Building a custom roblox emote system gui script

If you're looking to add some personality to your game, setting up a roblox emote system gui script is one of the best ways to keep your players engaged and interacting with each other. Let's be real, a social game without emotes feels a bit stiff. Whether it's a simple wave or a full-on breakdance, giving players a dedicated menu to trigger these actions makes the whole experience feel way more polished and "pro."

The cool thing about making your own system is that you aren't stuck with the default Roblox emote wheel. You can customize the look, add as many animations as you want, and even lock certain ones behind gamepasses or level requirements. It sounds a bit daunting if you're new to Luau, but once you break it down into the UI, the client script, and the server logic, it's actually pretty straightforward.

Getting the GUI ready

Before we even touch a line of code, we need something for the player to click on. You'll want to head over to the StarterGui folder and create a new ScreenGui. Give it a name that makes sense, like "EmoteMenu." Inside that, you'll probably want a Frame to act as the main window.

I usually like to use a ScrollingFrame inside the main frame. Why? Because eventually, you're going to have more than five emotes, and you don't want them cluttering up the screen or clipping off the edges. Setting up a UIGridLayout inside that scrolling frame is a lifesaver—it automatically aligns your buttons so you don't have to spend hours pixel-pushing every single element.

When designing your buttons, don't just leave them as gray squares. Add some UICorner objects to round the edges and maybe a UIGradient to make them pop. A little bit of visual effort goes a long way in making your roblox emote system gui script feel like a high-quality feature rather than a last-minute addition.

The Bridge: RemoteEvents

This is the part that trips up a lot of beginners. If you just play an animation on the player's screen using a LocalScript, nobody else in the game will see it. You'll be dancing your heart out on your screen, but to everyone else, you'll just be standing there looking awkward.

To fix this, we use a RemoteEvent. Go to ReplicatedStorage and create a new RemoteEvent named "EmoteEvent." This acts as a bridge. When a player clicks a button in your GUI, the LocalScript tells the server, "Hey, I want to play the 'Dance' animation." The server then tells everyone else's game to show that animation. It's a simple hand-off, but it's essential for anything multiplayer.

Writing the LocalScript

Now, let's get into the brain of the GUI. Inside your "EmoteMenu," you'll need a LocalScript. This script is responsible for listening for button clicks and talking to the server.

A basic way to handle this is to loop through all the buttons in your scrolling frame. Instead of writing a separate function for every single button, you can just give each button a name that matches an animation ID or a specific keyword.

```lua local ReplicatedStorage = game:GetService("ReplicatedStorage") local remoteEvent = ReplicatedStorage:WaitForChild("EmoteEvent") local frame = script.Parent:WaitForChild("ScrollingFrame")

for _, button in pairs(frame:GetChildren()) do if button:IsA("TextButton") then button.MouseButton1Click:Connect(function() local emoteName = button.Name remoteEvent:FireServer(emoteName) end) end end ```

This bit of code is super flexible. You just name your button "Wave" or "Dance," and when it's clicked, it sends that name to the server. It keeps your code clean and easy to manage as you add more emotes later on.

Handling the Server Side

The server script is where the actual "heavy lifting" happens. You'll want to put a regular Script inside ServerScriptService. This script will listen for the "EmoteEvent" we made earlier.

When the server receives the signal, it needs to find the player's character, load the animation onto their humanoid, and play it. One thing to remember: you need to make sure you have the Animation objects stored somewhere the server can see them, like a folder in ServerStorage or ReplicatedStorage.

The logic looks something like this: the script catches the emote name, looks up the corresponding animation ID, creates an Animation object (if one doesn't exist), and then uses Humanoid:LoadAnimation().

One little tip: always check if the player's humanoid actually exists before trying to play the animation. If a player resets their character right as they click a button, the script might error out and break. A simple if character and character:FindFirstChild("Humanoid") then check will save you a lot of debugging headaches.

Dealing with Animation IDs

The trickiest part of a roblox emote system gui script isn't actually the code—it's the animations themselves. You have to remember that animations are subject to permissions. If you use an animation ID that you don't own (or that isn't owned by the group the game is published under), it simply won't play.

If you're making your own animations in the Animation Editor, make sure to publish them to Roblox and copy the ID. If you're using the standard Roblox emotes, you'll need to find their specific asset IDs.

Also, consider whether your game is R6 or R15. An animation made for an R15 character won't work on an R6 character and vice versa. Most modern games use R15 for the extra joints and smoother movement, so just make sure your animations match your game settings.

Adding a "Stop" Button

There's nothing more annoying than starting a 10-second dance animation and getting stuck in it while someone is trying to fight you. You should definitely include a "Stop Emote" button or make it so that moving cancels the animation.

To stop the animation when the player moves, you can connect to the Humanoid.Running event. If the speed is greater than zero, you tell all playing animation tracks to stop. It makes the game feel much more responsive. Alternatively, a simple "X" button on the GUI that sends a "Stop" signal to the server is a solid backup plan.

Polishing the Experience

Once you have the basic roblox emote system gui script working, you can start adding the "juice." You know, the little details that make it feel good to use.

Maybe add a small sound effect when the menu opens or a "hover" effect on the buttons where they grow slightly larger when the mouse is over them. You could also add a search bar if you plan on having dozens of emotes, or a "Favorites" section.

Another thing to think about is mobile players. Buttons need to be big enough for fingers to tap, and the GUI shouldn't take up the entire screen, or they won't be able to see where they're going. Using relative sizing (Scale instead of Offset) in your UI properties will ensure your menu looks the same on an iPhone as it does on a 4K monitor.

Troubleshooting common issues

If your script isn't working, don't panic. Usually, it's something small. Check your Output window first.

  1. "Animation failed to load": This is almost always a permissions issue. Make sure you own the animation.
  2. "RemoteEvent not found": You probably have a typo in the name or the script is looking for it before it has fully loaded. Use WaitForChild() instead of dot notation.
  3. Emote only plays for the player: Double-check that you aren't playing the animation inside the LocalScript. It must be handled by a server-side script via a RemoteEvent.
  4. GUI won't show up: Check the Enabled property of your ScreenGui and make sure the ZIndex isn't being buried behind other UI elements.

Building a roblox emote system gui script is a fantastic project because it touches on so many core parts of Roblox development: UI design, client-server communication, and character manipulation. Once you get the hang of it, you can take these same principles and apply them to inventory systems, shop menus, or basically any other interactive interface you can dream up. Just keep experimenting, and don't be afraid to break things—that's usually how you learn the most.