Templates

Settings

Roblox Settings Menu GUI Template

A settings menu template with readable rows, toggle-style buttons, a slider-style control, and a close action.

Open in Editor

How it works

This template stores every UI object as structured JSON, renders it in the browser, and converts the same schema into Roblox Studio-friendly Luau.

  1. Open the template in the editor.
  2. Change labels, colors, positions, and sizes.
  3. Copy the generated Luau into a LocalScript in Roblox Studio.

Customization tips

  • Keep labels plain and predictable.
  • Give every toggle a visible on or off state.
  • Save only settings your game actually uses.

roblox settings menu gui template is the single topic for this template detail page. The goal is to help creators understand what the Settings Menu GUI is for, how the visible layout works, what they should edit before export, and what Roblox Studio logic still belongs in their own project. The template gives a practical UI starting point without implying that interface code can replace secure gameplay systems.

Use case

When to use this roblox settings menu gui template

Use the Settings Menu GUI when your Roblox experience needs to give players a quiet place to adjust experience preferences without leaving the game. It is best for social hangouts, story games, simulators, and round-based games, because those games usually need a player-facing screen that is understandable in a few seconds and easy to connect to existing data. The template is deliberately shaped around one visible job, so creators are not forced to delete a pile of unrelated widgets before the UI becomes useful.

The detail page should keep that same focus. A visitor searching for roblox settings menu gui template wants to inspect the layout, understand whether it matches their game, and move into the editor if the fit is strong. This page therefore explains the screen purpose, the editable parts, the safe export boundary, and the related guide rather than trying to rank for every Roblox UI phrase at the same time.

Layout anatomy

What the template includes

The visible layout includes settings title, toggle rows, slider-like controls, section labels, save hint, and close button. These pieces are ordinary Roblox UI concepts that a creator can recognize in the preview and then adjust in the editor. The important detail is that each part has a job. Decorative panels create contrast, labels explain state, buttons communicate action, and helper text prevents the player from guessing what will happen next.

Before exporting, inspect the layer names and the text that players will see. Script-friendly names make the generated Luau easier to connect later. Short labels make the page more resilient on mobile screens. A single strong action color keeps the main button from competing with every other label and panel on the screen.

Editing workflow

How to customize it before export

Start by editing copy and names before changing decoration. For this template, the most useful edits are to group settings by player expectation, keep toggle labels literal, avoid tiny switches, and use consistent on and off states. Those changes make the UI feel specific to the game while preserving the structure that already works. If the creator changes spacing first and copy later, they often discover too late that real item names, reward names, or player stats do not fit.

After the text is realistic, adjust color and spacing in the editor. Keep one visual system across the template: one panel background family, one accent for the primary action, and one muted color for helper text. The exported code will be easier to review when the template is still organized around clear roles instead of many unrelated colors and one-off sizes.

Roblox Studio

What to connect after pasting the Luau

The exported Luau creates the interface structure, but the Roblox Studio project still owns behavior. The most likely connections for this template are local audio settings, graphics preferences, input hints, and client-side preference persistence. Treat the generated ScreenGui as a view layer. It can show data and receive button clicks, but it should not be the authority for purchases, rewards, score changes, or ownership.

The settings template should only represent settings the creator actually supports. Do not show toggles that cannot change behavior in the Roblox experience.

Mobile review

Checks before players see it

Roblox players may see this UI on desktop, tablet, or phone. Before using the export in a real experience, review toggle size, row spacing, modal height, and safe area around the close button. Mobile checks should happen before a creator duplicates the template many times, because small spacing errors multiply quickly once every item, row, or reward card uses the same pattern.

The safest mobile review is to test the template with longer real text than the preview uses. Put in the longest item name, longest reward label, or most awkward player stat you expect. If the layout survives that stress test, the exported ScreenGui is more likely to remain readable during normal play.

Export review

What to inspect in the generated Luau

Before copying this template into a larger place, review the generated Luau as if another creator will inherit it. Confirm that the ScreenGui name is clear, each important button has a script-friendly name, labels contain real game copy, and styling helpers such as UICorner, UIStroke, and padding are attached to the expected parent objects. This review makes the roblox settings menu gui template page more than a preview; it becomes a handoff checklist.

The code should stay easy to delete and easy to connect. If a visible element does not support the template's purpose, remove it before export. If a button will later start a purchase, reward, selection, or settings action, name it for that action now. A clean visual export gives the Studio scripts a stable surface without pretending the UI itself is trusted game logic.

Accessibility

Naming and readability details

Readable UI starts with text that explains the current state. Replace placeholder labels with the words players will actually see, then check whether the most important label still fits. If the label needs to be shortened, shorten the copy before shrinking the font. Tiny text makes a template look complete in a preview but weak during real play. This check should happen before every export.

Object names matter too. A button named BuySpeedBoost is easier to connect than a generic Button1. A frame named QuestTrackerPanel is easier to find than Frame7. Clear names help the exported roblox settings menu gui template remain understandable after it leaves the browser editor and becomes part of a Roblox Studio project.

Next steps

Related pages for the same task

The most relevant internal path for this page is /editor, /roblox-ui-design, and /templates/hud. Those links keep the user inside the same task family: edit this template, read the guide that explains the implementation details, or compare one closely related template. This is better for users and better for SEO than sending every template page to every article on the site.

When this template is complete, the next action should be simple: open it in the editor, make the text and names match the game, copy the Luau, and then connect the interface to trusted Studio logic. That workflow is the reason this page stays centered on roblox settings menu gui template.

FAQ

Common questions

What is this roblox settings menu gui template for?

It is for creators who need to give players a quiet place to adjust experience preferences without leaving the game. It gives them a visible starting layout that can be edited online and exported as Roblox UI instance code.

Does the template include gameplay logic?

No. The template exports UI structure only. Purchases, rewards, inventory state, scores, quest progress, and validation should be implemented in the creator Roblox project.

Can I edit the template before copying the Luau?

Yes. Open the template in the editor, change names, text, spacing, colors, and sizing, then copy the generated Luau after the preview matches your game.

Next steps

Related next steps

Luau export

Copy the generated ScreenGui code.

local Players = game:GetService("Players")
local player = Players.LocalPlayer
local playerGui = player:WaitForChild("PlayerGui")

local screenGui = Instance.new("ScreenGui")
screenGui.Name = "SettingsMenuGUIScreenGui"
screenGui.ResetOnSpawn = false
screenGui.Parent = playerGui

local settingsFrame = Instance.new("Frame")
settingsFrame.Name = "SettingsFrame"
settingsFrame.Position = UDim2.new(0.5, -270, 0.5, -235)
settingsFrame.Size = UDim2.new(0, 540, 0, 470)
settingsFrame.AnchorPoint = Vector2.new(0, 0)
settingsFrame.ZIndex = 1
settingsFrame.Visible = true
settingsFrame.BackgroundColor3 = Color3.fromRGB(249, 250, 251)
settingsFrame.BorderSizePixel = 0
settingsFrame.Parent = screenGui

local settingsFrameCorner = Instance.new("UICorner")
settingsFrameCorner.CornerRadius = UDim.new(0, 24)
settingsFrameCorner.Parent = settingsFrame

local settingsFrameStroke = Instance.new("UIStroke")
settingsFrameStroke.Color = Color3.fromRGB(17, 24, 39)
settingsFrameStroke.Thickness = 2
settingsFrameStroke.Parent = settingsFrame

local settingsFramePadding = Instance.new("UIPadding")
settingsFramePadding.PaddingTop = UDim.new(0, 22)
settingsFramePadding.PaddingRight = UDim.new(0, 22)
settingsFramePadding.PaddingBottom = UDim.new(0, 22)
settingsFramePadding.PaddingLeft = UDim.new(0, 22)
settingsFramePadding.Parent = settingsFrame

local graphicsRow = Instance.new("Frame")
graphicsRow.Name = "GraphicsRow"
graphicsRow.Position = UDim2.new(0, 30, 0, 252)
graphicsRow.Size = UDim2.new(1, -60, 0, 62)
graphicsRow.AnchorPoint = Vector2.new(0, 0)
graphicsRow.ZIndex = 2
graphicsRow.Visible = true
graphicsRow.BackgroundColor3 = Color3.fromRGB(254, 243, 199)
graphicsRow.BorderSizePixel = 0
graphicsRow.Parent = settingsFrame

local graphicsRowCorner = Instance.new("UICorner")
graphicsRowCorner.CornerRadius = UDim.new(0, 16)
graphicsRowCorner.Parent = graphicsRow

local graphicsLabel = Instance.new("TextLabel")
graphicsLabel.Name = "GraphicsLabel"
graphicsLabel.Position = UDim2.new(0, 20, 0, 17)
graphicsLabel.Size = UDim2.new(1, -160, 0, 28)
graphicsLabel.AnchorPoint = Vector2.new(0, 0)
graphicsLabel.ZIndex = 3
graphicsLabel.Visible = true
graphicsLabel.BackgroundTransparency = 1
graphicsLabel.Text = "Graphics"
graphicsLabel.TextColor3 = Color3.fromRGB(120, 53, 15)
graphicsLabel.TextSize = 22
graphicsLabel.Font = Enum.Font.GothamBold
graphicsLabel.Parent = graphicsRow

local graphicsToggle = Instance.new("TextButton")
graphicsToggle.Name = "GraphicsToggle"
graphicsToggle.Position = UDim2.new(1, -136, 0, 11)
graphicsToggle.Size = UDim2.new(0, 114, 0, 40)
graphicsToggle.AnchorPoint = Vector2.new(0, 0)
graphicsToggle.ZIndex = 4
graphicsToggle.Visible = true
graphicsToggle.BackgroundColor3 = Color3.fromRGB(245, 158, 11)
graphicsToggle.BorderSizePixel = 0
graphicsToggle.Text = "HIGH"
graphicsToggle.TextColor3 = Color3.fromRGB(255, 255, 255)
graphicsToggle.TextSize = 18
graphicsToggle.Font = Enum.Font.GothamBold
graphicsToggle.Parent = graphicsRow

local graphicsToggleCorner = Instance.new("UICorner")
graphicsToggleCorner.CornerRadius = UDim.new(0, 14)
graphicsToggleCorner.Parent = graphicsToggle

local musicRow = Instance.new("Frame")
musicRow.Name = "MusicRow"
musicRow.Position = UDim2.new(0, 30, 0, 96)
musicRow.Size = UDim2.new(1, -60, 0, 62)
musicRow.AnchorPoint = Vector2.new(0, 0)
musicRow.ZIndex = 2
musicRow.Visible = true
musicRow.BackgroundColor3 = Color3.fromRGB(238, 242, 255)
musicRow.BorderSizePixel = 0
musicRow.Parent = settingsFrame

local musicRowCorner = Instance.new("UICorner")
musicRowCorner.CornerRadius = UDim.new(0, 16)
musicRowCorner.Parent = musicRow

local musicLabel = Instance.new("TextLabel")
musicLabel.Name = "MusicLabel"
musicLabel.Position = UDim2.new(0, 20, 0, 17)
musicLabel.Size = UDim2.new(1, -140, 0, 28)
musicLabel.AnchorPoint = Vector2.new(0, 0)
musicLabel.ZIndex = 3
musicLabel.Visible = true
musicLabel.BackgroundTransparency = 1
musicLabel.Text = "Music"
musicLabel.TextColor3 = Color3.fromRGB(49, 46, 129)
musicLabel.TextSize = 22
musicLabel.Font = Enum.Font.GothamBold
musicLabel.Parent = musicRow

local musicToggle = Instance.new("TextButton")
musicToggle.Name = "MusicToggle"
musicToggle.Position = UDim2.new(1, -116, 0, 11)
musicToggle.Size = UDim2.new(0, 94, 0, 40)
musicToggle.AnchorPoint = Vector2.new(0, 0)
musicToggle.ZIndex = 4
musicToggle.Visible = true
musicToggle.BackgroundColor3 = Color3.fromRGB(79, 70, 229)
musicToggle.BorderSizePixel = 0
musicToggle.Text = "ON"
musicToggle.TextColor3 = Color3.fromRGB(255, 255, 255)
musicToggle.TextSize = 18
musicToggle.Font = Enum.Font.GothamBold
musicToggle.Parent = musicRow

local musicToggleCorner = Instance.new("UICorner")
musicToggleCorner.CornerRadius = UDim.new(0, 14)
musicToggleCorner.Parent = musicToggle

local settingsTitle = Instance.new("TextLabel")
settingsTitle.Name = "SettingsTitle"
settingsTitle.Position = UDim2.new(0, 30, 0, 24)
settingsTitle.Size = UDim2.new(1, -110, 0, 44)
settingsTitle.AnchorPoint = Vector2.new(0, 0)
settingsTitle.ZIndex = 2
settingsTitle.Visible = true
settingsTitle.BackgroundTransparency = 1
settingsTitle.Text = "Settings"
settingsTitle.TextColor3 = Color3.fromRGB(17, 24, 39)
settingsTitle.TextSize = 34
settingsTitle.Font = Enum.Font.GothamBold
settingsTitle.Parent = settingsFrame

local sfxRow = Instance.new("Frame")
sfxRow.Name = "SfxRow"
sfxRow.Position = UDim2.new(0, 30, 0, 174)
sfxRow.Size = UDim2.new(1, -60, 0, 62)
sfxRow.AnchorPoint = Vector2.new(0, 0)
sfxRow.ZIndex = 2
sfxRow.Visible = true
sfxRow.BackgroundColor3 = Color3.fromRGB(236, 254, 255)
sfxRow.BorderSizePixel = 0
sfxRow.Parent = settingsFrame

local sfxRowCorner = Instance.new("UICorner")
sfxRowCorner.CornerRadius = UDim.new(0, 16)
sfxRowCorner.Parent = sfxRow

local sfxLabel = Instance.new("TextLabel")
sfxLabel.Name = "SfxLabel"
sfxLabel.Position = UDim2.new(0, 20, 0, 17)
sfxLabel.Size = UDim2.new(1, -140, 0, 28)
sfxLabel.AnchorPoint = Vector2.new(0, 0)
sfxLabel.ZIndex = 3
sfxLabel.Visible = true
sfxLabel.BackgroundTransparency = 1
sfxLabel.Text = "Sound Effects"
sfxLabel.TextColor3 = Color3.fromRGB(21, 94, 117)
sfxLabel.TextSize = 22
sfxLabel.Font = Enum.Font.GothamBold
sfxLabel.Parent = sfxRow

local sfxToggle = Instance.new("TextButton")
sfxToggle.Name = "SfxToggle"
sfxToggle.Position = UDim2.new(1, -116, 0, 11)
sfxToggle.Size = UDim2.new(0, 94, 0, 40)
sfxToggle.AnchorPoint = Vector2.new(0, 0)
sfxToggle.ZIndex = 4
sfxToggle.Visible = true
sfxToggle.BackgroundColor3 = Color3.fromRGB(8, 145, 178)
sfxToggle.BorderSizePixel = 0
sfxToggle.Text = "ON"
sfxToggle.TextColor3 = Color3.fromRGB(255, 255, 255)
sfxToggle.TextSize = 18
sfxToggle.Font = Enum.Font.GothamBold
sfxToggle.Parent = sfxRow

local sfxToggleCorner = Instance.new("UICorner")
sfxToggleCorner.CornerRadius = UDim.new(0, 14)
sfxToggleCorner.Parent = sfxToggle

local closeButton = Instance.new("TextButton")
closeButton.Name = "CloseButton"
closeButton.Position = UDim2.new(1, -76, 0, 24)
closeButton.Size = UDim2.new(0, 46, 0, 46)
closeButton.AnchorPoint = Vector2.new(0, 0)
closeButton.ZIndex = 3
closeButton.Visible = true
closeButton.BackgroundColor3 = Color3.fromRGB(229, 231, 235)
closeButton.BorderSizePixel = 0
closeButton.Text = "X"
closeButton.TextColor3 = Color3.fromRGB(17, 24, 39)
closeButton.TextSize = 22
closeButton.Font = Enum.Font.GothamBold
closeButton.Parent = settingsFrame

local closeButtonCorner = Instance.new("UICorner")
closeButtonCorner.CornerRadius = UDim.new(0, 14)
closeButtonCorner.Parent = closeButton

local saveSettingsButton = Instance.new("TextButton")
saveSettingsButton.Name = "SaveSettingsButton"
saveSettingsButton.Position = UDim2.new(0, 30, 1, -78)
saveSettingsButton.Size = UDim2.new(1, -60, 0, 52)
saveSettingsButton.AnchorPoint = Vector2.new(0, 0)
saveSettingsButton.ZIndex = 3
saveSettingsButton.Visible = true
saveSettingsButton.BackgroundColor3 = Color3.fromRGB(17, 24, 39)
saveSettingsButton.BorderSizePixel = 0
saveSettingsButton.Text = "Save Settings"
saveSettingsButton.TextColor3 = Color3.fromRGB(255, 255, 255)
saveSettingsButton.TextSize = 20
saveSettingsButton.Font = Enum.Font.GothamBold
saveSettingsButton.Parent = settingsFrame

local saveSettingsButtonCorner = Instance.new("UICorner")
saveSettingsButtonCorner.CornerRadius = UDim.new(0, 16)
saveSettingsButtonCorner.Parent = saveSettingsButton

Roblox Studio import steps

  1. Create a LocalScript where your player UI setup belongs.
  2. Paste the exported Luau code.
  3. Run Play mode and confirm the ScreenGui appears in PlayerGui.
  4. Connect button events and game data in your own scripts.

FAQ

Does this template save player preferences?

No. It exports the settings panel UI. Store preferences with your own client and server logic.

Can the toggles become real switches?

Yes. Use the exported buttons as references and update their text, color, or knob graphics when clicked.

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