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Move and Position your GUI
After creating your GUI, the next most important thing to do is to position it the way you want
These are accomplished by G3 Points (g3.point), which are 3 to 4 core properties of the g3Any that determine how its rotated in space
Offset determines the Z component of the g3Any. Think of this as a distance from the screen
Position is the X and Y components of the g3Any. Think of this as a 2D position, as where it is on the screen
Due to this being somewhat analogous to 2D position, the Y component goes downwards
Parts are automatically positioned at the center of the screen as the starting point
This describes absolute position from the center of the screen. This means a position at (2, 0) remains at (2, 0) at offset 1 or offset 10
This works similarly to UDim2 scaling on 2D UI elements. Relative scaling takes place first (position relative to screen space), given the current screen offset, and then it adds the offsets from the position UDim2 after
Rotation is analogous to workspace rotation on g3Parts, but differs for g3Gui
Rotation acting on g3Gui acts as a PivotTo, rotating all of its parts about its RotationCenter (Default 0, 0, 0, or at the center of the gui)
RotationCenter is only on g3Gui, and works like a model's pivot. It works as a relative shift from the GUIs center, and is only used to determine where the rotation is rotating about
Getting Started / Making new 3D GUI
General properties of G3 objects
Prevent GUI being hidden behind the Player
Prevent GUI being obscured by the surroundings
Boost performance by merging parts
If you are interested in G3 expanding beyond a passion project, or if you want to boost G3 along with its development and see more advanced features, please donate!
Donations mean a lot of me, as they are direct proof that I'm going in the right direction. Donating even a dollar would mean so much to not only me but the rest of my family.
