#JSON-UI General
1 messages · Page 19 of 1
i see nothing
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
is there a way to get a label to show a float value from a property?
i really need to know if this is possible 🥲
can we add new inventory slots?
Make a thread about it.
because it's supposed to loop until the text becomes empty
what is the function of + 1 for?
nothing, I just add it there to make someones game lag
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
you just reinvented memory leaks.
I'd love to know if it is possible (for the player)
Is there a way to set a toggle to off if another is clicked?
definition of radio buttons
lol
ah my bad
And how its work ? @broken trail
Because at least i can remember radio toggle doesnt work
set a toggle name
and a toggle forced index
Yeah I already do that but nothing work that why I ask again how ? 🙂
i put $toggle_group_forced_index:0 and $toggle_group_forced_index:1 in my 2 toggle component.
Ive this and this isn't good because we cant click again without put off the others toggle
And this is my code for one toggle:
{
"[email protected]_toggle":{
"$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",
"$toggle_view_binding_name":"all",
"anchor_from":"top_left",
"anchor_to":"top_left",
"size":[
50,
12
]
}
},```
And for second toggle. As u can see when i click on one toggle he still pressed. how can i remove pressed state if i pressed another one ?
toggle_name must be unique for all radio toggles collection
then for each toggle element you have to add different element view_binding_name and index toggle_group_forced_index
also set toggle_group_default_selected to 0 or something else, name is self explanatory
Im fuking dumb or what ? 😭😭
Nothing work today
not really, I have mine all same and it works
If the toggle group has the same forced_index, will the state coincide?
"profile@temp_button_lib.nav_top_toggle": {
"size": ["100%c", "100%"],
"$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"
}
]
},
eh, honestly. that's unneeded.
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
So what I have to do ?
if you select 1 radio toggle, you cannot deselect this 1 toggle, you can only select rest or them let's say 2
not sure what do you mean but this is how radio buttons are working isnt it?
well that's the definition of radio buttons?
you can't deselect toggle 1 if you're already selected or toggled it. thats how radio button works.
well thats what I tried to say
here, you may not understood it correctly or I may wrote it wrong 👍
well again. that's how radio button works in general - you select something and all of toggles that has the same toggle name following suit. so, one toggle goes on and others goes off.
by what i mean, a different toggle name for each individual toggles does not follow suit with radio buttons, so therefore. it's not gonna do anything besides being stuck.
tl;dr - basically every radio buttons probably gonna be stuck enabled and won't function as you would've expected.
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
if you won't do this then this may happen
well that's what i said. perhaps if there's any misunderstanding then my bad i suppose.
well, nvm either you and I know how it works, I hope someone who reads this will find help
What is the difference between Radio Toggle, I think it's the same as a toggle group, if one is selected then the other will not be selected, or you can choose more than one,
which is obviously the layout is like this, especially on the toggle state screen settings directly fed to the hardcoded binding name
I see no difference, this is the same principle on CSS. Grouped toggles is the same as radio(s).
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
no
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
localize: true?
localized is set to true in default, but it still didn't work.
/:
Just a question, is it possible to put the icon of the item in the server form without specifying the texture path?
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?
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
i mean i will get the id of the entity using form button... but yeah i figured it out
also, i tried it, it can only have live render
you can't have multple live render 😦
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"
}
]
},
But if it is written like this it can work
Turns out translations aren't allowed everywhere, meaning it will only work once you pass it directly to the text property.
I could separate the month in a different label but I don't think I should worry about that for now.
Yes it can be done, by separating the month labels, and combining the day and year with the stack panel, just use the language provided in HBUI instead of recreating it in all languages
where is that?
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

this is certified json-ui and script-api moment
yes and i still fricking hate working with json ui
pls add pudding
having no padding kills me 🫠
pretty cool tho
corrected the padding now. moreoever, the intent was to compress everything together and make the overall UI small because its always on the HUD
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
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
You thought of it too, that's really nice :o
How do I make the menu cover the entire screen whether on mobile or Windows?
Size ["100%","100%"]
- he should add ninesliced if it's an image
Will that make it full screen?
Yes
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"
}
}
}
]
},```
ah yes, gotta love the stolen UI there
how do i make my glyphs output smaller? they're really large since each one is 64x64
dont make them larger then
in other words, is there not a way to do so?
yes
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?
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🗿
idk
@cyan sparrow
??
why did you answer then 💀
idk
make the size of the label bigger
can i do somthing like this?
you cant make it like that or else it will malform
Is it possible to make a gradient effect to the color?
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
nope
yes
no
it’s possible but we both know they want it with forms which isn’t possible
well its possible by using forms, not sure about npc screen
wym it’s not possible with forms
it has to be a modal form or action
so if it was action only the buttons would communicate with the scripts
nahh only by modal form
action one is simply not possible to use with sliders dropdowns etc
it depends on how buttons on left are working
I have done much more complex things with forms, only action ones but this example seems really easy tho
:DD
what the best way to pass data from behavior pack to json ui?
actionbar?
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.
i made it in another map and when i put it in final map it happened, why? and how can i fix this?
thanks
outside of depending on hud element there is no direct way of doing that right?
If you can load custom name or any string on outside screen, then yeah you can do that. although not realtime.
i.e — Chest screen, Horse/Donkey screen, Server form screen, NPC screen etc.
cool
thanks again
Also note that — you can't transfer hud title or actionbar stuff to other screens.
can i make hud element stay on screen after action bar disappear?
but you can do it like that tho
You can force custom form in simple form 🙂
But you have to hardcode and use software like pmmp to read and write the packets
not worth
Yeah true but but that's what he asks
BDS, yeah
is it possible to localize bindings source property names?
for instance, if my game is in spanish, certain bindings do not apply because the binding is only detecting the english term
main language of bindings are english
oh so it shouldn’t matter what language i have on?
yes
It would be stupid if it worked that way, imagine you download a spanish addon, then you would have to update thr words to match your language
i want to display ui element if the action bar include "test" text
can anyone give me example of this?
no
found it in he wiki anyway
Can anyone recommend me a good pixel Editor for Android
Dont recommend pixel studio
@undone marsh bro do you know where i can find images for panoramas?
Tumblr maybe
Only static ones tho
specify?
Some may be copyrighted so you need to ask the owners for permission
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
theres so many zoophile pics wtf 💀 😭
Libersprite or Pixly.
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.
Can't do it with json ui
#1067869318383157430 is the right place to ask
It doesn't work tho when i have it in a different language
how to set binding for hover text
😭 i asked in script api and they said go to json ui
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
Pixly doesn't work for because it was made for an older device and libersprite isn't showing up on Google Play Store, can I get a link pls??
ports isnt allowed from playstore ig, you can probably check their github if there is one
It is with json ui
Pixly is on my github (Archived) and still actually usable even with android 13+.
Libersprite is obviously not in the playstore due to being a port (although they can release as standalone app to playstore, but that's extremely early access or more likely the first version). so, you can only grab it through their github.
someone can teach me the basic of json ui?
I downloaded pixly but I hate the font & can u give me a tutorial on how to download libersprite?
how to rotate this live_player_renderer
lol is that what they call backwards compatible
what did you even do lmao
how do you even rotate live player
I don't know, that's why I asked
Does anyone know what texture is that??
background_panel?
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
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
.
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
Apprend moi pitié
is there a health amount binding?
no
why
because it uses renderer which means its hard to replicate with bindings
tell minecraft to stop being stupid and add a health binding
Mojang already stopped updating JSON ui right?
Like a really long time.
So I doubt that they would add what you want.
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
Still, there's a low chance they would update JSON ui to be good or easy to understand.
Tbh I don't know if I should be happy, sad or mixed
Cause look at the current ore ui, it has some bugs and some of it are unfinished.
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.
Thank you so much 😄
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.
Scrolling with buttons😳
neat
is it possible to rotate images via json ui?
No.
player.json -> player renderer = yes
native JSON UI = no
any image editors -> rotate it -> save -> apply to json-ui = profit
best solution
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
]
}
}
]
}
]
}
}```
I mean if I add that in my ui, then edit player.json I could show an image to my screen... That's what I meant, I know it shows live player
well you asked.
Thats bullshit, not JSON-UI. Basically it shows a cube or anything then add texture to it bla bla (q.is_in_ui)
Yeah I know............
I was just confused how that ui make you able to show something on screen
wht
Nvm I look stupid here heh
- They're custom player models that can access limited molang stuff.
- To have multiple of them, you might aswell need
clips_childrenproperty to enable clipping. which, any elements that goes outbound, from parent size should be cut off. + will need to manually adjust yourself withoffsetproperty incase the thing you wanted to display isn't there. - 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.
Oh thanks...
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.
Yeah if you're swimming or riding it vreaks
Aww ):
help, I used the collection panel to create a factory, but when the factory is created continuously, the content ends up piling up
use "max_children_size": 1
okay, thank you, I just found out there is a property like that
emm error?, I put max_children_size in the collection panel, is it wrong?
you put it on factory
ohh oke
Also where do you code i like the style
works, thanks
acode
theme?
with plugins
alright thanks
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"
}
]
}
}
]
}
}
]
}
}```
because chat message includes player name so its like (Player) test
just correct me guys, i suck at this lmao
so what do i do?
tellraw?
yes
nice, thanks
thank you it works lmao....
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
you are removing the child element of the panel. Remove the panel directly
what's the name of the panel that I need to removed? mybad if i look stupid here
bro why are downing your self, its not that deep. Btw its the chat_grid_item
cause i really look stupid here lol. imma try it wait
"Remember, even the tallest mountains were shaped by the smallest stones"
it didn't work, I edited this but yeah...
wrong file lol
lmao, I can only hide it on screen but not inside chat screen.
thats different screen
need to edit the chat_screen.json?
yeah
this? messages_text
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"
}
]
}```
yeah
you should probably put the binding on the parent of that element
search chat.messages_text
"$tts_label_panel": "chat.messages_text",
"$focus_border_visible_binding": "#host_options_menu_not_open_and_tts_enabled"
}```
hm probably not that one
thats the only one shows up
I did add binding on "messages_text" but the blank part stills shows up
no add it on the wrapper
ohh, add to this one? [email protected]_label_focus_wrapper
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.
"[email protected]_panel": {
"controls": [{ "[email protected]_text": {} }]
"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"
}
]
}```
didn't work either 😦
errors?
none at all
Hey, what does #propagateAlpha do?
if parent opacity should affect it's children
i wanna tell you something that made me looks like a dumbass.
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 🙂
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
but is ore ui ever gonna release 💀
it is
idk, feels like half life 3 will release first tbh
Anyone know a good Json UI editor?
none exist
notepad++
heyy, in the npc_interact_screen.json can I add an element that is like a button but not an actual button, i does have a hover texture and hover text....
why do people put credits and stuff on debug_screen.json
aesthetic?
mybad I misunderstood you... lmao
wym
doesnt hud_screen.json work
hud screen only shows up in game, while the debug screen shows up always no matter what
Ty
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?
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
}
}
quick question how I can open an Actionform with a button in the option menu?
Can somebody help me learn json ui? I've read all the documentation and I don't understand anything
How to remove the black background from the gamertag?
hmm good question
i can't
you can check this
Do you think it’s possible to modify these images to something personalized?
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
what are controls doing and what are they for?
oh no
for those who are still writing json-ui
lol.
Man this means hud will be unmodifiable ;-;
That would destroy tons of maps tho
Nvm
Mojang just being egoistic once again
🔥
we can't modify UI with this one 🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥
because it has built-in telemetry
never understood that term
Yoo it's the real tlgm
just open their js files, then search for "telemetry" keyword
technically it just two 🤓
i love tracking
wait so hud will be unusable??
json ui has telemetry too but its probably hidden in the native code
We are going broke with this one🔥🔥
very sad times
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.
hopefully they wont make that happen
featured servers are probably the one who gonna be impacted the most.
they do use custom UI for everything.
Yes
i think there will temporarily be some fallback thing
where it will use json ui instead of ore ui
like how the new death screen did that for a little while
Every time a new screen opens, telemetry data is sent
hopefully, though still pretty random to see that one particular screen supporting json-ui's texture and variables.
It will take them over a year to finish the HUD
i guess theyre focusing more resources on other stuff
Yeah, I guess
does the new play screen lack pagination?
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
so it does have pagination?
I answered your question by saying that it does lack pagination
sorry my mistake
Aw it's alright
can you define telemetry? i find it very confusing
Collecting a bunch of data such as metrics and events of an application
Those get sent back to Mojang
why are they kind of implying its bad? Isnt JSON UI does the same? send_telemetry is also a thing on JSON-UI
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
so that mean ore ui will replace json ui in gameplay interfaces

How do I so that the content text does not move, only the buttons when I slide
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
How to set two columns
Can anyone help me??
This is my Armor when I enchant it
that's not json ui problem
thats #1067870133328027730 problem
the buttons look oddly familiar.
is this ripped from zeqa again?
yeah i can instantly tell because of the button style
Yeah
it's literally just hue'd to blue
who is zeqa?
Pvp server
PVP Practice server.
Another day another skidded zeqa ui 🙏
Is it possible to make toggle like this in Server Form?
uhm toggle is based on true/false
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"
Maybe like modify the slider, is it possible? If no, so i have to use dropdown
personally, if im ever going to rip a UI code, im going to rip the one that looks very cool otherwise theres no point. great sprites but screw the UI layout man
bro why not radio toggles?
Honestly dont like everything on the zeqa. Looks like someone just learned coding on server form then took a job. They are very egoistic too.
how people get the ui of the zeqa pvp server? tbh idk what's zeqa until i reserached
hes in this discord 😭
doesnt even use nineslice
who are you talking about?
the person that made the ui
Minecraft saves cache when user loads ui. Then you can locate the packs in cache folder. Only for PC though
interesting...
dw half of them are encrypted😂
of course will always find a way to decrypt them cause they are down bad.
well some of them not encrypted at all
like those small servers with server resource packs
are in form radio toggles btw?
if so then use it instead what I said
oh i thought its the other way around my bad
I mean you can try to somehow link 3 buttons as radio ones and so one but I have no idea how
No one helped me there
that's still not a reason to cross post
🥲
#1067870133328027730 message
Can u help me atleast??
In the resource pack general
@mental crystal
Leaks.
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.
of whole server
:SS
yeah i saw that event unfold but didn't bother to download anything
kinda deserved, there are much egoistic people here
zeqa is probably that one server getting sold so many times
because server like this is just not worth, after some time you wont earn and then lose
selling it is actually best option
of course if you wont add nothing else
probably
and current state is adding nothing :DD
ever since there's new owner and whole team, there's literally nothing updated.
like, the Halloween map is still there to this day
haha
the new owner is in this server
Can you tell who's the owner? If you can lol
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
@/r.wraith
@mental crystal
i will apply but dont have portfolio, too lazy to make one
Cool...
the whole zeqa ui probably needs to be rewritten anyways since i still constantly getting content errors
Try join maybe you'll get a chance, also you're really good at JSON ui...
what i am saying, looks like someone just learned and write their code directly on server form
anyone give me a good pallete and i will make something out of it
that is definitely new and also freaking annoying now
it's in the current preview/beta.
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
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
im so upset that mojang decides that "hey, the way you make bindings and factories is now invalid"
maybe its just a schema error. but does it still work?
probably just the schemas then
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
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
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.
there’s tools for it either way so anyone can get an updated one at any ti@r
yeah the dev version is so useful 🥲🥲 ( i don’t have access) but you can see where the actual panels are located and everything
what are you censoring
you can't use "bindings": []? then how can i ignore bindings?
this is straight up unfair now
the only way to fix it is to completely copy the vanilla one with some binding requirements removed
it's already possible in public versions (the element path one)
i think this is the answer
i meant to type time
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 🙏🏼
yeah, already fixed it by my own using "" instead of brackets
that one java ui author gonna have a pretty good time fixing 300+ content logs errors from this lmao
okay, that acts like null rather than empty
thank go- it didn't break custom and complex binding source_property's
These things were more like hidden json-ui errors so
^
as far as i see, nothing breaks. just a new content log errors
yes, the game just ignore all those errors and work like before
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
@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 
#1243802269233971241
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
how do i remove these from the pause menu?
btw the first one is the empty scoreboard thing when a player is joining
realms stories you can just disable in the realm settings
i actually have no clue why i decided to make it a different name… i thought it would override with the flag
i’ll test in a little
im like mixed
ik dynamic ui and stack panel
but idk maths
bindings im a bitt iffy
i cant get this thing to work
mind if i shoot you a dm? im having some issues
ye but pretty busy for the next day or two. will be more available after that
Huge Discovery (I think)
I FIGURED OUT HOW TO FLIP AN IMAGE IN JSON UI
just use negative numbers in the size
i guess it sort of useful
i dont use this trick because it causes assertion errors :(
what does he mean by flip? you meant invert?
it's not rotating, more like mirroring an image along the x and/or the y Axis
We use it to track who got on and off so we still want it active just not in game
this
Hmm...
アンダーテール
what is that
デルタルーン
Is there a simple UI editor out there?
hi is there any professionals with json ui
i have an issue ill pay $5 to anyone who can fix
#1245333755552600064
afaik not
only manually
however there's a project for making json ui with php (its abandoned)
Rip
uv is the starting position on the image: uv [5, 5] will start selecting from the pixel x:5, y:5
uv size is the size of your selection: uv_size [8, 3] will extend your selection to x:13, y:8
so if i want to crop something it should like this?
uv:[0,0],
uv_size:[16,12]
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
jadi uv nya itu koordinat, kalok uv_size nya itu besar gambarnya?
uv itu start pilih ny uv_size besarny
iy
gw dah nyoba tapi tetep aja😁
masih kek gini beton nya
it still doesn't work, I've tried it and reversed the usage but it's still the same
eh dah deng
bindings nya ternyata yang halangin
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
lmao
he's using animation and animation controller with molang/condition .is_in_ui
anyone can help me with this?
https://discord.com/channels/523663022053392405/1245579591091748895
solved
..but you didnt draw the 2015 cape, it was mojang.. was it?
anyone can help me?
Nperma owns mojang
lmao
offsetnya terlalu kekanan bg UI ny
just example
sorry if I confused you
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 🙂
was it still being worked on?
if youre able to answer?
I've been working on it for the past month or two.
Bug fixes and stuff
So when u went to apply I was already back at zeqa 😉
Wait, so are you the only one who knows JSON-UI there?
ohhhh
Yes. I'm the ui dev yall keep talking about.
lol
Which ui were yall even talking about lol.
Cuz the one leaked one everyone skids is horrible
the grid one i get ton of errors
There's like 3 different uis lmao
Leaked
"Regular" which was the one before df
Then the current
Because if it's current then I stated ^
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.
just wondering, how much are you paid?
This bot was created by SmokeyStack for the purpose of making a FAQ bot for the Bedrock Add-Ons Discord Server.
To manage entries, please make a pull request on GitHub.
Yeah that info I'm gonna keep private.
nice one bud 😭
bro thought he was slick
I'm a beginner
https://github.com/GoldRush-developpement/EasyUIBuilder/wiki
Has anybody used this?
nop, but it doesn't look hard to use
there's an example in the readme
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?
How can I use hover_text?
💀
How did you get forced nbt?
its server form that looks like NPC
🥲
in 71 lines of code 🙂
💀
but why?
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"
}]
}
is it possible to call a ui from script?
server-ui
can you call a ui from for example hud_screen.json with script?
idk what to add stuff in json-ui wiki
more samples
also how do I add 2 values in root panel?
1 works but adding another would not
it confuses me how it works
what smaples
"value": [
{
"[email protected]_full_factory": {}
},
{
"[email protected]_empty_factory": {}
}
]```
the intro on json ui confuses me somehow
ahhh it was syntax... again
preserved title text
a better way
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.
it is ore ui, but for some reasons they used old vanilla button textures
yeah already know that.
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
can someone help me with my hud screen
does anyone know bindings
for json ui?
It is indeed OreUI
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
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?
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
can someone explain me the point to use '|default' at the end of a variable
example : "$hotbar_renderer_size|default": [ 20, 22 ],
basically it lets the variable changeable
think of it as const and lets in javascript
without default is a const
with default is a let
anyone know how to get the button number
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"
}
]```
can i get help here https://discord.com/channels/523663022053392405/1246938087502774443
can someone send me pack with example toggle button
like open up new screen using toggle
how difficult would it be for someone whos never worked with ui elements to add this as a ui element
just use pumpkin blur
you're looking at it
what
thats what im using now
thats what youre looking at in the picture
i just thought it was funny
i dont get your question if its already been solved by pumpkin blur
well one nothings been solved and two my question is unanswered lmao
I'd rather not have the player wear a pumpkin around
well do you have a background with json before?
if so then
u can remove model for pumpkin
by replacing it probably
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?
"fps": 1 /* 1 frame per second */
what?
thats the answer
I don't get it
I divide the frame to 1?
what?
oh wait
ahhh I see
I was slow
lmao
wait
this will be based on how many frames I have right?
its not matter how many frames, what matter is do you want it slow or fast?
I just want the animation to last for 5 seconds
then it will reset
thats the duration not fps, fps is how fast each frame goes
yeah
it will always reset
yeah
I just want it to last 5 seconds then reset
it's like gif right
I just want it to lsat 5 seconds
yea so are you still asking a question here? or are you solved?
I tried "duration":5 it didin't last 5 seconds
its probably virgin
nvm
anyways whats your code?
"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?
its because on your coolbar_animation uv property you are using coolbar_sprite_animation instead of coolbar_flipbook_animation
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
you should also put "frame_count": 1 /* How many frame is your flipbook */
cus it suppose to be "anim_type": "flip_book"
when I do flip_book the animation doesn't work
nope
"coolbar_aseprite_animation": {
"anim_type": "flip_book",
"duration": 5,
"frame_count": 7,
"initial_uv": [0, 0]
},
put "frame_step": 1
oh wait it's moving
what does frame step do?
lmao it's scrolling
this feels like particles
how do I match my frame step to the animation?
just try editing fps
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
guess what...
you can put the duration of each frame in aseprite
and it works...
bruh frame step right?
Nope
inside aseprite
lemme send the link
it works in minecraft it saves the duration on the json
bro it just means its repeating the same image in number of times, example on frame 1 you put 4 seconds duration, it will repeat the image 4 times
mine has 8 frames
I want it in 5 seconds I just put 625ms each frame
and it works lmao
Do you guys have any recommended tutorials on Json-ui?
Thanks!
no
dev build 👀
thats for dev build only isnt it?
you can do "force_texture_reload": true on a texture
if thats for dev build only u MIGHT wanna delete this 😭
tbh, textures are technically hot loaded even on stable except the UIs.
if you're using dev folders ofc.
just wondering is there is a way to render models/geometry with texture in server form ?
player or entity is alowed
player,BUT is not player who open the ui,it will show if player using cosmetic with some geometry added
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
nothing yet, the main goal is to transform screens into ore-ui.
hello! i'm trying to work with this. can anybody tell me what the value represents (as in is it rgb, hsv.. etc)
normalized
0-1
just convert rgb
r / 255
g / 255
b / 255
thanks!
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.
That's what they want you to think 😈😈😈
You can only get an outdated version
even though there's some leaks build going on and still obsolete because being old version, can't talk here anyways.
Its like 1.16 i dont think you want that 💀
There's newer ones out there
Anyways
cap!!!
It's not 💀
o 1.19
no you get on a marketplace team
then you get access to a business email and put in a request if their team is partnered
then boom
fire in china everyone gets access
Cool Website
Thanks
try to change the and to or.
? Why ping me?
nothing lol
dont block me for pinging but do you think AT ALL that a diagonal stack panel is possible?
like you have a horizontal and vertical button pattern
but diagonals
😭
supposedly a public version of the dev build is "not secure enough"
so
even though id only use it for reloading json ui..
It would be more work for them to keep the client up to date ig
i guess..
but whats a few extra hundred thousand to a multi billion dollar company
its not about money thats been clear ever since they got bought
use grids
No.
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
eh that would lag
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
use grids with specific dimension(e.g [ 4, 4 ]) then use grid_position property
that’s what i said idk we could test it it might not be laggy
@chilly yacht
no itll be laggy
well
idk
it would be laggy with collection index
can anyone help with hover text
inside your button element you need to add a hover text element using button_text
i think it’s @common.hover_text
but how can i have specific hover text for a specific button?
like for example i wanted button 1 to say 10/20 Online
ci and grid might work but personally i would rather go with manually placing stuff by myself
offset with percentage also works as well.
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yeah we were gonna try to not manually place but probably that’s the best way
PDP screen seems to be some sort of screenshotting system for realms.
or likely another screenshot system from the education edition.
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how 2 fix this
pdp screen is for performance testing afaik
can someone help me i want to create another tab in the inventory how can i do that?
fix what exactly?
the overlaping texture
i want it to be horizontal instead
where?
what did u do?
remove the background
ok
will ore ui can be modified
How?
Hello everyone, is there a way to add custom planets in the Sky just like the Sun and the Moon ?
No.
very sad times
i wish we can add custom planets in json-ui
Why is the second button being clipped?
nvm i fixed it
🥹
I understand don't worry
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?
what?
How to pass variables to child elements in controls?
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
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
idk what did you do but
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:
Sorry that should be a panel ^ haha
Wait really
But if I make it a label, the $my_title works fine
So there is no way to pass a binding to the children?
you could store the whole bindings inside the variable
e.g
"$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.
Ah that's a nice solution, thank you!
Do you have any idea why it does work when the child element is a label?
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.
Makes sense
If I go the $my_bindings route, is there a way to add additional bindings on top?
How did you do that?
I mean that's just aseprite animations
it's supported by minecraft
create a spritesheet then a json for the sprite sheet and put it in minecraft
Is there a tutorial on that?
Actually what is spritesheet
Oh wait it's just an animation...no actual function
yeah LMAO
it has a function
How is it triggering?
/title
Any other way?
What if a different add-on uses the /title command? Wouldn't it overlap?
defenitely
I'm still finding other ways to trigger it
@vital edge how did you trigger yours?
Is there a way to make this UI?
change size what?
Script UI:
How do you show more than one text, since '.body' can only be used once, without having to insert a value
use buttons, disable them and make them look like the body
What ks oreui, how will I port my already made json ui to it
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
#old-json-ui message
so?
What's the screen for the experiments screen?
thats ore ui which isnt accessible yet
Oh, I see
What am I doing wrong here? :
How can I use $actionbar_text in hud_screen.json correctly?
what happened? the new update is throwing this error
Is there a way to create a slider that changes an image's color based on the slider's value?
waiting for help
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
Yes ive had this issue aswell, it only started this update with the actionbar text factory
please ? somebody?
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
Is it possible to have a different item icon when its in your inventory and when you are holding it?
this is a good idea, i will try to make it
you need to use factories, read this category: https://wiki.bedrock.dev/json-ui/json-ui-intro.html#conditional-rendering
Thank you ! i will check it ☺️
What errors are people facing?
what
did you specify @-references
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)
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?
. (it was pinned here btw)
it doesnt explain or give example
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?
#old-json-ui message
