#JSON-UI General

1 messages · Page 13 of 1

red wagon
#

quite literally

#

you set the shadow property to false in the correct element in hud_screen

thorny nymph
#

Is it possible to change the color of the text when it is pressed and when it is normal?

tropic idol
#

Are there any good/decent ways of learning JSON UI other than reading the documentation?

dawn prism
#

Hey I am new at json anybody can tell me what is the work of layer ?

crude remnant
#

I could be wrong and it might be the other way around

crude remnant
#

Well as it says it layers things on top of each other.. so if you have a panel and some buttons if you set the panel higher than the buttons then you wont be able to see the buttons because you have made the panel have a higher layer than the buttons themselves

fathom mica
#

can it cut integers? for example 1234, I want to make it only get integer 3, how do I do it?

vernal imp
opal aurora
fathom mica
#

@opal aurora but I want to take the value 3 to be a string..🗿

opal aurora
#

"('%.3s' * (('§zzz' + #bind) - ('%.4s' * ('zz' + #bind))))"

#

I'm not sure if it works or not

#

Basically it cuts everything before the part you need first, then use %.xs to get only the remaining from that cut string from the left

fathom mica
#

ok, ill try

red wagon
vapid echo
#

could someone link me any tutorial or docs about ui?

#

I mean I would like to learn pretty much everything about bedrock dev, any advices?

red wagon
#

mess around with stuff and see what breaks

#

instead of using mojang's templates (i.e. light_button) try making your own elements

#

and a bunch of research + reading, try getting your hands on some packs from featured servers or some maps

pine furnace
#

One message removed from a suspended account.

hexed briar
#

nope

#

well. heart, armor, hunger and any hud icon related (expect hotbars and experience bar) are pretty much hardcoded.

#

They're renderers, so pretty much can't do anything with it expect moving them around with anchors and offsets.

pine furnace
hexed briar
#

again, they're renderers. it's pretty much hardcoded and there's nothing anybody else could do

pine furnace
#

One message removed from a suspended account.

dawn prism
#

How can I make glyph ?

vagrant nova
#

is there a good way to render 3d models in UI

vagrant nova
#

how do i position these buttons to the middle

#

"anchor_from": "center",
"anchor_to": "center",

#

in light text button

vagrant nova
#

the arrow buttons

last pollen
#

Does anyone know where I can find templates of the "server_form" but not the original, I'm experimenting and I'm doing crap XD, but I want to see how they make buttons, custom panels and that kind of thing.

cunning bridge
last pollen
#

How do I make a kind of const in my json ui?
Like, create a variable that if $actionbar text is equal to a specific text, the variable would return a texture patch

past stirrup
#

Is it possible to have only a certain amount of hotbar slots show up on the hud? (for example 5)

hexed briar
#

yesn't

#

you can remove slots, but not really

#

you'd still able to use a slots that was removed

past stirrup
#

I’m using scripting to handle slots so it should be fine

hexed briar
#

if so, then yeah it's possible

past stirrup
#

yay!

past stirrup
#

do you might helping harlow if you’re free?

last pollen
#

I've been trying new things, but does anyone know how I can reposition different buttons? That is, I have 4 buttons of which I want 2 of them to be in a different place, is it possible to do that and how do I do it?

#

It is worth mentioning that all this is in server_form json

last pollen
#

I haven't seen what Hive's ones are like, but I've already learned how to do more things, now I just want to know how to make custom buttons.

mystic heart
mystic heart
# last pollen I've been trying new things, but does anyone know how I can reposition different...

Make a stack panel with the form_buttons collection and then just set the collection_index for each button. You can use a button template like light text button and just set the $pressed_button_name to the button id for the server form buttons. If you want them to be freely repositioned, wrap the buttons in a panel and then put the panel as the child elements of the stack panel. That way you can use the offset property in the buttons

past stirrup
#

Yeah, doesn't work. I should probably open a post

hexed briar
vagrant nova
sour flint
#

How do I connect a UI to an entity?

broken trail
#

welcome to mcbe jsonUI

sour flint
broken trail
#

by scripts

#

click on some block = show server form

#

or some inventory screen? idk if you are able to do this in scriptAPI, in pmmp its possible for sure

past stirrup
wintry glade
#

how to display a value in jsonui with scoreboards

last pollen
mystic heart
last pollen
#

I found some examples and I'm trying, thanks

still sundial
#

How do i change server forms background?

dawn prism
#

Any idea how can I set work on those button as they as just texture for now, i want those button to load previous page or next page

hard patrol
#

I am too lazy to search but what broke/changed with chest screens in 1.20.50? Seems like my chest screen that should change size based on container name doesn't resize anymore.

vagrant nova
sour flint
#

I think I messed up somewhere xD

sour flint
#

177

#

oof

#

I don't think I will xD

#

well

#

maybe another time

#

but currently I'm just trying to make a bigger add-on with these chests implemented

#

I don't know what type of add-on I want to do tbh

#

I've added a few types of ores, I've added conveyers, armours, tools, etc

thorny nymph
#

Why can't I use shadow on my form? it says there was an error in the shadow property.

still sundial
#

Both

#

Or you mean i need to change these parameters?

last pollen
#

Do you know how I can change the background of the buttons and the form?

analog snow
#

is it possible to add a final string to a hardcoded string value and save it into a variable? e.g. json "$hover_texture": " '#form_button_texture' + '_hover' "

#

i dont want to do it with the normal way

#

i need it using the texture i put in the form and then to use the locked or the hover i can just add _hover or _locked at the end of the string in the json so it finds that texture

oak verge
#

can json ui change the game chat text?

sour flint
oak verge
past stirrup
#

Your question is unrelated to this channel’s topic which is #1067869374410657962 also I don’t think that’s possible

simple crystal
#

o oops

#

wrong channel

sour flint
#

Do we have access to the JSON files for the crafting table. Like where it's grid is and such?

last pollen
#

I need help with this:

I have created a form with 2 stack panels, "StackPanel_0" has a button that when interacted with, new buttons are generated, but I want the new buttons to be generated in "StackPanel_1", I have been experimenting for days and seeing examples, but how do I do that? 😐

oblique bay
#

How to

opal aurora
sour flint
exotic dawn
#

ui

cunning helm
#

Forms are the most hard things to do fr

west dawn
#

I recently made a tutorial on json ui server forms. Thought you guys might wanna check it out. If this is the wrong place, please let me know. https://youtu.be/QhJkCDIZ-NU

In this vido, I demonstrate on how to use JSON UI in combination with the scripting api in the Minecraft Bedrock Edition

🔗Links :
Join my Discord! : https://discord.gg/tzrmH56JXC
My Website : http://skyls.de
Music : https://www.youtube.com/watch?v=tEzYsaLm7nw&ab_channel=SimonChylinski-Topic
JSON UI docs : https://wiki.bedrock.dev/json-ui/json-u...

▶ Play video
thorny nymph
#

How do I remove the white border from button_hover? Note: I'm using the default dynamic button from the edited mine.

cunning helm
#

and how can i create several forms

west dawn
west dawn
#

Might just be a texture thing

thorny nymph
hexed briar
#

hm

thorny nymph
#

The buttons have black and white borders, but I didn't add that.

hexed briar
#

obviously since you're using vanilla buttons

thorny nymph
#

Is there a way to remove it?

hexed briar
#

there is

#

gimme second

#

can't exactly remember what variable property are for border.

#

"$border_visible": false, to your button element.

thorny nymph
#

Ty

graceful lantern
#

Im open for commission !

restive crag
#

?looking for work

south shadow
untold warren
#

Can someone help #1184512839600320612

dusk sleet
#

is there a way to make custom crafting table ui for a custom block

dusk sleet
thorny nymph
dusk sleet
thorny nymph
#

Does anyone know why when I put "$text_color": [1,1,1]" it doesn't change anything and it doesn't say there was an error?

#

Youtube and a little help from a friend.

dusk sleet
thorny nymph
#

Ui

dusk sleet
#

I wanna learn it but idk where or how

thorny nymph
#

I learned it in +/- 2 days.

#

So I learned 1 tutorial in 1 day, and the second with a friend.

dusk sleet
#

anyone know how to make a custom ui for the crafting table ? @json

summer river
#

Hi, I am working if there was a statement I could make to choose weather I want to source from catagory_form.json or list_form.json (both form files having separate code)

#

almost like making a form handler

#

but im not aquainted with the json ui lang

orchid kindle
#

Hello guys I need help

#

I created a mod and created a list, but I want to add something

#

I want to make a button that when I press it, it takes 10 diamonds from me and increases my strength, and the effect lasts a lifetime and never goes away, even when I die. And another button takes 10 diamonds and increases my health.

#

If you don't understand what I want, it's almost the same system of increasing power in the Dragon Ball Evolution mode

dusk sleet
#

How can i learn JSON ui

dusk sleet
#

would i understand that even i don't have experience on coding?

#

owh

untold warren
#

Can someone help mehttps://discord.com/channels/523663022053392405/1184512839600320612

south shadow
fading kiln
#

can labels not be displayed conditionally the same way an image would be?

#

I attempted to copy over the same conditional from my images to text and the text is still displaying

broken trail
#

no matter if its image

#

panel

#

label

#

whatever

#

since I have free time now I can mess with some things

fading kiln
#

so it was always showing

broken trail
#

well, you can combine these 2 #visbility things into one if you need

#

1target = #condition1
2target = #condition2

finally
binding type = view
source = (#condition1 and #condition2)
target = visible

#

and now you can combine x of conditions do logic with it

#

just merge not required extra panels for same effect

cunning bridge
#

@broken trail do you know how to set a server frorm's button background depending on the buttons label?

broken trail
#

yes

cunning bridge
#

continue here please

broken trail
#

easiest way is to add 2 textures as bgs and show bg1 when button text = something, show bg2 when button text = something_else

#

you need to put this inside button content and thats all

#

if source = (('%.2s' * #button_text) = '&f')
target = #visible

#

but idk how it will act, since color codes are as 1 or 2 chars idk

cunning bridge
#

i understand this part, but i am not really that good at setting up bindings, the problem with the the icon's background is that it has controls in it, and i don't want to write everything twice if i don't need to

cunning bridge
#

@broken trail this doesn't work ```js
{
"background": {
"type": "image",
"layer": 1,
"size": [30, 30],
"offset": [0, -11.5],
"texture": "textures/ui/ach_icon_done",
"bindings":[
{
"binding_name": "#form_button_text"
},
{
"binding_type": "view",
"source_property_name": "( '%.2s' * #form_button_text = '§f' )",
"target_property_name": "#visible"
}
]
}
},

rare flame
#

did you figure it out? i'm also looking to change the duration time for tooltips

mint falcon
#

bro, do you have a json ui gametest form resource pack?

orchid kindle
#

I want to make a button that when I press it, it takes 10 diamonds from me and increases my strength, and the effect lasts a lifetime and never goes away, even when I die. And another button takes 10 diamonds and increases my health.

#

@mint falcon @jolly pagoda @topaz stone @median spoke @median spoke

median spoke
#

But why did you ping me?

hexed briar
#

bros pinged the entire server

hexed briar
cunning bridge
#

reposting the same question?

broken trail
#

ask this question on #1067535382285135923

mint falcon
broken trail
#

when it comes to UI, you need to check by scripts, when button 1 is selected then do something by scripts in this example take items from inventory and do something

broken trail
hexed briar
broken trail
#

also I dont get this question, name something that doesnt even exist

#

lol

hexed briar
#

probably script-api?

#

script-api last name was gametest before.

broken trail
#

there is some module called gametest but idk what it does

#

maybe thats what you are looking for? @mint falcon

hexed briar
#

It probably is a legacy of script-api

#

who knows

#

but from what I know so far, script-api is gametest but even better.

#

both are the same thing either way, it's just got renamed to script-api

still sundial
mint falcon
cunning bridge
#

i want to take the value of the button texture (for example: "(4*65536)") and set it as #item_id_aux for an item renderer, how do i do this

#
{
  "[email protected]_renderer": {
    "layer": 2,
    "size": [24, 24],
    "anchor_from": "center",
    "anchor_to": "center",
    "offset": [0, -11.5],
    "bindings": [
      {
          "binding_name": "#form_button_texture",
          "binding_type": "collection",
          "binding_collection_name": "form_buttons"
      },
      {
          "binding_type": "view",
          "source_property_name": "(not (('%.8s' * #form_button_texture) = 'textures'))",
          "target_property_name": "#visible"
      },
      {
          "binding_type": "view",
          "source_property_name": "(not ((#texture = '') or (#texture = 'loading')))",
          "target_property_name": "#visible"
      },
      {
          "binding_type": "view",
          "source_property_name": "(#form_button_texture * 1)",
          "target_property_name": "#item_id_aux"
      }
    ]
  }
},
#

this is what i have so far, and it doesn't work

broken trail
cunning bridge
minor basalt
#

did u jump in a pool

lilac reef
#

Lmao

#

Thanks for pointing out the typo

lilac reef
#

I hope you're doing okay

minor basalt
thorny nymph
#

How do I change the button text color?

Using button_text it won't.

raven wigeon
#

How do I make custom factories that reset an element when a binding changes?

cunning bridge
#

[1, 1, 1] for white text and [0, 0, 0] is black text, and anything in between for other colors

west dawn
#

thanks

thorny nymph
#

How do I change the scroll image?

mint falcon
fading kiln
#

Are there any examples of animations being used? I'm looking at ui_common but it's a bit hard to follow. I'm trying to create the item "pop" look when you pick up items, but for now I'm just trying to get something to show.

#

tried to just do json "pop": { "anim_type": "size", "easing": "linear", "duration": 2, "from": [0, 0], "to": ["125%", "125%"] }, with a reference in the element json "anims": [ "pop" ],

hexed briar
#

The anims property part should be something like this

"anims": [
  "@<namespace>.<element>"
]```
fading kiln
hexed briar
#

yeah

fading kiln
#

nothing shows

#

do I need to do something additional if that element is inside of a larger label element?

hexed briar
#

the way of animation works should probably be clear enough but here we are anyways.
anim_type - the type of anims, e.g "size", "offset", "alpha" and "wait"
easing - animation easing, there's alot of type via wiki
duration - animation duration
from - the origin point of animation
to - the where location/value animation should end
next - moves to next animation elements.

hexed briar
#

can't exactly replay them until the element is destroyed or reloaded.

fading kiln
#

so it's still playing, but it's playing before I've loaded into the world?

hexed briar
#

well it plays the moment main element shows up.

fading kiln
#

It should be immediately when I load in then

#

this element is always on the screen

hexed briar
#

the best way you could try animation is to element that are reloadable, e.g title and actionbar etc

fading kiln
#

I was trying to just separate it so I could see it visually before I start messing with adding in bindings

#

But doesn't seem like that'll work

hexed briar
#

but yeah, it plays instantly once it loaded

#

though you can delay the animation with wait type for anim_type

fading kiln
#

Is there something I use to start the animation inside of the element then?

#

I just tried giving it a duration of 30 and nothing showed up, so something is missing

hexed briar
#

look at the "namespace" property and see what's that was

#

or idk something like @hud.pop like that

fading kiln
#

what namespace property

hexed briar
#

Every json-ui files starts with namespace property, which usually are on the top or second line.

fading kiln
#

probably deleted

#

I'm in hud_screen

hexed briar
#

if you're editing hud_screen.json, chances are it's hud

fading kiln
#

@hud.pop doesn't work

#

what exactly "reloads" the element

hexed briar
#

also "anims" property not size property

fading kiln
#

There's nothing that indicates the element would be reloaded, especially if there aren't any bindings

#

It would just always be loaded

#

and there aren't any bindings for not loading something, only visibility

hexed briar
fading kiln
hexed briar
#

Factories can reload elements so yeah, it reloads the whole elements once you input some strings or commands

fading kiln
#

ahh okay

fading kiln
#

working now

#

I saw an example that had the animation in "size"

#

not sure why

hexed briar
#

/title uses factories, and everytime you send them some string, the element 'reloads' them.

fading kiln
#

doesn't look like the animation resets the scale either

hexed briar
#

therefore animations also do get reset aswell from the element that reloads.

fading kiln
#

so I also need to use one to change it back

#

seems like it only plays once

#

even when it's being updated

hexed briar
#

if the element was inside some title/actionbar factories then yeah it should replay

#

otherwise nope, it won't.

#

think about it like the way you set on how health bar displays, it works familiar to that.

fading kiln
#

Might be thinking differently here, my health bar display is just reading title text and setting a texture based on that

#

nothing about it would trigger the animation

hexed briar
#

the differences is that, it reloads.

fading kiln
#

It still isn't triggering the animation to play again

#

What would I do to make it reload? Because none of the stuff I currently know of works

hexed briar
#

well I suppose put it on title element or something if that didn't work

#

it works on mine before so it should be

fading kiln
#

threw it onto my health orb for example

#

played the animation on load, and never played it again

#

even after the element was "updated"

#

Nothing there would trigger the animation to play again, because I'm not reloading it, I'm only changing it's visibility or clip

hexed briar
#

not sure why it wouldn't play again after being reloaded

#

looping is optional.

fading kiln
#

I did just try and cheat json "pop_wait": { "anim_type": "wait", "duration": 2, "next": "@hud.pop_start" }, "pop_start": { "anim_type": "size", "easing": "linear", "duration": 0.1, "from": [16, 16], "to": [48, 48], "next": "@hud.pop_end" }, "pop_end": { "anim_type": "size", "easing": "linear", "duration": 0.1, "from": [48, 48], "to": [16, 16], "next": "@hud.pop_wait" },

#

but this doesn't work either since it is running it out of sync

fading kiln
#

There's no way to actually reload the element

#

It's not perceiving changing the texture/visibility/any binding changes as reloading it

hexed briar
#

sending another title should reload it.

#

but eh, honestly idk what can do with it

#

you could delay them at the start of the loop if you want to

swift lake
#

Does button.help work in server_form.json?

orchid kindle
#

@fading kiln How did you do health like this?

fading kiln
#

converted player health into a percentage and used a clip image to adjust the image to that percentage

opal aurora
#

only in specific screens

raven wigeon
#

How do factories work?
And how can I make a custom one? That works on a certain condition

cunning bridge
#

can somebody please explain to me how collection and global bindings work, or at least point me towards a place where i can learn?

cunning bridge
#

i am getting sick of this json-ui thing, i don't think it's worth my time anymore, especially with the lack of documentation it has, kinda like a marketplace only monopoly.

raven wigeon
cunning bridge
#

i am tired

raven wigeon
#

I'd suggest the same.

#

Just do random edits.

#

And then go bigger.

coarse torrent
#

when you finally understand it,it pays off

#

not that i would know

raven wigeon
cunning bridge
# coarse torrent when you finally understand it,it pays off

it's not that i don't understand it, it's just whenever i want to do something new, i keep trying different vanilla files and spend tremendous amount of time on it until i figure it out or give up and move on to another part and start the cycle all over again.

raven wigeon
cunning bridge
#

i know, i just can't figure out what they do, the wiki doesn't say anything about bindings other than listing the possible properties, in vanilla files, they make use of hardcoded variables that i have no idea about and when i try to replicate them, it simply doesn't work

raven wigeon
cunning bridge
#

this is like giving me a fish, while what i really want is a fishing rod, thank you for trying to help really, i know you are in the same boat as me.

raven wigeon
#

Sometimes exact info is really hard to give.

#

Due to the complexity of json ui

cunning bridge
#

to learn, basically, a reliable source of information

raven wigeon
#

It's rare to find people with a greater knowledge I also don't know alot more then the wiki

cunning bridge
#

i know right

raven wigeon
#

So we here can basically only help you out when your having a roadblock.

#

And point you towards the right direction.

#

Fully doing and explaining something is gonna be rare.

cunning bridge
#

my roundblock for mow is bindings, i keep blackboxing them and make a very limited use of them and always finding myself in a situation where i need to know how they work

raven wigeon
#

Show me your code, errors what is and what isn't working?

cunning bridge
#

right now i am trying to make ui read a server form button texture value, and if it's a number, i want it to use it as id aux for an item renderer

raven wigeon
#

Server form?

cunning bridge
#

yeah

raven wigeon
#

Those textures are hard coded. Together with the button names.

#

You won't he able to get those. As they are defined in the script not in the ui.

cunning bridge
#

no? i managed to read the button text and use it to choose a background for the button

raven wigeon
#

Really? Ahh then it's only the texture.

cunning bridge
#

and i know that ChestUi addons manages to use them for the button icons

raven wigeon
#

Didn't do server forms in a long time. I know for sure you can't grab the texture though.

#

So what you indeed do is just use the name if the buttons for those textures.

cunning bridge
#

then i will have to do an entire lookup table for so many item renders in the game

raven wigeon
#

No?

cunning bridge
#

are you sure we can't read the texture value?

raven wigeon
#

Hang on I'm gonna type something long.

cunning bridge
#

because as you can see here, there is a variable for them that bind it with the other variable #texture

raven wigeon
#

If you don't wanna believe me then don't. But I'm just saying ain't possible.

cunning bridge
#

it's converted to another type of data then.

#

that's a shame

raven wigeon
# raven wigeon Hang on I'm gonna type something long.

You will call your button the item id aux you want

So you have your #button_text (or smth similar) that now should be the item aux.

But now your button name shows the item aux you don't want that. So what you do is. You just hook a different binding to "text":
So instead of "text": "#button_text" you will have
"text": "#otherBinding_text"

coarse torrent
#

since we are at it i will ask this: is it possible to read a property of a child element from another element?

#

{
"namespace": "server_form",

"long_form": {
"type": "stack_panel",
"orientation": "vertical",
"size": [
"100%",
"100%"
],
"controls": [
{
"mybutton": {
"type": "button",
"size": [
20,
20
],
"default_control": "mybutton_image",
"controls": [
{
"mybutton_image": {
"type": "image",
"size": [
20,
20
],
"$buttonTexture": "textures/ui/button_borderless_light",
"texture": "$buttonTexture"
}
}
]
}
},
{
"mylabelo": {
"type": "label",
"bindings": [
{
"binding_type": "view",
"source_control_name": "long_form/mybutton/mybutton_image",
"source_property_name": "#texture",
"target_property_name": "#text"
}
]
}
}
]
}
}

#

in this case mylabelo tries to access the value of texture

raven wigeon
cunning bridge
#

the aux id is variable length tho?

raven wigeon
#

AFAIK aux is just a number

cunning bridge
#

i meant it can be 123456 or 1234567 how am i gonna split it with %.Xs if i don't know how long the number is?

#

i like the idea though

raven wigeon
#

Until it meets the maximum length.

#

For example:
100
099
005

#

(With a max length of 3)

cunning bridge
raven wigeon
cunning bridge
#

great, one last thing, i am already using the first character of the text to determine the background of the button, so how do i read the number past that first character?

#

i add a space to the beginning of the button text with a script to mark the button as done and give it a different background

raven wigeon
#

Substract the first charachter from the next charachters.
#binding is ABCDEFG

%.5s * #binding returns ABCDE

( %.5s * #binding ) - ( %.3s * #binding ) returns DE

#

So if you wanna get rid of your first charachter just do this:

"source": "( #binding - (%.1s * #binding) )"
"target": "#display_text"
cunning bridge
#

that should do it, thank you so much for helping me, although i still don't understand bindings that well, you have shown me a way around it, i will give json-ui another shot

raven wigeon
coarse torrent
#

what i have written doesn't really serve a purpose, i just wanted to see if it's possible

raven wigeon
#

Binding? Variable?

coarse torrent
raven wigeon
coarse torrent
#

binding

dawn prism
#

How can I make those button works ?

raven wigeon
dawn prism
raven wigeon
vocal urchin
#

Can anyone suggest me a good json formatter website?

restive crag
#

Honestly you can use your own IDE

coarse torrent
#

is there a way to pass data from json ui to the script API? using the server from screen ofc

restive crag
#

dang haven't been here for awhile

coarse torrent
#

😦

restive crag
wary hinge
#

When will ore UI be out?

cunning bridge
rocky quail
hexed briar
#

honestly this gonna be the 2.2 all over again

#

remember that ore-ui are in currently development for entire 4-5 years now

#

not sure what are they even doing at this point

rocky quail
#

they gonna change the other screen, just slowly

hexed briar
#

reminder that achievement screen was the first to get Ore-UI treatment and then next year later we got world creation

rocky quail
#

yep

hexed briar
#

one literally whole year

#

for another ore-UI screens

rocky quail
#

and it isnt customizable :p

hexed briar
#

somehow in minecraft legends

#

All screens are actually ore-ui and idk what to say

#

the same game engine

rocky quail
hexed briar
#

yeah

#

legend uses 1.19 or 1.17 branch I think?

rocky quail
#

1.19 ithink

hexed briar
#

kinda strange either seeing older version branch somehow got the whole ore-ui treatments and 0 json-ui

hexed briar
#

yeah, at this point idrk what are mojang doing at this point

#

both literally uses the same engine

#

same ore-ui

#

but the base game is eh, getting extremely slow ore-ui screens

#

and it's been nearly 5 years

rocky quail
#

im just waiting for them to make it customizable by resource packs

hexed briar
#

same but it's up to mojang

#

not sure if they gonna make it data-driven like json-ui or not

#

by the look of it, probably no.

#

maybe 2 more years who knows

#

at this rate, this is basically geometry dash 2.2

mint falcon
wicked mountain
#

does anyone knows about the ore ui? and its syntax

hexed briar
#

so no, you can't use it yet

wicked mountain
#

and i wonder if json ui is broken in 1.20.50

#

or 1.20+

hexed briar
#

no it does not and will never be until ore-ui is fully out

#

it's there since the release of pocket edition or a version before bedrock edition

wicked mountain
#

oh ok, i thought it's gonna break my add on

#

thx

hexed briar
#

also json-ui does not have version lock.

#

so I guess it should look the same no matter of which versions you're playing on

#

but it's good to update UI once new update is out

urban star
coarse torrent
coarse torrent
cunning bridge
#

static non functioning elements with pre-defined behavior, will i get it that they can do stuff depending on player input, but that already can be read by the api.

#

with server forms...

coarse torrent
#

yeah...i think i did a stoopis there lol

snow acorn
#

Question: What is the best way to show numbers from scoreboard to player like stats? I need to display 5-10 sets of numbers on the hud/stats, some might go up to a few million in counts.

orchid kindle
#

Guys, I want to make the flop numbers, for example, ten hearts. I want them to appear 20/20. I want help because the hearts fill the screen.

#

. @brave pewter

#

🌹🌹

snow acorn
#

Question: I forget where I changed the NPC default button text color. It's too light grey to see. Could you remind me where it's at please?

opal aurora
#

inside npc_interact_screen:student_button/button

snow acorn
#

Is that in the npc ui file or in a general file somewhere?

snow acorn
#

I can't find this still

#

Question: Is there a Glyph size setting somewhere?

snow acorn
raven wigeon
#

How can I create a custom factory that reloads an element when an specific binding is a certain value?

cunning bridge
#

how to make a button move me to another screen?

broken trail
#

minecraft event provided by universal studios (not sure if its correct) is using hive UI

#

but also some manipulation with chat

#

without this manipulation some UI parts simply wouldnt work

#

hmmmmmmmmmmmmmmmmmmmmmmmmmmmm

hexed briar
#

maybe hive worked on this?

#

Kinda possible, since they did helped making minecraft's 1.20 showcase event.

left yew
hexed briar
#

yeah I instantly recognizes sound effects as hive ones.

#

pretty sure that was EXACT same sound effects from previous 1.20 showcase event

#

also explosion sprites is also exactly same as Sonic DLC.

#

so yeah I guess this is definitely hive.

left yew
#

They are from the hives server lol

hexed briar
#

I can't check but just watched someone's playing it because somehow minecraft does not wants me to play the event

#

the event does not show up on the start screen. none.

broken trail
#

in short this event is piece of trash based on a few texture packs basically made by hive years ago

#

except some blocks and entities

#

but maybe its hives too

#

I remember when they once showcased some tool that converted java custom blocks to bedrock entities that indicated custom blocks

thorny nymph
#

How do I put shadow in the UI? Server Form

#

Background

hexed briar
#

Hive seems to reuses their assets quite alot ngl

hexed briar
#

Hive don't really announce themselves to events like this.

#

even 1.20 showcase event doesn't have hive name on it, though looking at the UI code and it's texture styles, it's Hive.

#

likely they're probably do it for mojang's contracts.

#

GM1 on another hand, seems to announce themselves this year mob vote event.

snow acorn
#

Question: How would I scale the action bar background. It's way to large.

#

I need to "zoom out" scale out the image, add more pixels.

vagrant nova
#

everytime i switch forms the selector goes to the first button how do i stop that?

vagrant nova
chilly yacht
vagrant nova
#

guys im not able to position the buttons for some reason

#

i want to make them center of their grids

#

but the buttons are always top_left

cunning bridge
vagrant nova
cunning bridge
#

hhhm

snow acorn
marble solstice
#

@undone verge
Who was it who could do this stuff again?

I would have pinged him/her but I forget their name

snow acorn
#

Question: How do you add resolution to glyphs without scaling them up. Or is there a scale options somewhere I can change?

raven wigeon
#

How can I create a custom factory that reloads an element when an specific binding is a certain value?

coarse torrent
#

is there a way to create a edit box that has a default value?

#

and is there a way to get the text from a edit box?

snow acorn
#

anyway to change the distance between font? So I can remove the line? In my glph button?

eager seal
#

Okay, so I am making a dialogue ui menu. I have created a few different settings pages and I want to have a verification page that shows the settings that the player changed. My question is, how would I go about making it so that each setting is listed in the menu? For example, I have quite a few different kits that the player can toggle their own accessibility to. How would I make it show whether or not each kit is active? It must be within the ui, because after the player leaves the ui they will not be able to access it again unless the player with the Admin tag resets them.

digital finchBOT
#
yvz_.

How do I change the scroll texture

thorny nymph
#

?

raven wigeon
mint falcon
snow acorn
#

You did see it a text ticker and rotating stats right. I cant just put them in the background.

#

And I Id still like to use the actionbar doe other stuff.

digital finchBOT
#
cherry_chip

this is right?

coarse torrent
#

is there a way to make screens skip the appearing animation?

#

nvm figured it out

raven wigeon
orchid kindle
#

Guys, give me a solution to this problem. The effect disappears quickly and there is no benefit from it. Give me a solution

snow acorn
snow acorn
#

Question: Is size in json ui the same as scale?

#

or is there a scale ability to for images?

vital edge
# snow acorn or is there a scale ability to for images?

json UI images do re-scale, yes. as if you were stretching the image. a number counts for 1 pixel in the image.

useful properties to keep in mind:

  • keep_ratio (boolean) -- this re-scales the image without ruining the aspect ratio, useful for rendering icons and alike
  • bilinear (boolean) -- re-scales the image using the "bilinear" filter instead of "nearest neighbor"
snow acorn
#

My issue is getting images to fit in the background of things. It just seems like it takes me many times longer than it should. It would be very helpful to be able to see the outlines of all the panels.

vital edge
#

the trick i do is i put the background in the top panel, and then have the child elements be the foreground elements

snow acorn
#

oh my. I don't understand this enough to do that. I'm not controlling it, it's controller me.

#

Why does changing this change the entire chat location {
"chat_background": { "type": "image", "texture": "textures/ui/sim_hud_left", "alpha": 0.7, "size": [ "25%", "100%c" ], "anims": [ "@hud.anim_chat_bg_wait" ], "controls": [ { "chat_text@chat_label": { "anchor_from": "bottom_left", "anchor_to": "bottom_left", "offset": [ -40, 300 ] } } ] } }

vital edge
#

yeah so when you offset the chat_background element, the chat_text element is also offset relative to that.

snow acorn
# vital edge

I totally missed the chat_text and was thinking I was only moving background. My bad

snow acorn
#

Getting closer, struggling to move it down.

raven wigeon
#

Or even better make the name of the button contain a texture path

snow acorn
raven wigeon
#

Yup.

snow acorn
#

But I need each dialog menu to have a dif image

raven wigeon
#

The button name has the texture path right.

snow acorn
#

can you show an example

raven wigeon
#

Sure wait a minute I will make one for you.

raven wigeon
# snow acorn can you show an example
  "button_image": {
    "type": "image",
    "texture": "#texture",
    "bindings": [
      {
        "binding_name": "#button_name"
      },
      {
        "binding_type": "view",
        "source_property_name": "#button_name + 'textures/' ",
        "target_property_name": "#texture"
      }
    ]
  }
#

So now if your button is named image_A
It will display textures/image_A as texture

snow acorn
#

wow

#

I'll try this tomorrow

raven wigeon
#

Okay

snow acorn
snow acorn
# raven wigeon Okay

Could something like this work in the Name Fields for NPC, items names, name tags and stuff so they showed an image instead of a floating name?

#

Anyway to stop the name from rotating to player.

snow acorn
snow acorn
#

How do I get the Save animation icons to always stay on screen playing.

vital edge
#

which then overrides this part from the original vanilla files

#

so that theres no condition when the image element would be visible, and that it should be visible always instead

chilly yacht
#

if i wanted to take it from hud_screen and put it on lets say server_form would how would i do that?

#

without just copying over the WHOLE auto_save thing

#

would it just be a binding?

vital edge
chilly yacht
#

ahh alright thank you

snow acorn
vital edge
snow acorn
#

I want it to turn on/off with the play position cords

snow acorn
#

Can I use queries and mojang in places like { "alpha": 0.25 }

#

So it would changed based on the player movement? or time of day?

broken trail
#

technically yes

#

but you blocked me iirc so you will continue to wonder :PP

snow acorn
#

Dang that would be cool to have added.

hexed briar
#

or maybe no.

snow acorn
# vital edge you put this element on the hud_screen: ```json "auto_save": { "bindings":...

Thank you, this worked great. I moved over the auto save, and used it for the torchlight animation. I'm not sold on how this looks. But the proof of concept works.

Your help was very encouraging. https://www.youtube.com/watch?v=zlSkRcTHX6Y

Presented by CyberAxe of www.OutLandishlyCrafted.com

Tip and Support Welcome, it takes hordes of hours to provide free support.
HTTP://www.OutLandishlyCrafted.com

#minecraft, #bedrock, #mcpe, #indiegamedev, #blockbench, #animations, #portals, #prototype #live

▶ Play video
hexed briar
#

you can't use queries and molang in json-ui

#

It just doesn't work in there.

snow acorn
#

Thank you. Good to know

#

Would have been cool

#

The rest of the hud hides when you start to move for more than 3 seconds. So It would be nice if the light animation(ie auto_save icon) did too, if I keep it

broken trail
#

but with probably experimental features

#

or some weird world settings

hexed briar
#

It's not if you gonna use some hacky stuff with models involved

broken trail
#

without models

#

lol

#

or with but idk if you wanna count player model

hexed briar
#

well if that uses renderer element

#

then absolutely no

broken trail
#

well I dont really want to talk how it works but I have been doing weird things in molang for some times and its possible

hexed briar
#

cool I suppose

snow acorn
#

odd flex. "You can do it, but I don't want to talk about it, or how to do it. But I do it."
Not really helpful in a help channel.

hexed briar
#

that's the definition of "gatekeeping"

broken trail
snow acorn
#

Yep, just gives me a warning and ability to decide if I want to put it in my brain or just skip it.

#

It's helpful to limit the amount of discouragement and hate I get in a day.

snow acorn
#

Question: What is the sidebar called in the hud?

snow acorn
#

I got this far

#
    "student_button_label": {
        "type": "image",
        "texture": "#texture",
        "bindings": [
            {
                "binding_name": "#button_name"
            },
            {
                "binding_type": "view",
                "source_property_name": "#button_name + 'textures/' ",
                "target_property_name": "#texture"
            }
        ]
    }
}```
snow acorn
#

If I hardset it to a texture file it work on them all. But I can't seem to get them to use the button name

raven wigeon
#

I don't know the name of the exact binding

last pollen
#

Try #button_text

frigid echo
#

Is there a list of Hardcoded variables like $container_title and $actionbar_text

snow acorn
#

Question: There has to be some way to easily visually see how a json ui will render. Even just being able to see the borders or outlines of each nest would be helpful

#

Is there an easy way to turn on boarders or a colored background so I can see what I doing better?

snow acorn
#

Got this far then got stuck on the binding

#
    "student_button_label": {
        "text": "#student_button_text",
        "color": "$text_color",
        "bindings": [
            {
                "binding_name": "#student_button_text",
                "binding_type": "collection",
                "binding_collection_name": "student_buttons_collection"
            },
            {
                "binding_name": "$visible_binding",
                "binding_type": "collection",
                "binding_name_override": "#visible",
                "binding_collection_name": "student_buttons_collection"
            }
        ],
        "controls": [
            {
                "button_image": {
                    "type": "image",
                    "texture": "#texture",
                    "bindings": [
                        {
                            "binding_name": "#button_text"
                        },
                        {
                            "binding_name": "#student_button_text",
                            "target_property_name": "#button_text",
                            "binding_type": "view"
                        },
                        {
                            "binding_type": "view",
                            "source_property_name": "#button_text + 'textures/' ",
                            "target_property_name": "#texture"
                        }
                    ]
                }
            }
        ]
    }
}```
snow acorn
raven wigeon
#
                "button_image": {
                    "type": "image",
                    "texture": "#texture",
                    "bindings": [
                        {
                            "binding_name": "#student_button_text"
                        },
                        {
                            "binding_type": "view",
                            "source_property_name": "#student_button_text + 'textures/' ",
                            "target_property_name": "#texture"
                        }
                    ]
                }
            }
vital edge
#

otherwise, you'd have to put an image for every element

#

thats the only way i could think of

snow acorn
#

There is no simple form style border that default

snow acorn
#
    "student_button_label": {
        "text": "#student_button_text",
        "color": "$text_color",
        "bindings": [
            {
                "binding_name": "#student_button_text",
                "binding_type": "collection",
                "binding_collection_name": "student_buttons_collection"
            },
            {
                "binding_name": "$visible_binding",
                "binding_type": "collection",
                "binding_name_override": "#visible",
                "binding_collection_name": "student_buttons_collection"
            }
        ],
        "controls": [
            {
                "button_image": {
                    "type": "image",
                    "texture": "#texture",
                    "bindings": [
                        {
                            "binding_name": "#student_button_text"
                        },
                        {
                            "binding_type": "view",
                            "source_property_name": "#student_button_text + 'textures/' ",
                            "target_property_name": "#texture"
                        }
                    ]
                }
            }
        ]
    }
}```
#

If I hardcode it to test the other stuff that works.

    "student_button_label": {
        "text": "#student_button_text",
        "color": "$text_color",
        "bindings": [
            {
                "binding_name": "#student_button_text",
                "binding_type": "collection",
                "binding_collection_name": "student_buttons_collection"
            },
            {
                "binding_name": "$visible_binding",
                "binding_type": "collection",
                "binding_name_override": "#visible",
                "binding_collection_name": "student_buttons_collection"
            }
        ],
        "controls": [
            {
                "button_image": {
                    "type": "image",
                    "texture": "textures/ui/olc_logo"
                }
            }
        ]
    }
}```
broken trail
#

pretty easy

#

but I wonder if you have perms to not leaked ones

past stirrup
broken trail
#

ophh yeah censorship

snow acorn
#

Regardless I got some progress made. My issues were the 100% and not know all the letters yet and what they do.

#

Just need to add backgrounds

green grail
#

What are all those stats?

sour flint
#

I'm trying to make an entity that's basically a chest UI, but I don't know how to attach the files to that entity

snow acorn
snow acorn
sour flint
#

ahh ok

snow acorn
#

Are there any core rpg/sim I missed you'd suggest?

snow acorn
#

I got 2 more in. I think thats all I'll do. Pretty good proof of concept. Should be plenty of space for most people.

vital edge
#

aside from the UI, the clouds and the sky look nice

green grail
snow acorn
snow acorn
#

So a citt empire sim but you can rpg it all fpp/tpp

green grail
#

That sounds sick

snow acorn
#

Yes Ive always dreamed of going down furst person in to my civ games. And I I want to build massive empires as far as the eye can see in a more sim mode.

green grail
#

I would like to give you some feedback though 🥺

snow acorn
#

Sure

green grail
green grail
# snow acorn Sure

Make them toggable. So you press a button and they hide/show. Is the hud screen so you should be careful with the size

#
  • is possible
snow acorn
green grail
#

You can make the button in the hud screen itself

snow acorn
#

I have a full in game menu system

green grail
#

ooo fire 🔥

snow acorn
#

Each 16x16 tile also has a entity manager with a menu.

#

So you can micro manage to per tile if you want.

green grail
#

That’s awesome, wonderful job

snow acorn
#

Im excited. I got alot of the sim parts done and tested. But was stuck on showing all these stats.

But not any more. I have 4 great options for easy huds to manage stats and sim info easily.

#

When you get close to a tile it pops up its stats as a tile hud. I was going to use particles but the scoreboard to particle is a pain..

green grail
#

Ya I can imagine. I really don’t understand particles too so that makes my opinion quite irrelevant but still

snow acorn
#

Blocker:
I have a blocker but Im worried if I report this bug they will break a "feature" Im using instead of fixing the bug.

green grail
#

Is that feature a feature or a bug?

snow acorn
#

Not sure. Is my fear.

#

But I use it alot

green grail
#

hm

snow acorn
#

If I can self fix the bug would be the best. But its a json ui issue.

green grail
#

You can most likely check that by seeing if it is used in the marketplace

green grail
#

so if a marketplace map has for example intractable hud buttons, is safe

#

They’ll probably add a limit tbh

#

Well… you can take the risk

#

Is a 50 50

snow acorn
#

/camera does not replace this. As it doesnt move with player and has to be ticked. Which is horrible.

dawn prism
#

I'm looking to create a custom stat, let's call it "energy," which behaves like health or hunger in terms of regeneration. This energy stat can be reduced by certain weapons, say 50%, and over a specific time period, it'll completely replenish back to its normal level. Any thoughts or suggestions on how I could implement this?

median spoke
snow acorn
#

Question: Is this defined globally? I can change it? $glyph_size

#

"$glyph_size": [ "20px", "20px" ]

vagrant nova
#

does anyone have a modal ui which is a gird

#

grid

#
"generated_contents": {
    "type": "grid",
    "grid_dimensions": [
      3,
      12
    ],
    "size": [
      "100%",
      "100%c"
    ],
    "offset": [
      5,
      5
    ],
    "grid_item_template": "server_form.kpmsd_button",
    "grid_rescaling_type": "horizontal",
    "anchor_from": "center",
    "anchor_to": "center",
    "factory": {
      "name": "buttons",
      "control_ids": {
        "label": "@server_form.custom_label",
        "toggle": "@server_form.custom_toggle",
        "slider": "@server_form.custom_slider",
        "step_slider": "@server_form.custom_step_slider",
        "dropdown": "@server_form.custom_dropdown",
        "input": "@server_form.custom_input"
      }
    },
restive crag
sour flint
vagrant nova
#

How do i push the confirm button little down

#
"submit_button@common_buttons.light_text_button": {
          "$pressed_button_name": "button.submit_custom_form",
          "anchor_from": "bottom_middle",
          "anchor_to": "bottom_middle",
          "size": [
            "30%",
            32
          ],
          "$button_text": "CONFIRM",
          "bindings": [
            {
              "binding_name": "#submit_button_visible",
              "binding_name_override": "#visible"
            }
          ]
        }
      }
red wagon
#

Is there a way to avoid these when a ninesliced texture is tiled? maybe modulo? the texture repeats every 8px

red wagon
#

preferably without the harsh splits in the border

unique swan
#

Then you will need to divide the background and then add tiled if you want it to grow on its own.

red wagon
#

as i mentioned, it is already a nineslice

unique swan
#

Is this custom background?

vagrant nova
#

guys is this correct?

#
 "custom_form2_scrolling_content": {
    "type": "stack_panel",
    "size": [
      "100% - 4px",
      "100%c"
    ],
    "offset": [
      0,
      0
    ],
    "orientation": "vertical",
    "anchor_from": "bottom_middle",
    "anchor_to": "bottom_middle",
    "controls": [
      {
        "generated_form@server_form.generated_contents2": {}
      },
      {
        "custom_submit_button":{}
      }
    ]
  },
  "custom_submit_button":{
    "type":"stack_panel",
    "orientation": "vertical",
    "anchor_to": "bottom_middle",
    "anchor_from": "bottom_middle",
    "controls":[
      {
        "submit_button@common_buttons.light_text_button": {
          "$pressed_button_name": "button.submit_custom_form",
          "size": [
            "25%",
            32
          ],
          "$button_text": "CONFIRM",
          "bindings": [
            {
              "binding_name": "#submit_button_visible",
              "binding_name_override": "#visible"
            }
          ]
        }
      }
    ]
  },
hexed briar
#

your custom_submit_button child element from custom_form2_scrolling_content does not have a referencer.

#

basically, you're putting an blank element in there

vagrant nova
#

oh

#

when i do the default way

hexed briar
#

idk put custom_submit_button@custom_submit_button

vagrant nova
#

kk

#
{
        "generated_form@server_form.generated_contents2": {}
      },
      {
        "submit_button@common_buttons.light_text_button": {
          "$pressed_button_name": "button.submit_custom_form",
          "anchor_from": "bottom_middle",
          "anchor_to": "top_middle",
          "size": [
            "25%",
            32
          ],
          "$button_text": "CONFIRM",
          "bindings": [
            {
              "binding_name": "#submit_button_visible",
              "binding_name_override": "#visible"
            }
          ],
          "offset": [ 0, 400 ]
        }
      }
#

this was the default way

vagrant nova
hexed briar
#

nevermind I could see an issue.

#

you cannot adjust anchors/offsets child elements with stack_panel type

vagrant nova
#

so i gotta make a panel

hexed briar
#

probably

vagrant nova
#

then include the stack panel

hexed briar
#

maybe you can put panel inside of stack panel element and you could adjust from there

vagrant nova
#
 "custom_form2_scrolling_content": {
    "type": "stack_panel",
    "size": [
      "100% - 4px",
      "100%c"
    ],
    "offset": [
      0,
      0
    ],
    "orientation": "vertical",
    "anchor_from": "bottom_middle",
    "anchor_to": "bottom_middle",
    "controls": [
      {
        "generated_form@server_form.generated_contents2": {}
      },
      {
        "custom_submit_button@custom_submit_button":{}
      }
    ]
  },
  "custom_submit_button":{
    "type":"panel",
    "orientation": "vertical",
    "anchor_to": "bottom_middle",
    "anchor_from": "bottom_middle",
    "controls":[
      {
        "submit_button@common_buttons.light_text_button": {
          "$pressed_button_name": "button.submit_custom_form",
          "size": [
            "25%",
            32
          ],
          "$button_text": "CONFIRM",
          "bindings": [
            {
              "binding_name": "#submit_button_visible",
              "binding_name_override": "#visible"
            }
          ]
        }
      }
    ]
  },
#

so this should fix?

hexed briar
#

that is kinda risky move since everytime there's some new elements inside of stack panel, it can shifted.

hexed briar
#

since it's not stack panel and will throw some content log errors

vagrant nova
#

oh yea

#

alr

#

damn

#

it worked

hexed briar
#

very well.

vagrant nova
#

thanks

vagrant nova
#

it always render at middle

#

i tried to make it top_left or bottom_left

#

didnt work

hexed briar
#

well it's being child element in stack panel so yeah kinda expected

#

The default element size are [ "100%", "100%" ].

#

if you gonna change the element anchors on stack panel, well only your option is "use_child_anchors": true ( stack panel type only )

#

be warned that it's very limited.

#

anchors may work but only left, right and center (default)

merry pike
#

How to check color in text (title)

green grail
#

JSON UI

Start from the basics of JSON UI

Just starting out? Check out the Introduction.

For detailed technical documentation, refer to the Documentation.

Learn some of the Best Practices.

Here are some specific topics you might find helpful:

These resources will be valuable when learning how to use JSON UI for your Add-Ons.

full glen
#

Is it possible to extract text from $actionbar_text? I tried but I couldn't, I know it is possible from /title, but I have no idea if it is possible from the actionbar bao_event_mobvote_armadillo

cunning bridge
#

what are the aux values for custom blocks?

hexed briar
#

just like title

full glen
#

mini map

merry pike
#

How to get 2 frist text

#

In text

vagrant nova
#

birds eye view

full glen
#

maybe

jolly rock
red wagon
#

nineslice is already defined.

jolly rock
#

Work?

red wagon
#

Well the nineslice obviously already works, as seen in the screenshot. As mentioned before, i just want to fix the texture not tiling in 8-px intervals so there are no harsh transitions

merry pike
#

How to check subtitle is not show in hudscreen?

median spoke
stoic heath
#

How do I convert the bool ($container_title = 'Chest') to a string?

rancid thunder
#

Is it worth learning json ui, even though it will replace by the ore ui soon?

chilly yacht
#

yes

#

it wont be replaced it will just be depreciated

snow acorn
#

Question: What is the Best Practicies way to turn off chat on hud

#

Alpha, Size to 0, removing bindings?

west dawn
snow acorn
#

I'll have to make a few guides then. Did one for size to 0 which works.

I was more curious which was more performant. https://youtu.be/tW6YvmBM82Y

Presented by CyberAxe of www.OutLandishlyCrafted.com

Tip and Support Welcome, it takes hordes of hours to provide free support.
HTTP://www.OutLandishlyCrafted.com

#minecraft, #bedrock, #mcpe, #indiegamedev, #blockbench, #animations, #portals, #prototype #live #jsonui #json #ui #gui

▶ Play video
snow acorn
#

You access all your stats by hitting enter.

west dawn
#

Ah I get it. Yeh when you do not want it to be rendered conditionally you dont need to use bindings yeah

snow acorn
#

Yes, in this case I just want it off always.

west dawn
#

I wanted to do something simular bc if you hold B (the emote key) a smal menu will apear on the bottom left corner which I wanted to use for stats but its a bit harder to put any kind of text there

snow acorn
#

The nightmare as always is the ui scaling

snow acorn
cunning bridge
#
  1. does anyone have an example of a text hover that only shows up when you hover over a certain element
  2. how to open a new screen with a button for example (open the how to play screen by clicking a form button or just a custom screen if not possible)
  3. how to make the the form button's icon be an item renderer instead of an image and make it so it accepts the button text/texture as the aux value for the renderer
#

i have achieved a good progress in achieving everyone of those but got stuck in all of them.

fading kiln
#

Do you need to do something special in order to offset a control element that is part of a stack panel? none of the offsets I make change anything in the child elements.

snow acorn
#

Because it is 100% or 100%c

#

this gets most people who trial and error to learn

#

also keep the justifications too

cunning bridge
#

is it possible to make a flip book animation vertical?

stoic heath
#

Can I change the texture of the top half in a chest ui?

#

I can't seem to find where the background image is being loaded

cunning bridge
#

how to convert a binding to a string?

static depot
#

Hey guys! Was wondering if anyone here knows how to add custom ui on the screen.

#

Making a drawing for anyone willing to help FanonBilinda

cunning bridge
#

was wondering the same thing

static depot
#

I pretty much just wanna do this, thats it

#

Except whitout using a pumpkin

fading kiln
cunning bridge
#

@raven wigeon hey, i have managed to set up the item renderer with the form button texture

cunning bridge
#

what item renderers?

#

yes, it's a custom element of the type inventory_item_rendered

#

@raven wigeon here is how i did it:js "item_renderer": { "type": "custom", "renderer": "inventory_item_renderer", "size": [ 24, 24 ], "bindings": [ { "binding_name": "#form_button_texture", "binding_type": "collection", "binding_collection_name": "form_buttons" }, { "binding_type": "view", "source_property_name": "('%.20s' * #form_button_texture)", "target_property_name": "#item_id_aux" } ] }

static depot
#

Sorry if the question sounss stupid i'm not an addon maker lol

cunning bridge
#

you may use an image element to display your drawing on the hud screen, but you need basic json ui knowledge to do that@static depot

static depot
cunning bridge
static depot
#

Ohhhhh

#

Sadly i already tried but couldn't get it to work ;-;

#

Thats why i'm here

#

Do you know if i did anything wrong?:

cunning bridge
#

what do you want to do exactly?

static depot
#

Have the vhs overlay show up

#

I did it in the screenshot but it was using a pumpkin which isn't ideal for survival

cunning bridge
#

ok, let me see if i can help

#

can you send just the overlay photo

static depot
#

Imma dm it to ya

#

I did :>

cunning bridge
cunning bridge
static depot
fading kiln
#

is anyone able to get "text_alignment" working?

#

that and "line_padding" are doing nothing for me

snow acorn
#

the other hard part was having the box expands the direction you want. For the right justifed side of the screen stuff. Need to push out left. That took a while.

snow acorn
fading kiln
snow acorn
#

Which hud area are you trying to change? I can show you my code if I've changed that. I tried to do most places people would want.

#

I had a hell of a time with chat screen. But a few days ago I got it to only show 1 message at a time and work in both -2x and normal ui zoom. Just need to figure out a formatting that worked for both now, thats the really hard part.

static depot
#

Hey guys, i have a question.

snow acorn
snow acorn
fading kiln
static depot
#

I really wanna fix this one thing

snow acorn
static depot
#

Do you guys know a way to make the ui always stay on even when the player opens the inventory etc?

fading kiln
static depot
#

Hey Koalacan't, do you know how json ui works?

fading kiln
#

no

snow acorn
snow acorn
static depot
snow acorn
#

give me a few minutes and let me test it

static depot
snow acorn
#

no no

static depot
#

Oh oki, but know it has to stay active even when inventory is open etc :>

snow acorn
#

The chat screen has a background you can simply alpha and see some stuff, so I was going to check if that was true for here too

static depot
#

Oh i see

snow acorn
#

They don't seem to overlay it's 1 or the other sadly.

#

So this is out of my skill set, sorry

static depot
#

Ow its okay ;-;

snow acorn
# fading kiln no

Each of the 5 I did were a little different, if you let me know with one you are modifying I can test it too. Chat, Actionbar, title, subtitle, bossbar, player cords are all the ones I modified.

fading kiln
#

hud screen title element

hexed briar
#

hud screen title element

static depot
#

Still waiting for someone who knows how json ui works ;-;

stoic heath
#

man, I didn't think I'd enjoy making custom containers with json ui

#

I do wish there were more guides on it though.
Most guides are just about "how to change the coordinates bar text".

snow acorn
stoic heath
#

What would happen if 2 packs had the same global variable with a different value?

snow acorn
#

In my understanding, The one on top in the rp/bp list wins..

#

Bedrock uses a addon priority system. He who is on top/first rules them all.

stoic heath
#

I'm thinking of a way to make custom container addons compatible with each other. There has to be a way.

static depot
stoic heath
static depot
#

I'm desperate searching for someone to help me with it to the point i'm offering a free drawing in return lol

stoic heath
#
{
  "test_element": {
    "$myvar": "a",
    "controls": [{
      "another_test_element": {
        "$myvar": "b"
      }
    }]
  }
}
#

What is $myvar when the ui is active?

snow acorn
# fading kiln hud screen title element

Here is how I did mine. Does text_alignment not work for you here?

    "title_frame": {
        "type": "panel",
        "size": [
            100,
            220
        ],
        "controls": [
            {
                "title_background": {
                    "type": "image",
                    "size": [
                        "200%",
                        "350%"
                    ],
                    "texture": "textures/ui/sim_hud_right",
                    "offset": [
                        -35,
                        -35
                    ]
                }
            },
            {
                "title": {
                    "type": "label",
                    "anchor_from": "top_right",
                    "anchor_to": "top_right",
                    "color": "$title_command_text_color",
                    "text": "#text",
                    "layer": 31,
                    "localize": false,
                    "font_size": "normal",
                    "variables": [
                        {
                            "requires": "(not $title_shadow)",
                            "$show_shadow": false
                        },
                        {
                            "requires": "$title_shadow",
                            "$show_shadow": true
                        }
                    ],
                    "shadow": "$show_shadow",
                    "text_alignment": "right",
                    "offset": [
                        0,
                        0
                    ],
                    "bindings": [
                        {
                            "binding_name": "#hud_title_text_string",
                            "binding_name_override": "#text",
                            "binding_type": "global"
                        }
                    ]
                }
            }
        ],
        "offset": [
            0,
            -70
        ]
    }
}```
stoic heath
#

Can you not set a variable twice? nvm you can
I'm just being stupid

stoic heath
#

oh wow this is amazing

snow acorn
#

It's my proof of concept for each of the 5-6 main command based huds you can do.

stoic heath
#

damn

snow acorn
#

Even added in the auto save animated icon for the light rays to animated as a test for animated huds feel

#

turned out pretty good for being json ui.

stoic heath
#

If you multiply a non-numeric string by 0, what would happen?

#

why am I even asking this here

#

I literally have minecraft open

snow acorn
stoic heath
#

alright

#

Is there a way to convert something to a string?

snow acorn
#

I wish I could help. I haven't gotten that far

stoic heath
#

oh nevermind found it

#

you add an empty string to whatever value you want to convert

#

so something like "'' + $value"

fading kiln
#

tab out of the game, or open up a menu

snow acorn
fading kiln
#

I've already tested that stuff

vocal bane
#

Hey guys! I have a pack that changes the player skin with different events, but when I go the the pause menu, it still shows the "default" skin. Is it possible to change that so it shows the current skin?

chilly yacht
#

possibly

#

i think theres multiple types of player dolls

snow acorn
#

I did this with a vanilla hud file

#

Just change these 2

#

If you don't want it on the edge of the screen then I think you'd change the % of the panel or offset the text a %

fading kiln
# snow acorn

there's no difference, the vanilla hud file is messy, but it's inheriting the anchors instead of alignment

#
{
        "attack_level": {
          "type": "label",
          "text": "#text",
          "layer": 2,
          "text_alignment": "right",
          "offset": [
            -43,
            -0.5
          ],
          "color": [
            1,
            0.67,
            0
          ],
          "bindings": [
            {
              "binding_type": "view",
              "source_control_name": "koala_title_data_control",
              "source_property_name": "#preserved_text",
              "target_property_name": "#preserved_text"
            },
            {
              "binding_type": "view",
              "source_property_name": "('§z' + (('%.267s' * #preserved_text) -  ('%.264s' * #preserved_text)))",
              "target_property_name": "#text"
            }
          ]
        }
      },``` I even removed the anchors
#

and now it's just aligning to center

snow acorn
fading kiln
#

my element

snow acorn
#

is it also in the vertical stack panel?

fading kiln
#

it's by itself

snow acorn
#

So when you ask it to text_alignment what are you think it will do? Push that text to the edge of the screen? Or right justified like word/docs does?

fading kiln
#

It should be aligning the text. What do you mean?

#

This is the only definition of text alignment

snow acorn
#

Well in doc/words it aligning the text to the edge of the document edges or column it's in.
I think you might want to move the text element to the edge justification you want, then have to text overflow "text align" to that edge and overflow the other way.
That is what I'm doing here. #1067870274894172260 message

fading kiln
#

I could just not use anchors at all so it defaults to center

#

then offset to the right location

fading kiln
# snow acorn

If what I'm seeing is right, your text alignment isn't actually working here

snow acorn
#

What about putting in a frame. I think the text alignment need to align against something. You have nothing to align to.

fading kiln
#

It's inheriting from the top_right anchor

#

and aligning to the right

#

If you changed that to "left" would it work?

snow acorn
#

this is left

#

doesn't change, let me remove anchor

#

without anchor it centers

fading kiln
#

yep, it's not working for you either then

snow acorn
#

I agree. Even if I hard set the sizes so you can clearly see the edges it wont do anything.

#
    "title_frame": {
        "type": "panel",
        "size": [
            200,
            200
        ],
        "controls": [
            {
                "title_background": {
                    "type": "image",
                    "size": [
                        200,
                        200
                    ],
                    "texture": "textures/ui/hud_tip_text_background",
                    "alpha": 100
                }
            },
            {
                "title": {
                    "type": "label",
                    "color": "$title_command_text_color",
                    "text": "#text",
                    "layer": 31,
                    "localize": false,
                    "font_size": "normal",
                    "variables": [
                        {
                            "requires": "(not $title_shadow)",
                            "$show_shadow": false
                        },
                        {
                            "requires": "$title_shadow",
                            "$show_shadow": true
                        }
                    ],
                    "shadow": "$show_shadow",
                    "offset": [
                        0,
                        6
                    ],
                    "bindings": [
                        {
                            "binding_name": "#hud_title_text_string",
                            "binding_name_override": "#text",
                            "binding_type": "global"
                        }
                    ],
                    "size": [
                        100,
                        100
                    ]
                }
            }
        ]
    }
}```
fading kiln
#

Darn, can't get rid of the anchor. if I do that and the screen size changes it doesn't stay where it's supposed to

snow acorn
#

Could an offset % work for the screen sizes?

snow acorn
#

So same thing for the boss name, I can move it easily with anchor but text_alignment doesn't do anything.

#
    "controls": [
        {
            "boss_name": {
                "type": "label",
                "color": "$boss_name_text_color",
                "text": "#bossName",
                "anchor_from": "top_right",
                "anchor_to": "top_right",
                "shadow": true,
                "bindings": [
                    {
                        "binding_name": "#bossName",
                        "binding_type": "collection",
                        "binding_collection_name": "boss_bars"
                    }
                ]
            }
        }
    ]
}```
thorny nymph
#

Why doesn't the scroll base appear?

                    "type": "stack_panel",
                    "size": ["100%", "100%"],
                    "orientation": "horizontal",
                    "layer": 1,
                    "anchor_from": "top_left",
                    "anchor_to": "top_left",
                    "controls": [{
                        "[email protected]_panel": {
                            "anchor_to": "top_left",
                            "anchor_from": "top_left",
                            "$show_background": false,
                            "size": ["100%", "100% -10px"],
                            "$scrolling_content": "server_form.simple_form_scroll",
                            "$scroll_box_mouse_image_control": "server_form.scrollbar_box_image",
                            "$scroll_box_touch_image_control": "server_form.scrollbar_box_index",
                            "$scroll_size": [5, "100% - 4px"],
                            "$scrolling_pane_size": ["100% - 4px", "100% - 2px"],
                            "$scrolling_pane_offset": [15, 5],
                            "$scroll_bar_right_padding_size": [0, 0]
                        }
                    }]
                }```
#
    "scrollbar_box_image": {
        "type": "image",
        "texture": "miui/ui/scrollbar",
        "size": [11, "100%"],
        "layer": 4
    },
vocal bane
fading kiln
snow acorn
#

explains my headache.

fading kiln
#

had to ask one of the ui guys

snow acorn
hexed briar
#

"text_alignment" property requires a fixed sizes and not dynamic, which by default. size default are "100%c".

marble solstice
#

Does anyone know how I could have the action bar positioned just below the emote, chat and settings button?

snow acorn
#

Bug: Any ideas how to fix this? It seems like a bug when Im more the 5 blocks from entitiy Im access inventory for. https://m.youtube.com/watch?v=ii-Eka2Sxqs&feature=youtu.be

Presented by CyberAxe of www.OutLandishlyCrafted.com

Tip and Support Welcome, it takes hordes of hours to provide free support.
HTTP://www.OutLandishlyCrafted.com

#minecraft, #bedrock, #mcpe, #indiegamedev, #blockbench, #animations, #portals, #prototype #live

▶ Play video
#

Looks like inventory ui animation is centered on entities local cords not world. So as you move away the animation breaks.

coarse torrent
# stoic heath oh apparently "a"

for "another_test_element" it's b, afaik child elements can't change the values of variables of parent elements, they can only "inherit" them

stoic heath
#

yeah I realised

last pollen
#

is it not possible to have chest ui server guis like java

rain sand
#

Yes but this has nothing to do with json ui unless you wanna change another ui to look like the already existent chest ui

winged flicker
#

Hi, I'm trying to redo the animation of the minecraft notification toast but I can't make it disappear, so I can have the toast once and then I don't have it anymore because it hasn't been "finished". Does anyone know how I can "finish" it please?

#

Or how to find out what's in the minecraft animation toast_animation_finished

#
  "popup_anim_start": {
    "anim_type": "offset",
    "easing": "linear",
    "from": [ "30%", "20%" ],
    "to": [ 0, "20%" ],
    "duration": 0.4,
    "next": "@toast_screen.popup_anim_wait"
  },

  "popup_anim_wait": {
    "anim_type": "wait",
    "duration": 3,
    "next": "@toast_screen.popup_anim_end"
  },

  "popup_anim_end": {
    "anim_type": "offset",
    "easing": "linear",
    "from": [ 0, "20%" ],
    "to": [ "30%", "20%" ],
    "duration": 0.4
  },
winged flicker
#

Please

minor basalt
#

like an iPhone notification

#

?

#

@winged flicker

dusty ether
#

Is it possible to add a player list or leaderboard to a json ui?

hexed briar
#

is this a chromebook

undone marsh
winged flicker
#

(top right)

marble solstice
winged flicker
#

How to change the font_scale_factor value according to the player's screen size

vital dagger
#

Is there any guide on how to create a custom inventory? by type of removing and adding slats and not just textures

hexed briar
# green grail ## JSON UI ### Start from the basics of JSON UI Just starting out? Check out t...

Might wanna put some note it here that - JSON-UI are unsupported by mojang, which they're already confirmed. what does that mean is JSON-UI does not have any official documents from them, every discover from wiki are pretty much from the addon community. aswell any potential bugs or issues e.g resizing the game windows that somehow makes modified UI to break etc will unlikely be fixed.

JSON-UI will also eventually be fully depreciated or removed due to the favor of upcoming Ore-UI. so, it's up to you whenever it worth to learn JSON-UI or not.

hexed briar
hexed briar
# vital dagger Is there any guide on how to create a custom inventory? by type of removing and ...

Adding more slots is technically not possible, sure you could add it but it won't function at all. Removing slots is fine so.

essentially pretty much you have the limited amount of slots you could have in inventory.

if you wish to modify, consider look at ui/inventory_screen.json (if you can't find it, consider grab it from the resource pack template) and use the "search text" feature in your text/code editor, and search "grid" and from there, you can tweak some stuff you desired to.

hexed briar
# marble solstice Does anyone know how I could have the action bar positioned just below the emote...

You can add or tweak stuff from hud_actionbar_text element, add

"anchor_from": "top_middle",
"anchor_to": "top_middle",```
from there the actionbar should be on the top now. if you need some position tweaking, then consider changing `offset` property values.

`[ 0, 30 ]` ( or `[ 0, "30px" ]` if you're psychopath ) should bring the actionbar down by 30 pixels. you could add 40 or more if it doesn't fit your needs.
winged flicker
# hexed briar not possible unfortunately, json-ui can't detect screen resolutions.

Ok thx and I'm trying to redo the animation of the minecraft toast notification but I can't make it disappear, so I can have the toast once and then I don't have it anymore because it hasn't been "finished". Does anyone know how I can "finish" it please?
Or how to find out what's in the minecraft animation toast_animation_finished

#

Oops sorry I forgot to deactivate the ping

#

So sorry

marble solstice
dusty ether
next quarry
#

Hey

#

someone can help me please ?

dusty ether
#

say what you need help with, not "help me"

marble solstice
minor basalt
hexed briar
#

#1067535382285135923

past stirrup
#
  1. #1067535382285135923
  2. No screenshots, send code
hexed briar
#

that does not looks like Json-UI

analog snow
#

is there a way i can render an entity nametag as a 'sign text'?

#

so not as a floating text but like the ones you see on signs

scenic galleon
#

is there any way to reload ui quickly? ideally without leaving the world

winged flicker
#

Hi ! I'm trying to redo the animation of the minecraft toast notification but I can't make it disappear, so I can have the toast once and then I don't have it anymore because it hasn't been "finished". Does anyone know how I can "finish" it please?
Or how to find out what's in the minecraft animation toast_animation_finished

twin viper
#

Is there a directory of sorts when it comes to finding the textures you can put next to your buttons? Cause I’m trying to figure out were to find them

orchid kindle
#

How do I hide the shape of hearts? I want their shape not to appear

ivory aurora
#

How change coordinates panel position

shrewd elm
#

How do I make the inventory icon invisible?

flat blade
#

What medium did you use to create it?

compact thorn
#

Is it possible to add new control buttons in minecraft?

cunning bridge
#

like new key binds?

cunning bridge
cunning bridge
#

i know i would really love to assign unused buttons on my keyboard to some script functions, i wish that was possible

compact thorn
#

I'm building a car, but the control is only available through slots

#

video

minor basalt
#

im not ok with clicking a russian link lol

smoky leaf
#

Anyone here accept comissions?

sour flint
#

I just found a gun add-on that has a crafting table with custom slots

#

it's


--

#

I didn't know that was possible

#

I'm going to try to dissect that shit and hopefully finally be able to make my own one without the 3x3 grid

#

🙏

ivory aurora
#

How do I stack 2 buttons on top and 2 buttons on the bottom example:

normal flower
#

Hello! currently starting to learn JSON-UI and came across this