#JSON-UI General
1 messages · Page 6 of 1
cell_image has .json format. this is nineslice config file for cell_image.
you'll have to change its image size and nineslice on textures/ui/cell_image.json
ok
{
"nineslice_size": 1,
"base_size": [
5,
5
]
}
uhh what is nineslice_size and base_size mean?
nineslice_size means how much pixel it will copy for each corners, and base_size means the image size of cell_image.
nineslice makes your texture go this
Does that mean the higher the "nineslice_size", the more it will stretch the image or not
could be.
perhaps on your image size.
there's a lot of example how that is used
you can look minecraft buttons for example, or dialog textures. they're really just a small image like 10x10 or 6x6
there's json version of the .png format, that's nineslice config for separate image version
you change nineslice_size with specific value or you can go [ 2, 2, 2, 2 ]
the image above here with numbers on that texture specially 1, 3, 7 and 9 or image corners are how minecraft nineslice works
you can ignore 2, 4, 6 and 8 because that doesn't exist in minecraft
how would I edit one of them or both of them all?
[ part1, part3, part7, part9]
yeah
that should work
though without that, you're taking advantage of all corners.
you can look vanilla textures specially on textures/ui folder with .json and see how it works
oh okay 👍
there's too many of them because that is to adjust the texture and properly work with scaling
so it doesn't look stretched out
yeah, you can take this image as example.
the above one are without nineslice
the below one are with nineslice
they look clean
yeah.
if minecraft doesn't have that
you can see stretched image about all screens.
thanks! now i know why almost every ui texture is sooo small like 10x10 or something xD
yeah, it's a cool optimization.
how can i add a hover to my button?
I have a simple button that has @common_buttons.light_text_button, but I don't know how to add a hover over it, like a texture that appears when the mouse cursor is placed over the button
You could edit the texture
button_borderless
and just find the light button hover
i don't wanna edit the button hover texture, but i wanna add a texture
On it
textures/ui/button_borderless_lighthover
like this #1128355133999296653
no
no
there's a lot of variation of buttons type.
light_text = basically only for text and no custom elements for it
light_content = allows custom elements to be added though no text bundled, so $button_text does not exist.
the light part also has dark version. just, dark
though dark version has more customization than light version for some reason.
you can look more variations in vanilla_template/ui/ui_template_buttons.json
Can we edit this so it shows a label when dark button gets hovered?
{
"hover@$button_state_panel": {
"$new_ui_button_texture": "$hover_button_texture",
"$text_color": "$dark_button_hover_text_color",
"$secondary_text_color": "$dark_button_secondary_hover_text_color",
"$content_alpha": 1,
"$border_color": "$dark_border_hover_color",
"$border_layer": 4,
"$hover_state": true,
"layer": 4 // This is several layers higher than default in case two buttons share a border and that shared border needs to turn with with either button hover/press state
}
},
when he puts the mouse over the button, that purple texture appears on the side
"type": "panel",
"layer": 50,
"controls": [
{
"[email protected]": {
"$pressed_button_name": "unset",
"sound_volume": 0.0,
"controls": []
}
}
]
}```
add that as a control in your button, should work.
Controls: [] is your custom content
the orange box area are default variables or where it to be stored, the white box area or controls array are how button should run. the element should be self-explanatory enough.
e.g all of hover variables will show/run if the button is hovered
if i put a controls on my current button it disappears.
for example, if I wanna make my button purple when I pressed the button. I place a color button variables in pressed element on control array.
and vice versa.
this I know, I just edit the texture variable depending on its state
But can we add new elements when it gets hovered?
before I had a button @common.button but it didn't work, and it had hover controls in it, which was possible to add elements
"[email protected]": {
"type": "button",
"controls": [
{
"default": {
"type": "panel"
}
},
{
"hover": {
"type": "panel"
}
},
{
"pressed": {
"type": "panel"
}
}
]
},```
perhaps that might work
I forgot about I and can't see my old snippets
can't 100% sure if it work or not
I will test thanks
Still need help
I moved Titleraw up but there is no such space between them. Can you help me, what should I do?
@pine matrix Can you help me?
Okay my form backgrounds disappeared and I don't know how to get it back
I was editing the common_dialog, common_buttons, etc. and somehow changed something that removed the backgrounds for my forms. I also copied the vanilla textures/ui for the backgrounds, buttons, etc. to edit so maybe that could be it?
how can i make the item render smaller?
why though
i want to make it fit to the cell background i created
Can the type be image?
can be anything if you want it to
nvm
worst thing to do
where can I add the paper doll in a form?
I tried adding it on controls of form@common_dialogs.main_panel_no_buttons, it removed the form but the paper doll showed
right lemme check for moment
Modify the size in vanilla_template/ui/inventory_screen.json
"item_renderer": {
"type": "custom",
"renderer": "inventory_item_renderer",
"size": [ 16, 16 ]
},```
i actually already modified the number value to 5, 5 but nothing happen
Inventory screen?
not sure but that should work.
lemme test brb
weeeeeeeeeeee
change it to .json (discord hates .JSON so that's why I uploaded it as .txt) and place it to ui folder. Warning - every blocks/items will uh. be large
also change its value depends on what size you want
have fun
ah ok
thanks! it looks better now :>
don't know, when I look at it in vanilla codes
it does not make absolutely difference at all
I seen 1.25 before in vanilla json-ui code, they're literally no difference in 1.25 and 1
@hexed briar is it true that we could put a toggle in pause_screen.json then it could like toggle a image from hud_screen.json? Yes or No?
uh technically.
Kyra said its true, but I'm confuse if it's real or not
you can make togglable stuff in hud_screen, them clone those elements to pause screen. add few property on hud_screen element like always rendering and interactable from another screen
and there you have it
ohh so thats how other ui creators do it
the thing is, you can't really send custom data from pause screen to hud screen. though you can make it like both screens has the same element and make them acts like the same screen
so, that is rather a trick question
I would say yesn't
oh okay👍
this method is kinda buggy these days
since you're doing something what mojang wouldn't
I'm confused why mojang wouldn't add horizontal scrollbars
it's pretty useful in some things
they can't I guess
the legacy devs left bedrock development and it looks like they can't do anything with json-ui without breaking them, only to add new stuff
wait json ui is famous before?
i.e those 2 new element type that uses [ or ] keys to switch images for some reason
they aren't.
though yeah json-ui exists since 1.2 or something i don't remember
i remember json ui tools before but idk how to use it
they're modifiable since that day, though there's not ideally to modify since you can't almost do anything
expect only modify pre-game and couple of hotbar and just it
no fancy customized server forms or npc screen
those does not exist, even though they do people wouldn't be interested
heavy modified UI packs like UIPack (pretty old though) was revolutionary back then
most people would really interested to see what new and how will it change to the game
and now look at today, there's too many of them and they're not interesting anymore
most UI packs would claim themselves "client" and that is ridiculous thing I ever heard.
I hope ore-ui could make ui's popular since its easier
most people doesn't seem to like ore-ui due for downgraded performance with it
same events of render dragon existence
but at the same time most would be interested how will it work
though ore-ui still wasn't data-driven, so that isn't happening anytime soon
I was able to do this with titleraw, but I can't make spaces between them, how can I do it like this
"furnace_selection": {
"type": "panel",
"size": ["100%", "100%"],
"$flag_foundry": "§0§0§3",
"controls": [
{
"[email protected]_screen_content": {
"bindings": [
{
"source_property_name": "(not (($container_title - $flag_foundry) = $container_title))",
"binding_type": "view",
"target_property_name": "#visible"
}
],
"controls": [
{
"label": {
"type": "image",
"texture": "textures/ui/background",
"size": ["100%", "100%"]
}
}
]
}
},
{
"[email protected]_panel": {
"bindings": [
{
"source_property_name": "(($container_title - $flag_foundry) = $container_title)",
"binding_type": "view",
"target_property_name": "#visible"
}
]
}
}
]
}
why are both screens shown on top of each other? this does work for server_forms for example
Guys how would I go adding new element in the server forms?
I tried adding it in some form controls but they all didn't work well or unless i did it wrong.
( don't know how to fix it. My dialog_hollow 3 or 4 wont work and I really don't know what to do
I've reverted so much code, deleted files, etc.
How can I put a space between titleraw?
Is this the messageform?
message form only has 2 buttons
that’s just normal action form
dont think u can do regex in json ui
also '§z §1...' isnt regex thats just color codes
yes you can
only to a certain extent
script api
world.beforeEvents.chatSend then if message matches something run the command kick on them
how do i convert a text to lowercase? with binding
idk??
yes, then get the sender
then run a command on them
/kick @s and a reason if u want
what?
not sure u have to for loop through it
just test if banned includes message
move to #1067535382285135923
use things like - 'this text' - 'that text', it can
Is there a similar thing in json ui that works like slice()??
thats not regex
javascript regex != a string - a string
Your pfp look familiar

Why when my anchor is bottom_right the element renders on top_right in a stack_panel
Here's the code (@light.vsp is just a stack panel with vertical orientation)
"[email protected]": {
"anchor_from": "bottom_right",
"anchor_to": "bottom_right",
"controls": [
{
"@light_mods.armor_hud": {}
},
{
"@light_mods.inventory_hud_panel": {}
},
{
"@light_mods.ip_display": {}
}
]
}
Is there a way to put player paper doll on screen but only the Armor is visible that the player is wearing??
Oh ok thx
@last pollen Can u help my files doesn't work idk what is wrong, the image doesn't appear.
I recommend just doing this:
"play_screen": {
"$screen_bg_content":"namespace.bg"
}
Ok
@hexed briar (sorry for the ping)
?
a response for pinging me
@mystic heart
This guy accepts pings
I think
Sorry
For the ping
When someone else pings it's ok but when I do it it's not
pinging me with no reason is sometimes definitely not okay for me but I don't really mind and send the car picture anyways.
What's that thing called?
is json ui hard?
I pinged for a reason wdym?
Needed help with something
you didn't even specify anything.
and secondly, I'm too busy.
next time, don't ping random person
kinda
@obsidian crest @obsidian crest
I completely reset ui_common and it fixed?
weird ahh game
didn't think I'd get pinged for this lol. all good
hi experts, what is the best element to use to render a custom HUD?
I was using actionbar text so far, which works good and have a better performance than title, but the system itself have many vanilla messages that is fired when you do some action, like ridding horses, boats, etc, and when this happen it flicker a bit the HUD because of the different message.
is there any other option or better way to fix it? is it possible to disable any vanilla messages from actionbar and let only the custom one?
also is there any more intelligent way to do this variable for conditional sizing? json { "requires": "((('%.51s' * $atext) - ('%.48s' * $atext)) = 98)", "$size": ["98%", "100%"] }, { "requires": "((('%.51s' * $atext) - ('%.48s' * $atext)) = 99)", "$size": ["99%", "100%"] }, { "requires": "((('%.51s' * $atext) - ('%.48s' * $atext)) = 100)", "$size": ["100%", "100%"] }
Conditional sizing??
I m using variables to define the size
but in a percentil 1-100 I have to define the line for all possibilities, I wanted to make something shorther, like 1 line and done if possible
no other ways, you have to detect actionbar.
performance: 💀
it should be fine as long you have the element factory/reloader e.g actionbar and title
I havent noticed any performance degradation with the variables, I decided to make like this because using a single "texture" with lots of different images was flickering every time the bar changed the value, like it was still downloading the image, after the first time it downloaded the image everything get smoothly, but it was annoying to see it flickering, so using a single image with the variables it was just perfect, the only problem now is these 100 lines of variables, that is why I wanted to check if there is a better way to do it
I added some code to template_dialogs and changed the panel background and name ( multiple panels for multiple titles/pages ) and for some reason it just doesn't load the new background. Not sure how much code in template_dialogs or ui_common I have to change
it threw an error though
[UI][error]-UI Control: long_form | UI Control: zappy_form | UI Control: common_panel | UI Control Key: bg_image@$dialog_background | UI control reference not found: 'page_E_dialog_background_hollow_3'
[UI][error]-UI Control: long_form | UI Control: zappy_form | UI Control: common_panel | ----------------------------------------------------
Unknown properties found in def[bg_image] from namespace[common]
- Unknown property [layer]
----------------------------------------------------
What did you put? To add the background image?
added the bottom code
copy of dialog background 3 but with new file name (prefix: "custom_")
and
You want a background for your zappy form?
yes I want the custom_dialog_background_hollow_3 on the new form
last time I was adding a lot of new elements in ui_common and everywhere that it broke all the forms and stuff but I don't know how simple it is
what?
custom_... is my new texture
a copy of the original form background, dialog_background_hollow_3
You could do "$custom_background": "namespace.img_element"
well I tried something like that
maybe this?
common_dialogs.page_E_dialog_background_hollow_3
but other things say "[email protected]_panel": { "$dialog_background": "dialog_background_hollow_4" } and such
without namespace.
I'll just test this first
but what I'm saying is other parts of the code that define the dialog_background" don't use namespace
Just test then remove the namespace after if didn't work
oh carp
it opened 2 backgrounds
this is after I removed the namespace
with the namespace, no error but it duplicates the background and moves the title and all that
oh
wait
It didn't work If have namespace?
I think I know, 1 sec
I should define "page_E_dialog_background_hollow_3" in ui_common
that's new
\bazinga
but I need to fix the black background
I made the dynamic button panel a grid, and edited a few things
Moved the body text slightly
What are you doing anyways?
just want to figure out multiple form pages and such
Dog water test
You mean multiple forms at once?
Ohh
Title based forms
yes
so the plan is I can have like little title names that define what form to show
or
Ye
idk
Your design is pretty cool
thank you
I need to figure out something else if I wanted to put dynamic titles tho
such as a player profile
I don't know if a prefix is possible
I'm having trouble of adding new elements to server forms
It doesn't work as expected
I haven't even tried that yet
I'm trying to add player_skin_viewer which is from another file and then when I put it in my controls, it shows but completely deletes the form
I'll try that
no I'm asking how you add new elements
ohhh
I tried adding it in long_form_dynamic_buttons_panel which is really dumb and definitely didn't work
the buttons panel is for... buttons
Then I tried adding it on form@main_panel_no_buttons which results to this
huh
long_form_dynamic_buttons_panel is for buttons
Ye💀
scrolling panel would be the best place to put it, possibly
This?
Oh ok
can someone help me? why this code doesn't work?
"$atext": "$actionbar_text",
"ignored": "(not(($atext - 'test') = $atext))"
}```
is $atext a variable? or is it $text
it's a var
It's not js
variable isn't js exclusive
.
"ignored" doesn't seen to work at all
don't know why
have you tried "controls"?
nope
it'd be a little longer but it may work
try bindings
yea bindings
bindings does not work with ignored from what i know
i think it's broken or something like that
i'll try controls, thanks
now how do I change the size of the black background to forms....
forms doesn't have black backgrounds by default
you need to add one
it has
oh, this black background
Where'd u found that?
"dialog_background_hollow_common@common_dialogs.dialog_background_common": {
"layer": 2,
"$fill_alpha|default": 0.8,
"$dialog_background_texture|default": "textures/ui/control",
I duplicated this and now I need to change the size of the background somehow
Ohh 👍
it didn't work
i think the problem it's with both "visible" and "ignored"
🕊️
Thanks, this works. It saved my time
np, just read through the code and try to figure out what it says and then you'll figure out everything
Using font_scale_factor
It goes for the label
there is a way to remove a player Health bar how
and the food and shield and xp bar
anyone
"buttons_panel": {
"type": "stack_panel",
"orientation": "vertical",
"size": [ "30%", "50%" ],
"anchor_from": "bottom_middle",
"anchor_to": "bottom_middle",
"controls": [
{
"respawn_button@common_buttons.light_text_button": {
"size": [ "100%", 26 ],
"$button_text": "deathScreen.respawn",
"$pressed_button_name": "button.respawn_button",
"bindings": [
{
"binding_name": "#respawn_enabled",
"binding_name_override": "#enabled"
},
{
"binding_name": "#respawn_visible",
"binding_name_override": "#visible"
}
]
}
},
]
},
add "$button_font_size". default is "normal"
Not a place to ask the question, but does anyone knows how to remove entity shadow? When I ask in other chats they don't answer the question
Thx
When you click on the form button, it turns green, how can I change it?
You have to stick to the channels organization we have in order to continue having that organization. Please, for future reference ask in the correct channel and be patient.
@low pawn hey uh don't break this server rules by literally dm'ing random people for help. thanks
and also don't join my discord server order to bypass "message requests" too.
It's not cool.
don't make me disable DM all together because of that.
This guy also DM'd me.
@normal moat i made a json ui, when i click the button, the button turns green, how can i turn it off?
uhhh don't ping random people
it is just because the hover texture is greeen
how can i turn it off?
You can't turn it off. You can change the texture.
hmm, do you have a chance to write the code?
"$default_button_texture": "path/to/texture",
"$pressed_button_texture": "path/to/texture",
"$hover_button_texture": "path/to/texture"
I hope you understand basic JSON UI.
Also, I want to delete the background of the button so only the text is visible. It's not possible, is it?
Make the button texture invisible/alpha 0
i do it doesn't work $default_button_texture": i try it doesn't work
Show code
@normal moat can i send you a dm?
yeah
Code:
"form_button": {
"type": "button",
"default_control": "default",
"hover_control": "hover",
"pressed_control": "pressed",
"sound_name": "random.break",
"bindings": [
{
"binding_type": "collection",
"binding_condition": "none",
"binding_collection_name": "form_buttons"
},
{
"binding_type": "collection_details",
"binding_collection_name": "form_buttons"
},
{
"binding_name": "#form_button_text",
"binding_type": "collection",
"binding_collection_name": "form_buttons"
},
{
"binding_type": "view",
"source_property_name": "(not (#form_button_text = ''))",
"target_property_name": "#visible"
}
],
"controls": [
{
"default": {
"type": "image",
"size": [
64,
64
],
"texture": "textures/ui/Black",
"color": "white"
},
"hover": {
"type": "image",
"size": [
68,
68
],
"texture": "textures/ui/Black",
"color": "white"
},
"pressed": {
"type": "image",
"size": [
64,
64
],
"texture": "textures/ui/Black",
"color": "white"
}
}
]
}
There are 2 invisible buttons and i dont quite understand why.
And they are clickable and do the sound
does anyone have a basic jsion ui template
trying to make something like this
actually like this
Hey ! Does anyone know how to interract with grids ? Even though I specify my grid to be 4 rows and 2 columns, it makes me something like this ??
"namespace": "start"
"blank_element": {
"size": [
0.9
]
}
Someone know how to make crafting table 1x1 because I want similar in stonecutter
Hello, I really need some help with adding some of the missing minecraft settings into the pvp pack I am making!
Does anyone and I mean anyone know how?
What element does control the close button in server forms?
common_dialogs.main_panel_no_buttons -> common.common_panel -> close_button_holder -> [email protected]_button.
Edit crafting_grid_3x3 and crafting_grid_3x3_with_label in inventory_screen.json
ui_common.json?
yeah
Damn
garage monkey
Is there a data we can get from the elements generated using grid which we can then use for animation timings, so that the second element will have a slightly delayed start than the 1st. Kinda like the heart animation when you have the regeneration (?) effect
collection_index
How do I use that? Can you share any examples?
@normal moat sorry for the ping, I send file and can you help to understand it
You can assume collection_index as the number given to each element of a collection in a order.
{
"test": {
"type": "stack_panel",
"orientation": "vertical",
"size":[20, "100%c"],
"layer": 31,
"collection_name": "inventory_items",
"controls": [
{
"1@slot_template": {
"collection_index": 0
}
},
{
"2@slot_template": {
"collection_index": 1
}
},
{
"3@slot_template": {
"collection_index": 2
}
}
]
}
}
In the given example, we are only editing the first 3 slots of the inventory. collection_index -> 0, 1, 2
Do we have to manually assign the collection index? I'm a bit confused on what you did there 😅
Yeah
This is just the crafting grid?
Ok, I think I got it. Btw, why are these in control of the stack panel instead of the actual grid?
this only works in grids or stack_panel with property collection_name also it is just an example
#old-json-ui message
This is your said
And yes
Thanks!
Is there any example vanilla ui's that works like that?
idk maybe persona_screen
is there a border-radius thingy in json ui that makes element corners rounded?
nope
sad
Is it possible to control a certain element of a grid ?
For example, I have a grid of multiple slots, is it possible to make the 3rd slot bigger ?
#old-json-ui message
Or this
#1067870274894172260 message
It would also work in a grid, not only in a stack_panel ?
Oh. For my case, the grid was a control of the stack panel
Ok so the index is set automatically in a grid
My question being how to use it ?
Like if I want to modify the properties of the slot with the index 5, how do I do it ?
@valid spoke
So I ended with something like this, it seems correct ?
My game's crashing 😅
uh
Welcome to JsonUI hell :D
do you have chest_grid_item element on this thing
common crashes by that is of course missing elements
Yes ?
iirc
I'm editing the chest screen
having index or not shouldn't crash the game.
It just gonna fallback to 0 (index) as default.
so basically the UI can't find element or detect the collection
lemme check for moment.
It seems weird to me that an element can control itself ?
When I completely delete the controls property, it works just fine
just checked
so the issues are you're putting or referencing grid element on another grid element
that might uh, cause some bugs or crashes
so, don't do that
So how do I do that ?
Like increasing the size of the 3rd slot only ?
Yup it crashes x)
just realized you don't do that with grid
so uh, can't help without trial and error myself
look on #1067869374410657962 forums or check and search by in #old-json-ui
Do that instead.
you can replace slot_template to chest.chest_grid_item` and change to correct collection_name
another than that, can't help without trial and error.
So I would change the type property to "stack_panel" instead of "grid" ?
Would the chest still work ?
uh no
don't change to grid
since grid expecting another element specially the grid_item_template property
adding another grid can cause crashes because of uh, loopings
No I mean
though, stack_panel would work familiarly with grid, since it's stacks element just like grid, use the appropriate size and you should able to get what you desired to.
the origin element
This is just some font issues
Like
I have this
"type": "grid",
"size": [ 69, 60 ],
"anchor_from": "top_left",
"anchor_to": "top_left",
"grid_dimensions": [ 3, 3 ],
"grid_item_template": "chest.chest_grid_item",
"collection_name": "container_items"
},```
I would have to change this type to stack panel ?
That's the grid on the chest's slots
yeah, you might also have to get rid of grid_dimensions and grid_item_template
then use control array like what you did.
should work
But would the chest still work ?
would I be able to put items in the slots by doing that ?
"type": "stack_panel",
"size": [ 69, 60 ],
"anchor_from": "top_left",
"anchor_to": "top_left",
"collection_name": "container_items",
"controls" : [
{"[email protected]_grid_item" : {
"size" : [ 24 , 24 ]
}
}
]
},```
Something like that ?
oups
without the collection name property
Yeah, put index on it too.
of course
it should output only one slot since you only have one element on that thing
so, duplicate it more.
and add up index.
after that you should have what you wanted.
Yup of course, I just wanna try with only one first
so there we go
select your appropriate slot element, and you can setup customized one from there
the maximum slots I think is 0 to 26 indexes.
( for small chest only since you've picked small chest ones )
Yes of course
Sooo it works
I'm gonna try with 2
it works fine !!
Thank you very much !
can you fix it?
No
I would suggest using custom emojis instead of symbols since some of them are not supported
@hexed briar I have a new problem, maybe you'll have an idea
The offset property of stack_panel's child element is useless, right ?
I can't move them how I like
Would it still work work with a normal panel ? It doesn't seems so
Also, with this method, I think I can only make one row or one column
you can use something like this stack_panel > panel (control array) > element
so you can use offset directly in stack_panel.
Hello
can anyone help me with this
I need that when the binding is "true" it determines a variable for true, and if it is false, it determines it for false
{
"[email protected]":{
"$va":"body",
"bindings":[
{
"binding_type":"view",
"source_control_name":"mod_menu",
"source_property_name":"#toggle_state",
"target_property_name":"#visible"
}
]
}
},
{
"[email protected]":{
"$va":"none",
"bindings":[
{
"binding_type":"view",
"source_control_name":"mod_menu",
"source_property_name":"(not #toggle_state)",
"target_property_name":"#visible"
}
]
}
}
}
I did that, but it doesn't work as I want, it needs to be the same element, it can't be 2
Ok i'm gonna try
Well...
It doesn't seems to work
"small_chest_grid": {
"type": "stack_panel",
"size": [ 10, 60 ],
"anchor_from": "top_left",
"anchor_to": "top_left",
"orientation": "horizontal",
"controls" : [
{"testpanel" : {
"type" : "panel",
"controls" : [
{"[email protected]_grid_item" : {
"size" : [ 26 , 26 ],
"$cell_image_size": [ 26, 26 ],
"collection_index": 0,
"offset" : [ 26 , 0 ]
}
},
{"[email protected]_grid_item" : {
"size" : [ 26 , 26 ],
"$cell_image_size": [ 26, 26 ],
"collection_index": 1,
"offset" : [ 52 , 0 ]
}
},
{"[email protected]_grid_item" : {
"size" : [ 26 , 26 ],
"$cell_image_size": [ 26, 26 ],
"collection_index": 2,
"offset" : [ 78 , 0 ]
}
},
{"[email protected]_grid_item" : {
"size" : [ 26 , 26 ],
"$cell_image_size": [ 26, 26 ],
"collection_index": 3,
"offset" : [ 104 , 0 ]
}
},
{"[email protected]_grid_item" : {
"size" : [ 26 , 26 ],
"$cell_image_size": [ 26, 26 ],
"collection_index": 4,
"offset" : [ 130 , 0 ]
}
}
]
}
}
]
},```
Why do you have to have one ?
It worked fine without when I was using only a stack panel
for those to work properly and intended?
but where would I use it ?
that panel element
I mean, the collection name is set to be used ?
.
you need one for every slots to work
You mean something like that ?
Well
yeah but change the value to "container_items"
So it works, but all the slots contains the same items
like if i put an iron ingot in one slot
all the 5 slots are filled with the iron ingot
"small_chest_grid": {
"type": "stack_panel",
"size": [ 10, 60 ],
"anchor_from": "top_left",
"anchor_to": "top_left",
"orientation": "horizontal",
"collection_name" : "teststackpanelname",
"controls" : [
{"testpanel" : {
"type" : "panel",
"collection_name" : "container_items",
"controls" : [
{"[email protected]_grid_item" : {
"size" : [ 26 , 26 ],
"$cell_image_size": [ 26, 26 ],
"collection_index": 0,
"offset" : [ 26 , 0 ]
}
},
{"[email protected]_grid_item" : {
"size" : [ 26 , 26 ],
"$cell_image_size": [ 26, 26 ],
"collection_index": 1,
"offset" : [ 52 , 0 ]
}
},
{"[email protected]_grid_item" : {
"size" : [ 26 , 26 ],
"$cell_image_size": [ 26, 26 ],
"collection_index": 2,
"offset" : [ 78 , 0 ]
}
},
{"[email protected]_grid_item" : {
"size" : [ 26 , 26 ],
"$cell_image_size": [ 26, 26 ],
"collection_index": 3,
"offset" : [ 104 , 0 ]
}
},
{"[email protected]_grid_item" : {
"size" : [ 26 , 26 ],
"$cell_image_size": [ 26, 26 ],
"collection_index": 4,
"offset" : [ 130 , 0 ]
}
}
]
}
}
]
},```
the "container_items" ?
yes
No problem, have a good night !
Nope, doesn't work
I have something like this
And it does the same thing, every slots are actually the same container
try to do something like that
"small_chest_grid": {
"type": "stack_panel",
"size": [ 10, 60 ],
"anchor_from": "top_left",
"anchor_to": "top_left",
"orientation": "horizontal",
"controls" : [
{"testpanel" : {
"type" : "panel",
"controls" : [
{"[email protected]_grid_item" : {
"size" : [ 26 , 26 ],
"$cell_image_size": [ 26, 26 ],
"collection_index": 0,
"offset" : [ 26 , 0 ]
}
}
]
}
},
{"testpanel" : {
"type" : "panel",
"controls" : [
{"[email protected]_grid_item" : {
"size" : [ 26 , 26 ],
"$cell_image_size": [ 26, 26 ],
"collection_index": 1,
"offset" : [ 26 , 0 ]
}
}
]
}
}
]
},```
also
use "container_items", not "teststackpanelname" as a collection_name value
Oh ok
you meant a new panel for every slot
yeah I'm pretty sure it would work, you're right
No, I already tried and got something like that
teststackpanelname as collection_name does not exist
collection_name are for hardcoded stuff
I think I just have to not specify anything
in fact I do not really understand what the "collection_name" is
It's pretty weird, if I do not specify any collection name or if I specify it as container_items, it gives me the pink and black bug
but if I specify the collection name as anything else, it works
I really don't understand lmao
Well, it doesn't work
Does the same thing, every slots are actually the same
Well, I found a way to do what I want, it's really messy but it works
u did it wrong, this will work ->
"small_chest_grid": {
"type": "stack_panel",
"size": [ 130, 26 ],
"anchor_from": "top_left",
"anchor_to": "top_left",
"orientation": "horizontal",
"collection_name" : "container_items",
"controls" : [
{"[email protected]_grid_item" : {
"size" : [ 26 , 26 ],
"$cell_image_size": [ 26, 26 ],
"collection_index": 0
}
},
{"[email protected]_grid_item" : {
"size" : [ 26 , 26 ],
"$cell_image_size": [ 26, 26 ],
"collection_index": 1
}
},
{"[email protected]_grid_item" : {
"size" : [ 26 , 26 ],
"$cell_image_size": [ 26, 26 ],
"collection_index": 2
}
},
{"[email protected]_grid_item" : {
"size" : [ 26 , 26 ],
"$cell_image_size": [ 26, 26 ],
"collection_index": 3
}
},
{"[email protected]_grid_item" : {
"size" : [ 26 , 26 ],
"$cell_image_size": [ 26, 26 ],
"collection_index": 4
}
}
]
}
yeah, I was able to do that
the problem is that I can only put all my slots on one row or one column with this method
You can use grids if you want more columns/rows
That's what I was trying to do first, but apparently we can't really modify one specific slot in a grid
So what I did was putting multiple horizontal stack panels into one vertical stack panel
Soo it looks like this now, I'm pretty happy with it
Also, is it possible via the ui to make the player unable to put items in a slot ? Like on the furnace output slot, for example
Well, I know it's probably a little bit complicated but I want that the player can take an item in the slot, but not put one
what is the npm for json ui?
how can i put the categories on my custom table
i'm having issues trying to understand how bindings work through /title
what exactly is being used to tell whether /title has something for the element?
intro to json UI mentions $actionbar_text, but does not show where this is declared or where there is a binding
and if we're forced to use these variables, how do we make the title bars at least not pop up?
oh I think I'm understanding now
h
h
h
I dont think so if this is even possible if you are using server_form
Json UI makes me cry
I yearn for a Barotrauma-esque XML modding setup
and also it would be nice if there was bindings in another form
it's custom table, but i already fix it
👍
table?
ye
gg !
Hi
I want to cut out those three controls out of my chest_panel
{
"[email protected]_panel_bottom_half_with_label": {}
},
{
"[email protected]_grid_template": {}
},
{
"[email protected]_take_progress_icon_button": {}
}
I want to control it through the chest title
How to do so?
Entire Code
"[email protected]_panel": {
"$root_panel_size|default": [
176,
220
],
"size": "$root_panel_size",
"layer": 1,
"controls": [
{
"[email protected]_panel": {}
},
{
"chest_panel": {
"type": "panel",
"layer": 5,
"controls": [
{
"small_chest_panel_top_half@custom_scroll_screen.custom_scroll_panel_top_half": {}
},
{
"[email protected]_panel_bottom_half_with_label": {}
},
{
"[email protected]_grid_template": {}
},
{
"[email protected]_take_progress_icon_button": {}
}
]
}
},
{
"[email protected]_selected_icon_button": {}
},
{
"[email protected]_cursor_button": {}
}
]
}
You make an alternate version of the root panel without the controls you don't want, and then
For the screen part
you make something like this
"[email protected]_screen_common": {
"$close_on_player_hurt|default": true,
"close_on_player_hurt": "$close_on_player_hurt",
"$customtitle": "Customtitle",
"variables": [
{
"requires": "$desktop_screen",
"$screen_content": "chest.small_chest_panel",
"$screen_bg_content": "common.screen_background",
"$screen_background_alpha": 0.4
},
{
"requires": "$pocket_screen",
"$screen_content": "pocket_containers.large_chest_panel"
},
{ //test
"requires": "($customtitle = $container_title)",
"$screen_content": "chest.customsmall_chest_panel"
}
]
}```
Does anyone know if it's possible to conditionally render an element based on whether or not a slot contains an element?
Got it to work
Thank you very much 👌
How would you create some kind of secondary buttons that connect to the "parent" button or element kind of thing? I've seen some UIs that have different sections for body text/labels, buttons, etc. and even a list of elements with buttons for each. Is this possible in vanilla?
not inspiration but just an example of a complex ui:
this one definitely seems not possible in vanilla imo, and I think he's running a server because he has cmd prompt open? if any descendants are possible, that'd be cool
oh so you do like "(#button_text = "text_left")" and whatever to move them?
makes sense
well. do you have an idea for how they possibly have multiple body texts? such as the green, blue, and red all being different bodies?
use button texts with flags
and those buttons do nothing other than visualize them on screen
flags?
Is it possible to make the stack panel to use both the horizontal and vertical space?
How can I make a binding define the size of an element?
{
"bg": {
"texture": "textures/ui/screen_background",
"type": "image",
"fill": true,
"layer": -1,
"alpha": 0.65,
"size": [
"100%",
"100%"
],
"bindings": [
{
"binding_type": "view",
"source_property_name": "(not #toggle_state)",
"source_control_name": "menu",
"target_property_name": "#visible",
"size": [
10,
10
]
}
]
}
},
this is a exemple what I want, but I know it's not like that
it's possible?
that would be a grid
But I can't use the collection_index thingy to edit individual element if I'm using grids, right?
I don't know, I haven't ever seen collection_index yet
You can make one vertical stack_panel that controls multiple horizontal stack_panel
That's better than having individual stack panels for each button. Thanks!
where is the new ui textures for the create world menu located?
Literally the truth
Is it possible to get scoreboard score from a specific objective?
ok xd, you need copy the block "[email protected]_root_panel"
and paste in you're code
it's a json ui file
it's in the ui of you're table
the same file
Howwa people
Can someone help me find a Json-UI starter video?
I wanna make like a custom trading ui where u can see more items
What do you mean ?
I made 2 server_form.jsons and I want to use them simultaneously in the world
how can I do it?
Like use the 2nd one only if the form has a specific name ?
Can we talk in DM about this issue?
can you dm me please
h
i need help with a form issue
bru-
what's the issue though
the buttons in my custom form cant run on press through gametest
its undefined and closes right away
and its not a gametest issue
you logged the selection and it returned undefined?
yes
hmm, interesting
have you test the button by putting a warning thing on content log everytime you press the button?
try that, maybe that might help what's going on
have you tried checking if it was cancelled?
it was cancelled
it’s definitely a jsonui thing
ya
did you press the button and the screen immediately closes or something?
I'm certainly sure that this isn't json-ui issues, since the screen does not close whenever the button is blank.
unless you put some button mappings on them aka putting close id or something
want me to send json
but I'm pretty sure broken button does not do that
because if i make it a regular form it works fine
sure I suppose.
Where did the close button located?
?
I think that might work
"bindings": [
{
"binding_type": "collection_details",
"binding_collection_name": "form_buttons"
}
]```
put that on button element in sdfsdf parent element thing
Hey ! Does anybody knows if it would be possible to like get the number of item placed in a certain slot ?
With bindings or variable, I don't know
Or at least if it's possible to know if there's an item in the slot or not ?
im on my phone are you able to edit the file, my bad
Same thing, with binding or variables
That looks clean
@hexed briar hello do you know how to combine jsons?
hi, i want to put 2 user interfaces in mcpe, how can i do it?
In the game, the user interface with the title A will open, then the user interface with the title E will open, how can I do it? can you help me with this?
busy atm
This is cool, what u trying to do? A map?
Bedwars?
Oh
@forest path How can I combine 2 json ui?
of the same file? no idea
Wdym?
Give me a example
mythic you can join vc if you want to talk im bord
I don't want to reveal my voice, but I can watch
no worries
Paste them in ui folder
@young dune do you know how to use 1 or more json ui in the world
@vocal urchin it takes 1 json ui not the other
im confused
one day it will look like this
Means u want to like switch the packs while in the world like that?
I threw the server_form.json file, I tried to add the 2.server_form.json to the ui file, it didn't work
Maybe one day
😔
Just make them into one file just copy paste
rn im kinda basing it off of your old scoreboard ui for 5fs
o ya i forgot i made that
@vocal urchin I'm not doing it again
Give me the files I'll make it into one
@vocal urchin okey
Alright now to sleep since i spent all night doing that
U dead?
Can text labels be given an animation??? Pls answer anyone
Bro I litteraly sent you the video
Did you even watch it ?
@valid spoke I watched my brother, it's not what I want, what I want is to build 2 json ui in the world
@valid spoke Only 1 server_form.json file goes to the ui file, I want to make 2 of them, it doesn't work.
I'm really sorry but what you're saying doesn't make any sense
Putting 2 differents "server form" in your RP will not make it works magically
Is it possible to combine?
But what's your goal ??? What do you want to do with these ???
You want to make a form that uses the second json files if it has a specific title, right ?
@valid spoke I want to use these in my world with different UI
??
Soo what's your final goal ?
Guys how do I get ore ui themed buttons?
The textures must be in the data folder of minecraft
speaking of that, has anyone the location of this folder ?
I keep forgetting it lmao
Oops nvm I just found it
C:\Program Files\WindowsApps\Microsoft.MinecraftUWP_1.20.1001.0_x64__8wekyb3d8bbwe\data
can u send me the file lmao
my folder is corrupt and i cant access it
the file of what ?
the textures
If you want I can give you the zip file of the gui folder ?
yeah
check your dms
Can someone pls answer can text label be given animations?
yes
can text label be given animations?
yes
Hello
Are there experts here who know how to change the input window in the form, or what is the name of its texture?
#1134152358113321031 please
is it possible to only change the size of a specific button that a specific label on it?
Who here is very well versed in JSON UI for the server (server_form.json) and willing to help me / do my simple little quirks for money?
?paid work
This discord isn't suited for finding or offering paid work. We can't moderate these transactions, so we ask that you move to a more suitable place.
For a casual discord community, consider joining Skill Share: https://discord.gg/sZ7fkcN.
For more long-term contracts, consider visiting Bucket of Crabs: https://www.bucketofcrabs.net/
this server isn't for hiring.
Does anyone know where else I can learn JSON UI besides the Bedrock wiki?
Any youtube tutorials or something like that would be great.
I need to do a lot of things, for example, add two buttons in different places (with a different color and size, that is, a different texture, a modified input, that is, an input field (in size and texture of a separate one), a dropdown with its own texture and another in size
how much is it
@hexed briar
The best (and the only) way to learn json ui is going through the bedrock wiki and reading and understanding vanilla files!, there is only one tutorial about json ui on YouTube but that is for very basics/introduction.
? ui video tutorial
From server_form.json only
Who can do this and for how much? Connoisseurs
depends what you want done
Can anyone help? My durability bar dosen't show
This server isn't for hiring.
This chat and this whole forum is for asking for help and khowledge about JSON UI, not a place to buy and hire like fiver.
Go make your own, its very easy to do the stuff above that you mentioned.
Easily? Well, since it's so simple, I'm going to buy because I have no idea how to make a simple form with different buttons.
there will be people here who want to sell
I said this server isn't for hiring.
ok, maybe you have this resource pack, for example with adding your own button?
with my texture, I mean, I have two such resource packs, but there is a lot of extra code
I can't take out what I don't need right
anyone who can help me on this?
It looks like they won’t help you like me, you can’t buy here and you won’t get it for free...
i mean i asked help a lot of times and i got ghosted but thats how it works here tho
i've been here for 3 years, you either have to wait, or ask again
bro this isn't for hiring offer server jesus christ
you can't expect someone to answer json-ui questions immediately
exacly
we're not slaves.
bros so salty over asking for offer that speaks in russian
for god sakes, go learn json-ui. it isn't really hard
There's wiki everywhere.
chill chill XD saying it's easy is way too much
what do you have against Russians?
don't have anything against russians but you're insulting me in russian.
clear, no buy, no free, no logic and ok explanation for this even
how ridiculous you can be.
where?
I wrote in Russian, maybe this is offensive to you, but I used a translator and maybe I offend you somehow, I don’t want to do this
they immediately deleted it so
i deleted it because you wouldn't understand it maybe not natural russian maybe partially
again, there's wiki for json-ui.
didn't mean to offend anyone
secondly, #1067869374410657962 is a forum, scroll down or maybe use search
and find what you wanted. maybe those were answers
but not for server_form
#1067869374410657962 were 75% for server_form.
There's also a tag for it
use that tag and look for already answered questions.
it's very hard to put together pieces of answers)
well there's nothing I can do with it.
this is question related json-ui as a forum.
there'll be a no template for it.
so you gotta do on your own.
server_form is the most basic thing. so with little json acknowledge, you can start modifying it with ease.
again, there's wiki for it. so check it out.
does the wiki tell you what to do if you want to change the button based on the #form_button_text
what are you trying to do though
i just need to move the left and right some margin from the cam button
and change the size
i need the cam button to be longer and the side ones small
thats it
i know it has something to do with #form_button_text but since it's a hardcoded value i need to use binding or something but i suck at it
and i also know that you can use hardcoded values in the variables array
this one was a test
bindings and variables does not mix together.
ye
and also you might need to change a dynamic buttons into static button with index.
this way you can edit any button you want with ease and without using condition rendering.
how
Here's a example with index method or aka static.
though it's a chest but can help you understand how it works
you can change item slots into button and change collection name to server form's button
Thanks.
this one right?
"collection_name": "form_buttons",
yeah
collection_name allows index to work properly so with this you can add any amount of buttons you want (max 20 for forms) and you can customize your button from there
aka making button number 2 larger while another buttons are small
or change button texture entirely for one specifically buttons
you can achieve what featured server does with this.
you haven't referenced the button template.
i probably forgot to replace
yeah
the slot_template with form_button which is the namespace of the server form button
If the element is in the same file as what you're modifying, namespace might not be required.
but if the element is outside of the file where you modifying, yeah that one must have namespace
hm
either way, might as well always have namespace in case of errors
what's the form_button looks like
"type": "stack_panel",
"size": ["10%", 32],
"orientation": "horizontal",
"collection_name": "form_buttons",
"controls":[
{
"1@form_button": {
"collection_index": 0,
"visible":false
}
},
{
"2@form_button": {
"collection_index": 1
}
},
{
"3@form_button": {
"collection_index": 2
}
},
{
"form_button@common_buttons.light_text_button": {
"$pressed_button_name": "button.form_button_click",
"anchor_from": "bottom_middle",
"anchor_to": "bottom_middle",
"size": [ "fill", 32 ],
"$button_text": "#form_button_text",
"$button_text_binding_type": "collection",
"$button_text_grid_collection_name": "form_buttons",
"$button_text_max_size": [ "100%", 20 ],
"$focus_enabled|default": false,
"focus_enabled": "$focus_enabled",
"bindings": [
{
"binding_type": "collection_details",
"binding_collection_name": "form_buttons"
},
{
"binding_type": "view",
"source_property_name": "(not (#form_button_text = 'Cam 5'))",
"target_property_name": "#visible"
}
]
}
}
]
},```
oh you can't reference stuff inside of control array.
hm
wait nevermind
i mean i just did what they did
you don't need to put condition rendering on that
?
yeah it won't display if the string is that string
because the button is simply not visible
"type": "stack_panel",
"size": ["10%", 32],
"orientation": "horizontal",
"collection_name": "form_buttons",
"controls":[
{
"1@form_button": {
"collection_index": 0,
"visible":false
}
},
{
"2@form_button": {
"collection_index": 1
}
},
{
"3@form_button": {
"collection_index": 2
}
},
{
"form_button@common_buttons.light_text_button": {
"$pressed_button_name": "button.form_button_click",
"anchor_from": "bottom_middle",
"anchor_to": "bottom_middle",
"size": [ "fill", 32 ],
"$button_text": "#form_button_text",
"$button_text_binding_type": "collection",
"$button_text_grid_collection_name": "form_buttons",
"$button_text_max_size": [ "100%", 20 ],
"$focus_enabled|default": false,
"focus_enabled": "$focus_enabled"
}
}
]
},```
also I don't see collection_index either on form button
smh
I knew it won't go anywhere so here
"dynamic_button": {
"type": "stack_panel",
"size": ["10%", 32],
"orientation": "horizontal",
"collection_name": "form_buttons",
"controls":[
{
"1@custom_form_button": {
"collection_index": 0
}
},
{
"2@custom_form_button": {
"collection_index": 1
}
},
{
"3@custom_form_button": {
"collection_index": 2
}
}
]
},
"custom_form_button@common_buttons.light_text_button": {
"$pressed_button_name": "button.form_button_click",
"anchor_from": "top_left",
"anchor_to": "top_left",
"size": [ "fill", 32 ],
"$button_text": "#form_button_text",
"$button_text_binding_type": "collection",
"$button_text_grid_collection_name": "form_buttons",
"$button_text_max_size": [ "100%", 20 ],
"bindings": [
{
"binding_type": "collection_details",
"binding_collection_name": "form_buttons"
}
]
},```
The dynamic_button is stack_panel type so size may not work just yet
if you want fully customize it, you can change it to panel type.
be warned that button will no longer be stackable, keep that in mind.
so you gotta use offset for every buttons or use anchors to place it somewhere without them overlapping each others
I cannot guarantee whenever this gonna work or not because I have never tried modifying server forms so keep that in mind too.
but this should be example of how index buttons or static buttons should work.
i see, something changed tho
so basically you got it working
also remove the visible property in 1 element
make the collection_index higher number everytime you cloned one
aka
...
{
"4@custom_form_button": {
"collection_index": 3
}
},
{
"5@custom_form_button": {
"collection_index": 4
}
},
{
"6@custom_form_button": {
"collection_index": 5
}
},```
Change the dynamic button size
"dynamic_button": {
"type": "stack_panel",
"size": ["10%", 32],
"orientation": "horizontal",
"collection_name": "form_buttons",
"controls":[
{
"1@custom_form_button": {
"collection_index": 0
}
}
]
},
"custom_form_button@common_buttons.light_text_button": {
"$pressed_button_name": "button.form_button_click",
"anchor_from": "top_left",
"anchor_to": "top_left",
"size": [ "fill", 32 ],
"$button_text": "#form_button_text",
"$button_text_binding_type": "collection",
"$button_text_grid_collection_name": "form_buttons",
"$button_text_max_size": [ "100%", 20 ],
"bindings": [
{
"binding_type": "collection_details",
"binding_collection_name": "form_buttons"
}
]
},
it's 10% so it gonna look like that for some reason
yeah bit in general each index will add 3 buttons
perhaps remove the bindings in custom_form_button
I think I can see the problem
change dynamtic_button to long_form_dynamic_buttons_panel instead
this element creates factory and therefore may duplicate depends on how many buttons you have on forms
so yeah perhaps.
actually put "factory": {} on that too
"type": "stack_panel",
"size": ["10%", 32],
"orientation": "horizontal",
"collection_name": "form_buttons",
"controls":[
{
"1@custom_form_button": {
"collection_index": 0,
"visible":false
}
},
{
"2@custom_form_button": {
"collection_index": 1
}
}
],
"factory":{
"name": "buttons",
"control_name": "server_form.dynamic_button"
}
},
"custom_form_button@common_buttons.light_text_button": {
"$pressed_button_name": "button.form_button_click",
"anchor_from": "top_left",
"anchor_to": "top_left",
"size": [ "fill", 32 ],
"$button_text": "#form_button_text",
"$button_text_binding_type": "collection",
"$button_text_grid_collection_name": "form_buttons",
"$button_text_max_size": [ "100%", 20 ],
"$focus_enabled|default": false,
"focus_enabled": "$focus_enabled"
},```
like this
idk if now it's working
technically i put visibility on the first button so it's not working
@hexed briar, can you help me? I need the simplest form, just with one button and a definition through "source_property_name", as I understand it, if you make certain conditions, then if there is such a name, then the desired form is executed
from a large amount of code in my forms that I have, it is very difficult to figure it out and it is difficult to simply separate their personal code
😕
try to change custom_form_button size
maybe [ 64, 32 ] something like that
put sizes on each 1 or 2 element
what's the code looks like
okay fixed
"type": "stack_panel",
"size": ["10%", 32],
"orientation": "horizontal",
"collection_name": "form_buttons",
"controls":[
{
"1@custom_form_button": {
"collection_index": 0,
"size": [ "10%", 32 ]
}
},
{
"2@custom_form_button": {
"collection_index": 1,
"size": [ "10%", 32 ]
}
}
],
"factory":{
}
},
"custom_form_button@common_buttons.light_text_button": {
"$pressed_button_name": "button.form_button_click",
"anchor_from": "bottom_middle",
"anchor_to": "bottom_middle",
"size": [ "10%", 32 ],
"$button_text": "#form_button_text",
"$button_text_binding_type": "collection",
"$button_text_grid_collection_name": "form_buttons",
"$button_text_max_size": [ "100%", 20 ],
"$focus_enabled|default": false,
"focus_enabled": "$focus_enabled"
},```
fixed?
yeah I think there's nothing I can do without me actually messing around with server form
Which something I never done before since I don't really know how to use script-api for it
Hey, does someone knows if it's possible to make ore-ui-like buttons/toggles ?
The best I could do is to make the texture, however I have no idea on how to make the content of the button (text or image) shift, like it does in the ore-ui
What do you mean by shift?
Like go down 1 or 2 pixels, like it does when you click on a toggle in ore ui
Yeah, you can make them.
not work add button
Do you know how ?
can anyone help me?
previously it would have been added and the sound when considering it was but without texture, but now nothing
See how it's done in light_template_toggle inside ui_template_toggles.json.
Experts, can you help me please?