The previous title to this question was "How many pixels are in a stud"
What I'm trying to make now is a surface GUI that keeps track of your location. For example, it shows a red square wherever you're standing.
My problem now is getting the stud measurements of your character position to scale correctly to the pixel measurements of GUIs and I guess that number is something I need to know for some kind of conversion?
Right now it can only track you only if the part with the GUI is at 0,0,0-- my main concern right now is to just get it work with one player while scaling correctly.
Or if you know of a better way to accomplish that goal (Which I'm sure there is Dx) Just let me know what I'm /supposed/ to be doing. ;o;
local Frame = script.Parent.SurfaceGui.Frame
local Follow = Frame.Follow -- The red square that's supposed to follow you around
local Position = script.Parent.Position
repeat
wait(1)
until game.Players:GetPlayers()[1] ~= nil
local Player = game.Players.Player1
local Torso = Player.Character:WaitForChild("Torso")
while wait(0.1) do
Follow.Position = UDim2.new(.5, (Position.Z - Torso.Position.Z * -1)*5, .5, (Position.X - Torso.Position.X)*5)
end

2 comments
So you want the part, that has the surface GUI attached to it, to follow you around? Can't you just set the position of the part to the player position -1 or something?
No no, the part has a gui on it, and I want the gui frame itself to follow you around. For example, if I knew how to I could make a dance floor that could make it look like water is rippling everywhere you walk.