#JSON-UI General

1 messages · Page 19 of 1

tropic badger
#

try it

coarse torrent
#

i see nothing

whole jasper
#

Yes, it's very bad, just a few updates to the screen can affect the value, unclear bindings, which should not be made what else to use

#

none

coarse torrent
#

is there a way to get a label to show a float value from a property?

small vessel
#

i really need to know if this is possible 🥲

hexed yacht
#

can we add new inventory slots?

cosmic oxide
tropic badger
whole jasper
tropic badger
whole jasper
#

make a loop binding even if * 0, for a few minutes there will be no effect, but if you leave it for a few hours it will make the game very laggy

hexed briar
#

you just reinvented memory leaks.

cunning bridge
#

yes

#

but how?

hexed yacht
graceful lantern
#

Is there a way to set a toggle to off if another is clicked?

broken trail
#

lol

graceful lantern
#

ah my bad

#

And how its work ? @broken trail

#

Because at least i can remember radio toggle doesnt work

coarse torrent
#

set a toggle name
and a toggle forced index

graceful lantern
coarse torrent
#

Send code

#

You saying "not work" doesn't tell me anything

graceful lantern
graceful lantern
#

And this is my code for one toggle:

          {
                    "[email protected]_toggle":{
                       "$toggle_name":"toggle_2",
                       "$button_text":"§lMONTHS",
                       "$toggle_view_binding_name":"months",
                       "anchor_from":"top_left",
                       "anchor_to":"top_left",
                       "size":[
                          50,
                          12
                       ]

                    }
                 },```
#

So my question is: Ive to create collection of toggle with group and radio or there is a simple way ?

#
           {
                    "[email protected]_toggle":{
                       "$toggle_name":"toggle_4",
                       "$button_text":"§lALL",
                       "$toggle_view_binding_name":"all",
                       "anchor_from":"top_left",
                       "anchor_to":"top_left",
                       "size":[
                          50,
                          12
                       ]
                    }
                 },```
And for second toggle. As u can see when i click on one toggle he still pressed. how can i remove pressed state if i pressed another one ?
broken trail
#

toggle_name must be unique for all radio toggles collection

#

then for each toggle element you have to add different element view_binding_name and index toggle_group_forced_index

#

also set toggle_group_default_selected to 0 or something else, name is self explanatory

graceful lantern
#

Im fuking dumb or what ? 😭😭

graceful lantern
#

Nothing work today

tropic badger
whole jasper
#

If the toggle group has the same forced_index, will the state coincide?

  "profile@temp_button_lib.nav_top_toggle": {
    "size": ["100%c", "100%"],
    "$pressable_size": ["100%c", "100%"],
    "$content_size": ["100%c + 8px", "100%-4px"],
    "$content_panel": "start_top.profile_content",

    "$toggle_group_forced_index": 1,
    "$toggle_name": "profile-toggle",
    "$toggle_binding_type": "global",
    "$pressed_binding_name": "profile_toggle_open",
    "$secondary_select": "button.profile_in",
    "bindings": [
      {
        "binding_type": "view",
        "source_control_name": "profile_toggle_open",
        "source_property_name": "(not #toggle_state)",
        "target_property_name": "#visible"
      }
    ]
  },

  "profile_close@profile": {
    "$toggle_name": "profile-toggle",
    "$toggle_group_forced_index": 0,
    "$radio_toggle_group": true,
    "$pressed_binding_name": "profile_toggle_close",
    "$secondary_select": "button.profile_close",
    "bindings": [
      {
        "binding_type": "view",
        "source_control_name": "profile_toggle_open",
        "source_property_name": "#toggle_state",
        "target_property_name": "#visible"
      }
    ]
  },

  "close_section@temp_button_lib.toggle_base": {
    "layer": -4,
    "size": ["200%", "200%"],
    "$sound_name": "button.none",
    "$toggle_group_forced_index": 0,
    "$radio_toggle_group": true,
    "$toggle_name": "profile-toggle",
    "$global_trigger": "button.menu_cancel",
    "$secondary_select": "button.profile_close",
    "controls": [
      {
        "bg_field@bg_art.solid_color_renderer": {
          "size": ["100%", "100%"],
          "$color": [0.0, 0.0, 0.0, 0.25]
        }
      }
    ],
    "bindings": [
      {
        "binding_type": "view",
        "source_control_name": "profile_toggle_open",
        "source_property_name": "#toggle_state",
        "target_property_name": "#visible"
      }
    ]
  },
hexed briar
#

although instead, it is quite the opposite. otherwise the toggle wouldn't work that well with ratio.

#

aka toggling one and that same toggle are permanently stuck

graceful lantern
broken trail
#

not sure what do you mean but this is how radio buttons are working isnt it?

hexed briar
#

you can't deselect toggle 1 if you're already selected or toggled it. thats how radio button works.

broken trail
#

bro

broken trail
broken trail
hexed briar
#

tl;dr - basically every radio buttons probably gonna be stuck enabled and won't function as you would've expected.

broken trail
#

yes, as I said for collection of e.g. 3 radio buttons you need to add unique toggle_name for them all, so toggle_name: my_buttons_wow, should be added for all of these buttons

broken trail
hexed briar
broken trail
#

well, nvm either you and I know how it works, I hope someone who reads this will find help

whole jasper
tropic badger
red wagon
#

Is it possible to render an entity in ui elements without spawning it? In my case i want to render an attachable (item) with a specific animation as a "loading" 3d model

tropic badger
#

How do I translate things in property bag?

    "property_bag": {
      "#century": "20",
      "#month_1": "lastPlayedDate.jan", "#month_2": "lastPlayedDate.feb", 
      "#month_3": "lastPlayedDate.mar", "#month_4": "lastPlayedDate.apr",
      "#month_5": "lastPlayedDate.may", "#month_6": "lastPlayedDate.jun",
      "#month_7": "lastPlayedDate.jul", "month_8": "lastPlayedDate.aug", 
      "#month_9": "lastPlayedDate.sep", "#month_10": "lastPlayedDate.oct", 
      "#month_11": "lastPlayedDate.nov", "#month_12": "lastPlayedDate.dec"
    },
#

it just returns the key itself

mortal monolith
#

localize: true?

tropic badger
mortal monolith
#

/:

mental crystal
#

Just a question, is it possible to put the icon of the item in the server form without specifying the texture path?

mental crystal
#

Hey @coarse torrent, I have a question. I want to ensure that the player remains visible as long as their ID is included. If the ID isn't included, I can handle it using form buttons, right? Also, I'm curious, does it support multiple live renders per form, or just one?

coarse torrent
#

You mean if the title doesn't have the ID, you get from buttons? Yeah with some logic.
Also i see why not multiple renders wouldn't work,although i didn't test that

mental crystal
mental crystal
mental crystal
whole jasper
# tropic badger How do I translate things in property bag? ```json "property_bag": { ...

nothing, I have made a similar one and it didn't work in translation

  "local_world_date": {
    "text": "#f",
    "property_bag": {"#month_short_1": "Jan","#month_short_2": "Feb","#month_short_3": "Mar","#month_short_4": "Apr","#month_short_5": "May","#month_short_6": "Jun","#month_short_7": "Jul","#month_short_8": "Aug","#month_short_9": "Sep","#month_short_10": "Oct","#month_short_11": "Nov","#month_short_12": "Dec"},
    "bindings": [
      {
        "binding_name": "#local_world_date",
        "binding_type": "collection",
        "binding_collection_name": "local_worlds"
      },
      {
        "binding_type": "view",
        "source_property_name": "(':'+#local_world_date)",
        "target_property_name": "#rawDate"
      },
      {
        "binding_type": "view",
        "source_property_name": "(#rawDate - ('%.4s' * #rawDate))",
        "target_property_name": "#date"
      },
      {
        "binding_type": "view",
        "source_property_name": "(#rawDate - ':')",
        "target_property_name": "#month"
      },
      {
        "binding_type": "view",
        "source_property_name": "(#rawDate - ('%.7s' * #rawDate))",
        "target_property_name": "#year"
      },
      {
        "binding_type": "view",
        "source_property_name": "('#month_short_' + #month)",
        "target_property_name": "#months_short"
      },
      {
        "binding_type": "view",
        "source_property_name": "('§z' + #date + ' ' + #months_short + ' 20' + #year)",
        "target_property_name": "#f"
      }
    ]
  },
whole jasper
tropic badger
whole jasper
whole jasper
#
hbui.Timeline.and=%1$s and %2$s
hbui.Timeline.date=Date
hbui.Timeline.day0=Sunday
hbui.Timeline.day1=Monday
hbui.Timeline.day2=Tuesday
hbui.Timeline.day3=Wednesday
hbui.Timeline.day4=Thursday
hbui.Timeline.day5=Friday
hbui.Timeline.day6=Saturday
hbui.Timeline.dayAndDate=%1$s %2$s
hbui.Timeline.dayOfTheWeek=Day of the week
hbui.Timeline.dayShort0=Sun
hbui.Timeline.dayShort1=Mon
hbui.Timeline.dayShort2=Tue
hbui.Timeline.dayShort3=Wed
hbui.Timeline.dayShort4=Thu
hbui.Timeline.dayShort5=Fri
hbui.Timeline.dayShort6=Sat
hbui.Timeline.didNotPlay=%1$s did not play %2$s
hbui.Timeline.enumeration=%1$s of %2$s
hbui.Timeline.fromTo=Between %1$s and %2$s
hbui.Timeline.month00=January
hbui.Timeline.month01=February
hbui.Timeline.month02=March
hbui.Timeline.month03=April
hbui.Timeline.month04=May
hbui.Timeline.month05=June
hbui.Timeline.month06=July
hbui.Timeline.month07=August
hbui.Timeline.month08=September
hbui.Timeline.month09=October
hbui.Timeline.month10=November
hbui.Timeline.month11=December
hbui.Timeline.monthAndTheYear=Month and the year
hbui.Timeline.monthShort00=Jan
hbui.Timeline.monthShort01=Feb
hbui.Timeline.monthShort02=Mar
hbui.Timeline.monthShort03=Apr
hbui.Timeline.monthShort04=May
hbui.Timeline.monthShort05=Jun
hbui.Timeline.monthShort06=Jul
hbui.Timeline.monthShort07=Aug
hbui.Timeline.monthShort08=Sep
hbui.Timeline.monthShort09=Oct
hbui.Timeline.monthShort10=Nov
hbui.Timeline.monthShort11=Dec
hbui.Timeline.monthYear=%1$s %2$s
hbui.Timeline.onDayOfMonthYear=on %1$s %2$s of %3$s
hbui.Timeline.played=%1$s played %2$s %3$s
hbui.Timeline.timeblock=Time block
hbui.Timeline.timeblocks=Time blocks
hbui.Timeline.timeFormat=%1$s %2$s
hbui.Timeline.timeline=Timeline
vital edge
hexed briar
#

this is certified json-ui and script-api moment

vital edge
#

yes and i still fricking hate working with json ui

tropic badger
rocky quail
#

pretty cool tho

vital edge
#

corrected the padding now. moreoever, the intent was to compress everything together and make the overall UI small because its always on the HUD

rocky quail
#

That's very nice

#

it even shows what the animal consumes

#

question though, is the mob effects toggle-able

#

since if the mob have multiple effects, it might make the indicator obstructive

vital edge
#

thats a great question actually. because there could be a lot of mob effects and would hinder the player. so that's why i've also made them collapse into a horizontal grid and minimize the effects shown :D

rocky quail
#

You thought of it too, that's really nice :o

bronze plover
#

How do I make the menu cover the entire screen whether on mobile or Windows?

mental crystal
bronze plover
#

Will that make it full screen?

mental crystal
bronze plover
#

Not on full screen

mental crystal
#

Add this

    "type": "panel",
    "size": ["100%", "100%"],
    "controls": [
        {
          "server_form_factory": {
              "type": "factory",
              "control_ids": {
              "long_form": "@server_form.long_form",
              "custom_form": "@server_form.custom_form"
          }
        }
      }
    ]
  },```
hexed briar
ionic vapor
#

how do i make my glyphs output smaller? they're really large since each one is 64x64

ionic vapor
#

in other words, is there not a way to do so?

tropic badger
ionic vapor
#

how could i use a prefix in text, in let's say a server form title to use that for bindings? for instance, if the title starts with §f, it activates a certain set of ui elements

#

what would i put in source_property_name for that?

fathom mica
#

I'm confused, why the size is not normal, because even though the distance between the bottom middle and top of the hotbar is only around 70-80, I had to make it like this🗿

tropic badger
#

idk

meager cape
#

@cyan sparrow

cyan sparrow
tropic tangle
tropic badger
#

idk

vital edge
#

make the size of the label bigger

fierce fossil
#

can i do somthing like this?

tropic badger
dusk drift
#

Is it possible to make a gradient effect to the color?

small vessel
#

How do I put a specific texture on the button according to its name?

#

If anyone has a template or a wiki to help me I would be grateful

chilly yacht
broken trail
chilly yacht
#

it’s possible but we both know they want it with forms which isn’t possible

broken trail
#

well its possible by using forms, not sure about npc screen

chilly yacht
#

it has to be a modal form or action

#

so if it was action only the buttons would communicate with the scripts

broken trail
#

nahh only by modal form

#

action one is simply not possible to use with sliders dropdowns etc

broken trail
#

I have done much more complex things with forms, only action ones but this example seems really easy tho

#

:DD

oak verge
#

what the best way to pass data from behavior pack to json ui?
actionbar?

hexed briar
#

depends.

#

actionbar and title should be the same, easy to pass some data.

#

subtitle are not optional because title are required, so. it kinda useless in long term.

#

scoreboard is a thing, although really complex and limited.

#

chat is optional for notification/custom subtitle due to being generated chat messages

#

Bossbar is, optional?????? idk who would use that

#

Jukebox message is also a thing but better suit for custom server oriented.

ember schooner
#

i made it in another map and when i put it in final map it happened, why? and how can i fix this?

oak verge
hexed briar
#

i.e — Chest screen, Horse/Donkey screen, Server form screen, NPC screen etc.

hexed briar
#

Also note that — you can't transfer hud title or actionbar stuff to other screens.

oak verge
vital edge
graceful lantern
broken trail
#

not worth

graceful lantern
#

Yeah true but but that's what he asks

tropic badger
ionic vapor
#

is it possible to localize bindings source property names?

ionic vapor
#

for instance, if my game is in spanish, certain bindings do not apply because the binding is only detecting the english term

tropic badger
ionic vapor
#

oh so it shouldn’t matter what language i have on?

tropic badger
#

yes

coarse torrent
oak verge
#

i want to display ui element if the action bar include "test" text
can anyone give me example of this?

tropic badger
#

no

oak verge
#

found it in he wiki anyway

vocal urchin
#

Can anyone recommend me a good pixel Editor for Android

#

Dont recommend pixel studio

tropic badger
#

@undone marsh bro do you know where i can find images for panoramas?

undone marsh
#

Only static ones tho

tropic badger
undone marsh
#

Some may be copyrighted so you need to ask the owners for permission

pulsar hornet
#

does someone know how to make an image appear when you are wearing an item? i want t get a green screen when im wearing night visor

tropic tangle
hexed briar
#

Libersprite is literally aseprite, but somehow got ported into a phone.

#

Pixly is, probably the closest aseprite on a phone as they contains nearly everything aseprite has. a pixel based UI, really performance friendly, supports ase color palette, etc. although it haven't been updated since 2019 and playstore would likely won't allow people downloading it.

undone marsh
#

#1067869318383157430 is the right place to ask

ionic vapor
simple crystal
#

how to set binding for hover text

pulsar hornet
small vessel
#

How do I put a specific texture on the button according to its name?
If anyone has a template or a wiki to help me I would be grateful

vocal urchin
tropic badger
jolly rock
hexed briar
tough wharf
#

someone can teach me the basic of json ui?

vocal urchin
gaunt apex
#

how to rotate this live_player_renderer

vital edge
#

lol is that what they call backwards compatible

hexed briar
tropic badger
#

how do you even rotate live player

gaunt apex
vocal urchin
#

Does anyone know what texture is that??

mortal monolith
#

background_panel?

gaunt apex
#

how to fixed this?,
I want to cut it to 12x17 so that the front banner can be seen,

image": {
"type": "image",

                                        "size": [32, 32],

                                        "texture": "#capeTexture",
                                        "bindings": "$texture_bindings",
                                        "layer": 3,
                                        "offset": [1, 1]
                                    }

"$texture_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 (('%.14s' * #form_button_texture) = 'textures/capes'))",
"target_property_name": "#capeTexture"
},
{
"binding_type": "view",
"source_property_name": "(not ((#texture = '') or (#texture = 'loading')))",
"target_property_name": "#visible"
}
],

#

base size 64x32

mental crystal
#

Question: ¿Guys is it possible in server form or npc interact screen where if I click one of those hardcoded buttons IDs (Esc), it would click a specific button without me actually clicking it?

NVM, it's fixed

small vessel
#

How do I put a specific texture on the button according to its name?
If anyone has a template or a wiki to help me I would be grateful

uneven sedge
#

Apprend moi pitié

chilly yacht
#

is there a health amount binding?

tropic badger
#

no

chilly yacht
tropic badger
chilly yacht
mental crystal
#

Like a really long time.

#

So I doubt that they would add what you want.

chilly yacht
#

no

#

well kinda

#

they just added the submit button change

#

which used json ui

#
  • when ore UI comes out itll be very limited
#

and itll probably take a long time to implement every feature

mental crystal
chilly yacht
#

ik

#

its ab to be deprecated when ore UI comes out

mental crystal
chilly yacht
#

🤷‍♀️

#

not too sure

#

either

mental crystal
#

Also remembered someone said that the bigger your screen is the the bigger ui element become, not like JSON ui the bigger the screen, the smaller ui element become.....

#

But I'm not sure.

vocal urchin
mental crystal
#

Guys quick help. In crafting table ui, how do I remove that element I encircled red and the crafting ui will be defaultly set on the blue circle.

tropic badger
chilly yacht
hexed yacht
#

is it possible to rotate images via json ui?

vital edge
#

player.json -> player renderer = yes
native JSON UI = no

hexed briar
#

any image editors -> rotate it -> save -> apply to json-ui = profit

mental crystal
#

Tbh guys this is bugging me... How this line of code make you able to show image in the hud screen?

{
  "root_panel": {
    "modifications": [
      {
        "array_name": "controls",
        "operation": "insert_front",
        "value": [
          {
            "ui": {
              "anchor_from": "center",
              "anchor_to": "center",
              "renderer": "live_player_renderer",
              "size": [
                "100%",
                "100%"
              ],
              "type": "custom",
              "offset": [
                0,
                0
              ]
            }
          }
        ]
      }
    ]
  }
}```
hexed briar
#

uh

#

i don't think it's showing images

#

but rather just live paperdoll

mental crystal
tropic badger
tropic badger
#

then

mental crystal
tropic badger
#

wht

mental crystal
#

Nvm I look stupid here heh

hexed briar
# mental crystal I was just confused how that ui make you able to show something on screen
  1. They're custom player models that can access limited molang stuff.
  2. To have multiple of them, you might aswell need clips_children property to enable clipping. which, any elements that goes outbound, from parent size should be cut off. + will need to manually adjust yourself with offset property incase the thing you wanted to display isn't there.
  3. This method of UI also does not or will not be able to interact with json-ui's variables or bindings. this basically just, molangs everywhere.
hexed briar
#

This method of UI isn't exactly recommended unless you're looking to mess the UI with molang.

#

since being model means that the animations (swimming or guliding) may break without complex stuff to counter it, aswell it's uh. not exactly performance friendly on low-end devices.

mental crystal
hexed yacht
fathom mica
fathom mica
fathom mica
tropic badger
fathom mica
#

ohh oke

tropic badger
fathom mica
fathom mica
tropic badger
fathom mica
fathom mica
tropic badger
#

alright thanks

mental crystal
#

guys why it does not hide the mssage in chat?

{
  "chat_grid_item": {
    "type": "panel",
    "layer": 1,
    "size": [ "100%-2px", "100%c" ],
    "anchor_from": "top_left",
    "anchor_to": "top_left",
    "bindings": [
      {
        "binding_name": "(not #on_new_death_screen)",
        "binding_name_override": "#visible"
      }
    ],
    "controls": [
      {
        "chat_background": {
          "type": "image",
          "texture": "textures/ui/Black",
          "alpha": 0.7,
          "size": [ "100%", "100%c" ],
          "anims": [
            "@hud.anim_chat_bg_wait"
          ],
          "controls": [
            {
              "chat_text@chat_label": {
                "anchor_from": "top_left",
                "anchor_to": "top_left",
                "offset": [ 2, 0 ],
                "bindings":[
                  {
                    "binding_name": "#chat_text",
                    "binding_name_override": "#text",
                    "binding_type": "global",
                    "binding_collection_name": "chat_text_grid",
                    "binding_condition": "once"
                  },
                  {
                    "source_property_name": "(not (#text = 'test'))",
                    "target_property_name": "#visible",
                    "binding_type": "view"
                  }
                ]
              }
            }
          ]
        }
      }
    ]
  }
}```
tropic badger
mental crystal
#

just correct me guys, i suck at this lmao

mental crystal
#

tellraw?

tropic badger
mental crystal
mental crystal
mental crystal
# tropic badger yes

azunix, is there a way to hide the space in there? it's okay if you can't it's just annoying to look at, lmao

tropic badger
mental crystal
tropic badger
mental crystal
tropic badger
mental crystal
tropic badger
#

why do you del

#

i ha ve not downl

mental crystal
mental crystal
tropic badger
mental crystal
tropic badger
tropic badger
mental crystal
tropic badger
mental crystal
# tropic badger yeah
    "type": "panel",
    "size": [ "100%", "100%c" ],
    "controls": [
      {
        "text": {
          "type": "label",
          "color": "$chat_text_color",
          "localize": false,
          "size": [ "100%", "default" ],
          "text": "#text",
          "text_tts": "#text_tts",
          "font_type": "$chat_font_type",
          "font_scale_factor": "$chat_font_scale_factor",
          "line_padding": "$chat_line_spacing"
        }
      }
    ],
    "bindings": [
      {
        "binding_name": "#chat_visible",
        "binding_name_override": "#visible"
      },
      {
        "binding_type": "view",
        "source_property_name": "(not (#text = '§h§i§d§d§e§n'))",
        "target_property_name": "#visible"
      }
    ]
  }```
tropic badger
#

search chat.messages_text

mental crystal
tropic badger
mental crystal
tropic badger
#

mb

mental crystal
tropic badger
mental crystal
mental crystal
# tropic badger yes

i did this but it doesn't remove it....

    "$tts_label_panel": "chat.messages_text",
    "$focus_border_visible_binding": "#host_options_menu_not_open_and_tts_enabled",
    "bindings": [
      {
                    "binding_name": "#chat_text",
                    "binding_name_override": "#text",
                    "binding_type": "global",
                    "binding_collection_name": "chat_text_grid",
                    "binding_condition": "once"
                  },
                  {
        "binding_type": "view",
        "source_property_name": "(not (#text = '§h§i§d§d§e§n'))",
        "target_property_name": "#visible"
      }
    ]
  }```
#

yes before i did that i remove the chat_text binding name etc.

tropic badger
mental crystal
tropic badger
mental crystal
mental crystal
tropic badger
mental crystal
#

the code you gave is working fine, but my brain does not...

#

i put the chat_screen.json to a different pack that's why it looks like it does not fuckin work 🙂

broken trail
#

uv_size

#

uv

#

@gaunt apex

#

one is responsible for imagine uv selection

#

and second for selecting some part inside of already set uv

#

just put here some values and mess a bit with it

fair galleon
chilly yacht
fair galleon
undone verge
#

Anyone know a good Json UI editor?

chilly yacht
#

none exist

night jasper
#

notepad++

mental crystal
last pollen
#

why do people put credits and stuff on debug_screen.json

mental crystal
last pollen
#

doesnt hud_screen.json work

mental crystal
last pollen
#

Ty

last pollen
#

I lost a file where I could make the original screen namespace go into my custom namespace where I would be able to start from scratch and I forgot how to do it again anyone know what im talking about?

last pollen
#

Found it this was what I was looking for
{
"pause_screen": {
"close_on_player_hurt": false,
"$screen_animations": [],
"$screen_content": "p.fullscreen",
"cache_screen": true,
"variables": [],
"button_mappings": [],
"$use_loading_bars": false
}
}

granite crane
#

quick question how I can open an Actionform with a button in the option menu?

dark flare
#

Can somebody help me learn json ui? I've read all the documentation and I don't understand anything

dusk drift
#

How to remove the black background from the gamertag?

gaunt apex
sullen halo
#

Do you think it’s possible to modify these images to something personalized?

small vessel
#

How do I put a specific texture on the button according to its name?
If anyone has a template or a wiki to help me I would be grateful

green oak
#

what are controls doing and what are they for?

warm schooner
#

oh no

coarse torrent
#

They are going to port hud to OreUI?

#

Oh no

#

No no no no wait wait wait

hexed briar
#

for those who are still writing json-ui

lol.

coarse torrent
#

Man this means hud will be unmodifiable ;-;

tropic tangle
#

That would destroy tons of maps tho

#

Nvm

#

Mojang just being egoistic once again

#

🔥

hexed briar
#

we can't modify UI with this one 🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥

opal aurora
#

because it has built-in telemetry

tropic badger
mental crystal
opal aurora
tropic badger
hexed briar
chilly yacht
warm schooner
coarse torrent
hexed briar
#

yeah, sadly that'll break alot of maps too. including the marketplace one

#

also iirc, apparently the custom UIs are allowed to marketplace. although it must be cosmetic only and can only be modified in hud (mostly) and npc screen.

vital edge
hexed briar
#

featured servers are probably the one who gonna be impacted the most.

#

they do use custom UI for everything.

warm schooner
past stirrup
#

Every time a new screen opens, telemetry data is sent

hexed briar
past stirrup
#

It will take them over a year to finish the HUD

warm schooner
#

i guess theyre focusing more resources on other stuff

past stirrup
#

Yeah, I guess

warm schooner
past stirrup
#

for worlds? It does

#

It probably would make it faster

#

Though still not sure why it's slow with a bunch of worlds, kind of weird

warm schooner
past stirrup
#

I answered your question by saying that it does lack pagination

warm schooner
#

sorry my mistake

past stirrup
#

Aw it's alright

tropic badger
past stirrup
#

Those get sent back to Mojang

tropic badger
#

why are they kind of implying its bad? Isnt JSON UI does the same? send_telemetry is also a thing on JSON-UI

past stirrup
#

No one wants a company to collect their data but tbh game data is like nothing

#

But Mojang does collect a lot of telemetry from us

#

AFAIK most of it can be used to optimise the game because they do record the performance too

green oak
bronze plover
#

How do I so that the content text does not move, only the buttons when I slide

obtuse oyster
#

hello, can someone help me how do i like put a player chunk coordinates below the player coordinates, .. using resources .json editing preferably thank you

bronze plover
#

How to set two columns

vocal urchin
#

Can anyone help me??
This is my Armor when I enchant it

mental crystal
#

thats #1067870133328027730 problem

hexed briar
#

is this ripped from zeqa again?

left yew
#

Atp zeqas the most ripped ui

hexed briar
#

yeah i can instantly tell because of the button style

left yew
#

Yeah

hexed briar
#

it's literally just hue'd to blue

mental crystal
#

who is zeqa?

left yew
#

Pvp server

hexed briar
#

PVP Practice server.

left yew
#

Another day another skidded zeqa ui 🙏

untold warren
#

Is it possible to make toggle like this in Server Form?

broken trail
#

maybe slightly edited select option? Not sure how its named

#

but something like this

#

you can add third option and make it look like this

#

oh yeah

#

"dropdown"

fervent lintel
#

😭

untold warren
vital edge
tropic badger
tropic badger
mental crystal
chilly yacht
#

doesnt even use nineslice

mental crystal
chilly yacht
tropic badger
tropic badger
mental crystal
rocky quail
#

like those small servers with server resource packs

broken trail
#

if so then use it instead what I said

tropic badger
broken trail
#

I mean you can try to somehow link 3 buttons as radio ones and so one but I have no idea how

vocal urchin
mental crystal
vocal urchin
vocal urchin
#

Can u help me atleast??

#

In the resource pack general

#

@mental crystal

hexed briar
#

Apparently Zeqa pack was actually encrypted but some staff inside decided to do some very gamer move by leaking a non-encrypted version of the pack.

#

from there it was already spread like wild fire.

#

the UI is still the same afterwards though, since that one UI dev left zeqa and ever since it hasn't been updated.

hexed briar
#

yeah i saw that event unfold but didn't bother to download anything

broken trail
#

kinda deserved, there are much egoistic people here

hexed briar
#

zeqa is probably that one server getting sold so many times

broken trail
#

because server like this is just not worth, after some time you wont earn and then lose

#

selling it is actually best option

broken trail
hexed briar
#

probably

broken trail
#

and current state is adding nothing :DD

hexed briar
#

ever since there's new owner and whole team, there's literally nothing updated.

#

like, the Halloween map is still there to this day

broken trail
#

haha

tropic badger
#

the new owner is in this server

mental crystal
hexed briar
#

if i am aware, that new owner is in this server and probably still looking for UI devs.

#

i guess that's a job for some of you i suppose

tropic badger
#

@mental crystal

#

i will apply but dont have portfolio, too lazy to make one

mental crystal
#

Cool...

hexed briar
#

the whole zeqa ui probably needs to be rewritten anyways since i still constantly getting content errors

mental crystal
tropic badger
tropic badger
#

anyone give me a good pallete and i will make something out of it

hexed briar
#

that is definitely new and also freaking annoying now

#

it's in the current preview/beta.

vital edge
#

what in the world is that

#

thats really bad

hexed briar
#

my UI just absolutely exploded with these type of errors not to mention YOU NEED TO PUT FACTORY STRING PROPERLY

#

WTFFFFFFFF

#

there's like 100+ content errors on this preview that wasn't even a thing on stable

vital edge
#

why did they just decide to update the JSON UI content log errors now

#

unless thats the next big thing coming for creators - a massive ui update

#

or probably just on a whim

hexed briar
#

im so upset that mojang decides that "hey, the way you make bindings and factories is now invalid"

vital edge
#

maybe its just a schema error. but does it still work?

hexed briar
#

i have to literally rewrite 70% of my whole UI code

#

it still works.

vital edge
#

probably just the schemas then

hexed briar
#

it's basically just bindings/factories new requirement things where im not supposed to use "" anymore

#

or idrk maybe the way i format my json

#

also bye bye stack panel factories

hexed briar
#

So, apparently you can now no longer leave bindings as an empty string no matter what.

#

variables with empty brackets for bindings just freaks out json-ui

outer bridge
#

These seem to be asserts from the NDA’d versions of the game. To me it looks like they moved assert errors from dev versions to general UI content logs, which is pretty good imo. There are lots of UI errors that are normally silent on public builds that shouldn’t be.

chilly yacht
chilly yacht
opal aurora
#

this is straight up unfair now

#

the only way to fix it is to completely copy the vanilla one with some binding requirements removed

opal aurora
opal aurora
chilly yacht
wintry hatch
#

Guys, I want to hide teacher npc gui, like this:

{ // Teacher window containing basic and advanced editing screens "teacher@npc_interact.root_panel": { "$child_control": "npc_interact.main_content", "bindings": [ { "binding_name": "#name_text" }, { "binding_name": "#student_view_visible" }, { "binding_name": "#teacher_view_visible" }, { "source_property_name": "(#teacher_view_visible and ((not (#name_text > 'Villag')) and ((not (#name_text = 'ff_hide'))) and (not (#name_text = 'ifrit')))", "target_property_name": "#visible", "binding_type": "view" } ] } },

But why, it didn't hide

#

I'm sorry, I'm not ui developer 🙏🏼

hexed briar
hexed briar
#

that one java ui author gonna have a pretty good time fixing 300+ content logs errors from this lmao

opal aurora
#

thank go- it didn't break custom and complex binding source_property's

hexed briar
#

These things were more like hidden json-ui errors so

hexed briar
#

as far as i see, nothing breaks. just a new content log errors

opal aurora
chilly yacht
#

its defaulting to the center

#

text alignment

#

doesnt even flag it

arctic wigeon
#

My dudes i am struggling and need help

#

I cant find out how to add custom form textures to my form

#

I dont want to mess with the vanilla textures

chilly yacht
#

@mystic heart have any idea why this isnt working? json "bindings": [ { "binding_name": "#chat_text", "binding_name_override": "#text", "binding_type": "collection", "binding_collection_name": "chat_text_grid", "binding_condition": "once" }, { "binding_type": "view", "source_property_name": "(not((#text - $key = #text)))", "target_property_name": "#visible" }, { "binding_name": "#chat_text", "binding_name_override": "#rank_text", "binding_type": "collection", "binding_collection_name": "chat_text_grid", "binding_condition": "once" }, { "binding_type": "view", "source_property_name": "(('%.9s' * #rank_text))", "target_property_name": "#rank_text_new" } ] its SUPPOSED to display the first 9 characters but it displays 0 bao_bee_sad

last pollen
#

#1243802269233971241

mystic heart
#

I think the chat text binding in particular is unique. You can put just #text and it will display the chat text even without including any bindings, suggested it's hardcoded in some way. I would use #text to overwrite another binding, not #chat_text

wraith bluff
chilly yacht
chilly yacht
#

i’ll test in a little

tropic badger
#

UI Classifying..

#

im currently on yellow

chilly yacht
#

ik dynamic ui and stack panel

#

but idk maths

#

bindings im a bitt iffy

#

i cant get this thing to work

chilly yacht
mystic heart
cunning bridge
#

Huge Discovery (I think)
I FIGURED OUT HOW TO FLIP AN IMAGE IN JSON UI

#

just use negative numbers in the size

hexed briar
#

i guess it sort of useful

vital edge
tropic badger
#

what does he mean by flip? you meant invert?

tropic badger
#

oh

#

rotating

#

actually cool

cunning bridge
#

it's not rotating, more like mirroring an image along the x and/or the y Axis

blissful parcel
hexed briar
#

Hmm...

vital edge
#

アンダーテール

tropic badger
#

what is that

hexed briar
#

デルタルーン

nocturne salmon
#

Is there a simple UI editor out there?

hollow thunder
#

hi is there any professionals with json ui

#

i have an issue ill pay $5 to anyone who can fix

#

#1245333755552600064

gaunt apex
still sundial
nocturne salmon
#

Rip

cunning bridge
quartz axle
#

CMIIW

#

anyone know how to make the crafting input and crafting result slot invisible but the item still can be seen?

#

make it invisible but the item display still can be seen

#

pls

gaunt apex
quartz axle
#

iy

gaunt apex
#

masih kek gini beton nya

gaunt apex
#

eh dah deng

#

bindings nya ternyata yang halangin

hexed briar
#

i honestly still don't get it

#

how did you even manage to rotate the paperdoll upside-down

#

that's like a car stuck in the top of buildings

quartz axle
gaunt apex
#

solved

vital edge
#

..but you didnt draw the 2015 cape, it was mojang.. was it?

tropic tangle
quartz axle
quartz axle
gaunt apex
#

sorry if I confused you

left yew
# tropic badger Honestly dont like everything on the zeqa. Looks like someone just learned codin...

Most of the sloppy code and textures are being optimized/fixed. Plus I did just learn json-ui when the original ui was written, and df-ui was written more towards when I left but was still early within my time doing json-ui, and no, i didn't just take the ui job, I was a moderator and designer and pitched the idea towards xoop. Which is how it was started. The leaked ui that spread like wildfire wasn't even "finished" at the time it leaked and it was even worse than the current state ui, and As for why im replying, i usually just search zeqa in this server to see if people talk about the ui, hence why i found this message 🙂

tropic badger
#

if youre able to answer?

left yew
#

Bug fixes and stuff

#

So when u went to apply I was already back at zeqa 😉

tropic badger
#

ohhhh

left yew
tropic badger
#

lol

left yew
#

Which ui were yall even talking about lol.
Cuz the one leaked one everyone skids is horrible

tropic badger
left yew
#

There's like 3 different uis lmao
Leaked
"Regular" which was the one before df
Then the current

left yew
left yew
# hexed briar ever since there's new owner and whole team, there's literally nothing updated.

Also.
The lack of updates is due to us switching from PM4 to PM5, putting work into new gamemodes for the server itself, and ofc development testing. We're wanting to make sure this new season is packed with lots of new features instead of only changing things like BP and Elo Resets. After season 8 comes out it will be more regular again. Also Season 8 was announced too early and we (at zeqa) are aware of that issue.

chilly yacht
random whaleBOT
#
Info

This bot was created by SmokeyStack for the purpose of making a FAQ bot for the Bedrock Add-Ons Discord Server.

Managing Entries

To manage entries, please make a pull request on GitHub.

Source Code
left yew
topaz stone
tropic badger
whole jasper
gilded rivet
nimble mortar
#

there's an example in the readme

gilded rivet
#

yeah....

#

man I wish minecraft's ui was as easy as roblox's

#

is it possible to have a UI aniamte based on the scoreboard?

#

or in script?

dark flare
#

How can I use hover_text?

chilly yacht
#

npc themed UI with forms

tropic badger
#

💀

fringe cloud
vital edge
#

its server form that looks like NPC

chilly yacht
chilly yacht
left yew
obsidian crest
hexed briar
tropic badger
#

someone should try this on npc

"npc_buttons_panel": {
    "type": "grid",
    
    "anchor_from": "top_left",
    "anchor_to": "top_left",
    
    "property_bag": {
       "#lol": [ 100, 100 ]
    }

    "size": [ "100%", "100%c" ],
    "grid_item_template": "npc_ui.npc_button_stack",
    "grid_dimension_binding": "#lol",
    "collection_name": "student_buttons_collection",
    "bindings": [{
      "binding_name": "#lol"
    }]
  }
chilly yacht
gilded rivet
#

is it possible to call a ui from script?

vital edge
#

server-ui

gilded rivet
#

can you call a ui from for example hud_screen.json with script?

hexed briar
#

idk what to add stuff in json-ui wiki

gilded rivet
#

also how do I add 2 values in root panel?

#

1 works but adding another would not

#

it confuses me how it works

chilly yacht
#

value should be an array of objects

#

like

#

like how controls is

hexed briar
chilly yacht
gilded rivet
gilded rivet
chilly yacht
#

a better way

hexed briar
#

this is somehow getting interesting now.

#

The new death screen (Ore-UI) somehow uses json-ui???

#

not sure why but the button border just gone with me editing some buttons stuff in json-ui

#

nevermind I've used some pvp texture packs that remove the button border texture.

opal aurora
hexed briar
#

just got abit confused since the border actually was there unmodifiable in the previous version.

#

I've tested closely again and yeah, looks like they added border texture support for that one

runic portal
#

can someone help me with my hud screen

livid fiber
#

does anyone know bindings
for json ui?

past stirrup
#

What they did is get the bindings from the JSON-UI side and created a fake JSON-UI button to probably let users know that they have a resource pack applied

gilded rivet
#

im using actionbar as a listener for a ui to pop up. how do I hide the certain text in actionbar? or are there any other methods?

gilded rivet
#

what does factory do?

    "cooldownbar_empty_factory": {
      "type": "panel",
      "factory": {
        "name": "hud_actionbar_text_factory",
        "control_ids": {
          "hud_actionbar_text": "[email protected]_empty"
        }
      }
    },

I have this but I have no idea what it does

frigid echo
#

can someone explain me the point to use '|default' at the end of a variable

#

example : "$hotbar_renderer_size|default": [ 20, 22 ],

chilly yacht
#

think of it as const and lets in javascript

#

without default is a const

#

with default is a let

simple crystal
#

anyone know how to get the button number

simple crystal
#

shouldn't this work?

                            "bindings":[
                                {
                                    "binding_name": "#form_button_text",
                                    "binding_type": "collection",
                                    "binding_collection_name": "form_buttons"
                                },
                                {
                                    "binding_type":"view",
                                    "source_property_name":"(#form_button_text = '      §bPush-back\n§8(Flintlock and SMG)')",
                                    "target_property_name":"#visible"
                                }
                            ]```
livid fiber
last pollen
#

can someone send me pack with example toggle button

#

like open up new screen using toggle

oak island
#

how difficult would it be for someone whos never worked with ui elements to add this as a ui element

oak island
tropic badger
oak island
#

thats what im using now

#

thats what youre looking at in the picture

#

i just thought it was funny

tropic badger
oak island
#

well one nothings been solved and two my question is unanswered lmao

#

I'd rather not have the player wear a pumpkin around

tropic badger
#

if so then

simple crystal
oak island
#

Custom attachable?

gilded rivet
#

like how texture pack works.

#

also does anybody know if it's possible to change the duration of a flipbook animation? like delay each frame?

tropic badger
gilded rivet
#

what?

tropic badger
#

thats the answer

gilded rivet
#

I don't get it

#

I divide the frame to 1?

#

what?

#

oh wait

#

ahhh I see

#

I was slow

#

lmao

#

wait

gilded rivet
tropic badger
gilded rivet
#

then it will reset

tropic badger
gilded rivet
#

yeah

tropic badger
gilded rivet
#

yeah

#

I just want it to last 5 seconds then reset

#

it's like gif right

#

I just want it to lsat 5 seconds

tropic badger
#

yea so are you still asking a question here? or are you solved?

gilded rivet
tropic badger
#

nvm

#

anyways whats your code?

gilded rivet
#
    "coolbar_animation": {
        "type": "image",
    "force_texture_reload": true,
    "layer": 31,
        "texture": "textures/hud/cooldownbarAnim",
    "offset": [ -85, -5 ],
    "anchor_from": "bottom_right",
    "anchor_to": "bottom_right",
    "size": [ "13%", "13%" ],
        "uv_size": [84, 8],
        "uv": "@hud.coolbar_aseprite_animation",
    "bindings": [
      {
        "binding_name": "#hud_title_text_string"
      },
      {
        "binding_type": "view",
        "source_property_name": "(#hud_title_text_string = 'test3')",
        "target_property_name": "#visible"
      }
    ]
    },

    "coolbar_aseprite_animation": {
        "anim_type": "aseprite_flip_book",
        "initial_uv": [0, 0]
    },

  "coolbar_flipbook_animation" : {
    "anim_type": "flip_book",
    "fps": 24,
    "duration": 5,
    "initial_uv": [ 0, 0 ]
  },
#

it's on coolbar_flipbook_animation

#

do I need to send the factory too?

tropic badger
gilded rivet
#

ahh I see

#

the reference I used seems wrong

#

i'ts still the same

#
    "coolbar_animation": {
        "type": "image",
    "force_texture_reload": true,
    "layer": 31,
        "texture": "textures/hud/cooldownbarAnim",
    "offset": [ -85, -5 ],
    "anchor_from": "bottom_right",
    "anchor_to": "bottom_right",
    "size": [ "13%", "13%" ],
        "uv_size": [84, 8],
        "uv": "@hud.coolbar_aseprite_animation",
    "bindings": [
      {
        "binding_name": "#hud_title_text_string"
      },
      {
        "binding_type": "view",
        "source_property_name": "(#hud_title_text_string = 'test3')",
        "target_property_name": "#visible"
      }
    ]
    },

    "coolbar_aseprite_animation": {
        "anim_type": "aseprite_flip_book",
    "duration": 5,
        "initial_uv": [0, 0]
    },
#

seems like there's no fps on aseprite_flip_book

tropic badger
gilded rivet
#

unknow property?

tropic badger
gilded rivet
#

when I do flip_book the animation doesn't work

tropic badger
#

it suppose to

#

just try it

gilded rivet
#

nope

#
    "coolbar_aseprite_animation": {
        "anim_type": "flip_book",
    "duration": 5,
    "frame_count": 7,
        "initial_uv": [0, 0]
    },
tropic badger
gilded rivet
#

oh wait it's moving

tropic badger
#

already

gilded rivet
#

it's moving slowly

#

10 seconds per frame?

tropic badger
#

higher fps

gilded rivet
#

what does frame step do?

#

lmao it's scrolling

#

this feels like particles

#

how do I match my frame step to the animation?

tropic badger
#

just try editing fps

gilded rivet
#

the frame step is almost the same as UV step...

#

how do you match it though?

#

when I was editing particles that was also my problem, the UV step on particles. All I did was trial and error until the animation is looking fine

tropic badger
#

then do the same

#

trial and error

gilded rivet
#

dude....

#

thank god snowstorm exists

gilded rivet
#

you can put the duration of each frame in aseprite

#

and it works...

tropic badger
gilded rivet
#

Nope

#

inside aseprite

#

lemme send the link

#

it works in minecraft it saves the duration on the json

tropic badger
gilded rivet
#

mine has 8 frames
I want it in 5 seconds I just put 625ms each frame

#

and it works lmao

pure thorn
#

Do you guys have any recommended tutorials on Json-ui?

pure thorn
#

Thanks!

simple crystal
#

no

tropic badger
#

dev build 👀

chilly yacht
#

not without the dev build

#

theres a keybind for it

#

"ctrl + r"

tropic badger
chilly yacht
#

yes

#

sadly

#

it also only reloads the code

#

not textures

tropic badger
chilly yacht
hexed briar
#

tbh, textures are technically hot loaded even on stable except the UIs.

#

if you're using dev folders ofc.

quartz axle
#

just wondering is there is a way to render models/geometry with texture in server form ?

quartz axle
red wagon
#

I'm trying to add a button to chat_screen but whatever I'm trying i just can't get it to modify or access the contents of the text_edit_box
I just want to append some text to the input field

tropic badger
#

nothing yet, the main goal is to transform screens into ore-ui.

cursive zenith
#

hello! i'm trying to work with this. can anybody tell me what the value represents (as in is it rgb, hsv.. etc)

tropic badger
#

0-1

#

just convert rgb

r / 255
g / 255
b / 255

cursive zenith
#

thanks!

left yew
hexed briar
#

basically — you don't.

#

or idk get a job at mojang i guess

#

literally.

#

it was an internal build of bedrock that allows you to debug the game at extreme.

#

so eh, not public and yeah you can't get it.

left yew
#

That's what they want you to think 😈😈😈

tropic tangle
#

You can only get an outdated version

hexed briar
#

even though there's some leaks build going on and still obsolete because being old version, can't talk here anyways.

tropic tangle
#

Its like 1.16 i dont think you want that 💀

left yew
#

Anyways

tropic tangle
#

cap!!!

left yew
#

It's not 💀

tropic tangle
#

o 1.19

chilly yacht
#

then you get access to a business email and put in a request if their team is partnered

#

then boom

tropic tangle
#

fire in china everyone gets access

left yew
hexed briar
#

try to change the and to or.

gilded rivet
#

I did it

mental crystal
gilded rivet
chilly yacht
#

like you have a horizontal and vertical button pattern

#

but diagonals

chilly yacht
#

supposedly a public version of the dev build is "not secure enough"

#

so

#

even though id only use it for reloading json ui..

tropic tangle
#

It would be more work for them to keep the client up to date ig

chilly yacht
#

but whats a few extra hundred thousand to a multi billion dollar company

tropic tangle
#

its not about money thats been clear ever since they got bought

hexed briar
#

logically speaking, you can go with creating individual stack panels with spacing to create "diagonal" elements.

#

if you don't mind about having too many stack elements anywhere

chilly yacht
#

eh that would lag

hexed briar
#

template + variables is there if you're aiming to use collection index type instead of dymanic.

#

other than that, nope. diagonal stack panel isn't possible

tropic badger
obsidian crest
#

@chilly yacht

chilly yacht
#

well

obsidian crest
#

idk

chilly yacht
#

it would be laggy with collection index

obsidian crest
#

collection index + grid position might work

#

welp

simple crystal
#

can anyone help with hover text

obsidian crest
#

i think it’s @common.hover_text

simple crystal
#

like for example i wanted button 1 to say 10/20 Online

hexed briar
#

offset with percentage also works as well.

pine furnace
#

One message removed from a suspended account.

obsidian crest
tropic badger
#

does anybody know where pdp screen is

#

the actual ui

#

not the file

hexed briar
#

PDP screen seems to be some sort of screenshotting system for realms.

#

or likely another screenshot system from the education edition.

pine furnace
#

One message removed from a suspended account.

#

One message removed from a suspended account.

quartz axle
#

how 2 fix this

vital edge
pulsar hornet
#

can someone help me i want to create another tab in the inventory how can i do that?

simple crystal
quartz axle
#

i want it to be horizontal instead

simple crystal
quartz axle
#

alr fix it tho

simple crystal
#

what did u do?

quartz axle
simple crystal
#

ok

sinful crypt
#

will ore ui can be modified

sinful crypt
#

yep

#

so, the answer?

nocturne salmon
warped temple
#

Hello everyone, is there a way to add custom planets in the Sky just like the Sun and the Moon ?

hexed briar
#

No.

vital edge
#

very sad times

hexed briar
#

i wish we can add custom planets in json-ui

still sundial
#

Why is the second button being clipped?

still sundial
#

nvm i fixed it

warped temple
hexed briar
#

It's a UI.

#

you can't make a literal planet in UI

warped temple
#

I understand don't worry

dawn prism
#

I have created custom particles in texture pack , but now I am wondering how can I use them in pocketmine for plugin use ??? Because in texture pack they use identifier but how can I implant them in pocketmine?

gilded rivet
turbid turtle
#

How to pass variables to child elements in controls?

vital edge
#

its automatically passed from the parent to the child and can be referenced anywhere in the child, and its children, grandchildren, and great grandchildren. like a legacy of a family, or a royalty

turbid turtle
#

That's what I thought, but it's not what I'm experiencing. In my code the variable doesn't work :(

#

Every other string works fine

#

Sorry, just realized I'm setting the $my_title in the parent as well. But here's where things get weird

hexed briar
#

idk what did you do but

turbid turtle
#

Okay so I'm getting the title, substracting the "_anim:" string from it, and saving it as $my_title

#

This text works, but only if the main element is a label for some reason!!

So this doesn't work:

hexed briar
#

yeah that's uh not gonna work.

#

you can't use binding strings inside of variable.

turbid turtle
#

Sorry that should be a panel ^ haha

#

Wait really

#

But if I make it a label, the $my_title works fine

#

So there is no way to pass a binding to the children?

hexed briar
#

you could store the whole bindings inside the variable

e.g

"$my_bindings": [
  {
     "bindings_name": "<etc>",
     ...
  }
]

"element": {
  ...
  "bindings": "$my_bindings"
}```
#

Also, highly recommend to turn on content logs on. (GUI only, file is optional if you wanna read the log as a text file). since you can sort of debug and see errors on json-ui part. though the preview/beta has more json-ui errors than the stable so, use that if you will.

turbid turtle
#

Ah that's a nice solution, thank you!
Do you have any idea why it does work when the child element is a label?

hexed briar
#

no idea, though as you saw in my screenshots, the code is really identical as yours and works as it should be.

#

since you used binding string from variable, it's probably why.

#

it's basically like putting a binding string without binding property.

turbid turtle
#

Makes sense

#

If I go the $my_bindings route, is there a way to add additional bindings on top?

nocturne salmon
gilded rivet
#

it's supported by minecraft

#

create a spritesheet then a json for the sprite sheet and put it in minecraft

nocturne salmon
#

Actually what is spritesheet

#

Oh wait it's just an animation...no actual function

gilded rivet
#

yeah LMAO

gilded rivet
nocturne salmon
#

How is it triggering?

gilded rivet
#

/title

nocturne salmon
#

Any other way?

gilded rivet
#

you can trigger ui by using ui

nocturne salmon
gilded rivet
#

I'm still finding other ways to trigger it

#

@vital edge how did you trigger yours?

short chasm
#

Is there a way to make this UI?

broken trail
#

yes

#

change size

#

done

short chasm
#

change size what?

still sundial
#

why would this error occur?

#

nvm

#

i think i know why

frosty ruin
#

Script UI:

How do you show more than one text, since '.body' can only be used once, without having to insert a value

chilly yacht
last pollen
#

What ks oreui, how will I port my already made json ui to it

wraith ruin
#

Is it possible to make a custom factory generate an element based on a condition from a binding?

#

I've recreated this menu but the animations aren't timed correctly unless I generate it through a factory

tropic badger
short chasm
wary hinge
#

What's the screen for the experiments screen?

tropic badger
wary hinge
#

Oh, I see

wraith dirge
#

What am I doing wrong here? :

#

How can I use $actionbar_text in hud_screen.json correctly?

chilly yacht
#

what happened? the new update is throwing this error

pure thorn
#

Is there a way to create a slider that changes an image's color based on the slider's value?

short chasm
west dawn
#

Hey guys,
you might have noticed that with the new version of mc some ui's started throwing errors.
If you guys find a solution to your problem then I'd be happy if we manage to make one big JSON UI update guide in #1072983602821861426 (https://discord.com/channels/523663022053392405/1250944967950733483)
So for anyone who wants to contribute feel free to do so

chilly yacht
wraith dirge
wraith bluff
#

ya'll know how I could make the server form like zoom in and out when opening and closing?

#

tried just doing it with a size animation but that obv didn't work

#

it just jitters a little bit

near cloud
#

Is it possible to have a different item icon when its in your inventory and when you are holding it?

tropic badger
tropic badger
wraith dirge
wary hinge
#

What errors are people facing?

tropic badger
#

what

opal aurora
tender canyon
#

How can I make hearts be top to bottom like when I take damage It remove the hearts the hearts bellow ? (I have 20 hearts) (and when I add hearts It add it at the bottom of the previous row of hearts)

wary hinge
#

What is the crafting table screen?

#

inventory_screen.json?

opal aurora
#

specifically "crafting_screen"

tropic badger
#

does anyone really knows what are other size flags or what its called other than %/%c

#

i mean thats a huge drawback if someone doesnt know what other else does

#

should i add the info to wiki?

hexed briar
#

. (it was pinned here btw)

tropic badger
#

it doesnt explain or give example

fervent bolt
#

If someone knows where to find the information.. please ping me... I am trying to understand the foundations of some of the enumes. IE what do they actually mean

For instance:
https://wiki.bedrock.dev/json-ui/json-ui-documentation.html#data-binding-array-object

There is Binding type and binding conditions. For instance there is no refference to what "collection_details" does... is there any suplimental documation or some sort of other place i could look. or is this all just dark magic?