#JSON-UI General
1 messages · Page 13 of 1
Is it possible to change the color of the text when it is pressed and when it is normal?
Are there any good/decent ways of learning JSON UI other than reading the documentation?
Hey I am new at json anybody can tell me what is the work of layer ?
If I remember from what I've seen the closer it is to 0 the more visible it is to you
I could be wrong and it might be the other way around
But work ?? What it do
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
can it cut integers? for example 1234, I want to make it only get integer 3, how do I do it?
#x=1234, #x need to be a string not numbers
(%.1s * (#x - (%.2s * #x))
(%.1s * (1234 - 12)
(%.1s * 34)
3
just theory
Convert to string first, then use %.xs to substring (x is amount of characters)
@opal aurora but I want to take the value 3 to be a string..🗿

It's complicated
"('%.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
ok, ill try
yes, most elements like buttons have variables for it.
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?
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
One message removed from a suspended account.
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.
One message removed from a suspended account.
again, they're renderers. it's pretty much hardcoded and there's nothing anybody else could do
One message removed from a suspended account.
How can I make glyph ?
is there a good way to render 3d models in UI
how do i position these buttons to the middle
"anchor_from": "center",
"anchor_to": "center",
in light text button
the arrow buttons
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.
i read this in the complete wrong sense in the morning, now i look back at it, i can't imagine i read it that way
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
Is it possible to have only a certain amount of hotbar slots show up on the hud? (for example 5)
yesn't
you can remove slots, but not really
you'd still able to use a slots that was removed
I’m using scripting to handle slots so it should be fine
if so, then yeah it's possible
yay!
do you might helping harlow if you’re free?
You have a sick mind XD
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
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.
instead of using the grid items dimension binding ("grid_dimension_binding": "#hotbar_grid_dimensions"), remove this parameter along with the binding for it and put the desired amount to show up directly with "grid_dimensions": [ 5, 1 ]. If you want to set the amount dynamically, you can use the #maximum_grid_items binding instead of grid dimensions.
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 $pressed_button_name to the button id for the server form buttons. If you want them to be freely repositioned, wrap the buttons in a panel and then put the panel as the child elements of the stack panel. That way you can use the offset property in the buttons
Pretty sure I already tried that, let me check again
Yeah, doesn't work. I should probably open a post
eh probably
does anyone have a idea to fix this?
How do I connect a UI to an entity?
Then how do people make chests using entities that when you click on the entity it displays a bigger chest UI
by scripts
click on some block = show server form
or some inventory screen? idk if you are able to do this in scriptAPI, in pmmp its possible for sure
someone already helped me but thank you!! :D
how to display a value in jsonui with scoreboards
Sorry for not understanding, but it's easier for me to see an example. Do you have one? XD
if you search the chat for "collection_name": "form_buttons" you'll find a lot of examples
I found some examples and I'm trying, thanks
How do i change server forms background?
Any idea how can I set work on those button as they as just texture for now, i want those button to load previous page or next page
I am too lazy to search but what broke/changed with chest screens in 1.20.50? Seems like my chest screen that should change size based on container name doesn't resize anymore.
does anyone know how to fix this?
I think I messed up somewhere xD
177
oof
I don't think I will xD
well
maybe another time
but currently I'm just trying to make a bigger add-on with these chests implemented
I don't know what type of add-on I want to do tbh
I've added a few types of ores, I've added conveyers, armours, tools, etc
Why can't I use shadow on my form? it says there was an error in the shadow property.
Do you know how I can change the background of the buttons and the form?
is it possible to add a final string to a hardcoded string value and save it into a variable? e.g. json "$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
can json ui change the game chat text?
You'd probably need scripting for that #1067535382285135923.
Maybe #1067535712372654091 might have what you need
already coded my addon using that
i was just asking
Your question is unrelated to this channel’s topic which is #1067869374410657962 also I don’t think that’s possible
Do we have access to the JSON files for the crafting table. Like where it's grid is and such?
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? 😐
How to
You should put that big grid inside a scrolling panel because not every screen resolution is perfect
Nah, I just messed up a thing in the grid UI. It's fixed now and the right size
ui
Forms are the most hard things to do fr
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...
How do I remove the white border from button_hover? Note: I'm using the default dynamic button from the edited mine.
How can I instead of using an item, use a command to open the form?
and how can i create several forms
Just add more elements to the controlls array and change the conditions for the forms to show respectfully. For rhe command thing you want to use the chatSend event with either a delay or a function to force show the form. This is more related to scripting tho.
?
Might just be a texture thing
hm
The buttons have black and white borders, but I didn't add that.
obviously since you're using vanilla buttons
Is there a way to remove it?
there is
gimme second
can't exactly remember what variable property are for border.
"$border_visible": false, to your button element.
Ty
Im open for commission !
?looking for work
is still available?
Can someone help #1184512839600320612
is there a way to make custom crafting table ui for a custom block
how did u do that
server_form and script
how did u learn that and from where?
Does anyone know why when I put "$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.
YOOO HOW DID U MADE THAT TOOOO
Ui
I wanna learn it but idk where or how
I learned it in +/- 2 days.
So I learned 1 tutorial in 1 day, and the second with a friend.
anyone know how to make a custom ui for the crafting table ? @json
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
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
How can i learn JSON ui
Can someone help mehttps://discord.com/channels/523663022053392405/1184512839600320612
Yeah
anyone ?
md
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
what, display something conditionally is to set #visible value in bindings, its possible in every type
no matter if its image
panel
label
whatever
since I have free time now I can mess with some things
ahh, I know what I messed up. Sorry about that. I had a #show_survival_ui visibility binding listed as an additional binding
so it was always showing
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
@broken trail do you know how to set a server frorm's button background depending on the buttons label?
yes
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
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
@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"
}
]
}
},
did you figure it out? i'm also looking to change the duration time for tooltips
Nah, i gave up
bro, do you have a json ui gametest form resource pack?
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
Um... Maybe use an NPC to give you a tag or something and use a function to give the effect 🤷
But why did you ping me?
bros pinged the entire server
There's no such a thing as "json-ui gametest"
...
reposting the same question?
its server side or more related to scripting api
ask this question on #1067535382285135923
So what's it called?
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
wdym by game test
idk? there's no such a thing as json-ui gametest here
there is some module called gametest but idk what it does
maybe thats what you are looking for? @mint falcon
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
The @minecraft/server-gametest module provides scriptable APIs for scaffolding and testing content experiences in Minecraft.
Its not legacy ig
I mean it's the ModalFormData ui
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
then use ui module
i have been trying all day... all i managed to do so far is to make the texture visible if the button texture starts with 'textures'
did u jump in a pool
hi there, dark; long time no see-
I hope you're doing okay
lol
How do I change the button text color?
Using button_text it won't.
How do I make custom factories that reset an element when a binding changes?
you can use the § sign, if you are looking more specific colors, you need to add the 2 properties "$default_text_color" and "$hover_text_color" in the form_button element and set there values
[1, 1, 1] for white text and [0, 0, 0] is black text, and anything in between for other colors
Okay, ty
great tutorial
thanks
How do I change the scroll image?
please can someone help me https://discord.com/channels/523663022053392405/1185365698671825027
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" ],
The anims property part should be something like this
"anims": [
"@<namespace>.<element>"
]```
Like this? json { "test": { "type": "image", "anchor_from": "bottom_middle", "anchor_to": "bottom_middle", "texture": "textures/ui/potion", "size": [ "@pop.test" ], "uv_size": [ 16, 16 ], "offset": [ 0, -120 ] } } "pop": { "anim_type": "size", "easing": "linear", "duration": 2, "from": [16, 16], "to": [48, 48] },
yeah
nothing shows
do I need to do something additional if that element is inside of a larger label element?
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.
The animation plays instantly once the element is loaded.
can't exactly replay them until the element is destroyed or reloaded.
so it's still playing, but it's playing before I've loaded into the world?
well it plays the moment main element shows up.
the best way you could try animation is to element that are reloadable, e.g title and actionbar etc
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
but yeah, it plays instantly once it loaded
though you can delay the animation with wait type for anim_type
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
nevermind no
look at the "namespace" property and see what's that was
or idk something like @hud.pop like that
what namespace property
Every json-ui files starts with namespace property, which usually are on the top or second line.
if you're editing hud_screen.json, chances are it's hud
also "anims" property not size property
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
element that can be destroyed and reloaded, since json-ui are not that dynamic and changing things are not instant. which, in this case. Title/actionbar relies on that.
so everytime the title is read the element is considered "reloaded"
Factories can reload elements so yeah, it reloads the whole elements once you input some strings or commands
ahh okay
sort of, yeah.
/title uses factories, and everytime you send them some string, the element 'reloads' them.
doesn't look like the animation resets the scale either
therefore animations also do get reset aswell from the element that reloads.
so I also need to use one to change it back
seems like it only plays once
even when it's being updated
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.
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
the differences is that, it reloads.
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
well I suppose put it on title element or something if that didn't work
it works on mine before so it should be
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
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
There's nothing that reloads it is what I'm saying
There's no way to actually reload the element
It's not perceiving changing the texture/visibility/any binding changes as reloading it
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
Does button.help work in server_form.json?
@fading kiln How did you do health like this?
converted player health into a percentage and used a clip image to adjust the image to that percentage
How do factories work?
And how can I make a custom one? That works on a certain condition
can somebody please explain to me how collection and global bindings work, or at least point me towards a place where i can learn?
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.
Try searching trough this server I think someone talked about those before.
i am tired
I learned it by just trying over and over and over and over and over lmao.
I'd suggest the same.
Just do random edits.
And then go bigger.
I don't really know about global bindings let me see if I cant find them
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.
Global bindings are just another binding type
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
{
"binding_type": "global",
"binding_name": "#text"
},
I think global means you can use them in other places.
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.
What do you want exactly then?
Sometimes exact info is really hard to give.
Due to the complexity of json ui
to learn, basically, a reliable source of information
Vanilla files and the wiki is the best you'll get.
It's rare to find people with a greater knowledge I also don't know alot more then the wiki
i know right
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.
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
Okay so what do you want to make now?
Show me your code, errors what is and what isn't working?
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
Server form?
yeah
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.
no? i managed to read the button text and use it to choose a background for the button
Really? Ahh then it's only the texture.
and i know that ChestUi addons manages to use them for the button icons
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.
then i will have to do an entire lookup table for so many item renders in the game
No?
are you sure we can't read the texture value?
100% I tried it before.
But let me explain to you a way you can achieve what you want.
Hang on I'm gonna type something long.
because as you can see here, there is a variable for them that bind it with the other variable #texture
Nope won't work will never work. I tried trust me.
If you don't wanna believe me then don't. But I'm just saying ain't possible.
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"
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
Or instead of creating a new binding for the button name you will use the %.Xs to separate parts of the button name.
So you can have the aux id and the button name inside the same binding and only make the button name show up on the button and the aux id for the item renderer
the aux id is variable length tho?
AFAIK aux is just a number
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
There's a maximum length of an aux id. So you just put 0 before it.
Until it meets the maximum length.
For example:
100
099
005
(With a max length of 3)
great, but i also want to alternate between textures and item renderers, so do i set it to 0s when i use a texture? and set the texture to nothing when i use an aux?
Yeah you can basically store alot of data in a binding at the same time and separate using %.Xs there's alot of ways.
But I just like tex:Y;
And detect if there's a Y then overlay the image on top
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
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"
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
Yeah when you tell us your problem we can help much faster!!
😅
what i have written doesn't really serve a purpose, i just wanted to see if it's possible
What do you mean with property?
Binding? Variable?
for example a label element has a text property or an image has a texture property,i hope i didn't mix up words now
So do you mean a binding or a variable?
binding
How can I make those button works ?
By adding button element
We can in chest.inventory ?
Yess
Can anyone suggest me a good json formatter website?
GPT
Honestly you can use your own IDE
is there a way to pass data from json ui to the script API? using the server from screen ofc
no
dang haven't been here for awhile
😦
what are you gonna do with it
When will ore UI be out?
no? why do you want that, json ui data is literally fixed.
probably by 2026, since it isnt done
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
aand just few screen uses it
they gonna change the other screen, just slowly
reminder that achievement screen was the first to get Ore-UI treatment and then next year later we got world creation
yep
and it isnt customizable :p
somehow in minecraft legends
All screens are actually ore-ui and idk what to say
the same game engine
it looks nice, and they use ore ui in all screens, but not in bedrock
1.19 ithink
kinda strange either seeing older version branch somehow got the whole ore-ui treatments and 0 json-ui
except the chat screen
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
im just waiting for them to make it customizable by resource packs
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
guys, can anyone help me? https://discord.com/channels/523663022053392405/1186138364928344246
does anyone knows about the ore ui? and its syntax
Ore-UI isn't out and not data-driven.
so no, you can't use it yet
oh, cuz i was working on a block ui
and i wonder if json ui is broken in 1.20.50
or 1.20+
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
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
I'm looking for someone who can solve this https://discord.com/channels/523663022053392405/1182176843357503518
i wanted to make a item shop although now i realize, i could probably get away with just using the server form buttons and just change their looks
what do you mean it's fixed? also i just thought it would be convient since you could call commands and stuff with the script api
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...
yeah...i think i did a stoopis there lol
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.
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
🌹🌹
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?
reference: common_buttons.light_text_button
inside npc_interact_screen:student_button/button
Is that in the npc ui file or in a general file somewhere?
This was in _global_vars "$light_button_default_text_color": [ 1.0, 1.0, 1.0 ],
How can I create a custom factory that reloads an element when an specific binding is a certain value?
how to make a button move me to another screen?
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
maybe hive worked on this?
Kinda possible, since they did helped making minecraft's 1.20 showcase event.
Pretty sure. The clock image/unicode is the same and a cubee spray on one of the walls in the event if I'm correct
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.
Look at the font glyphs
They are from the hives server lol
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.
well
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
Hive seems to reuses their assets quite alot ngl
https://media.discordapp.net/attachments/1052372876247957576/1185618129838166097/image.png?ex=659043ed&is=657dceed&hm=52c1bb7f9519c153dc85b5ea969c3127d9de0e46adb745f8d32bf4af47a7c4b8&=&format=webp&quality=lossless&width=1440&height=640
it didn't say anything about the Hive before it was opened
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.
ye
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.
everytime i switch forms the selector goes to the first button how do i stop that?
did u use scale using percentage?
yeah lol, in the lang it says "Universal Event By Hive Games"
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
try to dig deeper in the button element that you are using or make your own
i tried using offsets and still made no difference
hhhm
I fixed it by using my own image. Not sure why it wouldn't scale right with vanilla file. Need design feed backnow..
@undone verge
Who was it who could do this stuff again?
I would have pinged him/her but I forget their name
Question: How do you add resolution to glyphs without scaling them up. Or is there a scale options somewhere I can change?
How can I create a custom factory that reloads an element when an specific binding is a certain value?
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?
anyway to change the distance between font? So I can remove the line? In my glph button?
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.
How do I change the scroll texture
?
You shouldn't use glyph for that. Just use an image
anyone can help me? https://discord.com/channels/523663022053392405/1187242675993321494
how?
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.
this is right?
Conditional render it by using the button name as binding.
Guys, give me a solution to this problem. The effect disappears quickly and there is no benefit from it. Give me a solution
Do you have a guide or example. I don't know how to do that.
wrong channel?
Question: Is size in json ui the same as scale?
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 alikebilinear(boolean) -- re-scales the image using the "bilinear" filter instead of "nearest neighbor"
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.
the trick i do is i put the background in the top panel, and then have the child elements be the foreground elements
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 ] } } ] } }
yeah so when you offset the chat_background element, the chat_text element is also offset relative to that.
I totally missed the chat_text and was thinking I was only moving background. My bad
Getting closer, struggling to move it down.
Okay so inside the controls of your button. You conditional render your image.
Or even better make the name of the button contain a texture path
this would be easist
Yup.
But I need each dialog menu to have a dif image
The button name has the texture path right.
can you show an example
Sure wait a minute I will make one for you.
"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
Okay
Thank you.
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.
https://www.youtube.com/watch?v=JDmvAGcOLXs - Got background lined up, glyphes added for cords and in hud.
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Tip and Support Welcome, it takes hordes of hours to provide free support.
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How do I get the Save animation icons to always stay on screen playing.
you put this element on the hud_screen:
"auto_save": {
"bindings": []
},
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
just wondering
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?
you can call it by specifying the namespace as such:
"@hud.auto_save"
ahh alright thank you
Could I bind it to the positition toggle?
what do you mean?
I want it to turn on/off with the play position cords
ok I got the save icon working as a studio logo animated overlay. Works great
https://youtu.be/Lnt6xxyzUh0
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
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?
Dang that would be cool to have added.
yesn't
or maybe no.
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
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
technically yes you can use
but with probably experimental features
or some weird world settings
It's not if you gonna use some hacky stuff with models involved
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
cool I suppose
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.
that's the definition of "gatekeeping"
so you can see my messages damnn
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.
Question: What is the sidebar called in the hud?
thank you
What does the dialog name syntex look like for this?
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"
}
]
}
}```
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
I used #button_name as an example
I don't know the name of the exact binding
Try #button_text
Is there a list of Hardcoded variables like $container_title and $actionbar_text
Question: There has to be some way to easily visually see how a json ui will render. Even just being able to see the borders or outlines of each nest would be helpful
Is there an easy way to turn on boarders or a colored background so I can see what I doing better?
Got this far then got stuck on the binding
"student_button_label": {
"text": "#student_button_text",
"color": "$text_color",
"bindings": [
{
"binding_name": "#student_button_text",
"binding_type": "collection",
"binding_collection_name": "student_buttons_collection"
},
{
"binding_name": "$visible_binding",
"binding_type": "collection",
"binding_name_override": "#visible",
"binding_collection_name": "student_buttons_collection"
}
],
"controls": [
{
"button_image": {
"type": "image",
"texture": "#texture",
"bindings": [
{
"binding_name": "#button_text"
},
{
"binding_name": "#student_button_text",
"target_property_name": "#button_text",
"binding_type": "view"
},
{
"binding_type": "view",
"source_property_name": "#button_text + 'textures/' ",
"target_property_name": "#texture"
}
]
}
}
]
}
}```
I really tried. I did all kinds of stuff, but can't seem to connect the 2. I just don't understand this enought. I watched a few guides which helped. But I'm still missing something
Try #student_button_text instead of #button_text
"button_image": {
"type": "image",
"texture": "#texture",
"bindings": [
{
"binding_name": "#student_button_text"
},
{
"binding_type": "view",
"source_property_name": "#student_button_text + 'textures/' ",
"target_property_name": "#texture"
}
]
}
}
there is, actually. but not on public build. cannot disclose further details, but if you happen to know what i mean and you have it, i'll be sure to teach you how to do it
otherwise, you'd have to put an image for every element
thats the only way i could think of
There is no simple form style border that default
"student_button_label": {
"text": "#student_button_text",
"color": "$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"
}
}
]
}
}```
use latest leaked mc dev build
pretty easy
but I wonder if you have perms to not leaked ones
Let’s not talk about that here. 🙂
ophh yeah censorship
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
What are all those stats?
How did you bind that to your entity btw?
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
Just filler for proof of concept.
These are in the NPC gui file. I haven't done any of my own stuff just modifing vanilla stuff
ahh ok
or are you asking what each one is?
Coins
Luxury
Food
Wood
Rock
Water
Science
Religion
Are there any core rpg/sim I missed you'd suggest?
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.
aside from the UI, the clouds and the sky look nice
Thats what I meant. Sounds cool!
I just sit and watch them. Its very calming.
Great news. I think my goal is a merger of fable 2/skyrim style rpg, civ 5, and simcity/cityskylines.
So a citt empire sim but you can rpg it all fpp/tpp
That sounds sick
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.
I would like to give you some feedback though 🥺
Sure
That’d be awesome for 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
Already are.
At the tile and globally.
You can make the button in the hud screen itself
I have a full in game menu system
ooo fire 🔥
Each 16x16 tile also has a entity manager with a menu.
So you can micro manage to per tile if you want.
That’s awesome, wonderful job
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..
Ya I can imagine. I really don’t understand particles too so that makes my opinion quite irrelevant but still
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.
Is that feature a feature or a bug?
hm
If I can self fix the bug would be the best. But its a json ui issue.
You can most likely check that by seeing if it is used in the marketplace
good idea.
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
/camera does not replace this. As it doesnt move with player and has to be ticked. Which is horrible.
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?
Maybe something to do with #1067869136606220288?
Question: Is this defined globally? I can change it? $glyph_size
"$glyph_size": [ "20px", "20px" ]
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"
}
},
That's just a variable, you can use/change it within the scope of the element.
I found this repository that has chest, furnace, and crafting table UI templates and how to edit them to make your own
https://github.com/amon28/Addon-Templates/blob/main/Whole Template/Custom Crafting Table/ui/custom_craft.json
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"
}
]
}
}
Is there a way to avoid these when a ninesliced texture is tiled? maybe modulo? the texture repeats every 8px
How do you want it?
preferably without the harsh splits in the border
Then you will need to divide the background and then add tiled if you want it to grow on its own.
as i mentioned, it is already a nineslice
Is this custom background?
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"
}
]
}
}
]
},
uh, no.
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
idk put custom_submit_button@custom_submit_button
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
and the confirm button was not changing its position when i used anchors and offsets
nevermind I could see an issue.
you cannot adjust anchors/offsets child elements with stack_panel type
so i gotta make a panel
probably
then include the stack panel
maybe you can put panel inside of stack panel element and you could adjust from there
"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?
that is kinda risky move since everytime there's some new elements inside of stack panel, it can shifted.
sure, also remove orientation property on that button element
since it's not stack panel and will throw some content log errors
very well.
thanks
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)
How to check color in text (title)
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:
- Master the art of Adding Hud Elements.
- Learn to Preserve Title Texts.
These resources will be valuable when learning how to use JSON UI for your Add-Ons.
Is it possible to extract text from $actionbar_text? I tried but I couldn't, I know it is possible from /title, but I have no idea if it is possible from the actionbar 
what are the aux values for custom blocks?
make sure you use actionbar's factory first
just like title
I left that aside and better used /title xd
mini map
can u make it function like it renders the top view only
birds eye view
maybe
: [ 10, 10, 10, 50 ] like this?
nineslice is already defined.
Work?
Well the nineslice obviously already works, as seen in the screenshot. As mentioned before, i just want to fix the texture not tiling in 8-px intervals so there are no harsh transitions
How to check subtitle is not show in hudscreen?
I'm not sure if this would work, but can't you just adjust the uv_size thingy to cut that part off?
How do I convert the bool ($container_title = 'Chest') to a string?
Is it worth learning json ui, even though it will replace by the ore ui soon?
Question: What is the Best Practicies way to turn off chat on hud
Alpha, Size to 0, removing bindings?
Idk what you mean with on hud but i would use a binding to write to the #visable property
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
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Tip and Support Welcome, it takes hordes of hours to provide free support.
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Thanks, I'm removing the chat from the hud so I can show stats using the chat system on the chat ui screen instead
You access all your stats by hitting enter.
Ah I get it. Yeh when you do not want it to be rendered conditionally you dont need to use bindings yeah
Yes, in this case I just want it off always.
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
maybe using glyphs would work better
The nightmare as always is the ui scaling
Great idea, I didn't know it was a thing
- does anyone have an example of a text hover that only shows up when you hover over a certain element
- 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)
- 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.
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.
Because it is 100% or 100%c
this gets most people who trial and error to learn
also keep the justifications too
is it possible to make a flip book animation vertical?
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
how to convert a binding to a string?
Hey guys! Was wondering if anyone here knows how to add custom ui on the screen.

Making a drawing for anyone willing to help 
was wondering the same thing
^
found my issue, offset does not work in stack panels
@raven wigeon hey, i have managed to set up the item renderer with the form button texture
Is that a ui thing?
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" } ] }
Do you think the stuff i want could work if done like that?
Sorry if the question sounss stupid i'm not an addon maker lol
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
Could you help me with it? I can draw some art for you in return! 
sorry i won't do it for you, but you can learn for yourself this is wiki page kind of explains the what you can use in ui https://wiki.bedrock.dev/json-ui/json-ui-documentation.html#properties and you can use the bedrock samples as a reference
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?:
what do you want to do exactly?
Make the screen like this
Have the vhs overlay show up
I did it in the screenshot but it was using a pumpkin which isn't ideal for survival
Sure!
Imma dm it to ya
I did :>
is this what you want?
Awesome
Yes :>
is anyone able to get "text_alignment" working?
that and "line_padding" are doing nothing for me
I also ran in to this. Sometime it worked logically then other times nothing. After what you said about stack panels not being able to use offset, I wonder if maybe the same issue are here?
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.
I'm sure it's not very helpful but if you want my hud file where I moved everything around you see in those video I did I can send it over. It might atleast give you an idea which thing I was able to move
tried it by itself and it still didn't align unfortunately
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.
Hey guys, i have a question.
Did you get this fixed?
Feel free to ask it anytime.
testing it where the element is isolated by itself right now
Do you know how json ui works?
I really wanna fix this one thing
Maybe 0.05%. lol But if you ask your question I'm sure some of the smarter people in here can help figure it out.
Do you guys know a way to make the ui always stay on even when the player opens the inventory etc?
still no luck, text alignment seems broken
Hey Koalacan't, do you know how json ui works?
no
Which part of the hud are you trying to change
Do you simply want it to show up or be interactable?
Just to show up
give me a few minutes and let me test it
Can i dm you the ui?
no no
Oh oki, but know it has to stay active even when inventory is open etc :>
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
Oh i see
They don't seem to overlay it's 1 or the other sadly.
So this is out of my skill set, sorry
Ow its okay ;-;
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.
hud screen title element
hud screen title element
Still waiting for someone who knows how json ui works ;-;
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".
Do you want it right or left?
What would happen if 2 packs had the same global variable with a different value?
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.
I'm thinking of a way to make custom container addons compatible with each other. There has to be a way.
Do you know how json ui works?
Barely. I only know a few things about chest_screens after reading through #1158543368415092757
Oh i see, so you don't know how ui works?
I'm desperate searching for someone to help me with it to the point i'm offering a free drawing in return lol
{
"test_element": {
"$myvar": "a",
"controls": [{
"another_test_element": {
"$myvar": "b"
}
}]
}
}
What is $myvar when the ui is active?
Here is how I did mine. Does text_alignment not work for you here?
"title_frame": {
"type": "panel",
"size": [
100,
220
],
"controls": [
{
"title_background": {
"type": "image",
"size": [
"200%",
"350%"
],
"texture": "textures/ui/sim_hud_right",
"offset": [
-35,
-35
]
}
},
{
"title": {
"type": "label",
"anchor_from": "top_right",
"anchor_to": "top_right",
"color": "$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
]
}
}```
oh apparently "a"
Can you not set a variable twice? nvm you can
I'm just being stupid
It's this one
oh wow this is amazing
It's my proof of concept for each of the 5-6 main command based huds you can do.
damn
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.
If you multiply a non-numeric string by 0, what would happen?
why am I even asking this here
I literally have minecraft open
You can check out the process on this here https://discord.com/channels/523663022053392405/1186569273125122119
I wish I could help. I haven't gotten that far
oh nevermind found it
you add an empty string to whatever value you want to convert
so something like "'' + $value"
well idk what you did here, but whatever it is completely destroys the entire hud. I can't even click on the close button in the corner
tab out of the game, or open up a menu
lolol, try just adding
"text_alignment": "right"
I've already tested that stuff
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?
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 %
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
So the allignment is which was the text overflow, which edge it pushes against. If it's centered you can see that happen as any direct you overflow it will just center.
what is attack_level? I was editing hud_title_text
my element
is it also in the vertical stack panel?
it's by itself
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?
It should be aligning the text. What do you mean?
This is the only definition of text alignment
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
I could just not use anchors at all so it defaults to center
then offset to the right location
If what I'm seeing is right, your text alignment isn't actually working here
What about putting in a frame. I think the text alignment need to align against something. You have nothing to align to.
It's inheriting from the top_right anchor
and aligning to the right
If you changed that to "left" would it work?
yep, it's not working for you either then
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": "$show_shadow",
"offset": [
0,
6
],
"bindings": [
{
"binding_name": "#hud_title_text_string",
"binding_name_override": "#text",
"binding_type": "global"
}
],
"size": [
100,
100
]
}
}
]
}
}```
Darn, can't get rid of the anchor. if I do that and the screen size changes it doesn't stay where it's supposed to
Could an offset % work for the screen sizes?
text_alignmnt is in the vanilla code, why is it there if it doesnt' do anything?
So same thing for the boss name, I can move it easily with anchor but text_alignment doesn't do anything.
"controls": [
{
"boss_name": {
"type": "label",
"color": "$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"
}
]
}
}
]
}```
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
},
Where should I look for it?
From my verified source, "text_alignment" requires the label to have "size" otherwise the size of the label will always be the size of the text and cannot be aligned since they are the same size
explains my headache.
Great job tracking it down
It's great you know 1
"text_alignment" property requires a fixed sizes and not dynamic, which by default. size default are "100%c".
Does anyone know how I could have the action bar positioned just below the emote, chat and settings button?
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
Looks like inventory ui animation is centered on entities local cords not world. So as you move away the animation breaks.
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
yeah I realised
is it not possible to have chest ui server guis like java
Yes but this has nothing to do with json ui unless you wanna change another ui to look like the already existent chest ui
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
},
Please
Is it possible to add a player list or leaderboard to a json ui?
is this a chromebook
Yep it is
Is it the highlighted text?
I wanna move the action bar upwards
How to change the font_scale_factor value according to the player's screen size
Is there any guide on how to create a custom inventory? by type of removing and adding slats and not just textures
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.
not possible unfortunately, json-ui can't detect screen resolutions.
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.
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.
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
OK thanks I'll give it a try
but can you condition it with tags, scores, etc.?
say what you need help with, not "help me"
Thanks for this
took me about 3 hrs to actual get the offs right but I finally did
oh idk then
#1067535382285135923
- #1067535382285135923
- No screenshots, send code
that does not looks like Json-UI
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
is there any way to reload ui quickly? ideally without leaving the world
nope
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
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
How do I hide the shape of hearts? I want their shape not to appear
How change coordinates panel position
How do I make the inventory icon invisible?
What medium did you use to create it?
Is it possible to add new control buttons in minecraft?
like new key binds?
should be interesting, might be possible on mobile. but i think keyboard binds are limited for windows 10
it's sad
i know i would really love to assign unused buttons on my keyboard to some script functions, i wish that was possible
I'm building a car, but the control is only available through slots
video
im not ok with clicking a russian link lol
Anyone here accept comissions?
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
🙏
Hello! currently starting to learn JSON-UI and came across this