Interfaces on Parts
Part 2 - Completing the GUI
Interfaces on Parts
Part 2 - Completing the GUI

Adding Content

Use knowledge from previous interface tutorials to display information inside of BackgroundFrame.

Object Description
1 A TextLabel to display the item name with an ImageLabel underneath displaying wooden planks.
2 An ImageLabel to display the item image with a gray BackgroundColor3 value. A UICorner constraint is used to apply a rounded edge to each corner.
3 A Frame containing three TextLabels positioned with a UIListLayout constraint to arrange them in a horizontal sequence, similar to Creating a Score Bar.

SurfaceGui Properties

Now you have a completed SurfaceGui, try changing the following properties to see their effects.


Because surface GUIs exist in the 3D world, they can be affected by light like any other object. The LightInfluence property controls how much the SurfaceGui is influenced by light. The normal value is 1, meaning the GUI space will be lit the same as surrounding objects. If you set it to 0, images inside will remain lit as you designed them. This can be useful if you want to create something like a neon sign which glows bright even if it’s in a dark environment.


The part on which a SurfaceGui is displayed is determined by the Adornee property. If blank, it automatically displays on the parent part. The ability to set Adornee allows for the creation of interactive buttons when the GUI is not parented to the part. To do so:

  1. Drag the SurfaceGui into StarterGui.
  2. Adorn it to the part by clicking on the Adornee input box and then on the board part.

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