxDistance?: number; order?: undefined; slot?: undefined; style?: CSSProperties; variant?: PanelVariant; }
| Name | Type | Description |
|---|---|---|
anchor |
Anchor |
Where it stands against the entity it sits in. |
className? |
string |
An override that shows in the diff. |
freeCursor? |
boolean |
Frees the cursor while it shows, so a player can click its controls under a camera that captures the cursor, as an inventory or a shop does: the camera takes the cursor back once it closes. Off unless set, so a readout never takes the mouse from the camera. |
maxDistance? |
number |
Metres from the camera beyond which it hides. No limit unless set, as Roblox’s BillboardGui.MaxDistance has none. |
order? |
undefined |
- |
slot? |
undefined |
- |
style? |
CSSProperties |
A style that comes from data, such as a width a setting gives. A look that is the same every time is a class, and a Panel’s place is its slot or its anchor, never a position written here. |
variant? |
PanelVariant |
Glass unless it says otherwise. |