#JSON-UI General

1 messages · Page 12 of 1

broken trail
#

anybody know if binding_condition is usable in this type of binding?

{
  "binding_type": "view",
  "binding_condition": "once",
  "source_control_name": "random_element",
  "source_property_name": "#toggle_state", 
  "target_property_name": "#visible"
}
``` I tested it a bit and seems to not
#

or do anyone have any ideas how to check for #toggle_state and then set #visible ONCE?

hexed yacht
#

Something like that?

last pollen
#

@fleet briar

#

Ask in here if you want

fleet briar
#

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

last pollen
#

Use mcreator @fleet briar that block coding and it can make ui

#

Seen you have no basic

fleet briar
fleet briar
last pollen
#

...

opal aurora
opal aurora
last pollen
#

K

opal aurora
#

Visual Studio Code (maybe the web version) is your choice

last pollen
#

Hmm how to make a item open ui

#

I use bridge

last pollen
#

Idk how to use it

opal aurora
#

Or... vscode.dev

last pollen
#

Ig

#

It too hard to code

#

@opal aurora like I use bridge

#

Vscode

#

It kind complex idk texture model

opal aurora
#

Bridge. whatever, if available as web version

last pollen
#

Ok

fathom mica
#

Interested, I didn't even think about it

hexed yacht
restive crag
hoary orbit
#

I want json ui from you guys🙏🙏🙏

hexed yacht
#

This was my design in figma

opal aurora
#

try using the method i said, with paper_doll_renderer and not live_player_renderer

hexed yacht
#

oh ok!

fathom mica
#

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?

hexed yacht
restive crag
#

Also imma try figma thing

hexed yacht
opal aurora
hexed yacht
#

yeah done!

#

I'm just rn fighting with a horizontal stackpanel

#

Is it also possible to get the current players name as a binfing?

gaunt haven
#

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"
  ]
}
vocal urchin
#

Can anyone give me example of anims?

restive crag
vocal urchin
#

It's too complicated

#

😭

restive crag
vocal urchin
#

👍

hexed yacht
gaunt haven
hexed yacht
#

Hmmh

#

Do you know how offset works?

gaunt haven
restive crag
#

Like what's the parent of that element?

gaunt haven
restive crag
gaunt haven
gaunt haven
restive crag
gaunt haven
# restive crag 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

undone marsh
#

Just enable Linux on the Chromebook that's what I did on mine

jolly rock
#

Someone know why this happend? i dont change texture scale, i just change colors

#

Effects looks like it

thorny nymph
#

What is the difference between customform and long form?

hexed yacht
#

probably the elements

next eagle
#

But everything within that file should have been outsourced to different files now. So that file is pretty much useless

fleet briar
undone marsh
fleet briar
digital finchBOT
#
rembogxv

bonjour

#
rembogxv

Bonjour

jolly rock
fleet briar
#

@undone marsh unblock me bro

next eagle
#

And selected_hotbar_slot

jolly rock
#

Thanks

mystic heart
halcyon spear
#

I need more information

jolly rock
smoky leaf
#

How move once button at time on server form?

restive crag
fickle tartan
#

!recipe

smoky leaf
gentle hemlock
#

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

thorny nymph
#

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]
----------------------------------------------------


dawn prism
#

I want helath remain same like 100 , but hearts don't increase

unique swan
thorny nymph
gentle hemlock
#

how to delay animation?

#

flip_book

last pollen
#

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?]
restive crag
#

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.

last pollen
#

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
restive crag
last pollen
restive crag
last pollen
#
[
"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
restive crag
#

Hm

last pollen
#

valid and checked properties, type of property is not determined

[
"pixel_perfect", // checked in image control
]
last pollen
# restive crag Any idea where did `grid_page_indicator` or `collection_panel` came from?

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.

last pollen
#

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"
              }
            }
last pollen
gentle hemlock
#

how to remove the character limit in a scoreboard line?

last pollen
gentle hemlock
#

I'm a little confused about what to do

last pollen
#

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

thorny nymph
hasty hamlet
#

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?

gray shale
#

Is it possible to show other player's playerdoll?

gray shale
#

From a forms api

digital finchBOT
#
chikokunn1011

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

#
chikokunn1011

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

swift lake
#

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?

last pollen
swift lake
#

full control?

last pollen
#

i mean dont send just bindings, also send the label or whatever ui control the binding property is present in

swift lake
#

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>>
last pollen
swift lake
#

not working

last pollen
#
"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"
        }
    ]
}
swift lake
#

thankyou

#

please tell me how to remove player_position from root panel

last pollen
swift lake
#

yes.
that did not work

#

I would like to change the position of the coordinates.

last pollen
#

try checking presence by text:"sample text without bindings"

swift lake
#
"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"?

last pollen
#
"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": {}
                    }
                ]
            }
        ]
    },

swift lake
#

Just a black one on the right.

last pollen
#
"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

swift lake
#

The one on the left never goes away.

edgy nacelle
#

@hexed yacht can you dm me?

thorny nymph
#

How can I put a background in the title?

fathom mica
#

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"
      }
    ]
  },
digital finchBOT
#
dimzcraft

I've fixed it*

last pollen
last pollen
restive crag
fathom mica
fathom mica
restive crag
fathom mica
#

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]
unique swan
#
                    "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?
last pollen
#

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.

undone marsh
# unique swan ```{ "skin_viewer": { "type": "custo...
"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
                                            ]
                                        }
last pollen
#

And now i am dumb

last pollen
#

So the offset inside player_head_renderer determines, the area that you can see.

undone marsh
#

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

last pollen
#

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
]
}
}

undone marsh
#

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

broken trail
#

in general cool stuff here

velvet horizon
gentle hemlock
#

helpme?

gentle hemlock
#

For what reason is he not moving?

acoustic ivy
#

how can i set a custom collection?

last pollen
acoustic ivy
# last pollen 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.

last pollen
acoustic ivy
fathom mica
gentle hemlock
#

No moving

fathom mica
hexed briar
#

Effects are literally inside of stack panel parent.

#

Offsets are effectively useless if putting offset into stack panel children in this case effects

gentle hemlock
#

How then can I move it?

gentle hemlock
gentle hemlock
hexed briar
#

find it I guess?

#

you should able to find exact element by searching that element

#

also do not ping me

gentle hemlock
#

doesn't work either

#

"mob_effects_renderer": {
"type": "custom",
"renderer": "mob_effects_renderer",
"layer": 1,
"offset": [ 0, -200 ]
},

vernal imp
# gentle hemlock
{
  "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.
velvet horizon
#

Is it possible to put a skin rendering different from yours

gentle hemlock
gentle hemlock
# vernal imp yes

{
"namespace": "hud",

"root_panel/mob_effects_renderer": {
"offset": [0, -32],
"size": ["100% -4px", "75%"]
}
}

?

vernal imp
fathom mica
#

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"
  },
gentle hemlock
restive crag
fathom mica
restive crag
fathom mica
restive crag
fathom mica
#

ok

fathom mica
restive crag
#

I don't really know how to fix it

#

But I guess that's how it works.

opal aurora
opal aurora
fathom mica
fathom mica
restive crag
#

Lag as hell

opal aurora
fathom mica
acoustic ivy
#

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"
      }
    }
  }
}```
opal aurora
#

each item slot = 1 container slots grid

restive crag
acoustic ivy
#

Oh nvm it's probably because o used collection_details

#

Instead of collection

restive crag
#

Search custom collection here in this server, Shane taught how to make one.

acoustic ivy
#

Alright

fathom mica
# opal aurora or did i read codes wrong, you use clips_children on container slots grid 30 tim...

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🗿

opal aurora
digital finchBOT
#
dimzcraft

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

fathom mica
#

uh, not accurate

hexed briar
#

json-ui people can't make the game laggy (impossible)

restive crag
halcyon spear
#

UI is slow? How

hexed briar
restive crag
#

People who put orientation: "vertical" on their stack-panel even though its default vertical:

halcyon spear
#

💀

hexed briar
#

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

halcyon spear
#

Unnecessary code in the UI! I understand now! Thanks for your explanation 🙌

restive crag
hexed briar
restive crag
hexed briar
#

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

restive crag
#

Yeah but pack size though if I have to make another file for it

hexed briar
#

Buttons template has 2 type of buttons, the light one (default) and the dark one.

restive crag
#

All I see the files though, white ones gets more properties

hexed briar
#

Dark one usually never used but more performance because that one didn't have too many variables and pretty much customizable off the bat.

restive crag
#

Ahh I see

#

I'll try to change my practice

hexed briar
#

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

restive crag
#

I could do that with templates

hexed briar
#

and how animation on buttons should behave without stripping down the light buttons

hexed briar
#

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

restive crag
hexed briar
#

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.

restive crag
#

Hmm

hexed briar
#

you should find that core element with variables on states

restive crag
#

Yep saw it

#

Do vanilla templates have like unnecessary variables though?

hexed briar
#

they do.

#

Actually too many.

#

that's why dark button is a thing

restive crag
#

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

hexed briar
#

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.

restive crag
#

Imagine consoles

hexed briar
#

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

restive crag
hexed briar
#

you technically can't

#

vanilla screens already set them up.

last pollen
#

how to make custom collections

hexed briar
#

Every vanilla screens has screen elements, which it's essentially the core of how the element should be display on that screen

last pollen
#

tell me 🔫

hexed briar
#

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

restive crag
#

Then basically you can't put element on a screen that ignores safezone?

hexed briar
#

use $screen_bg_element something like that

restive crag
#

Ohh

hexed briar
#

it ignores safe zone entirely.

restive crag
#

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

hexed briar
hexed briar
#

Console can't really download third-party add-ons or texture packs

#

( obviously because the console limitations )

restive crag
#

Damn

hexed briar
#

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

restive crag
#

I saw you making gamepad helpers though, what's it for if no 3rd party packs?

hexed briar
#

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

restive crag
#

Ohh so only for mobile devices that have controller connected to it

hexed briar
#

yeah

#

or PC if they wish to have console experiences

#

afterall this was made just to have console experience

restive crag
#

My evil plan: bao_foxxo_crying

hexed briar
#

any handheld devices should able to run with that

restive crag
#

Damn

hexed briar
#

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

restive crag
#

Lol

#

Adding dots to every font file

hexed briar
#

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

restive crag
#

lmaoo

hexed briar
#

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.

restive crag
#

They pretty much get money for someone's addon

#

Then the user get no freaking benefit other than crash lol

hexed briar
#

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

restive crag
#

How did they get it on the first place though? Did you release it on other webs?

hexed briar
#

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

restive crag
#

As you say basically crash button lmao

hexed briar
#

yeah they basically left it extremely outdated and a method to softlock game with crashing

#

it's been a year too.

restive crag
#

I found a way to crash someone's game by showing something on Server side

#

Basically banning/crashing them out of the game lol

hexed briar
#

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

restive crag
#

Prediction, ore ui new update will come out on 2026

hexed briar
#

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

restive crag
#

Hm I think JSON UI will still be supported

#

Because I think not all screens will get transformed to ore ui

hexed briar
#

will be for backward compatibility.

#

can't just straight up breaking hundreds or thousands of marketplace contents that uses custom UI

#

servers too.

restive crag
#

I think that's why the process is slow

hexed briar
#

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 )

restive crag
#

weird

hexed briar
#

well it's technically more advanced than json-ui version

restive crag
#

No limits

hexed briar
#

Realms has an option to view like social media where you can see screenshots or comments

restive crag
#

Since web designing

restive crag
hexed briar
#

the json-ui version or ore-ui?

restive crag
#

Ore-UI

hexed briar
#

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.

restive crag
hexed briar
#

yeah that's realm thing

#

json-ui version is still there

restive crag
#

Do mojang accidentally put some files on there

unique swan
#

When is ore-ui coming out?

hexed briar
#

It's hbui folder in the game assets

#

fetch it with oreui-viewer and there you have it

restive crag
halcyon spear
hexed briar
#

Honestly I like json-ui version than this

rocky quail
#

if they made ore ui available for resource packs, i would remove ore ui and replace it with json

restive crag
unique swan
#

How long will ore-ui arrive?

restive crag
rocky quail
restive crag
#

Like mann just expand JSON UI

rocky quail
restive crag
#

JSON UI is already better

hexed briar
#

JSON-UI version of that realm stories

restive crag
rocky quail
hexed briar
#

well instead of image, it's just a text with color thing

#

nothing much.

hexed briar
#

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

restive crag
#

Yep, plain ol' screen

hexed briar
#

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.

restive crag
#

someone experience option.txt not being visible anymore?

#

It's not available for me anymore

hexed briar
#

You'll need to create the dummy options.txt file

#

because the game does not create that anymore

restive crag
#

Accidentally deleted it before, regretted it. Even reinstalling the game isn't fixing the problem

hexed briar
#

after that, the dummy options.txt should be filled after launching the game

restive crag
#

Is it on the minecraftpe folder?

hexed briar
#

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

restive crag
#

Hmm I'll try that

fathom mica
#

@mystic heart sorry for ping, can you see my dm

restive crag
#

It worked thanks

rocky quail
#

ive managed to scale a button upto 1028

#

it just fills the screen, then going above 32k crashes

hexed briar
#

32k limits ofc

restive crag
#

How do I enable deferred?

rocky quail
hexed briar
#

you can't enable that in stable

rocky quail
restive crag
#

Damn

hexed briar
rocky quail
#

and turn on experimental deffered something

#

which is only on beta

hexed briar
#

Actually the requirements are android 9-ish that supports OpenGLSE 3.1 something like that

rocky quail
#

ohh

hexed briar
#

Mali also was supported but

#

the shadows are glitchy just like snapdragons

rocky quail
#

it kinda worked on my phone, but its just bloomy and laggy

hexed briar
#

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

rocky quail
#

hmm, im gonna try that

hexed briar
#

this is mali-gpu and YSS deferred btw

rocky quail
#

damn

#

its looks nice

restive crag
#

I'm gonna steal that

#

For panorama uses

rocky quail
hexed briar
#

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

rocky quail
#

imma try this later, it looks very nice

hexed briar
#

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

gentle hemlock
#

help

mystic heart
fathom mica
last pollen
#

@mystic heart how to make custom collections

hexed briar
#

Mac and cheese

mystic heart
ionic dew
#

Hi, what is the file to modify to modify the size of achievement notifications?

fathom mica
#
"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

dawn prism
#

If anybody can build this health bar system iin cheap price pls DM me

last pollen
dawn prism
vernal imp
#

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"
            }]
        }
      }
    ]
  }```
restive crag
#

You didn't put no binding

broken trail
ionic dew
#

Hi, what is the file to modify to modify the size of achievement notifications?

vernal imp
broken trail
#

to render binding as text at least first symbol must be char

#

otherwise there is nothing

unique swan
#

How can I make a notification bar using actionbar?

analog snow
#

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)

broken trail
#

lol

fathom mica
#

hehe

gentle hemlock
#

help?

stiff urchin
#

how to solve

#

When I click on the Crafting Table this appears

last pollen
restive crag
#

me after lobotomy

stiff urchin
hexed briar
#

no bumping the question

exotic dawn
#

Hey! A person knows where the entities nametag is in the pack?

vernal imp
#

hey, please someone who understands, is it possible within bindings to do exponentiation operations or something like "math.pow" code??

example= (2 ^ 3)

vernal imp
last pollen
#

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

#

😁

vernal imp
last pollen
#

actually ignore property of bindings dont work in view mode, so badluck

#

and also ignore property accepts variables only i think

graceful drum
#

Welcome!
Anyone who knows how to call the user interface, please tell me (for example, how to call the chest screen)

last pollen
graceful drum
last pollen
graceful drum
jolly rock
#

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

restive crag
#

"ignored": true

vernal imp
#

"propagate_alpha": true,
"alpha" : 0

or
"visible": false

or
"ignored": true 🗿

fathom mica
#

controls :
{default {}}
{hover{}}
{pressed{}}
💀

acoustic ivy
#

i need to use a binding but i still dont know which since im still a newbie lmao

fathom mica
restive crag
#

Or just use transparent button template at common_buttons

acoustic ivy
#

Alright thanks

acoustic ivy
tacit verge
#

Anyone know how I can have a variable and use bindings to edit the text dynamicly.

vocal urchin
#

Can anyone help? In my pack the item durability doesn't show

olive thorn
merry pike
#

How to get text in one line of scoreboard

last pollen
halcyon spear
#

@last pollen Is this good enough? Got this from gamz_yt and did the rest how I wanted it

last pollen
#

you wanna know something

#

i just got it working

#

im so sorry

#

if i wasted your time

halcyon spear
#

Why sorry?

#

I had fun doing it ✅

last pollen
#

learning experience for me

halcyon spear
last pollen
#

i mean the menu

#

needs all of that

halcyon spear
#

Yeah, Just the UI, But the behavior is the script

last pollen
#

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"
}
}
}
]
},

halcyon spear
#

You only need the part you modified

last pollen
#

so that?

halcyon spear
#

You don't need the whole file, Just what your changing

last pollen
#

one question, why does the icon disappear when i hover over it

halcyon spear
#

Because the layer is higher for the hover texture than the image layer

last pollen
#

how would i fix that?

halcyon spear
#

Just a sec... I'll try fix it

last pollen
#

thanks

halcyon spear
#

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 😦

last pollen
halcyon spear
#

In vscode push Ctrl + F type form_button_texture_file_system and there it is

last pollen
halcyon spear
#

Send your server_form.json

last pollen
#

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"
}
]
}
}

halcyon spear
#

That's the whole thing...

#

💀

last pollen
#

yeah StandingCat

halcyon spear
#

Are there any other resource packs enabled?

#

Let's go to a post

pine furnace
#

One message removed from a suspended account.

fading kiln
#

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

hexed briar
#

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.

swift lake
#

Where is it written about MessageForm?

hexed briar
#

I suggest look at the server form accordingly.

#

there's element names might be related to that

swift lake
#

I don't see anything that looks like it.

hexed briar
swift lake
#

Where are the two buttons that appear at the bottom?

halcyon spear
#

I think it uses the same button across all for datas

swift lake
#

How can I change the MessageForm UI depending on the title?

halcyon spear
#

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"
}
]

restive crag
swift lake
#

Which file is it in?

restive crag
# swift lake 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.

swift lake
#

It would be faster to change the regular Form.

#

Thanks for telling me

pine furnace
#

One message removed from a suspended account.

last pollen
#

How do i make subtitle appear without the title perm?

fading kiln
#
{
        "[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"
          }
          ]
        }
      }```
hexed briar
#

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.

fading kiln
#

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

hexed briar
#

so does it work?

fading kiln
#

looks like it, I just deleted one of the sections

hexed briar
#

can't really tell expect the background are different

fading kiln
#

thats' the only thing I changed

#

well.. deleted

hexed briar
#

so I guess solved?

fading kiln
#

step 1 solved 😔

hexed briar
#

oh alright then

meager steeple
#

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?

limpid quarry
#

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

graceful drum
#

hello everyone!
Who has experience in the ui is fluent in the Arabic language?

grizzled mesa
#

Does anybody knew how to change the font of UI menu

rocky quail
grizzled mesa
#

@rocky quail

rocky quail
wary hinge
pine furnace
#

One message removed from a suspended account.

vernal imp
#

is it possible to make a horizontal scrolling panel by adding orientation:horizontal?

vernal imp
undone marsh
cunning bridge
#

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.

hasty hamlet
#

hi, do someone know where can I find in the ui files the elements of the touch buttons? I wanted to hide it

tacit verge
#

Can you not get custom block states?

vernal imp
fathom mica
#

how do I fix this, I didn't find the error json

vernal imp
fathom mica
analog snow
#

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.

pine furnace
stuck hull
#

Is there a way to open a script form from a json ui button?

broken trail
#

of course no

#

its client side

cunning bridge
#

what is a collection binding type, i can't seem to find any info about it in the wiki

fathom mica
#

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"
            }
          }
        }
      }
    ]
  }
vagrant nova
#

does anyone have a NPC UI tutorial?

#

or an example pack

#

so i can render 3d models with some animations in it

analog snow
#

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

opal aurora
restive crag
#

Shane made a template for it: #old-json-ui message

outer bridge
#

^ 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.

fathom mica
#

hmmmm

fathom mica
opal aurora
mystic heart
fathom mica
# mystic heart You need to define the size of factory using a collection length binding. Do a s...

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"
        }
    ]
}
mystic heart
fathom mica
#

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

mystic heart
#

yes but u need to look for the other examples for animations

broken trail
fathom mica
broken trail
#

what do you think? I did not put here 100 labels and either 10

#

of course it lags but I chosen something in middle

fathom mica
#

ouh, why not just 1

broken trail
#

I havent touch code since a few months

#

by doing other things

fathom mica
#

ouh, I use 1 label but it lags a bit, maybe because there are lots of bindings

broken trail
#

my labels will be even more complex, so we back to where labels would he better

drowsy smelt
# fathom mica

Does Minecraft support change the location of what we did with json ui?

fathom mica
#

does anyone know, how to get the item name in the #hover_text?

undone marsh
hexed briar
#

put this

Jason stuff```
#

or just js because it seems discord doesn't have json highlights

undone marsh
#
"bindings": [
        {
            "binding_name": "$hover_text_binding_name",
            "binding_name_override": "#hover_text",
            "binding_type": "collection",
            "binding_collection_name": "$item_collection_name"
        }
    ]```
undone marsh
hexed briar
#

yeah that's why JS is there

#

It works the same as json regardless.

undone marsh
#

Alright, thanks 👍🏼

fathom mica
last pollen
#

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

outer bridge
# broken trail and Im only curious about performance

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.

unique swan
#

Hello

red creek
#

How to leave the buttons in this menu like this??
(server_form)

unique swan
red creek
unique swan
#

long_form_dynamic_button_panel

red creek
unique swan
#

Long_form_dynamic_button_panel

red creek
cunning bridge
#

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

vernal imp
#

Who was the first to discover that the '%.1s' format could truncate a string??

broken trail
#

the hive I guess?

#

idk who made jsonUIs for them but people that decrypted this saw this format

cunning bridge
#

please, how do i set the height of the image to be the height of the image without typing the height manually???

thorny nymph
#

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?

vernal imp
#

if the inventor of the format is not a Minecraft dev, then there are likely other formats.

last pollen
vital edge
mystic heart
cunning bridge
#

how to make the % symbol appears in a label text?

hexed briar
#

%%

cunning bridge
#

thanks

stiff urchin
#

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]
----------------------------------------------------
cunning bridge
#

show the code

#

it appears that you tried to access an element that isn't defined

hexed briar
#

make sure you check the spelling correctly aswell make sure no Json syntax errors related.

stiff urchin
#

Game tip Seems normal to me

#

@hexed briar @cunning bridge

hexed briar
#

check the referencer

#

make sure it's correct

#

Otherwise slap "type": "panel"

stiff urchin
#

Q reference

#

I used one and it wasn't either

#

I don't know how to solve

cunning bridge
stiff urchin
#

Maybe something is missing in this region, I don't know,

drowsy smelt
#

Guys i made this enity in it has an inventory type hopper but how to make like change the position of those slots?

stiff urchin
idle anchor
#

This is json ui, not #1067535382285135923

cunning bridge
stiff urchin
#

Thanks anyway for doing it

exotic glen
#

How do I change the height of the input textbox in server forms?

sour flint
#

Is someone able to help me with custom chest UI?

cunning bridge
#

can you get the player x and z coordinates and use them in ui?

sullen quail
#

is it possible to add a shadow to name tags? dk if this belongs in #1067869022273667152 or here honestly

thorny nymph
#

What is the name of the body text property?

primal aspen
#

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?

cunning bridge
#

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

primal aspen
cunning bridge
#

@true elm did you ever find the solution for this problem?

#old-json-ui message

true elm
#

no i dont think i did

#

i was trying for aspect ratio but cant find one

cunning bridge
sour flint
#

Wait, I only just realised as soon as I sent that that I was thinking about Python in the form of JSON

#

My bad

cunning bridge
#

that would be "size": [123, "50%x"]
what i mean is something like "size": [123, "(100%x / "50%x")"]

#

just an example

cunning bridge
#

i am almost done with my first json-ui project, which is the biggest project i have worked on so far.

true elm
#

i didnt meant that

#

when we make width 100% then height should be dynamic like in css

cunning bridge
#

for dynamic height we need the original "image_height" value to be used in "size"

true elm
#

do we have that ?

cunning bridge
#

no

true elm
#

yea

cunning bridge
#

how?

undone marsh
cunning bridge
#

can you provide me with a link or direction?

cunning bridge
#

thanks

undone marsh
#

You are welcome

simple crystal
#

hi

cunning bridge
#

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 🤯

vestal arrow
#

can you make button in gui, and function the button like setting, pause?

true elm
#

yes

vestal arrow
#

How?

true elm
#

but can only do things screen offers

vestal arrow
#

How to i'm clicked the button and show the new UI

true elm
#

ye thats possible

#

u would look for toggels

vestal arrow
#

Can you give me same example

true elm
#

uh i had one long ago let me see if i can find

opal aurora
vagrant nova
#

how do i make the button render a texture

#

using server form json ui

#

or atleast position the buttons

thorny nymph
#

Will Mojang one day improve and make creating Interfaces easier?

thorny nymph
thorny nymph
vagrant nova
#

no it uses json ui i think

#

i want to position the button

thorny nymph
#

Oh

#

Like that?

vagrant nova
vagrant nova
#

change

thorny nymph
#
"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"
                    }
                ],
            }
        }
    ]
},
vagrant nova
#

like a calculator

cunning bridge
#

it's an in game documentation for my map and addon content.

last pollen
#

HOW TO automatically press a button?

vernal imp
#

is it possible for element type renderer to clip child??

vagrant nova
#

why is this combining with vanilla ui

opal aurora
last pollen
opal aurora
last pollen
#

but we can do automatic with toggles

opal aurora
#

Feature toggles

last pollen
#

anyways i was looking for some button_mapping option like control load

opal aurora
#

If you want automation, use addons/server scripts

last pollen
#

ok

true elm
#

can we keep form open and still pass inputs to game ?

last pollen
#

same might be in other uis as well

true elm
#

i want to display action form at top where they can click buttins and play game at the same time

last pollen
#

not possible bcz hud ui captures the mouse and if you stop capturing then idk if you can use camera or not

last pollen
#

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

  1. render game begind, true
  2. show menu,false
  3. screen draws last,true
  4. 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

true elm
#

is this tested workin ?

last pollen
#

decades ago and what options i used is forgotten

true elm
#

any vid or somethin to look

last pollen
#

try and catch

opal aurora
true elm
#

cant detect npc in scripts

last pollen
#

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

thorny nymph
#

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
              }
          ]
        }
     },
vagrant nova
#

how do i change the background border

#

to transparent

broken trail
#

on touch input you wont see dpad or buttons to interact

surreal gale
#

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?

dawn prism
#

How can I make inventory like this

steep vale
#

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 🙂

broken trail
#

also??

#

and in jsonUI you dont have &&

#

use and keyword

#

in general this should crash your game or throw some error

steep vale
steep vale
steep vale
steep vale
#

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

broken trail
#

uuh

#

another error from these files, im not really into js so...

broken trail
#

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

steep vale
steep vale
steep vale
#

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

broken trail
broken trail
#

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

steep vale
#

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

broken trail
broken trail
steep vale
# broken trail uh, forgot about these all things

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

broken trail
#

then there are some world issues there

#

and not really, firstly I should learn some js to have some knowledge about this

steep vale
#

any idea what the world issues could be lmao

broken trail
#

never used scriptapi for anything else than some forms, never used world wild options, never been on realm world

#

I think answer is known

steep vale
#

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

last pollen
#

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

red wagon
#

tfw you brainstormed json ui stuff you wanted to try/experiment with and didn't write it down and now forgor 💀

steep vale
red wagon
#

was just getting back from a concert and the battery was nearly dead :(

thorny nymph
#

How can I resolve this?

red wagon
#

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

thorny nymph
#

Basic

red wagon
#

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",

thorny nymph
#

Ty man

#

Just a question, if I want a personalized scroll, would I have to do it all from scratch?

hexed briar
#

lol no

steep vale
#

yes depedning on what you mean by “game” lmaoo

#

cant get it to work on my realm tho 😭

broken trail
hexed briar
#

json-ui with script-api yes

#

json-ui only no

thorny nymph
#

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 ]
        }
broken trail
opal aurora
#

Use "default"

drowsy glacier
#

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

hexed briar
#

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

drowsy glacier
#

but json ui will eventually stop working completely?

#

or did I read it wrong?

hexed briar
#

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.

drowsy glacier
#

oh alright, thanks

hexed briar
#

Json-UI are no longer maintained due to Ore-UI, but sometimes they'll still get a new stuff

#

so yeah

bronze plover
#

How to remove shadows?

unique swan
#

"shadow": false,

snow acorn
#

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.

hexed briar
#

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.

gilded bear
#

Does anybody know the element name of the close button?

red wagon
red wagon
#

this means, if you are trying to add conditional button designs, you'd have even shorter text

gilded bear
red wagon
#

adding icons, sure, you could use glyphs for that

gilded bear
red wagon
#

set the show close button variable to false, probably

gilded bear
#

1 sec

snow acorn
gilded bear
red wagon
#

would require scripting afaik

snow acorn
#

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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▶ Play video
#

But I'd like to reskin it some.

gilded bear
red wagon
#

your text is static anyways, right?

#

and the design probably too?

#

ah, you are using the form because of the commands stuff right

snow acorn
#

Yes, it's very easy to set it up in the dialog json file to do what I want on click/load/exit

red wagon
#

you can work around the shortened button text by using translations in this case

snow acorn
#

I'm ok with the text. I'd rather have icons in some cases though

#

or image button

red wagon
#

one option are glyphs, those you can put directly into the text field

snow acorn
#

I tried and could get it to work in the npc buttons

#

maybe I did it wrong

red wagon
#

getting the correct character to insert is a bit tricky

snow acorn
#

It worked great in books

red wagon
#

not sure if even possible on all phones ^^"

snow acorn
#

I'm on pc

red wagon
snow acorn
#

I'll have to test it again

gilded bear
#

I figured it out

Now i want to remove this white thing when i hover on it

Or resize it

red wagon
#

it is a texture if i remember correctly

bronze plover