#JSON-UI General
1 messages · Page 2 of 1
Formatting codes (also known as color codes) add color and modifications to text in-game.
Text in Minecraft can be formatted with the section sign (§). In Bedrock Edition, the section sign can be used in signs, world names, book and quills, anvils and cartography tables (to rename items and maps), and in the chat input field (including in comman...
nvm not all but a lot of them
literally what i just said 💀
from §0 to §u*
minus the formatting codes
m and n aren't used in bedrock for underline or striketrhough
yeah its broken
cause I read someone said tht they were already used but they aren't
and has been broken for a long time
yeah
imagine adding new color codes to UI what will be replaced with new one (oreUI) what doesnt support color codes 😂
Yes it does. It doesn't support entering it in places like chat, but you can use it in command blocks and functions.
They have to support it because the end poem and splashes still use it for some reason.
Looks like they dropped the "underline" character code.
bedrock used to have these, technically. it's usable, but not visible. so the code works but not the color nor character format
You also forgot about §g
They replaced it. I wonder why
yeah, that was disappointing.
They are, check my tweet
The old format didn't work because of bugrock stuff
But now n and m uses colors
See
yeah i was saying that they weren't used for underline and strikethrough like in java
Cuz bugrock stuff :(
huh?
wait does oreui not support color codes
is that intented behavior??
no through css?
They might have to convert their existing character/color code component into Ore-UI
but chances are, they probably won't. since html and stuff allows you to use any type of colors anyways.
If they allow use to use html stuff in strings then sure we can use any color.
If they work Ore-UI for core hud gameplay, yeah something like that might happen
yeah
Just an example "<color: red> A random string"
how do i move the pause screen buttons?
i wanna make the buttons horizontal
guys? 😦
how do i make the dialog screen non-visible when the #dialogtext is something
do i use not (#dialogtext = "blah") for visible binding?
or how to make the panel be over the dialog screen
format your code 😭 😭
no, everything is vaild here.
I love to format my code at absolute compact as possible
you disgust me
👎
It's even more easily to read though
I'm not wrong.
i could not possibly be more angered by anything else in the world
great job
If it works, it works.
this is how it is supposed to be 😠
the block bracket disgusts me.
now make it compact 
i dont even know how to make such an abomination
hey atleast it's not rawtext format type where every code is literally just 1 line
is there a way?
tried layers and the npc interact screen disappeared/didnt work
Ianvi, what type of code editor you use?
bridge
i use vscode to open the minecraft vanilla json ui
those things you described sounds like related to json being invaild, that's why I'm asking.
do you have uh, syntax checker something like that?
can you elaborate
JSON-UI won't load properly if the JSON is invaild, don't forget that there won't be any errors related to being invaild other than element failed to load.
It works like half of file and just it
Use layer property on that element.
what layer value should i use
( i.e "layer": 5 )
The higher number is, the more element will be Infront.
The lower number is, the more element will be behind.
I'd recommend to use that on those element in child element if you using inside of parent.
putting it on parent will absolutely do nothing but put it Infront only parent, not child elements.
and I highly suggest not to put massive high or low number as for layer value
It's worst idea, you don't want to randomly guess which number that will put it Infront or behind
i put 10 and this happened
Which elements did you put?
increased more and its working now
do you want me to send the modifications and elements?
I guess that what you wanted I suppose
nope, you don't have to.
okay
What do you want to achieve though.
a screen for selecting "classes"
okay thanks
by the way is your username related to mindustry router
absolutely.
is it true that mindustry was made in libgdx?
Mindustry was fully written in java.
They could be another libraries too.
just did a research, Mindustry was written in Java, using Arc-engine from the developer themselves.
apparently arc is a libgdx fork
yeah, heavily modified.
It was made around during the jam's development.
Mindustry was actually a jam project a Pixel/Arcade style based towner defense and management, anuken got alot of attention and decides to create a full standalone version. Until around 3.0-4.0, mindustry transformed itself from pixel art into what we currently have to this day.
Mindustry 7.0 ( the latest ) is in development for years and out about last year.
Mindustry is also the one of game that is also community run, i.e people volunteered to work a couple of bug fixes for the game and additional features if anuken deems it's alright and pass it.
putting the elements over the npc screen wasnt a good idea is there a way to hide/disable it
do i use any of those?
https://wiki.bedrock.dev/json-ui/json-ui-documentation.html#screen
You can hide it using alpha animation
Or do you want toggle able
i want to hide or disable it so the npc screen buttons dont conflict with my element buttons
You mean remove the buttons?
not really
You could use ignore property.
i.e "ignored": true
what this will do is completely ignores the element, therefore it won't load it.
this works in every element types.
so for when i need to hide the npc screen so i can show my elements infront
do i have to use a prefix
if you want to hide, use ignore property should do.
no prefix required whatsoever as long the element you wanted to hide is true.
did i do this right
"$is_addon_screen|default": false,
"$addon_name_required": "tempest",
"variables": [
{
"requires": "('%.7s' * #dialogtext) = 'tempest'",
"$is_addon_screen": true
},
{
"requires": "$is_addon_screen",
"ignored": true
}
]
got this warning after changing the code to this
"$is_addon_screen|default": false,
"$addon_name_required": "tempest",
"variables": [
{
"requires": "('%.7s' * #dialogtext) = 'tempest'",
"$is_addon_screen": true
}
],
"ignored": "$is_addon_screen",
will visible binding work
didnt work
how could i go about doing this? i basically need the button text that your currently hovering over to go in the box, but how would you render the text off of the button in the same spot even for buttons in different spots?
You could modify the button state panel to use specific offsets for the hover text/image. Then just give the appropriate offset for each button
if you want to use the ignored property, it only supports variables in parent elements. Since you are defining the variable "$is_addon_screen" in the same element that it would ignore, you get an error.
you also can't use bindings in variable equations, so your variables section won't work.
can you explain a little further?
You can display the hover text from a custom label element that you make and then define that in the button. So in the button you would have:
"$button_type_panel": "axoyl.custom_label_panel",
And then define that label element:
"custom_label_panel": {
"ignored": "(not $hover_state)",
"type": "label",
"text": "$button_hover_text",
"offset": "$hover_text_offset"
},
Where you'd then define the hover text and offset in the button where the type panel is defined.
not possible for client-side.
how about animation controllers
only server-side, e.g where you outputs script-api or molang for how much your health is.
heart or the rest of any hotbar icons related in json-ui does not have value, therefore you can't get the value from it
anyways, suggestions on this? ( dark theme provided, since light theme is the default one. )
Light theme were tweaked and adjusted way too much honestly, changed from how alpha and stuff the way it is
I still don't find light theme quite fit yet, so tweaking and adjusting might required... again
It still difficult for me to get visuality stuff done without getting suggestions
those were vanilla color codes.
besides the black/white text, they're dynamic on theme.
i also changed it to "ignored": "('%.7s' * #dialogtext = 'tempest')", but it still didnt work, is there a way to make the dialog panel get ignored when it is for my addon's? for example a prefix
bindings belong to bindings property only if you're gonna uh, combine each modifier things. Bindings also has visible thing where it works familiarly with ignore property, do that.
you can, but doing that increases the complexity.
while title and actionbar does very much yet simpler.
You either get script-api or molang to constantly display what health you has.
title/subtitle and actionbar methods uses json-raw, e.g titleraw and tellraw.
with this, you can pick up scoreboard and paste them as values.
with json-ui, you can conditional render with it.
well if so, those things are useless
you can just, code it yourself to display in pocketmine just it
plugins and stuff
sadge pocketmine can do most of the needed stuff in the vanilla
pocketmine does not use vanilla content, therefore it's from scratch.
collections property.
although since I wasn't making json-ui for in-game (hud_screen) stuff for more than 6+ months ago, this is where I can't help you from there unless I go back and study it myself once again
¯_(ツ)_/¯
I guess you can search the message history in there #old-json-ui
you might find stuff you desired for.
#hud_subtitle_text_string
although, not recommended to use subtitle as bindings.
- subtitle does not have factory, it can't reload the element. therefore it'll be static text.
- subtitle needs to be only inside vanilla elements, otherwise will have the same static effect.
- title is REQUIRED, since subtitle will load once title is loaded.
- sometimes subtitle does not work well.
Find it at root_panel element I suppose
or just, disable it via settings screen.
i tried visible but it also hid my panel
someone help me
When I write a message to the chat, I want it to be animated, how can I do it?
Let the message come to the chat lively
bindings: [
{
"binding_name": "#dialogtext"
},
{
"binding_type": "view",
"source_property_name": "('%.7s' * #dialogtext = 'tempest')",
"target_property_name": "#visible"
}
]
i think i also tried that before
ill do it again
@hushed kettle bro if i use this now, when someone writes a message to the chat, it's animated mo will come to chata?
huh?
there are some vanilla ui's that use animations that you can use
pause_screen.json has fade in effects
or you can make your own
since you didnt describe how you wanted the animation to be
can bro hud be on screen?
what???
When someone sends a message to the chat, it comes animated, I want this on the chat screen
the hud_screen or chat_screen
should i put this on the bindings modifications?
Can you please tell me which one will be active if I change it?
you didnt answer my question
do you want to animate the messages on the hud_screen.json or chat_screen.json
So I say what codes should I change in these jsons?
Does anyone know how to make a Realm UI?
you can use modifications if it's a vanilla element but if it's a custom one you made you just put it directly
can someone post a simple button that opens a scrolling popup? I want to add a button to the title screen that opens a page related to information about the pack im creating. Im not sure how to create one, so im hoping someone here can help me.
why does this crash minecraft?
"pause_screen_content": {
"modifications": [
{
"array_name": "controls",
"operation": "insert_front",
"value": [
{
"emergency_quit_button": {
"type": "panel",
"anchor_to": "top_left",
"anchor_from": "top_left",
"controls": [
{
"[email protected]_button": {
"anchor_to": "top_left",
"anchor_from": "top_left",
"size": [
16,
16
],
"$button_text": "!"
}
}
]
}
}
]
}
]
}
because its a close button?
i cant change close button anchor?
it anchors to its parent. So the anchor wont change if the parent element is misaligned or missized
added size to to the parent and it worked, thanks
i still have no idea how to create a button on the title screen. Im still really new to the JSON game
in this tutorial https://wiki.bedrock.dev/json-ui/preserve-title-texts.html#title-command, it shows how to preserve the text, but how do i apply the perserved text to something in another file besides hud_screen?
What is the use of preserving title text?
to put actionbar text into an npc ui
nvm i figured out how to do this
every time i ask for help, i end up getting no help and then i end up figuring a workaround on my own so i guess it all works out at the end of the day
You're not always gonna get an answer. Not all people have an answer anyway.
yea, it's just unfortunate that most of my ideas don't have straightforward solutions due to the limitations of bedrock edition
it's no ones fault for not helping me
?UI is tough
Welcome to JSON UI!
If you are reading this, there is a good chance that you were inspired by The Hive, Galaxite, or some other addon or server. Welcome! This is the right place to learn about these topics.
To get started in learning JSON UI, we recommend you check out the Wiki first: https://wiki.bedrock.dev/json-ui/json-ui-intro.html.
However, please be aware of these things:
- JSON UI is much tougher than other addon topics.
- JSON UI is 100% only documented from vanilla reference and reverse engineering. There are no documentation directly from Mojang.
- We will not give you step-by-step instructions on how to create UI from Hive/Galaxite.
JSON UI is one of the toughest addon topics, so please be patient. Try and attempt small tasks. Ask concrete, answerable questions. We won't spoon-feed you.
:/
This is why, but if ore ui become data-driven, it would be easy
yep
everything is tough on bedrock edition
at least my projected ideas make it tough
and the fact that im working with an outdated version
why tho
because render dragon
im putting things from the targeted audience into consideration
it's 1.18.12
last version with no render dragon in the x86 builds
- mobile
you are missing one ) after '[Message]'
how do i modify a element child? targetting it with / breaks the entire json ui
that is only works with pre-loaded existing code, specially vanilla.
modification property has this same effect too.
but how do i modifiy button_panel then?
or is there a way to make the pause screen buttons horizontal
I meant about modification property.
so should i replace it?
replace what...?
nevermind
i want to change "button_panel" but i dont know how
and targetting children with [email protected]_background/button_panel breaks the ui
is that element parent made your own code or it is was vanilla code?
its the pause_screen code
So it is vanilla.
yes
I suppose you'll have to drag that child element as their own parent element.
do you have an idea on how to do that?
okay thanks
you take child element, remove these main {} bracket from top and bottom and put it on non-control area
That's not the problem
"100% - 69px" ($text - ' my') ($index - 13)
would that be?
but i don't know how to get just the beginning of the string
I will read
"bindings": [
{
"binding_name": "#hud_title_text_string",
"binding_name_override": "#text",
"binding_type": "global"
},
{
"binding_type": "view",
"source_property_name": "(('%.9s' * #text) = '[Message]')",
"target_property_name": "visible"
}
]
``` should work
did it work?
also i think visible is missing a #
make it #visible
I haven't tested it yet, but the binding makes sense to me
because regex
but I will test
I'm seeing how to get index from the boss bar
The # after the string indicates that is binding type.
And $ after the string indicates that is variable type.
got an issue where italic text gets cut off on the left in a @common.scrolling_panel
same for bigger unicodes
i would like to just add some padding to the text but i cant seem to figure out how
"[email protected]_panel": {
"size": [
"100%",
"100%"
],
"$always_handle_scrolling": true,
"$jump_to_bottom_on_update": false,
"$scrolling_content": "npc_interact.npc_message",
"$scroll_box_visible_touch": false,
"$show_background": false,
"$scroll_bar_left_padding_size": [
0,
0
],
"$scroll_size": [
5,
"100%"
],
"$scroll_size_touch": "$scroll_size",
// "$scroll_track_offset": ["-2px", 0],
"$scroll_bar_right_padding_size": [
"2px",
0
],
"offset": [
0,
// -1
0
],
"variables": [
{
// Always jump to the bottom when it's in worldbuilder
"requires": "($is_worldbuilder)",
"$jump_to_bottom_on_update": true
}
]
}
why does [email protected]_background/button_panel break my ui entirely? it doesnt show any content log error
im trying to make the pause screen buttons on the horizontal and its located in there
we don't know, we aren't psychic yet
In other words: without showing your changes we can't jump to conclusions
no major changes are done to the pause_screen.json
[email protected]_background/button_panel breaks the ui either way
it makes all my modifications go away
cannot confirm
what?
figured it out that i have to put the first ELEMENT NAME and now its working
is it possible to keep the size of a ui screen and the elements of it the same even when someone changes their GUI scale?
what do you mean by GUI scale?
the panel size or the game window
dont think so
Im trying to move the actionbar, do i edit the parent?
"hud_actionbar_text": {
"type": "image",
"size": [ "100%c + 12px", "100%c + 5px" ],
"offset": [ 0, "50%-68px" ],
"texture": "textures/ui/hud_tip_text_background",
"alpha": "@hud.anim_actionbar_text_background_alpha_out",
"controls": [
{
"actionbar_message": {
"type": "label",
"anchor_from": "center",
"anchor_to": "center",
"color": "$tool_tip_text",
"layer": 31,
"text": "$actionbar_text",
"localize": false,
"alpha": "@hud.anim_actionbar_text_alpha_out"
}
}
]
},
parent controls anything. so yeah do that
nope.
jesus christ you can't do that
@pause.transparent_background/button_panel does not work because this / thing does not exist on namespace.element
therefore it causes some error and hence disappears.
Clips children issues.
It was enabled by default, you can disable it.
put this in ui_common.json
"scroll_background_and_viewport": {
"clips_children": false
},```
this disables scrolling panel's clips children, should fix those issues you're facing.
( also globally disables ALL scrolling panel clips children because scrolling panel is pretty complex. )
already did it
you edit hud_actionbar_text
menu_background/button_panel did it
was looking for that, but it was not in the wiki anymore
thought it might have been removed
hm, the issue still persists
I suppose try to look where scrolling panel was originally referenced from via ui_common.json
afaik there was apparently has 2 scrolling type, mobile and regular.
those might be different, who knows.
or even better, study it by creating scrolling panel from scratch and learning how that works
why are the buttons not anchoring?
they are supposed to be anchored to and from bottom_middle
but they just get glued to top_middle
If those buttons has stack_panel type, anchor were useless. almost.
you can use use_child_anchor property (true/false is default), although it only works depending what orientation you choose.
Anchor in horizontal can be used with up and down, anchor in vertical is opposite of horizontal, left and right.
i got this error after putting the use_child_anchors property
its a horizontal stack_panel
use_child_anchor without a S
those are the changes i make
[email protected]_background is the pause screen's buttons parent
button_panel is a stack_panel
you're putting that property in panel the right now 
put it on menu_background/button_panel element thing.
put in there but its still in the same place and it doesnt return a error anymore
can you show that code again
so that mean yeah it's working.
wait I forgot
to make anchor effects in stack_panel type, use_child_anchors property must in the current type and children element must have their own anchor too.
i.e
"cool_looking_stack_panel": {
"type": "stack_panel",
"use_child_anchors": true,
...
"controls": [
{
"child_panel_01": {
"type": "<any type>",
"anchor_to": "<anchor>",
"anchor_from": "<anchor>",
...
}
},
{
"child_panel_02": {
"type": "<any type>",
"anchor_to": "<anchor>",
"anchor_from": "<anchor>",
...
}
}
]
}```
The `...` means more or less property you're going for,and those `<>` thing are example of which value you can use
( I legit type that on phone. )
guess i have to do that with buttons soon 💀
oh it's better if not toggles.
you'll understand the pain I go through with toggles
buttons is just basically too much variables
;-; i need to learn about toggles as well soon
and rendering a specific element based on the toggle's value
right now i have to fix this beautiful mess i caused by adding another ui
average json-ui experience
my own fault, because i didnt write the elements from scratch because i thought "well i won't add any other UI to npc_dialogues anyways, i'll just override the vanilla ones"
just don't override/reuse vanilla UI too much, it's bad idea honestly.
had to learn that the hard way
it was also a lot quicker to just build the layout from scratch
only thing that took me forever is to figure out why my elements didnt render but turns out it was something with size & stack_panel
panel is recommend for you know, standard stuff. stack panel is stack every child elements into giant stacked pile
just uh, don't mess with stack panel too much
stack panel makes sense for the element though, since it is a book texture split into three parts
for the most part it works, just have to redo the button elements with custom ones so they won't cut off
button's pudding?
funny enough the whole thing only shows up when i set the UI's parent to 600x400px but not when i set it to 75%
design, label size etc. They will probably have conditional images anyways
half way through making the UI the whole plan on how we will use the UI changed anyways 💀
percentage is meant for your actual screen resolution size, so yeah that'll likely break if you uh, done it poorly
well it shouldn't break this randomly, the parent element takes up the full screen
so molang should be able to calculate the correct size but ayyy >.< json ui makes no sense sometimes
it never was.
ngl i am about to write my own editor for it haha
just another project i'll postpone forever
Sometimes you might wanna make a cool stuff in stack panel until you realize that unnecessary panels may needed because it hates you.
sometimes stack panel broke when some child elements has incorrect size with absolutely no error logs whatsoever
sometimes the entire UI doesn't display anything with no syntax errors because of conditional rendering failure
welcome to json-ui
even mojang themselves hated it so much that they just went "screw this we gonna make ore-ui"
even at vanilla codes, it's really horrible to look at
i wish they would just use public, already well established technologies instead of reinventing the wheel with worse performance and plenty design flaws
though i have not taken a look at ore-ui yet
html-based screens in games already were a thing for years though
Ore-UI is basically react native html UI thing that was supposedly "make mojang new employees easy to make UI stuff" that what they said in ore-ui introduction stream thing
wii settings is also based in html somehow.
Yep
bro the vanilla code is so bad. It just feels redundant af. its really confusing to trace because the names are so similar.
children element are referenced in "controls": []
for example
"namespace": "blah",
"parent_element": {
"type": "any type you want it to be",
"controls": [
{
"child_element": {}
}
]
}
is there a list of all the pre-made binding_names?
there seems to be one in the json ui documentation but not all of them are there
NOOOOOOOOOOOOO
DO NOT PUT ACTIONBAR OR TITLE VARIABLES IN BINDINGS
IT DOES NOT WORKKKKKKKKKKKKKKKKK
bruh
umm, can someone take a look at my pause_screen.json file and tell me why nothing is showing up? Im editing and removing stuff i dont need. Im trying to make the feedback and achievements buttons into the same stack panel as the main buttons. When i went through it i messed something up and now the pause screen doesnt show up.
i know thats typically not the type of question i should be asking, but ive been combing through for hours trying to find the issue. The code should be easy to read i just cant find what went wrong. If i cant fix it in my code, i have to rewrite the entire screen again.
how do i change the sneak animation?
animation.humanoid.sneaking
I tried but it doesn't change
works now
._.
progress...
How to remove server_form animation?
it is like top of the server_form.json filr
in ui_common right?
even if I remove them all, when sending a second menu, it "disappears" and then appears
well it is a intended delay between closing and opening of forms
it cannot be flawless
dialogue is
it is dialogue
there was but, why?
you can disable it directly without modifying anything by going to your game setting > video > "screen animations" off
well if your UI has a displaying delays, that means your game cannot handle it.
the more elements you're putting, the more pressure and longer json-ui's to load.
you can't just throw like 20+ buttons and expecting it to run smooth with no issues
I just said a negative point of the dialogue
server_form no have limit i think
my point still stands.
the more elements you're throwing or putting, the more pressure and will make JSON-UI loads longer therefore more delays
Also, Dialogue (NPC_screen.json) only has 6 buttons maximum, you're doing something the game wouldn't allow you to. therefore, that was your fault for pushing it.
when I put 20 buttons in the dialogue, it did not generate a delay
in a custom menu
because the dialogue menu no have "reopen" anim
it just pops up another menu on top
preserving the previous menu
and there doesn't seem to be a delay, because of that
but the server form can send the same menu, close everything (at this moment the hud appears, but npc_dialogue does not) and then opens the menu
@vapid root make it
but I think it's dialogue
server forms.
you can't dynamically change the title. actually any screens.
it'll reset itself and that what you've seeing.
without animation
removing animation in json-ui won't help anything.
the "screen animation" option in setting controls that here. you'll still receive the same effects.
even deactivating in video, it was not the same as the video
honestly the thing you're describing sounds like game limitations than it.
Mind if you have example of that.
in the video he is sending another form on top
ye
alr thx again
How do I move the title in the server form?
I tried adding an offset thingy but it only moved it like not up and down
I'm learning 
how can i increase load times with my UI pack?
"controls": [ {
"[email protected]_frame": {
"ignored": "$education_edition",
"size": [ 12, 12 ],
"controls": [ { "[email protected]_icon_button": {} } ]
}
},
"column_frame": {
"type": "panel"
},```
Does this need to be there? The "icon panel" calls an empty panel. and then sets values and that controls the actual button. it feels like an extra step. Can i not just put the ``"[email protected]_icon_button": {}`` in the first controls?
then change the size from the actual button.
optimize your code and use less code as possible, avoid using vanilla's code and rewrite it as your own so you can detect and troubleshoot where the problem was, alongside with able to remove anything you want order to reduce the loading delays.
try to avoid using much bindings or variables as possible.
hi, I don't understand why this code does not work ... anyone help me pls ?
?questions
Be specific and include relevant details about the question upfront.
• What are you trying to accomplish?
• If you have code, which part is not working?
• What have you already tried?
• Have you searched the Bedrock Wiki?
Sorry
but it's not question
just I don't understand why my code doesn't work
thus I have no questions
I have solved my problem
"main_button@common_buttons.light_text_button": { "size": [ 100, 17 ] },
"[email protected]_button": {
"$pressed_button_name": "button.menu_continue",
"$button_text": "Resume",
"$button_focus_precedence": 1
},
"[email protected]_button": {
"ignored": "$is_secondary_client",
"$pressed_button_name": "button.menu_store",
"$button_text": "Store",
"bindings": [ {
"binding_name": "#store_button_visible",
"binding_name_override": "#visible",
"binding_type": "global"
} ]
},
"[email protected]_button": {
"$pressed_button_name": "button.menu_settings",
"$button_text": "Settings"
},
"[email protected]_button": {
"$button_text": "Leave Experience",
"$pressed_button_name": "button.menu_quit"
},```
This code should be changing the values on the buttons, but it doesn't. Its still the vanilla words and for some reason i cant change the size of them. Its supposed 100px x 17px, smaller buttons. But the properties wont change. I checked the button panel (parent) and it doesn't affect the size or content of the button.
this code works perfectly on my end, try sending the whole code and ill see whats wrong
i've made a few changes trying to find the solution but the same issue persists
im currently taking bits and pieces i need and writing a custom version maybe i can find smth that way but so far its been nothing
@worn oasis what's it supposed to look like
yeah im still working on it, im doing it element by element
the thing i need fixed is the 4 main buttons
yea whats the plan
then im gonna combine the icon buttons and the main buttons together side by side
its going to look similar to this
so why do you need button sizes?
bc i want them to be smaller to fit the icon buttons
.
the 4 are the right size on this?
nope. they are smaller in width because i changed the size of the panel they are contained in. But changing the hieght of that stack panel doesnt change the size of the buttons
so you want the buttons to be wider?
wider and shorter
you want them to auto fit to the size of the panel??
i want them to be 100px wide and 17 px tall.
you had some funky stuff going on with other buttons, but i did 3 of them
@worn oasis
it does suck lmao
i moved the code into where it was referenced instead of calling it
how does that even affect the elements? Doesnt it load the same code?
youd think it would load the entire element when its called
idek 😭
1 sec

oh btw @hexed briar I tweeted at a MC Dev working on ORE UI, Asked if they planned on making ORE UI Customizable. He said yes, but they dont know how or to what extent.
the s t a c k _ p a n e l elements I see
it is a button stack tho.
that was UI lead.
you saw it?
They seems to have no control over the game yet if mojang allows to.
well I know that person though, also I watched the whole ore-ui introduction stream.
well ik they want to allow customizations when its all converted to OREUI
yeah
which means ima have to learn ORE UI when it drops
as for now, the hui (Ore-UI's UI folder) is still at very junky encrypted word around it. although the image and UI stuff are still not encrypted
Someone already dumped the ore-ui in MC:Legends and already running them in the browser.
@worn oasis
I wonder why do you have Axoyl account, are you using an alt?
yea
i went on an alt for smthn and havent changed back
I see
thx @umbral dagger U da best.
I'm about to overengineer my whole variables code to make my game runs distastuous 
np
we ❤️ spaghetti code
I will definitely continue using the format I'm using
actually I gonna reformat the code because accidentally published it on my github just in case people hates my format
i could cut like 100 lines from all of my screens by using your format
yeah
that what this format was intended to
I just want to see my code more easier so yeah
"button3@common_buttons.light_text_button": { "size": [ 230, 28 ], "offset": [ 0, -36 ], "$default_button_texture": "textures/form/buttons/red/button", "$hover_button_texture": "textures/form/buttons/red/hover", "$pressed_button_texture": "textures/form/buttons/red/button", "$border_alpha": 0 }
gonna start writing all my code like this
me when stack panel
they're disastrous.
they crashed my game actually more than 3 times this month honestly
or sometimes make my whole dynamic element disappears
best way to format
that was rawtext format at this point 
me suffering at play screen and setting screen because of how disastrous vanilla code are and pretty much too lazy at rewritting all of them
even I already done those things before still, rewrite is rewrite
interestingly, my pause screen has 2 screens honestly
one are regular, which over 520 lines ( not using my format type )
one are compact, which somehow over 82 lines. ( not using my format type either )
i really dont understand the appeal of calling the screen from the main screen 😭
seems like extra work + unnecessary
ig
the screen element allows you to draw elements outside of safe zone area, or basically takes over your screen without the needs of safe zone.
therefore making background and stuff seems easier than I thought.
normally making json-ui outside of screen element does not allow you to draw elements outside of that thing
therefore you're stuck at limited safe zone area
and everytime people has their own safe zone area, your UI might looks uh, wonky
although that screen element is pretty much limited I suppose, you can't create another screen element and expecting it to work well
without crashes.
{
"binding_name": "#bossName",
"binding_type": "collection",
"binding_collection_name": "boss_bars"
},
{
"binding_name": "#bar_visible",
"binding_type": "collection",
"binding_collection_name": "boss_bars",
"binding_name_override": "#visible"
}
],
"variables": [
{
"requires": "(not (#bossName = 'Golden Dragon'))",
"$size": [ 190, 20 ]
},
{
"requires": "(#bossName = 'Golden Dragon')",
"$size": [ 190, 30 ]
}
]```
I have my bindings here not working...
it gives the output from "(not (#bossName = 'Golden Dragon'))"
Does anyone knows why that happens?
default not set?
uh, bindings does not work inside of variable array.
¯_(ツ)_/¯
I suppose you need to find a way to fetch that bindings and convert it as variables
then you can use that variables in variable array and things should work.
Is it possible to get the actual #skin_index value in npc_interact?
For example I want to pass it to a text
how do I change my form background please ?
Why is there no such reference in the file?
I want to change the title position of the server_form
ummm
i think i messed something up XD
moving the icon buttons into the same panel as the main buttons is apparently harder than i originally thought.
i need some assistance turning this (image 1) into this (image 2)
I cant move the small icon buttons. I want to be able to move all of the at the same time using a single panel. the pause screen code is so fucked the obvious changes i make mess everything up.
still havent figured this out
does this mean i have to put use_child_anchors in the top-most parent?
im getting closer to my final product
the player list got deleted somehow but i dont think i actually NEED that do i?
i think that you will need it
lemme explain my issue. So i have 2 seperate panels controlled by a single panel. The main buttons are split into 2. then the divider show up, then the skin model, then the playerlist would show up there. All of this is contained in a horizontal stack panel. There is no padding between them but the elements are spaced so far apart.
"pause_screen_content": {
"type": "stack_panel",
"size": [ "300px", "300px" ],
"orientation": "horizontal",
"layer": 1,
"variables": [ {
"requires": "$education_edition",
"$achievements_ignored": true
}, {
"requires": "$trial",
"$achievements_ignored": true
} ],
"controls": [ {
"[email protected]_button_stack": {}
}, {
"[email protected]_divider": {
"type": "image",
"size": [ 5, 40 ],
"layer": 3,
"texture": "textures/ui/simpleDivider"
}
}, {
"[email protected]_viewer_panel": {}
} ]
},
"all_button_stack": {
"type": "stack_panel",
"orientation": "horizontal",
"size": [ "100%c", "100%c" ],
"controls": [ {
"icons@icon_button_stack": {}
}, {
"buttons@main_button_stack": {}
} ]
},```
"icon_button_stack": {
"anchor_from": ["left_middle"], "anchor_to": ["right_middle"],
"type": "stack_panel",
"orientation": "vertical",
"size": ["100%c", "100%c"],
"controls": [ {
"[email protected]_button_small": {
"$pressed_button_name": "button.to_profile_or_skins_screen",
"$button_content": "pause.change_skin_icon"
}
}, {
"[email protected]_padding": {}
}, {
"[email protected]_button_small": {
"ignored": "($pre_release or $education_edition)",
"$button_content": "pause.feedback_icon",
"$pressed_button_name": "button.feedback_button_pressed"
}
}, {
"[email protected]_padding": {}
}, {
"[email protected]_button_small": {
"$button_content": "pause.achievements_icon",
"$pressed_button_name": "button.menu_achievements"
}
}, {
"[email protected]_padding": {}
}, {
"[email protected]_button_small": {
"$pressed_button_name": "button.screenshot",
"$button_tts_header": "key.screenshot",
"$button_content": "pause.take_screenshot_icon",
"$pressed_alpha": 0.65,
"sound_name": "random.screenshot",
"sound_volume": 1.0,
"sound_pitch": 1.0
}
} ]
},
"[email protected]_background": {
"anchor_from": "right_middle", "anchor_to": "left_middle",
"type": "stack_panel",
"orientation": "vertical",
"size": ["100%c", "100%c"],
"controls": [ {
"[email protected]_button": {
"$pressed_button_name": "button.menu_continue",
"$button_text": "Resume",
"$button_focus_precedence": 1
}
}, {
"[email protected]_padding": {}
}, {
"[email protected]_button": {
"$pressed_button_name": "button.menu_settings",
"$button_text": "Settings"
}
}, {
"[email protected]_padding": {}
}, {
"[email protected]_button": {
"ignored": "$is_secondary_client",
"$pressed_button_name": "button.menu_store",
"$button_text": "Store",
"bindings": [ {
"binding_name": "#store_button_visible",
"binding_name_override": "#visible",
"binding_type": "global"
} ]
}
}, {
"[email protected]_padding": {}
}, {
"[email protected]_button": {
"$button_text": "Leave Experience",
"$pressed_button_name": "button.menu_quit"
}
} ]
},```
the relevant code blocks
Guys what element to edit on server_form.json to edit the title?
oh yeah its all coming together
just gotta figure out what happened to the player list
the playerlist moves with an aspect resizing but it is there. I couldnt anchor it to the top right of the screen so i had to use offset to get it there. If i can find out how to get the anchor to work it would work better
i also gotta find out why the skins icon is so dark when when its not supposed to be.
"[email protected]_button_small": {
"$button_content": "pause.feedback_icon",
"$button_tts_header": "accessibility.start.feedback",
"$pressed_button_name": "button.feedback_button_pressed"
},
"main_button_small@common_buttons.light_content_button": { "size": [ 17, 17 ] }
Why is this not opening the feedback stuff
idk anymore

yeah if the parent element is stack_panel type.
that property are required stack_panel so yeah.
can i put uv in controls
I've tried to fix this for days now, i have it looking like img 1 but i want it to look like img2. The player list is kinda free floating. It moves around instead of anchoring to the top right. I cant get it to lock into place there. My code is well formatted and easy to read. I could use some help on this. thx ❤️
your code is uh, not really well formatted and easy to read.
it's even worse than my format, regular json format and even rawtext format and I can't even format it into regular json format for some reason.
satan calm down
maybe it changes when it gets imported to your editor, it looks good on my IDE (fleet)
yours look like this?
yep.
oh
It looks like disastrous.
ig im just bad its easy for me to read i dont like the base json format. I like to make it use as few lines as i can while steall being readable. how can i improve it?
uh I suppose optimize the way you read brackets.
that thing is important I suppose, since you'll know where that element was from etc
messing around brackets like that is pretty hard to read even regular json format standard.
? like that?
.mcshortcut Launch Minecraft and load world
.mcpack Launch Minecraft and import resource/behaviour pack
.mcworld Launch Minecraft and import world
.mcaddon Launch Minecraft and import addon
.mctemplate Launch Minecraft and import world template
You can find this list inside
C:\Program Files\WindowsApps\Microsoft.MinecraftUWP_<>\AppxManifest.xml
yeah
ig i see the indents as my main formatting tool. Just by looking at the indent i can tell what scope im in.
mine looks that, those spaced lines are indicates where the element was so yeah
but for people sakes, I suppose you should use regular json format instead if you're asking for help and giving people your code
yeah the triple stacked closing brackets just look awful for my taste.
triple stacked brackets is pretty much common if my element is long
but yeah, regular json format for people here I suppose. otherwise they uh. might say the same as me
and good christ my IDE can't format your code into regular json format 
my controls, variables, and bindings all basically use this As a JS, and HTML dev this is very readable for me.
vscode has colored brackets that really nice for looking where your element brackets located
I wish I have that in my code editor
i would use VSCode if it didnt take 20 minutes to open it.
that's reasonable
so im trying JetBrains new Fleet IDE bc i used to use IntelliJ and VSCode when im doing bigger projects.
I saw someone's updating their VSCode over 1GB so I guess that's a thing nowadays
VsCode is very good for bigger projects but Fleet imo is like a lightweight VSCode
mine probably VSCode but in mobile but still not VSCode though ( because I mainly develop stuff in mobile, not PC/laptop unfortunately )
nice if your mobile dev then yeah VSCode prolly the safe bet.
i do whatever, no real reason other than "i dont like this so how do i change it?"
Acode (that what I'm using currently) looks almost identical to VSCode since it has tools and stuff that thing has
VSCode also has web version, kinda like blockbench
and I hate it.
never tried Acode or block bench tbh
im a traditional dude using NP++ as my fallback lmao
well uh, blockbench is polygon model editor, that what most people use it to develop their minecraft custom mobs addon's. even mojang employee themselves use that.
Acode is "VSCode" but in steroid for android users.
oh i got Bridge for my minecraft stuff but i dont know how to use it at all, ik it can do alot but i dont get it.
bridge is confusing to me too and still to this day
so I don't use it.
anyways, to your uh. UI problems with player list not being offset'd.
have you anchored player_list_scrolling_panel element?
ill do some looking into block bench maybe that'll come in handy over bridge
If you know how to use blender before, you might be familiar with blockbench with ease.
blockbench is just polygon model editor that was used to of course, make minecraft looking models.
ive dabbled in blender, made a few models for a roblox game a while back
that would be great if i could add and edit 3d models
ive put an anchor on every one of panels and tried them the panel doesnt fix itself when the screen resizes.
for what im reading so far, player_list_scrolling_panel doesn't seem to have any anchors.
the pause screen contents is abit odd.
oh i mean i have tried it and removed it, i just re tried it and am adding and removing anchors
player_list_scrolling_panel is a parent element and also has player_lists as child element,
correct.
so therefore, that should affect the anchors.
nevermind I see you're using vanilla based screen existing codes, that explains it
where do i put the anchors, because idk how the anchors work with parent and child stuff, like do i anchor it inside the control or do i anchor the element itself?
yeah i basically just took the vanilla code and editted it alot
common mistake
removing stuff i didnt need or think i dont need.
but yeah I'll see what can I do
well its first project, idk what im doing yet lmao
deleting vanilla UI code does nothing honestly, if you add the same vanilla element name and modify to look different. that definitely can cause some problems
since you're overriding vanilla codes
therefore some vanilla code are still there.
well, mine are complete rewrite process where it does not involve vanilla UI codes
i didnt know i could delete it entirely
yeah, that's how JSON-UI works apparently
you don't expect to delete existing vanilla UI code and expecting it'll gone
unless you use modification property to get rid of it, but that was next impossible task because no one wants to copy and paste the same property with different elements to delete, remember that there is thousands of vanilla code that could potentially take forever to get rid of it
i thought in order to change whats on the screen you have to edit the currently existing things. Because if my pack isnt changing them then the vanilla UI would show up with mine bc of how texture packs work, but ig not.
you could do that by using another UI file entirely.
which vanilla code will not interfere yours.
i still dont understand a large portion of JSON as im still new to doing it. It looks simple but JSON UI is so confusing imo
Well, that's why json-ui is "toughest to learn"
i wish more tutorials existed on JSON UI, other than a few basics tutorials there isnt much out there other than the docs, which confuses me enough tbh
even people here are not recommending to do that since json-ui is now no longer supported and mojang working Ore-UI into the game. therefore json-ui is no longer gets an changes or update
json-ui also does not have documentations, everything on wiki about json-ui is people findings
it sounds like mojang does not wants you to modify their UI, but even though you still can. kinda like "you can but it doesn't mean you should"
yeah ik about that, im planning on an ORE-UI version of my pack bc mojang said they do want it to be customizable. But we got a long time until ORE-UI is fully developed. At least 2 years at the rate we going now.
i hate the bedrock vanilaa UI
actually, it's been almost 4-5 years.
its way too big even on -1 GUI Scale
i cant stand how fucking massive each button needs to be.
smaller, simpler... so much better
that is weak point of json-ui.
json-ui been here almost like decade now.
it just people don't want to modify them
hopefully ORE-UI is much easier to develop with, and has proper docs. I like code in all forms. so i enjoy the challenge of JSON UI sometimes.
other times i get frustrated bc idk wtf is wrong lol
yeah but real question is, will it be data-driven like json-ui has?
honestly looking at render dragon getting rid of shader is probably still concerning to me
could prolly find out on the github for ORE-UI
they did that bc they are making their own customizable shaders i heard
Ore-UI was open-source project for you know, if developers want to use html/react technology on their games.
it's pretty much unclear and up to mojang if they ever want to implement that
if mojang choose to stay more not so data-driven friendly stuff. I suppose you can't modify ore-ui with resource pack unless modifying the game
( which this still not possible to this day, but we'll have to see )
bro the anchor thing is the LAST piece of code i need to touch for the UI. Im not doing the settings screen that shit is a nono, especially vanilla code.
once the anchor issue is fixed i dont have to touch the JSON code again and can just finish texture work
rewrite it 
actually I could convert it into another UI file so I can see which problem that was and could troubleshoot it
nah bro, i lowkey gonna steal Arc-UI settings screen and throw credits but i could figure out to implement it into mine
im not rewriting settings, i made the left side buttons smaller and thats it lmao
can't without the Arc-UI core folder 
can't make it more simpler to edit because I don't want to create 10 UI files for specific functions
so I throw everything into one file and call it a day
settings section folder is already simplest enough you'll ever seen from me
i still never figured out how to add a button, i dont understand Bindings in the slightest lmao.
expect about screen
you don't have to add any bindings
just.
"your_button@common_buttons.light_text_button": {
"$button_text": "blah",
"$pressed_button_name": "<screen function>"
}```
size is optional.
put it anywhere you want, and that is that.
if you want to use another element (acts as child element) in button, you can do that too.
"your_button@common_buttons.light_content_button": {
"$button_content": "<your element here">
"$pressed_button_name": "<screen function>"
}``` ( note here that `$button_text` does not work here because that *is not text button* )
screen functions is usually what buttons needed. everytime you click button, it'll lead you to another screen with according to it's screen names.
Those are hardcoded on some screens, so don't expect to use screen functions from another screen and expecting it to work
so if i wanted to make a custom screen for information about the pack and connect the button to it, how would i use screen functions to it?
or can i not use a custom popup screen function?
those are hardcoded, which essentially you can't create your own screen. ( the same logic to "you can't add new things to json-ui, but you can only modify them" )
like i want a button on the title screen that opens a scrolling panel with information about the pack like credits and updates
wow thats wack
you can modify the windows 10 trial screen thing where it was supposed to show if you click that button I suppose
even though that trial screen only happens in trial version, but that is bedrock leftovers.
you can still use that screen in normal version
yeah free screen to turn into whatever
that why people modify trial screen.
the uh, music+ and another JSON-UI packs with "about" based on that
i dont think ive ever seen the trial screen lmaoo
It's that screen.
so i just change the button and screen for the trial version to open a prompt
yeah, but that was actual screen UI.
not a prompt.
nor dialog.
they made to look like a prompt for some reasons
probably mojang lazy to create actual prompt instead of creating another screen
they made a seperate screen to act as a prompt?
yeah.
yeah that was my thought.
Mojang im very disapointed
it's weird to see mojang being lazy at json-ui
no wonder the UI sucks ass lmao
that's why people use that screen for theirs about screen or basically a whole new screen for information thing
by far my least favorite feature of bedrock
although i don't implement that on any my UI projects so nope, you'll won't see trial screen in there
I don't even know if trial version can use global resource packs
now that i know the extra screen is there i can use that. Ill have to find the code for it and fix it up but sounds doable at my current level of knowledge
i can just remove the ignored element and bindings from it to make it always show the button to open the screen
I could find that screen ID for you since it's right there in start_screen, the actual trial screen is that file. win10_trial_conversion_screen.json
bypassing the trial version shit
whats a simple explanation for JSON ui and scirpt api, and whats best to learn for a faction server owner
simplest explanation for JSON-UI is
you don't.
okay, what abut scripting?
Script API is mor mods, datapakcs, addons. JSON UI is just base minecraft stuff. Script API does most of the work i think
so can i make like a chest gui with scripting?
scripting-api could do anything expect UI modifying related stuff.
yeah, you can.
would that be difficult to learn?
you can make stuff ranged from database to everything honestly
so Script API can create UI Elemnets but not edit existing UI Elements?
yeah.
so, i wouldnt be able to make chest gui since thats already a ui
Json-UI is client-side, not server-side. therefore no, it's can't edit.
Dll use ScriptAPI if you're server owner
so i would be able to do like warps and teleports with a chest gui
Yes.
you can do anything you want
so if i click one thing in the chest it does a series of commands
anything.
so how would i start doing this stuff during my freetime?
#1067535382285135923 there.
okay, thankyou
script-api has ton of documents you can learn, and also it's based in JavaScript/typescript
so go crazy with it I suppose
so i would have to learn coding first
yeah.
damnit dude
since it's literally program language
yeah, thats probably going to take months right?
kinda like you "modding" the game
as long you know the basic of javascript/typescript, you don't have to learn the whole javascript thing.
@surreal arch there is some docs to help you learn. If you are actually trying to learn it, it wont take very long to get decent at it
since script-api is heavily relies in mojang's own minecraft API, therefore you shouldn't see any complex JavaScript there
im a JS main i worked on some mobile apps in my college days
alright, so is there a way to find someone that already knows it and can make a chest gui
Script API is much more widely used so there is a good chance one exists
ive tried searching lmfao
ohh alright, yeah every server that has one their realm owner always says "no im not telling you how i got it"
you should look every bedrock's changelog if it's out since you can see which script-api stuff updated
https://www.youtube.com/watch?v=tymVqC1Yn5I kinda old but the basic idea is there
This video is made in 1.16.4 (December 2020)
Here I am showing how to make a simple GUI with Skript.
Follow me on twitter ➤ https://twitter.com/FanStaaff
Follow me on Instagram ➤ https://instagram.com/FanStaaff
Join my discord server ➤ https://di...
so you can fix old stuff
alright, thankyou again guys
that is literally java edition server plugins
lmfao
@hexed briar anything on the anchoring issue?
umm my pack crashes when i open the global resources settings tab
no error it just crashes.
the pack isnt even loaded yet
i haven't touched anything that would break it. Im starting on changing the trial upsell screen into my pack info page.
my manifest had a grammar error...
so it crashed getting the information bc it was broken.
what screen is this?
its not the trial upsell screen maybe im using the wrong button
there is no other button that launches editions but i dont see the screen for it.
thoughts?
i cant find the right screen to edit for the info button, but it loads a screen so i should be able to change it somehow.
Anyone able to help with this #1100449350280298639 message
is it possible to make something like this:
?
(yep am a pocketmine plugin dev and want to recreate a mc java mod :,) )
not possible really.
with 21 custom slots? nope.
although you could, there is few alternative I suppose
- custom crafting table has 9 slots maximum and only 1 output slot, you'll have to keep that at limit.
- use chest as for that. since you're working on pocketmine plugin and stuff, something like that is possible for you. with 27 slots available.
although learn json-ui first before doing it because im not doing that for you
ya, but good luck bc json-ui is pain
Welcome to JSON UI!
If you are reading this, there is a good chance that you were inspired by The Hive, Galaxite, or some other addon or server. Welcome! This is the right place to learn about these topics.
To get started in learning JSON UI, we recommend you check out the Wiki first: https://wiki.bedrock.dev/json-ui/json-ui-intro.html.
However, please be aware of these things:
- JSON UI is much tougher than other addon topics.
- JSON UI is 100% only documented from vanilla reference and reverse engineering. There are no documentation directly from Mojang.
- We will not give you step-by-step instructions on how to create UI from Hive/Galaxite.
JSON UI is one of the toughest addon topics, so please be patient. Try and attempt small tasks. Ask concrete, answerable questions. We won't spoon-feed you.
you can have up to 54 slots if you use a chest gui
and its pretty easy to do with pocketmine
that was standard chest I said. not double chest
just the json ui part is gonna be pain
ye but u can use a simulated double chest just fine
if you need more slots
honestly no one gonna need 54 slots for custom crafting table
stuff like this exists
what are you gonna craft with this thing
tho even a double chest wouldnt be enough for that
81 slots + 1 slot as output
at this point you gonna get custom entity because that allows you to go beyond than that
at the same time, why.
i dont think it does
54 is the max
custom entity (inventory/donkey components) allows you to use any slots values you want. hence, that's why there is addons that makes a small chest having more than 54 slots and more
- with JSON-UI to display more slots.
oh?
you don't expect bedrock to have dynamic chest slots like java has.
yeah that's how people did it
more slots with json-ui to properly display them slots and there you have it.
you can't do the same to regular vanilla chests.
even though you can add them in chest but you can't interact them, same goes to inventory.
that what those custom entity with inventory components for.
sometimes things like that intriguing me. json-ui has more complex, dynamic and more customizable than java has. but java somehow has dynamic chest slots whenever the chest slots has 34 or 45 slots while bedrock that doesn't have.
hm
Hi! Do you have documentation for Ore UI?
no.
i want to do it myself, only want to know how/where to learn it
there
You can learn more and get started with JSON UI here: https://wiki.bedrock.dev/json-ui/json-ui-intro.html.
doublechest has more, so i g it would
am in 10mins back cuz am at school :,)
tho u cant use it in mc yet
i saw it already before
uhm xD
me who is trying to make galacticraft for be
bud i cant use the pocketmine craftingtable recipe class to add recipe like i have to write it with inv menu
but the json will be pain
idk if such a thing is posible :,)
the circles are likely the hardest
unless you are lazy and stretch an actual circle texture to fit
dev version is actually super useful with asserts, it gives way better insight into what is broken
I am not under NDA and it is a leaked version so i should be allowed (legally) to show that screenshot here

jesus christ absolutely no.
the only you get from this is just buttons, informations and just it.
animated animations, circle and a thing where you zoom is definitely too difficult and time consuming to implement.
actually, json-ui still doesn't have mouse element control (only hud_screen can be used) so zooming is straight up impossible.
🤔 played around with the client a bit and the only super useful thing i found for JSON UI is texture reloading
zoom button on the other hand might work, maybe even a slider
if you want something like that, id recommend not using JSON-UI instead opting to use Script API.
@hexed briar what screen is this? its not the trial upsell screen.
damn nicee
#1097197323748130936 got some additional screenshots
i do not i was replying to someone
oo will check out
yeah, although the animation may completely break if zooming. since that does not sync together with size dynamically changing.
No clue either, but I'll look into it by tomorrow. I've got some serious work to do atm.
.< to be safe though i won't share where to get the dev clients, but let's say its where the chirping birds and paper planes at
hmmmm
yeah uh, don't share dev screenshot that often.
you don't want to get involved the same situation where mojang going rampage dmca'in everyone who is involves the leaked builds, and little reminder that mojang employee are in this server.
I'm not even sure if that is allowed or not, for moderation sakes. don't.
I'd rather not touch anything related to that after seeing some youtuber who showcase the leaked builds and mojang going haywire at striking everyone who uploaded it
but hey mojang also deletes random minecraft related videos with incorrect DMCAs so screw them
atleast they're not nintendo.
they are not much different from each other tbh
especially when it comes to management and as of recent, legal things
very recently nintendo striking some YouTubers who supposedly modding their game like and also includes non-modded videos.
that, happens.
i am not too worried actually, in the end they can just kindly ask the mods to remove the screenshots, and it won't do much harm
well that is not very different from striking youtube videos that showcase automatic fishing farms for "sharing binaries"
smells like marketplace thing to me
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Mojang removed my building in Minecraft video and 2 java minecraft maps world downloads using a false DMCA takedown with YouTubes CTM loophole. Companies like Mojang use the ...
also this
TLDR its most likely a flaw in the automated system, yet people are badly influenced by false strikes coming from nordic smol indie game dev studio
yeah I suppose
anyways, just saying. be cautious with it because of course, they're here. I'm not sure what are they gonna do, that could lead to potentially bad or worse, I don't know. but be careful though.
I uh, gonna continue my work. see you I suppose.
what i am a bit concerned about is mojang trying to take down this discord in response to the leaks
well they won't, they're bond to it.
they're also taking feedback from script-api developers, update and etc
and #old-editor too.
so no, it's unlikely for them to take this discord server down.
afaik recently after #old-editor is out, more mojang employee's joined.
they uh, might ask mods to delete those leaks and potentially mute/kick you.
who knows.
Tbh I'd gladly sign an NDA to get my hands on dev clients, I've been in contact with some Mojang guys (mostly third-party server development things on slack) for a while but our channel there is pretty much dead nowadays
Especially since tommo left 💀
Reaching out to the legal team just is pain, but understandable with this many people in the community
you might have to be marketplace partners anyhow, depends I suppose. some people got that thing and signed NDA to it. that was your best bet I guess. those are rumors though.
me, myself are not marketplace partner so therefore I can't confirm that.
💀 been waiting for 4 years (i think) on the application already and even tried getting some attention to it via some other marketplace guys i know but yeah things go slow
I'm pretty sure there was some people around here who are marketplace partner has that thing.
there is also the funny opposite where some marketplace partners i know didnt get it
i guess the easiest way is to join an existing team
yeah, that was a luck I suppose.
there might be a long process of asking mojang/xbox studio for that thing, who knows.
oh my bad i was trying to tell @fiery yoke i wasnt paying attention and thought you had made the original poat about the chestGui thing
I definitely might have nightmares tomorrow because I don't want to know what will 1.19.80 break
All i got left to do on my UI Pack is fix the player list on the pause screen, maybe try and fix a bug in the settings but i doubt that will go to plan, and create my pack info screen
I hope I don't get this corrupted global resource pack again
?
thx
yeah, it would be easier for you to just use #1067535382285135923, its much easier, has proper docs, and can do alot more.
does it work too with pocketmine muqsit/invmenu?
im not sure, if they are mods, plugins, datapcks, or addons then it should work. Script API is the modding tool devs use.
"[email protected]_button": {
"$pressed_button_name": "button.menu_buy_game",
"$button_text": "$unlock_full_game_button_text"
},
``` This is the button im using, but i cant find the screen its opening. I tried the ``trial_upsell_screen.json`` but it is not. can someone tell me what screen this button connects to?
EDIT: My Button
```json
"[email protected]_button_small": {
"offset": [ -60, -59 ],
"$pressed_button_name": "button.menu_buy_game",
"$button_content": "start.info_icon"
},```
it differs depending on which platform you are using, either "win10_trial_conversion_screen" or "tabbed_upsell_screen"
i have tried both of them, neither of them changes the screen.
maybe i just need to override a different screen. Whats another one i can use for pack info that nobody will ever use?
bc that one doesnt seem to exist
override them
override its "$screen_content"
hmm lemme fuck around and find out for a few
imagine being specialised on mobs and items in pocketmine, now i wrote a bad worl gen and have to learn ui going so on xD
*custom ui
i got it, i was changing the wrong thing, and sometimes my pack doesnt load everything so ill get like cross textures with other subpacks. but i have a decent guess as to why its happening.
is it weird that some of my subpacks use the changes. Like half of the themes work with the new ui code the others dont.
?
the image doesnt show up, im just messing around with this empty screen to learn stuff but why is the image not showing here?
its the same resolution as my previous icon. so it should render the 64x64 image.
i got it, i think it was an issue because the name of the image. i changed it and it shows up.
how can i shwo label text from formAPI in this ?.
i used VPacks
$content = ContentFactory::create($this);
$style = $content->getUI()->getJsonUIs()->createCustomFormStyle();
$wrapper = $style->addPanel("title")
->layer(4)
->size(new Size("100%", "10px"))
->anchor(Anchor::TOP_RIGHT())
->in(fn($elem) => $elem->addLabel("text")
->text(ScreenElement::getTitleBinding())
->fontType(FontType::MINECRAFTTEN())
->textAlignment(TextAlignment::CENTER())
->fontScaleFactor(2)
->anchor(Anchor::TOP_MIDDLE())
)
->in(fn($elem) => $elem->addExtends("close_button", "common.close_button")->anchor(Anchor::TOP_RIGHT()));
$style->setRootElement($wrapper);
$this->decorator = $style->getDecorator();
this shows a close "x" and the title on screen for now
wtf is that
also ew php
whats VPacks
found it
oh cool
no way
from when are you in this server wolf lmao
might rewrite it in js for something im working on
fuck yeah mate