#JSON-UI General
1 messages · Page 12 of 1
or do anyone have any ideas how to check for #toggle_state and then set #visible ONCE?
Something like that?
oh ok
Guys im on a chromebook and i need help in cdoign json ui
what platform do i use to code
like where do i start from
om on a chromebook
Use mcreator @fleet briar that block coding and it can make ui
Seen you have no basic
bruh i want to start from basic
mcreator aint that for java?
...
Wait, how corners can be made curved on bedrock
It's for java and does nothing to JSON
K
Visual Studio Code (maybe the web version) is your choice
How
Idk how to use it
Try googling it, I can't post links here
Or... vscode.dev
Ig
It too hard to code
@opal aurora like I use bridge
Vscode
It kind complex idk texture model
Bridge. whatever, if available as web version
Ok
Interested, I didn't even think about it
It was just a protoptype in Figma
What's 'Figma'?
I want json ui from you guys🙏🙏🙏
Figma is a UX/UI design platform.. it's pretty amazing!
This was my design in figma
in this case,
try using the method i said, with paper_doll_renderer and not live_player_renderer
oh ok!
I'm confused about what to do in Json UI, are there any ideas for doing something, maybe something that has never been created in Json UI?
I've got it to work!
And how exactly do I cut off everything below the head?
This is my current Code:
{
"paper_doll": {
"type": "custom",
"renderer": "paper_doll_renderer",
"clips_children": true,
"size": [
"50%",
"50%"
]
}
}
You put a panel on the controls of that element then offset it until it cuts off to the head
Also imma try figma thing
It's completly free, web-based and maybe berter than photoshop (atleast for ui/ux)
Ok thx!
put "paper_doll" inside a panel, and then add "clips_children" to that panel
yeah done!
I'm just rn fighting with a horizontal stackpanel
Is it also possible to get the current players name as a binfing?
Hello,
I would like to reduce the space between the text fields, how can I do this one?
"custom_input@settings_common.option_text_edit": {
"$option_label": "",
"$option_place_holder_text": "#custom_text",
"$option_text_edit_control_size": ["100%", "20px"],
"$text_edit_box_placeholder_content_binding_name": "$option_place_holder_text",
"$text_edit_box_placeholder_content_binding_type": "collection",
"$text_edit_box_grid_collection_name": "custom_form"
]
}
Can anyone give me example of anims?
Weki
@vocal urchin
http://web.archive.org/web/20200929035744/https://geenium.com/bedrock/json-guis/animations/
👍
You could add some offset to one
yes, I know, but how? adding an offset doesn't change anything
Even adding an offset with a very high % does not change anything visually
Where did u put that text box?
Like what's the parent of that element?
Overall, the parents of the ellement, remains the same as those of server_form
On generated contents set the size to "size": ["100% - 6px", "100%c - 10px"]
Like this?
it did not change anything, I really do not see why
Try cranking it up
"size": ["100% - 6px", "100%c - 50px"], The scroll bar is blocked, so I don’t think it comes from generated_contents but from custom_input
Vscode
Just enable Linux on the Chromebook that's what I did on mine
Someone know why this happend? i dont change texture scale, i just change colors
Effects looks like it
What is the difference between customform and long form?
probably the elements
that's a weird glitch with that icon file.
I had it once when trying to change the xp bar through it. It glitches out the effect icons for some reason...
But everything within that file should have been outsourced to different files now. So that file is pretty much useless
yall are goated
dont u get it for coding mods/addons
You can use it for json ui too
dms
You know what is the name of the hotbar slots? and the selected slot?
unblock me bro
@undone marsh unblock me bro
textures/ui/hotbar_0-8 (+hotbar_start_cap/end_cap)
And selected_hotbar_slot
Thanks
@soft pecan if you want to add a switch to the form you can just use the modal server form: https://learn.microsoft.com/en-us/minecraft/creator/scriptapi/minecraft/server-ui/modalformdata
I need more information
Work fine, but, you know what is the difference between it? why the gui work and hotbar same?
How move once button at time on server form?
No clue
Animationssss ✨✨✨
!recipe
I just want to move the buttons
What type of UV animation should I use to create a highlight? Which will slide across the picture, I don’t think that the usual one - “anim_type”: “flip_book” will fit here
What error is this?
[UI][error]-UI Control: form_selection | ----------------------------------------------------
Unknown properties found in def[main_gui] from namespace[main_gui]
- Unknown property [bindings]
----------------------------------------------------
[UI][error]-UI Control: form_selection | ----------------------------------------------------
Unknown properties found in def[square_buttons] from namespace[square_buttons]
- Unknown property [bindings]
----------------------------------------------------
I want helath remain same like 100 , but hearts don't increase
Main_gui And Square_buttons I suggest you look at it.
"square_buttons@square_buttons.square_buttons": {
"bindings": [
{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "(not ((#title_text - 'square_buttons_form') = #title_text))",
"target_property_name": "#visible"
i was going through minecraft hex mode
found a function that was referencing these
[ "button",
"custom",
"collection_panel", //any idea?
"dropdown",
"edit_box",
"factory",
"grid",
"image",
"input_panel",
"label",
"panel",
"screen",
"scrollbar_box",
"scroll_track",
"scroll_view",
"slider",
"slider_box",
"stack_panel",
"toggle",
"selection_wheel",
"image_cycler", //any idea?
"label_cycler", //any idea?
"grid_page_indicator" //any idea?]
Hm grid page indicator seems interesting
Both image cycler/label cycler is unusable on mobile though (atleast on my tests), it's something like a next and previous button which shows different images/labels.
here is code
//something was here
JsonUiRelatedFunction1(v12, "button", 6ui64);
//something was here
JsonUiRelatedFunction1(&v14, "custom", 6ui64);
//something was here
JsonUiRelatedFunction1(v18, "collection_panel", 0x10ui64);
//something was here
JsonUiRelatedFunction1(&v20, "dropdown", 8ui64);
//something was here
JsonUiRelatedFunction1(v24, "edit_box", 8ui64);
//something was here
JsonUiRelatedFunction1(&v26, "factory", 7ui64);
//something was here
JsonUiRelatedFunction1(v30, "grid", 4ui64);
//something was here
JsonUiRelatedFunction1(&v32, "image", 5ui64);
//something was here
JsonUiRelatedFunction1(v36, "input_panel", 0xBui64);
//something was here
JsonUiRelatedFunction1(&v38, "label", 5ui64);
//something was here
JsonUiRelatedFunction1(v42, "panel", 5ui64);
//something was here
JsonUiRelatedFunction1(&v44, "screen", 6ui64);
//something was here
JsonUiRelatedFunction1(v48, "scrollbar_box", 0xDui64);
//something was here
JsonUiRelatedFunction1(&v50, "scroll_track", 0xCui64);
//something was here
JsonUiRelatedFunction1(v54, "scroll_view", 0xBui64);
//something was here
JsonUiRelatedFunction1(&v56, "slider", 6ui64);
//something was here
JsonUiRelatedFunction1(v60, "slider_box", 0xAui64);
//something was here
JsonUiRelatedFunction1(&v62, "stack_panel", 0xBui64);
//something was here
JsonUiRelatedFunction1(v66, "toggle", 6ui64);
//something was here
JsonUiRelatedFunction1(&v68, "selection_wheel", 0xFui64);
//something was here
JsonUiRelatedFunction1(v72, "image_cycler", 0xCui64);
//something was here
JsonUiRelatedFunction1(&v74, "label_cycler", 0xCui64);
v77 = 21;
memset(v78, 0, sizeof(v78));
JsonUiRelatedFunction1(v78, "grid_page_indicator", 0x13ui64);
//something was here
are you reverse engineering?
nah was doing something else, to see world policies usage and did time pass using ida
Any idea where did grid_page_indicator or collection_panel came from?
its in minecraft code and i dont know how to use them but i can extract some unknown properties that might be related to it
[
"iterate_left_button_name",
"iterate_right_button_name",
"next_sub_page_button_name",
"text_labels",
"state_controls",
"toggle_manage_groups",
"text_box_name",
"text_type",
"enabled_newline",
"IdentifierChars",
"use_priority",
"indent_control",
"grid_position" , // i think its usage is known
"actor_portrait_renderer",
"web_view_renderer",
"text_color",
"slots_collection",
"pixel_perfect", // might be sprite related
"clip_pixelperfect",
"use_live_animation",
"rotate_mode",
"translate_x",
"translate_y",
"translate_z",
"rotate_x", // same for y z
"scale_x", // same for y z
//translate,rotate,scale might be related to renderers, (guess)
]
``` will update the list,
these are assumed to be json ui properties bcz they were found btw , near known json properties
Hm
valid and checked properties, type of property is not determined
[
"pixel_perfect", // checked in image control
]
figured out usage of
collection_panel
its used to enable usage of collection name and collection index in panels.
generally this was available in stack panels only, but u can do it panels via collection_panel.
the logic is that we define collection_name on control like npc button collection.
and in child controls we can set collection_index to force certain controls to be certain npc buttons.
for grid_page_indicator
{
"page_indicator_grid": {
"type": "grid_page_indicator",
"size": [ "fill", "100%" ],
"grid_item_template": "persona_cast_character_screen.individaul_cast_page_indicator",
"grid_item_when_current": "panel_when_current_page",
"grid_item_when_not_current": "panel_when_not_current_page",
"collection_name": "cast_page_indicator",
"cycler_manager_size_control_target": "cast_image_cycler"
}
}
i dont think its broken but its ur tests, bcz i just saw that persona ui is using it
how to remove the character limit in a scoreboard line?
try
persona_cast_character_screen.cast_preview_page_one_inner_section
too see functionality to image cycler and label cycle in action
I'm a little confused about what to do
oops sry wrong reply
for scoreboard name limits u cant do much, but except using localization
and conditionally control rendering
like if some thing is named certain thing then show a certain textbox
if u want server side control then use titleraw text and conditional item rendering stuffs
Does anyone know the reason?
Hi, how can I make the grid render buttons on horizontal instead vertical? Like it is possible to generate more columns instead rows as more buttons are added to the form?
Is it possible to show other player's playerdoll?
From a forms api
You could template the bindings section and put it into a variable, then make the source_property_name and target_property_name in the final part variables as well. That way you can just set "bindings": "$template_bindings" and set the variables for ('§z' + ( ('%.100s' * #hud_title_text_string) - ('%.96s' * #hud_title_text_string))) and #text. Would condense it a lot
バインディング セクションをテンプレート化して変数に入れ、最終部分の変数に source_property_name と target_property_name を作成することもできます。そうすれば、 "bindings": "$template_bindings" を設定し、 ('§z' + ( ('%.100s' * #hud_title_text_string) - ('%.96s' * #hud_title_text_string)) の変数を設定するだけで済みます。 #文章。かなり凝縮するだろう
This is about hud_title_text
"bindings": [
{
"binding_name": "#hud_title_text_string",
"binding_name_override": "#text",
"binding_type": "global"
},
{
"binding_type": "view",
"source_property_name": "(#text - 'sao')",
"target_property_name": "#test"
}
]
If I write it this way, the title will not appear
{
"binding_name": "#hud_title_text_string",
"binding_name_override": "#text",
"binding_type": "global"
}
If I write it this way, the title will appear
How does that happen?
full control
full control?
i mean dont send just bindings, also send the label or whatever ui control the binding property is present in
okok
"hud_title_text": {
"type": "stack_panel",
"orientation": "vertical",
"offset": [ 0,-19],
"layer": 1,
"alpha": 1,
"propagate_alpha": true,
"controls": [
{
"title_frame": {
"type": "panel",
"size": ["100%","100%cm"],
"controls": [
{
"title": {
"type": "label",
"anchor_from": "top_middle",
"anchor_to": "top_middle",
"color": "$title_command_text_color",
"text": "#test",
"layer": 31,
"localize": false,
"font_size": "extra_large",
"variables": [
{
"requires": "(not $title_shadow)",
"$show_shadow": false
},
{
"requires": "$title_shadow",
"$show_shadow": true
}
],
"shadow": false,
"text_alignment": "center",
"offset": [0,6],
"bindings": [
{
"binding_name": "#hud_title_text_string",
"binding_name_override": "#text",
"binding_type": "global"
},
{
"binding_type": "view",
"source_property_name": "(#text - 'sao')",
"target_property_name": "#test"
}
]
}
}
]
}
},
subtitle>>
btw this is working part or not working part
not working
"title": {
"type": "label",
"anchor_from": "top_middle",
"anchor_to": "top_middle",
"color": "$title_command_text_color",
"text": "#text",
// "text":"check", //uncomment to check if label is indeed appearing in ui or not
"layer": 31,
"localize": false,
"font_size": "extra_large",
"variables": [
{
"requires": "(not $title_shadow)",
"$show_shadow": false
},
{
"requires": "$title_shadow",
"$show_shadow": true
}
],
"shadow": false,
"text_alignment": "center",
"offset": [
0,
6
],
"bindings": [
{
"binding_name": "#hud_title_text_string",
"binding_name_override": "#test",
"binding_type": "global"
},
{
"binding_type": "view",
"source_property_name": "(#test - 'sao')",
"target_property_name": "#text"
}
]
}
you mean player coordinates? and btw did that worked 👀
is the label itself visible in ui or not>
try checking presence by text:"sample text without bindings"
"root_panel": {
"modifications": [
{
"array_name": "controls",
"operation": "remove",
"value": [
{
"[email protected]_position": {}
}
]
},
{
"array_name": "controls",
"operation": "insert_front",
"value": [
{
"[email protected]": {}
}
]
},
{
"array_name": "controls",
"operation": "insert_back",
"value": [
{
"[email protected]_position": {}
}
]
}
]
},
How do I remove "player_position" in "chat_stack"?
"root_panel/chat_stack": {
"modifications": [
{
"array_name": "controls",
"operation": "remove",
"where": {
"control_name": "player_position"
}
},
{
"array_name": "controls",
"operation": "insert_front",
"value": [
{
"[email protected]": {}
}
]
},
{
"array_name": "controls",
"operation": "insert_back",
"value": [
{
"[email protected]_position": {}
}
]
}
]
},
"root_panel/chat_stack": {
"modifications": [
{
"array_name": "controls",
"operation": "remove",
"where": {
"control_name": "player_position"
}
},
{
"array_name": "controls",
"operation": "insert_front",
"value": [
{
"[email protected]": {}
}
]
}
]
},
``` test with this
first check if it is getting removed correctly or not
@hexed yacht can you dm me?
How can I put a background in the title?
can anyone help me, I'm making a search item in the chest, but it's not working
"[email protected]_edit_box": {
"$text_edit_text_control": "search_item",
"$text_edit_box_label_offset": [10,0],
"$text_clear_button_enabled" : true,
"$text_clear_button_offset": [2,0],
"$magnifying_glass_enabled" : true,
"$magnifying_glass_size": [8,8],
"$magnifying_glass_offset": [0,-0.5],
//
"anchor_from": "top_left",
"anchor_to": "top_left",
"offset": [7,14],
"layer": 20,
"size": ["100%-30px",18]
},
"highlight_template": {
"type": "image",
"size": [18,18],
"texture": "textures/ui/White",
"color": [0.0,0.0,0.0],
"layer": 11,
"layer": 0.6,
"bindings": [
{
"binding_name": "#hover_text",
"binding_type": "collection",
"binding_condition": "always",
"binding_collection_name": "$grid_collection"
},
{
"binding_type": "view",
"source_control_name": "search_item",
"source_property_name": "#item_name",
"target_property_name": "#search"
},
{
"binding_type": "view",
"source_property_name": "(((#hover_text - #search) = #hover_text) and (not ((#search - ' ') = '')))",
"target_property_name": "#visible"
}
]
},
I've fixed it*
How does it work ?
@thorny nymph add image element to the title
@fathom mica Look into the search system from the inventory screen.
I've fixed it*
How'd you solve it?
when typing an item name, other items will be masked
because before I used variables, and when I used controls it worked
What do you mean controls?
uh, wait
like this
$inventory|default false
variables
{
requires: $inventory
$size : [20,20]
// and other..
}
when I use variables it doesn't work, when I use controls it works
[email protected]
$size [20,20]
"skin_viewer": {
"type": "custom",
"size": [
"225px",
"200px"
],
"offset":[0, 25],
"anchor_from": "left_middle",
"anchor_to": "left_middle",
"renderer": "paper_doll_renderer",
"use_uuid": true,
"use_selected_skin": true,
"rotation": "gesture_x",
"property_bag": {
"#player_uuid": "#player_uuid"
},
"bindings": [
{
"binding_type": "view",
"source_property_name": "#form_text",
"target_property_name": "#player_uuid"
}
]
}
},```This is the appearance json of my skin, so I want to cut a part of it, leaving only the head, how can I do this?
You can not change the paper_doll_rednerer, what you can do is to make the player's parts invisible except for the head. To do that, you need to use the player render_controller inside render_controllers and a way to test the part visibility with a boolean.
"player_head": {
"type": "panel",
"anchor_from": "top_left",
"anchor_to": "top_left",
"clips_children": true,
"size": [
28,
38
],
"layer": 3,
"offset": [
-4,
-22
],
"controls": [
{
"player_head_renderer": {
"type": "custom",
"renderer": "paper_doll_renderer",
"size": [
35,
85
],
"offset": [
0,
20
]
}
And now i am dumb
So the offset inside player_head_renderer determines, the area that you can see.
Nope it the panel with clips children and size of it which determines the area
The offset was just to put it on top left with little space
No i mean the paper_doll_renderer offset can "cut" off some parts of the paper_doll
{
"player_head_renderer": {
"type": "custom",
"renderer": "paper_doll_renderer",
//how much to show
"size": [
35,
120
],
//What you can see
"offset": [
0,
30
]
}
}
Clips children and the size of the panel where the paper doll is in cuts it off not the offset
How do I explain English isn't my first language and the translation isn't accurate
hm, if its true then I can get rid of these ugly stack_panels to only access collections
in general cool stuff here
So is it possible to display another skin via uuid?
For what reason is he not moving?
how can i set a custom collection?
ask mojang
Please be respectful. If you don't have a clear and correct response to a question, it's better if you dont type anything at all.
nah man, its a super secret thing that probably is not possible, i meant ask mojangsters but their focus is ore ui 💀
plz be calm
i am calm, it sounds rude tho to say ask mojang on something as if you're making fun of my question 😂
btw it is possible since i've seen people use it
try [0,-115]
try [0,-300] 💀🗿
Effects are literally inside of stack panel parent.
Offsets are effectively useless if putting offset into stack panel children in this case effects
How then can I move it?
No
@hexed briar ?
find it I guess?
you should able to find exact element by searching that element
also do not ping me
doesn't work either
"mob_effects_renderer": {
"type": "custom",
"renderer": "mob_effects_renderer",
"layer": 1,
"offset": [ 0, -200 ]
},
{
"root_panel/mob_effects_renderer": {
"offset": [0, -32],
"size": ["100% -4px", "75%"]
}
}```
Bro 💀
Just with this you can move the position of mob_effect. I use this in my pack.
Is it possible to put a skin rendering different from yours
Thanks, hud_screen.json?
yes
https://discord.com/channels/523663022053392405/1172606252786917467
someone please help me.
{
"namespace": "hud",
"root_panel/mob_effects_renderer": {
"offset": [0, -32],
"size": ["100% -4px", "75%"]
}
}
?
just put this code inside file hud_screen.json.
MC can detect changes in the original minecraft_ui.json
{
"root_panel/mob_effects_renderer": {
"offset": [0, -32],
"size": ["100% -4px", "75%"]
}
}```
work
thanks
how to make the grid so it doesn't separate?
"test2": {
"type": "grid",
"size": [ 54, "default" ],
"anchor_to": "top_left",
"anchor_from": "top_left",
"maximum_grid_items": 27,
"collection_name": "inventory_items",
"grid_rescaling_type": "horizontal",
"$item_collection_name": "inventory_items",
"grid_item_template": "chest.grid_template"
},
That's normal because the grid items is equal to 27, the empty spaces are empty elements. Maybe you only show 14 slots at a time
theorist, helpme?
hmmmm
how to make the number of grid items depend on the visible grid
Try removing maximum_grid_items
I've tried it, it makes the filtered grid disappear
Try to remove grid_rescaling_type
ok
Doesn't work
I know a way to do that, but I can't tell because it affects performance by a lot, and...
ik(ignore music🗿)
only inventory panel? (and containers?)
and hotbar, lag🗿
ton of panels lmao
54* for large chest, 27, 9 * 30🗿
Lag as hell
was that, 27 inventory panels... (unable to use :joy:)
I don't really understand what you are saying
while trying to add a buttons grid an error poped up and i have no idea what it is UI control reference not found: 'layout_customization_option'
the code
{
"namespace": "game_hud",
"game": {
"type": "panel",
"size": ["100%", "100%"],
"controls": [
{
"logo": {
"type": "image",
"size": ["70%", "70%"],
"anchor_from": "center",
"anchor_to": "center",
"texture": "textures/ui/board"
}
},
{
"buttons": {
"type": "grid",
"size": ["70%", "70%"],
"grid_dimensions": [8, 8],
"grid_item_template": "game_hud.test",
"collection_name": "test_collection"
}
}
],
"bindings": [
{
"binding_name": "#hud_title_text_string",
"binding_name_override": "#text",
"binding_type": "global"
},
{
"binding_type": "view",
"source_property_name": "((#text='game:start')and not(#text='game:close'))",
"target_property_name": "#visible"
}
]
},
"test": {
"type": "panel",
"controls": [
{
"image": {
"type": "image",
"size": ["12.5%", "12.5%"],
"anchor_from": "center",
"anchor_to": "center",
"texture": "textures/ui/possible_move",
"bindings": [
{
"binding_type": "collection_details",
"binding_collection_name": "test_collection"
}
]
}
}
]
},
"game_factory": {
"type": "panel",
"factory": {
"name": "hud_title_text_factory",
"control_ids": {
"hud_title_text": "game@game_hud.game"
}
}
}
}```
or did i read codes wrong, you use clips_children on container slots grid 30 times?
each item slot = 1 container slots grid
Unknown Collection Name
Can I make custom ones?
Oh nvm it's probably because o used collection_details
Instead of collection
Search custom collection here in this server, Shane taught how to make one.
Alright
scrolling panel↓
stack panel↓
clips children, to cut s1-s30, according to offset
s1@filter_item_clip($of=0,0)
s2@filter_item_clip($of=-54,0)
etc...
filter_item_clip↓
panel
controls↓
filter_item stack↓
offset: $of
controls↓
-chest item
-inventory item
-hotbar item
chest item↓
stack panel vertical
collection name: ....
controls
c1@grid template: $id 0(collection index)
c2@grid tempate
up to 27(small chest)
and so do inventory and hotbar
whether you understand or not🗿
ok i know now, way too un-performant
but because it made a lag, I made scrolling to 'filter_item_stack', and made 1 row and vertical panel stack, and it was light, even though it only displayed 1 row
uh, not accurate
json-ui people can't make the game laggy (impossible)
My UI is performance friendly though
UI is slow? How
same but extremely optimized.
People who put orientation: "vertical" on their stack-panel even though its default vertical:
💀
I actually go full rewriting many things even buttons as best as I could, with less variables and friendly bindings and stuff. my old samsung phone does somehow run better than vanilla UI
Unnecessary code in the UI! I understand now! Thanks for your explanation 🙌
I use vanilla templates since they get rarely updated
note - that one wasn't released yet, so no source code.
- no need to make my own
Vanilla templates is pretty much the most unoptimize way but still works well
You can go with dark version of buttons since they're actually customizable than white ones
Yeah but pack size though if I have to make another file for it
Huh what do you mean?
Buttons template has 2 type of buttons, the light one (default) and the dark one.
All I see the files though, white ones gets more properties
Dark one usually never used but more performance because that one didn't have too many variables and pretty much customizable off the bat.
Or you can go create your own button elements which even more customizable
shouldn't be hard since dark buttons are based off it
this will allows you to change button sounds
how the sound volume should be
I could do that with templates
and how animation on buttons should behave without stripping down the light buttons
What do you mean animations?
Buttons are like states.
Each of states can have their own animations
you can already see something like this on marketplace button in the start screen.
the cons with this is animations are always playing, so don't expect it to instantly play once you hover or pressed it
Ohh that limitation pisses me off, sometimes it doesn't work when I set custom states on the templates
Buttons always based off with external elements, or as I would like to call it core element.
core element houses how button textures should look, and what should it do when it's specific states
etc.
Hmm
you should find that core element with variables on states
Also I found screens make lags because of screen animations, or no?
That's why I'm trying to change them all to alpha animations
screens shouldn't cause lags as long you don't insert incorrect animations or animation that wasn't supposed to be in screen animations.
There's template of how should screen animation works somewhere in common template or just look at referencer.
Screens is also the core of how should elements display so, I wouldn't bother messing with that
it can crash the game if done wrong.
How to make your game softlock tutorial:
Imagine consoles
console at this rate will have to reset their game
mobile or PC should be fine by just removing that pack or continue editing
also, screens can ignore the safe zone area.
kinda useful to something like making the screen pure black without going beyond 150% size or something
How will you put a element directly on the screen though?
how to make custom collections
Every vanilla screens has screen elements, which it's essentially the core of how the element should be display on that screen
tell me 🔫
for start screen, just start_screen and it should lead you to the core screen element
from that, you can do anything you want in there
Then basically you can't put element on a screen that ignores safezone?
use $screen_bg_element something like that
Ohh
it ignores safe zone entirely.
Will i get banned if I make an addon that completely clears all elements in start screen and only show black then advertise it on console players
Correction - "$screen_bg_content": "namespace.element",
Technically no.
Console can't really download third-party add-ons or texture packs
( obviously because the console limitations )
Damn
only you can get those third-party add-ons is just slam it on realms
or use some proxy stuff to access third-party servers and use it from there
I saw you making gamepad helpers though, what's it for if no 3rd party packs?
mobile devices
pretty much fond with steam deck UI so I made it a thing on minecraft so I can actually use my controller that snaps my phone with it
Also unlike vanilla, this is not dynamic, so you can set which controller scheme icon profile you want
Ohh so only for mobile devices that have controller connected to it
yeah
or PC if they wish to have console experiences
afterall this was made just to have console experience
My evil plan: 
any handheld devices should able to run with that
Damn
steam deck could run bedrock edition and with this pack and somehow minecraft looks like a whole different game
that's a thing.
can't wait to somehow brick people game by deleting fonts files

Custom fonts can crash the game entirely if you delete the source of the font
back then where I released my first UI stuff, I accidentally did that to optimize my pack size
and basically I got shadowbanned from mcpedl temporary lmao
lmaoo
funny enough, that one addon app on playstore decided it's a good idea to put that version where the game crashes because of fonts
it's still there btw.
They pretty much get money for someone's addon
Then the user get no freaking benefit other than crash lol
yeah
basically my pack on that addon app is pretty much like crash button
at first you can still use it but when relaunching the game, well good luck with that
How did they get it on the first place though? Did you release it on other webs?
I didn't.
only released on MCPEDL back then
I'm assuming that addon app just uses some weird API to fetch the entire MCPEDL pages and put it there
though surprisingly they didn't bother to update that UI pack
As you say basically crash button lmao
yeah they basically left it extremely outdated and a method to softlock game with crashing
it's been a year too.
I found a way to crash someone's game by showing something on Server side
Basically banning/crashing them out of the game lol
honestly I don't know what's going on the server side
I've been getting a lot of missing textures even on the server tab
(They are getting updates than ore ui)
Prediction, ore ui new update will come out on 2026
yeah that's far json-ui could go
after that, some UI packs like mine or pretty much everything that modifies pre-game UI becomes non-existent
no more java UI or console UI i guess
Hm I think JSON UI will still be supported
Because I think not all screens will get transformed to ore ui
will be for backward compatibility.
can't just straight up breaking hundreds or thousands of marketplace contents that uses custom UI
servers too.
I think that's why the process is slow
They will try everything if they can only for pre-game UI related like world creation etc
the upcoming screens are world selection screen or aka play screen
other than that, in-game UI probably shouldn't be affected as for now ( expect death screen )
I heard they will add some sort of social media thing on it where players could share worlds then players could comment on it
weird
Realms thing.
well it's technically more advanced than json-ui version
No limits
Realms has an option to view like social media where you can see screenshots or comments
Since web designing
I think Ambro? Or TLGM posted it
the json-ui version or ore-ui?
Ore-UI
Then it's king.
iirc he just datamining ore-ui as best as he could
made ore-ui viewers and digging if there's anything new on specific beta/previews
then shares it on twitter.
Howw
Do mojang accidentally put some files on there
When is ore-ui coming out?
Always be.
It's hbui folder in the game assets
fetch it with oreui-viewer and there you have it
Expected mojang
Here's a fix for embeds! https://fxtwitter.com/AxmBro/status/1684596326439223296
Honestly I like json-ui version than this
same
if they made ore ui available for resource packs, i would remove ore ui and replace it with json
They be somehow following the modern simple designs trend
How long will ore-ui arrive?
No one knows
maybe 2-3yrs or so
Like mann just expand JSON UI
yep
JSON UI is already better
JSON-UI version of that realm stories
Much so good
this only supports images no?
comments too.
well instead of image, it's just a text with color thing
nothing much.
personally this is clean enough compared to ore-ui version
that's why I like json-ui version of that screen
Also weirdly enough, this is the only screen that actually cleaner than the most screens
Yep, plain ol' screen
Interesting
Turned out the custom touch controls actually uses options.txt
which that should allows you to place those outside the boundaries or just overlap those buttons
hmm.
someone experience option.txt not being visible anymore?
It's not available for me anymore
You'll need to create the dummy options.txt file
because the game does not create that anymore
Accidentally deleted it before, regretted it. Even reinstalling the game isn't fixing the problem
after that, the dummy options.txt should be filled after launching the game
Expected because of leaks
Is it on the minecraftpe folder?
yeah create that file on minecraftpe folder
make sure it's options.txt
then leave it there, launch the game
wait until the game is loaded
close the game, go back and it should be filled with stuff now
Hmm I'll try that
@mystic heart sorry for ping, can you see my dm
It worked thanks
yeah
ive managed to scale a button upto 1028
it just fills the screen, then going above 32k crashes
32k limits ofc
How do I enable deferred?
Yep
use preview/beta
you can't enable that in stable
Needs to have android 13 that doesnt use mali
Damn
Doesn't matter
Actually the requirements are android 9-ish that supports OpenGLSE 3.1 something like that
ohh
it kinda worked on my phone, but its just bloomy and laggy
it works, you might need to slam YSS shaders instead
that way it fixes the shadows and actually gives more graphical stuff that deferred didn't have
hmm, im gonna try that
this is mali-gpu and YSS deferred btw
is this laggy or no?
Well for me (budget mid-range phone) is about 10fps-ish with Upscaling off.
Turning upscale on should improve performance
or just low down resolution if you want to
I take screenshots with upscaling off so it shouldn't have ghosting pixels and higher quality resolutions
imma try this later, it looks very nice
Requirements afaik again - android versions doesn't seem to matter, just only devices with OpenGLES 3.1.
3-4gb of rams above and have atleast mid-range or higher.
low-end devices aren't eh good so don't do that otherwise the screen will be glitchy
can you send here instead of dm?
I can already do it
@mystic heart how to make custom collections
Mac and cheese
I'm not sure what you mean. You can just make your own name for a collection in a stack panel, grid, or factory (though the factory ones seem to be a bit iffy atm).
Hi, what is the file to modify to modify the size of achievement notifications?
"property_bag": {
"#default_ref": "$default_ref",
"#autoplace_ref": "$autoplace_ref",
"#drop_ref": "$drop_ref"
},
"variables": [
{
"requires": "($default_ref and (not ($autoplace_ref and $drop_ref)))",
"$button_ref": "common.container_slot_button_prototype"
},
{
"requires": "($autoplace_ref and (not ($default_ref and $drop_ref)))",
"$button_ref": "template.button_id",
"$button_id": "button.container_auto_place"
},
{
"requires": "($drop_ref and (not ($default_ref and $autoplace_ref)))",
"$button_ref": "template.button_id",
"$button_id": "button.drop_all"
}
],
"bindings": [
{
"binding_type": "view",
"source_control_name": "default_enable",
"source_property_name": "#toggle_state",
"target_property_name": "#default_ref"
},
{
"binding_type": "view",
"source_control_name": "autoplace_enable",
"source_property_name": "#toggle_state",
"target_property_name": "#autoplace_ref"
},
{
"binding_type": "view",
"source_control_name": "drop_enable",
"source_property_name": "#toggle_state",
"target_property_name": "#drop_ref"
}
],
help, variables not working
If anybody can build this health bar system iin cheap price pls DM me
these health bars can be found from mcpedl with a little search for a free price
Can u give hit what should I search, i tried a lot but didn't get any results
I wanted to do a math test on the binding, but it didn't work
"test_math@player_position": {
"controls": [
{
"text_math": {
"type": "label",
"anchor_from": "bottom_middle",
"anchor_to": "bottom_middle",
"layer": 1,
"enable_profanity_filter": false,
"color": "$chat_text_color",
"text": "#text",
"shadow": true,
"bindings": [
{
"binding_type": "view",
"source_property_name": "(1 * 2)",
"target_property_name": "#text"
}]
}
}
]
}```
You didn't put no binding
"source_property_name": "('to str: ' + (1 * 2))"
Hi, what is the file to modify to modify the size of achievement notifications?
are you sure this will work?
to render binding as text at least first symbol must be char
otherwise there is nothing
How can I make a notification bar using actionbar?
is there a way to make a form's texture flipbook animation start on a form's button click, or just any way to make changes to the texture? (ping me if you have an answer)
cuz you cant use bindings in variables
lol
hehe
game tip's type value?
me after lobotomy
I also want to know
?
no bumping the question
Hey! A person knows where the entities nametag is in the pack?
hey, please someone who understands, is it possible within bindings to do exponentiation operations or something like "math.pow" code??
example= (2 ^ 3)
2 * 2 * 2
but what if it was 2^99?
Do I have to write 99 times the multiplication?
👀
why not make use of two bindings
first binding is counter
that increases itself one by one
and second binding is something like
#number * #number
but stopping multiplication when counter reaches limit, idk
😁
This is also what I want to ask. 😑
actually ignore property of bindings dont work in view mode, so badluck
and also ignore property accepts variables only i think
Welcome!
Anyone who knows how to call the user interface, please tell me (for example, how to call the chest screen)
ask player to press escape to open pause screen
ask player to open chest to open chest screen
and so on
I didn't understand! What I want is for the chest screen to open in another way than usual
you can put screen inside controls property but as far as i know in case of chest
you didnt pass chest container parameter, so it wont work
you can only launch custom screens that dont use screen specific bindings or stuff
Sorry, but I don't understand yet!
My brain hurts help, i dont know why this dont work.json "bindings": [ { "binding_name": "#hud_title_text_string", "binding_name_override": "#text", "binding_type": "global" }, { "binding_type": "view", "source_property_name": "( not ((#hud_title_text_string - ('%.1s' * #hud_title_text_string)) = 'beso'))", "target_property_name": "#visible" } ],
hud shows all the time
"ignored": true
"propagate_alpha": true,
"alpha" : 0
or
"visible": false
or
"ignored": true 🗿
controls :
{default {}}
{hover{}}
{pressed{}}
💀
i tried visible and ignored but it removed them completely
i need to use a binding but i still dont know which since im still a newbie lmao
controls :
{default {}}
{hover{}}
{pressed{}}
Or just use transparent button template at common_buttons
Alright thanks
only "propagate_alpha": true, "alpha" : 0 worked thanks
Anyone know how I can have a variable and use bindings to edit the text dynamicly.
Can anyone help? In my pack the item durability doesn't show
can someone help me here? https://discord.com/channels/523663022053392405/1174490216455749742
How to get text in one line of scoreboard
griddi grid
@last pollen Is this good enough? Got this from gamz_yt and did the rest how I wanted it
you wanna know something
i just got it working
im so sorry
if i wasted your time
I'll just send it anyway
i need ALL of that?
i mean the menu
needs all of that
Yeah, Just the UI, But the behavior is the script
i though i only needed ```js
{
"namespace": "server_form",
"[email protected]_screen": {
"$screen_content": "server_form.main_screen_content",
"button_mappings": [
{
"from_button_id": "button.menu_cancel",
"to_button_id": "button.menu_exit",
"mapping_type": "global"
}
]
},
"main_screen_content": {
"type": "panel",
"size": [
425,
290
],
"controls": [
{
"server_form_factory": {
"type": "factory",
"control_ids": {
"long_form": "@server_form.long_form",
"custom_form": "@server_form.custom_form"
}
}
}
]
},
You only need the part you modified
so that?
You don't need the whole file, Just what your changing
one question, why does the icon disappear when i hover over it
Because the layer is higher for the hover texture than the image layer
how would i fix that?
Just a sec... I'll try fix it
thanks
You put "layer": 5, on the image and on the actual button put "layer": 4,
I am incorrect!
It's "layer": 8,
{
"image": {
"type": "image",
"layer": 8,
"size": [
65,
65
],
"offset": [
50,
7
],
"bindings": [
{
"binding_name": "#form_button_texture",
"binding_name_override": "#texture",
"binding_type": "collection",
"binding_collection_name": "form_buttons"
},
{
"binding_name": "#form_button_texture_file_system",
"binding_name_override": "#texture_file_system",
"binding_type": "collection",
"binding_collection_name": "form_buttons"
},
{
"binding_type": "view",
"source_property_name": "(not ((#texture = '') or (#texture = 'loading')))",
"target_property_name": "#visible"
}
]
}
},
I am making a mess in here 😦
and wher in the file do i put this
In vscode push Ctrl + F type form_button_texture_file_system and there it is
is it because i deleted it, because i cant find it
Send your server_form.json
this is all i have in it XD ```js
{
"namespace": "server_form",
"[email protected]_screen": {
"$screen_content": "server_form.main_screen_content",
"button_mappings": [
{
"from_button_id": "button.menu_cancel",
"to_button_id": "button.menu_exit",
"mapping_type": "global"
}
]
},
"main_screen_content": {
"type": "panel",
"size": [
425,
290
],
"controls": [
{
"server_form_factory": {
"type": "factory",
"control_ids": {
"long_form": "@server_form.long_form",
"custom_form": "@server_form.custom_form"
}
}
}
],
"bindings": [
{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "(#title_text = 'CoolCool Form')",
"target_property_name": "#visible"
}
]
}
}
yeah 
One message removed from a suspended account.
Does anyone know of a post with a solution on how to modify an action forms format solely based on the title?
I understand slapping in a binding to test for the title, but I'm not sure how to change size, layer, button locations, etc. based on it
eh
technically you can do that in variables but bindings? not so sure.
unlike bindings, variables has a way to test things properly while bindings is eh, just yesn't. iirc you can only test one per element with bindings so.
just use separate elements instead of using the same, it's better that way.
Where is it written about MessageForm?
I suggest look at the server form accordingly.
there's element names might be related to that
I don't see anything that looks like it.
Where are the two buttons that appear at the bottom?
I think it uses the same button across all for datas
How can I change the MessageForm UI depending on the title?
I cannot think of a solution 😦
But here's a binding to experiment: ```json
"bindings": [
{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "(#title_text = 'hi')",
"target_property_name": "#visible"
}
]
Message Form have different file since its used on other screens too
Which file is it in?
popup_dialog.json caution because there's too many different popup-dialog, you could potentially editing other one. No time to check which is message form.
One message removed from a suspended account.
How do i make subtitle appear without the title perm?
Well, I tried to put into the long_form_panel as a control and all I get are errors telling me that I'm using unknown properties. Unknown properties that are clearly being used in the control above it.
{
"[email protected]_panel": {
"anchor_to": "top_left",
"anchor_from": "top_left",
"$show_background": false,
"size": [ "100%", "100%" ],
"$scrolling_content": "server_form.long_form_scrolling_content",
"$scroll_size": [ 5, "100% - 4px" ],
"$scrolling_pane_size": [ "100% - 4px", "100% - 2px" ],
"$scrolling_pane_offset": [ 2, 0 ],
"$scroll_bar_right_padding_size": [ 0, 0 ]
}
},
{
"[email protected]_panel": {
"size": [500, 10],
"anchor_from": "bottom_right",
"anchor_to": "bottom_right",
"bindings": [
{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "(#title_text = 'hi')",
"target_property_name": "#visible"
}
]
}
}```
that is uh, not how it works tbh
while yes above element has it but the below or testing element you have, doesn't really have it.
pretty much you're leaving testing element as dummy element that does not do anything.
ah, I think I got it
I copied long_form_scrolling_content into a new element called "test"
"controls": [
{
"[email protected]_panel": {
"anchor_to": "top_left",
"anchor_from": "top_left",
"$show_background": false,
"size": [ "100%", "100%" ],
"$scrolling_content": "server_form.long_form_scrolling_content",
"$scroll_size": [ 5, "100% - 4px" ],
"$scrolling_pane_size": [ "100% - 4px", "100% - 2px" ],
"$scrolling_pane_offset": [ 2, 0 ],
"$scroll_bar_right_padding_size": [ 0, 0 ],
"bindings": [
{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "(not (#title_text = 'Decantable Potions'))",
"target_property_name": "#visible"
}
]
}
},
{
"[email protected]_panel": {
"$scrolling_content": "server_form.test",
"bindings": [
{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "(#title_text = 'Decantable Potions')",
"target_property_name": "#visible"
}
]
}
}
]```
used these bindings
so does it work?
looks like it, I just deleted one of the sections
can't really tell expect the background are different
so I guess solved?
step 1 solved 😔
oh alright then
Hey there, I am using the hud_screen to display a score on the right site on my screen, but when I'm using it my coordiantes arent visible anymore, had someone expirienced such a problem and found a solution?
Am I able to change the look of server_form per page? How would I do this to link an actionform or modalform to change ui design for each page
This way not all the actionforms are the same..
I could choose what design to use
When doing script api
hello everyone!
Who has experience in the ui is fluent in the Arabic language?
Does anybody knew how to change the font of UI menu
"font_type": "smooth" or MinecraftTen or Rune
smooth
But can u write the code so i understand it ?
@rocky quail
{
"your-label": {
"type": "label",
"text": "HelloWorld",
"font_type":"smooth", // can be any valid minecraft fonts or custom fonts
"font_scale_factor": 1
}
}
Thx 😉
I would like to share a custom server_form 🙂 https://github.com/defowler2005/custom-server_form/tree/main
One message removed from a suspended account.
is it possible to make a horizontal scrolling panel by adding orientation:horizontal?
Nope
If that method can't be used, then how?
It's just not possible to make a horizontal scrolling panel
i am looking for a guide on how to customize the how to play screen, i want to present the features of my addon in it and would like to use, images, drop downs, buttons headers and if possible links and tables.
hi, do someone know where can I find in the ui files the elements of the touch buttons? I wanted to hide it
Can you not get custom block states?
but I've been able to make it by accident before. and now I forgot how to make it again.
how do I fix this, I didn't find the error json
send the content log history file
nvm, I've fixed it
how do i make a custom dynamic button in my chest ui have a hover text? if i add {
"hover@chest_ui.hover_control": {}
}, in the controls it says a bunch of errors.
One message removed from a suspended account.
Is there a way to open a script form from a json ui button?
what is a collection binding type, i can't seem to find any info about it in the wiki
how do I use factory, I want to make a panel when it disappears the animation will reset, @mystic heart do you know?
I tried using this, I got it from the hud chat stack, but nothing appeared
"[email protected]": {
"$anchor": "bottom_right",
"size": [150,"100%c"],
"max_size": [ "100%", "50%" ],
"controls": [
{
"stack_panel": {
"type": "stack_panel",
"anchor_from": "bottom_left",
"anchor_to": "bottom_left",
"factory": {
"name": "chat_item_factory",
"max_children_size": 50,
"control_ids": {
"chat_item": "ore_info@hud_ds.ore_info_stack"
}
}
}
}
]
}
does anyone have a NPC UI tutorial?
or an example pack
so i can render 3d models with some animations in it
how do i merge these 2 bindings?
"source_property_name": "(#form_button_text - $custom_button = #form_button_text)",
and
"source_property_name": "(not (#form_button_text = ''))",
if i try to do
"source_property_name": "(#form_button_text - $custom_button = #form_button_text) or (not (#form_button_text = ''))"
it doenst work
the main issue here is that you can't use custom factories
you can, I saw a similar thing with Arcdustry, with the flying lawnmowers
Shane made a template for it: #old-json-ui message
^ yeah you can use them. I only use custom factories in what I make now, they generally allow for more flexibility than the built in factories or bindings alone.
hmmmm
but this is what I want to display in factory , is that possible?
oh, now i just know that
You need to define the size of factory using a collection length binding. Do a search in the old json ui chat for messages sent from me with #collection_length. You should find some examples
this?
"img_panel": {
"type": "panel",
"size": [ 18, 18 ],
"controls": [
{
"img": {
"type": "image",
"texture": "textures/ui/Black",
"size": [ "100% - 2px", "100% - 2px" ]
}
}
],
"bindings": [
{
"binding_type": "collection",
"binding_collection_name": "img_panels",
"binding_name": "#collection_index"
},
{
"binding_type": "view",
"source_property_name": "(#collection_index > -1)",
"target_property_name": "#visible"
}
]
},
"img_stack_panel": {
"type": "stack_panel",
"orientation": "horizontal",
"size": [ "100%c", "100%cm" ],
"collection_name": "img_panels",
"$stack_count": 5,
"factory": {
"name": "img_panel_factory",
"control_name": "hud.img_panel"
},
"property_bag": {
"#stack_count": "$stack_count"
},
"bindings": [
{
"binding_type": "view",
"source_property_name": "#stack_count",
"target_property_name": "#collection_length"
}
]
}
ye kind of but that doesn't show to restart an animation
ouh, Is there a way for the animation to reset after it appears? I want to make the text at the bottom right have an animation
yes but u need to look for the other examples for animations
and Im only curious about performance
Where?
Ambro, is your text value slider from many labels? is it lag?
what do you think? I did not put here 100 labels and either 10
of course it lags but I chosen something in middle
ouh, why not just 1
ouh, I use 1 label but it lags a bit, maybe because there are lots of bindings
my labels will be even more complex, so we back to where labels would he better
Does Minecraft support change the location of what we did with json ui?
I don't understand
does anyone know, how to get the item name in the #hover_text?
"bindings": [
{
"binding_name": "$hover_text_binding_name",
"binding_name_override": "#hover_text",
"binding_type": "collection",
"binding_collection_name": "$item_collection_name"
}
]```
put this
Jason stuff```
or just js because it seems discord doesn't have json highlights
"bindings": [
{
"binding_name": "$hover_text_binding_name",
"binding_name_override": "#hover_text",
"binding_type": "collection",
"binding_collection_name": "$item_collection_name"
}
]```
It's weird sometimes it does sometimes doesn't
Alright, thanks 👍🏼
If it's just the item name?, hover_text has an item description
How do i make the title stay in the screen when it is being executed everytime?
Bec my title is blinking
"anim_title_text_alpha_out": {
"anim_type": "alpha",
"easing": "in_expo",
"duration": 6,
"from": 2,
"to": 0,
"destroy_at_end": "hud_title_text"
},
I'm using this animation
I haven't noticed anything negative in particular, but I'm not really adding hundreds and hundreds of controls usually. In certain situations it can actually improve performance, particularly in long stack panels or grids. I've said before somewhere in here that it can essentially act as a way of replicating ignored behavior using only binds.
Hello
Where in the server_form??
long_form_dynamic_button_panel
long_form_button_panel or long_form_dynamic_button_panel?
Long_form_dynamic_button_panel
Then I put what?
"grid": [ 3, 2 ]
That?
how do i stack long images with constant weight and variable height on top of each other, i have gotten the weight to occupy 100% of the panel weight but i need to inter the height manually and there is dead space between images
if i do "size":['100%', '100%'] the image won't renderer
Who was the first to discover that the '%.1s' format could truncate a string??
the hive I guess?
idk who made jsonUIs for them but people that decrypted this saw this format
please, how do i set the height of the image to be the height of the image without typing the height manually???
Ok.. I create a server_form for each form, and how do I make the form have the UI?
Like, there's the normal server form that I made, so I create one for a certain form, how do I get this form to open this interface?
So, it's not from Minecraft's jsonUI?
(sorry for ping)
if the inventor of the format is not a Minecraft dev, then there are likely other formats.
there is no inventor
coder is mojang
people just discovered it and may be a mojangster told about it
yo @mystic heart was it you?
no lol I think ppl got it from a leaked hive ui or something
how to make the % symbol appears in a label text?
%%
thanks
Help
Does anyone know how to solve it?
[UI][error]-UI Control: crafting_screen | UI Control: custom_crafting_panel | UI Control: icontrol | UI Control Key: game_tip@game_tip.game_tip_panel | UI control reference not found: 'game_tip_panel'
14:19:54[UI][error]-UI Control: crafting_screen | UI Control: custom_crafting_panel | UI Control: icontrol | ----------------------------------------------------
Unknown properties found in def[game_tip] from namespace[game_tip]
- Unknown property [layer]
- Unknown property [offset]
----------------------------------------------------
Element not found or missing.
make sure you check the spelling correctly aswell make sure no Json syntax errors related.
make sure that the namespace game_tip has an element called game_tip_panel
Where can I find this namespace?
Maybe something is missing in this region, I don't know,
Guys i made this enity in it has an inventory type hopper but how to make like change the position of those slots?
Help
This is json ui, not #1067535382285135923
the namespace is usually in the first lines if a ui file.
game_tip namespace is within the game_tip_screen.json file
There is no such file for me, but that's ok, I'm solving this now
Thanks anyway for doing it
How do I change the height of the input textbox in server forms?
Is someone able to help me with custom chest UI?
can you get the player x and z coordinates and use them in ui?
is it possible to add a shadow to name tags? dk if this belongs in #1067869022273667152 or here honestly
What is the name of the body text property?
I need help with something, the thing is, I want to hide the heart bar, but I want it only when I wear the armor, how can I do it?
it doesn't seem there is much people knowledgeable with JSON-UI , i don't blame them, it's a living nightmare to deal with and is getting replaced soon||-ish|| anyway
It is obvious that it is very difficult, I am not able to make a bar system yet, it would be great if it was complex and simpler and more understandable.
@true elm did you ever find the solution for this problem?
#old-json-ui message
if only we can do multiplication and division inside the "size"
Like could you do "width": {"length"/2}?
Wait, I only just realised as soon as I sent that that I was thinking about Python in the form of JSON
My bad
that would be "size": [123, "50%x"]
what i mean is something like "size": [123, "(100%x / "50%x")"]
just an example
i am almost done with my first json-ui project, which is the biggest project i have worked on so far.
yeah, i know i was referring to the the fact that you can do addition and subtraction in "size" but not division and multiplication
for dynamic height we need the original "image_height" value to be used in "size"
do we have that ?
no
yea
how?
Shanewolf did something like that
can you provide me with a link or direction?
thanks
You are welcome
hi
the thing with strings starting with numeric characters with automatically trim all the characters that come after the first non-numeric character, that's mind blown 🤯
can you make button in gui, and function the button like setting, pause?
yes
How?
but can only do things screen offers
How to i'm clicked the button and show the new UI
Can you give me same example
uh i had one long ago let me see if i can find
thats true and cringe
It's really weird, the thing that's intended to be a string, is actually a dynamic variable (any)
how do i make the button render a texture
using server form json ui
or atleast position the buttons
Will Mojang one day improve and make creating Interfaces easier?
("button1", "textures/ui/cancel/")
#1067535608660107284
yep
"dynamic_button_form": {
"type": "stack_panel",
"size": ["100%", 32],
"orientation": "vertical",
"controls": [
{
"panel_name": {
"type": "panel",
"size": [34, "100%c"],
"binding": [
{
"binding_type": "view",
"source_control_name": "image",
"resolve_sibling_scope": true,
"source_property_name": "(not (#texture = ''))",
"target_property_name": "#visible"
}
],
}
}
]
},
okay so how do i make the buttons grid?
like a calculator
At long last! my first json-ui project is finely done https://discord.com/channels/523663022053392405/1180276835104333904
it's an in game documentation for my map and addon content.
HOW TO automatically press a button?
is it possible for element type renderer to clip child??
why is this combining with vanilla ui
Buttons are intended not to be automated, they need interactions
ok then how to automatically trigger a button id
With user interaction
but we can do automatic with toggles
anyways i was looking for some button_mapping option like control load
If you want automation, use addons/server scripts
ok
can we keep form open and still pass inputs to game ?
disable all type of form load unload animations, get a very low ping
( this is the case in npc ui)
same might be in other uis as well
i want to display action form at top where they can click buttins and play game at the same time
not possible bcz hud ui captures the mouse and if you stop capturing then idk if you can use camera or not
however i believe that these options will help in some way,
try using options like setting form screen to dialogue=false
and etc
and for hud, set should steal mouse to false
or may be make action form in a way that it always keeps showing, like even in chat as well
and from chat or pause menu , you click the buttons
while you can play normally in hud screen
options that you should use
- render game begind, true
- show menu,false
- screen draws last,true
- force render below, true
note that , it will probably effect all forms
also, dont forget to setup button mappings like escape button should not close the form
is this tested workin ?
decades ago and what options i used is forgotten
any vid or somethin to look
try and catch
No, use NPC interact screen
cant detect npc in scripts
well i just tested it, but
back draw is that ui completely becomes unclickable
i mean npc ui
{"is_modal": false,
"is_showing_menu": false,
"screen_draws_last": true,
"render_game_behind": true,
"render_only_when_topmost": false,
"force_render_below": true
}
btw you can move player only and mouse wont work
What is wrong?
{"body":{
//agora vamos adicionar um texto depois da imagem
"type": "label",
//o label não precisa ter um "size" porque quantos mais escritas ter, maior ele vai ficar ou menor. podemos utilizar o max_size, para que ele não passe além do menu. mas saiba que também pode utilizar o size!
"max_size": ["100%", "100%"],
//cor do texto em rgb, (red, green, blue) vermelho, verde e azul, poderia também apenas colocar "white" branco em inglês.
"color": [1, 1, 1],
"offset": [0, -100],
//aqui fica então o texto da label.
"text": "#form_text",
"controls": [
{
"type": "image",
"texture": "textures/uida/black_op",
"layer": 4
}
]
}
},
well, since some update minecraft broke it
on touch input you wont see dpad or buttons to interact
I'm new to JSON UI and have grasped some basics from the Bedrock Wiki, but there's still some confusion.
I'm attempting to build a UI for entity inventory, and a few things puzzle me. For instance, why is there a file named chest.json and another one for the roost screen? Deleting either seems to disrupt the UI functionality.
Also
What's the reason for having multiple panels and grids, and what purpose does every panel do in the code in the next message?
How can I make inventory like this
So I was working on a custom UI minigame, everything was working on my solo world
downloaded my realm world and uploaded the file and get this error,
also when i opened my paid addons custom ui (ROTJ) I get all these extra buttons (im assuming from my ui) in my ROTJ Uis
also do not get this problem on the SP version of the world only the realm file
any help would be much appreciated 🙂
would be nice if the .js had this ./databse to just run this file
also??
and in jsonUI you dont have &&
use and keyword
in general this should crash your game or throw some error
mb i thought i sent it 😭
factss okay ill try this
i was told to disregard this error
wow im real stoopid today lmfaooooo this is the error im recieving when trying to open my UI and this is the other UI addon i have seeming like its pulling my buttons to its UI
thought i added it to my original comment my bad folks
EDIT changed the "&&" to and and its still throwing the first error
for errors, they are related to scripting as you can see
for pack, if you have these empty buttons
guy that made it idk if thats you but made some very strange mistakes in UI
that arent even thrown as errors
or rather lets name it jsonUI errors that arent counted as issues
way to fix it: rewrite grid/factory
yeah that error ive never had a problem with, the guy who made it said to disregard it
Yeah hes still trying to learn it and took on my project as a learner course
idk much on js myself, could i get around it by changing all the buttons to some other numbers? Like start the button calls at 101 instead of 0-1-2 etc so the whole form doesnt have to get rewritten
and i asked script api general about the error causing the ui not to open and i was redirected here since im having the extra buttons issue as well
interesting, because js code doesnt work for me :DDDDDDD
this error is about some thing function I guess that is not defined, like I see code is using this and nothing happens
im also not really into js but still its just error
also for buttons, its issue related only to pack, the .json server_form file
You have to have tag “games” and a compass for it to open the UI
and make sure all the experimental features are on obvi
these extra buttons are weirdly rendered due jsonUI issues, I said that the wayo fix it is to rewrite grid/factory, but you need person that actually know how to do this
uh, forgot about these all things
damn okay 😭
should work on a new world, but once i throw it on my realm world it fails, even when its by itself in the cache. Makes no sense to me hahah. Could send you the world file too if you really wanna dig into it
then there are some world issues there
and not really, firstly I should learn some js to have some knowledge about this
any idea what the world issues could be lmao
never used scriptapi for anything else than some forms, never used world wild options, never been on realm world
I think answer is known
well all im using it for is a form lmao
nor do i know what a “world wild option” is ☠️
everything “scripted” in my world is command blocks besides this UI, and a few custom items/blocks
Can anyone tell me where I can find the floating name? The Nametag that is on top of entities?
I wanted to change its texture
tfw you brainstormed json ui stuff you wanted to try/experiment with and didn't write it down and now forgor 💀
☠️☠️☠️ thats why i always write in notes on my phone if im having a good brain storm session
was just getting back from a concert and the battery was nearly dead :(
How can I resolve this?
i see multiple flaws, from text bleeding out of the shape to the close button being too high up
there is no "how to" without knowing your code
check your offsets and alignments
"identifier": {
"type": "label",
"max_size": ["100%", "100%"],
"text": "#form_text",
"anchor_from": "top_left",
"anchor_to": "top_left",
"offset": [10, 10]
}
Basic
your offset is 10, 10, but you don't subtract it from the size/max-size (you probably wanted a 10px padding around the text, so you need to subtract 2*10px)
"max_size": ["100% - 20px", "100% - 20px"],
and probably
"anchor_from": "center", "anchor_to": "center",
Ty man
Just a question, if I want a personalized scroll, would I have to do it all from scratch?
lol no
yes depedning on what you mean by “game” lmaoo
@last pollen
cant get it to work on my realm tho 😭
yes chess
What's wrong with the scroll?
"cube_form_scrolling_content": {
"type": "stack_panel",
"size": [ "100% - 4px", "100%c" ],
"orientation": "vertical",
"anchor_from": "top_left",
"anchor_to": "top_left",
"controls": [
{
"identifier": {
"type": "label",
"max_size": ["100% - 20px", "100% - 20px"],
"anchor_from": "top_left",
"anchor_to": "top_left",
"text": "#form_text",
"offset": [10, 10]
}
}
]
},
"[email protected]_panel": {
"anchor_to": "top_left",
"anchor_from": "top_left",
"$show_background": false,
"size": [ "100%", "100%" ],
"$scrolling_content": "server_form.cube_form_scrolling_content",
"$scroll_size": [ 5, "100% - 4px" ],
"$scrolling_pane_size": [ "100% - 4px", "100% - 2px" ],
"$scrolling_pane_offset": [ 2, 0 ],
"$scroll_bar_right_padding_size": [ 0, 0 ]
}
uh so then of course no 🤣
At "identifier", that y size is not allowed
Use "default"
I'm thinking about learning to do UIs, should I use JSON-UI or Ore-UI?
json seems easier but I read on bedrock.dev that it's gonna be deprecated
Your only option is gonna be json-ui.
Ore-UI haven't out yet.
you can't modify them yet or replace them with others
nope
they'll be backward compatibility at some point because that'll break like millions of maps including marketplace maps and servers that uses custom UI.
oh alright, thanks
Json-UI are no longer maintained due to Ore-UI, but sometimes they'll still get a new stuff
so yeah
How to remove shadows?
"shadow": false,
Question: Can I easily add images/icons to the NPC dialog buttons? Add more buttons? Change buttons to images? - Json-ui, in stable, no scripting.
Kinda depends.
first of all, npc maximum buttons are 6.
though you can bump that up with NBT editing.
then use json-ui to support more buttons.
Does anybody know the element name of the close button?
if you mean scrollable text field, not essentially. if you mean a paper scroll, probably yes
i really can't suggest using npc dialogues at all tbh. the button text is cropped off and there is nothing you can do
this means, if you are trying to add conditional button designs, you'd have even shorter text
Well i found the name but it added a new button
adding icons, sure, you could use glyphs for that
set the show close button variable to false, probably
1 sec
What would you suggest instead?
Didn't work
button forms/modal forms
would require scripting afaik
Hmm. I'd have to pay someone to build it out. I don't have time or cpu to learn it. I use NPC menu heavely. https://youtu.be/-juLjS__hlA?feature=shared&t=74
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But I'd like to reskin it some.
Thanks tho
for that its plausible to use the npc form
your text is static anyways, right?
and the design probably too?
ah, you are using the form because of the commands stuff right
Yes, it's very easy to set it up in the dialog json file to do what I want on click/load/exit
you can work around the shortened button text by using translations in this case
one option are glyphs, those you can put directly into the text field
getting the correct character to insert is a bit tricky
It worked great in books
not sure if even possible on all phones ^^"
I'm on pc
hmm, the progress isnt any different
I'll have to test it again
I figured it out
Now i want to remove this white thing when i hover on it
Or resize it
it is a texture if i remember correctly
How