#JSON-UI General
1 messages · Page 20 of 1
why not make ur own
instead of relying on the renderer
so you can change it by creating a new renderer?
alr thanks
nono
how so?
alright using controls method is quite tricky..
only technique i know of is just use content button then make this panel ur content
"panel_name": {
"type": "panel",
"controls": [
{
"label": {...} // Your text here
},
{
"hover": {
"ignored": "$default_state"
}
}
]
}
this way u can customize ur hover element, dont forget that ignore
@obsidian crest
@tropic badger is it possible to make this work? json "buttons@global_buttons.buttons": { "$color": "#color", "$button_texture": "textures/ui/White", "$show_text": false, "bindings": [ { "binding_type": "collection", "binding_collection_name": "form_buttons", "binding_name": "#form_button_text", "binding_name_override": "#text" }, { "binding_type": "view", "source_property_name": "(#text - '§0')", "target_property_name": "#color" } ] } im passing through [0.5, 0.5, 0.5] in a button but its not actually coloring it
it doesnt accept bindings anymore, only variables... sadly
so there's no longer a way to do that?
yes
ive tried that yesterday, nothing worked out.
aw man
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)
@rocky quail clickable commands that u could hook up to chat binding, i recreated ur idea with the same shenanigans
this doesnt use any #visible bindings
hearts arent editable, they are hardcoded through a renderer
Woah
I've already had that working
besides the slash part
since bindings can't put the '/' as string unless there is any character before it
Coincidentally I've been working on something similar but I've only been able to change the command or subcommand text, but not add new items/buttons - any hints? This still replaces all existing text, right?
I've moved on after getting stuck on it for a while due to crashes and invalid references
sorry for the ping but im trying something like this ```json
"button_hover_text": {
"type": "custom",
"renderer": "hover_text_renderer",
"alpha": 0,
"allow_clipping": false,
"controls": [
{
"button_text": {
"type": "label",
"text": "#form_button_text"
}
}
]
}
but it doesnt seem to work, the hover text renderer seems to work fine, but the button text still just attaches to the button even tho its in its controls
do you know how to get this to work by any chance
what do u mean "items/buttons"?
offset it
why?
wym on "attaching to button?"
like instead of being hover text, it’s just staying in one place on the button
can u send an image, idont get what u mean
New entries in the auto_complete button list
"type": "image",
"texture": "textures/ui/rocket/remaining_fuel",
"size": [
"25%",
"25%"
],
"layer": 10,
"offset": [
"-150px",
"0px"
],
"$atext": "$actionbar_text",
"visible": "('%.14s' * $atext = 'Remaining Fuel')",
"controls": [
{
"actionbar_message": {
"type": "label",
"anchor_from": "center",
"anchor_to": "center",
"color": "$tool_tip_text",
"layer": 31,
"$fuel_var" : "($actionbar_text - '%.14s' * $actionbar_text)",
"text": "$fuel_var",
"localize": false
}
}
]
}```
I want to show what is after "Remaining Fuel"
999 in this exemple
Why is this not working ?
"$fuel_var" : "($actionbar_text - '%.14s' * $actionbar_text)",
Yep, still replacing text
Too bad
The / can't be removed either, otherwise i would have said you can just prepend the current text to the button action
/ can be removed
Oh wait right, i remember my buttons wrote test uwu
I'll have to tackle this again once I'm back home
Hmm what is property bag all about btw
Does it replace the need for variables/bindings?
-.- too bad you can't search in forum posts on mobile
bags of properties
u can also create a custom one acting as a variable
But isn't it kinda redundant when you already have bindings
Yeah i don't get it, you can't explain a word with itself
it acts like a variable since u cant override a variable with a binding
works like const/let
Someone ?
That i grasp 😂👍
This is a mixture of three complex systems(ignore the play button) that possibly only few knows how the hell it works.
- Incrementing/Decrementing with using only two toggles, WITH modifiedable minimum and max values.
- This is quite simple yet only few(perhaps only me) knows. Able to change a text using only 1 toggle without using a
#visiblebinding. - Since sliders returns float and you can't add float values on a string. I turned the float to a integer! Pretty complex, it uses a technique only shane and andro knows.
I am planning to add more complex things soon 
Why toggles
Can't you just have 2 buttons that modify the value?
Converting float to int doesn't sound hard at all when you can just print the number
Not sure I'm impressed
tell me how would u exactly do that
print the number???
here is the video version
just as said, i modified the max value from 26 to 11
string catenation/converting.
?? give an example
Last is just a slider with it's text label at another position 🤷🏻♂️
$pressed -> property bag -> set label text?
Just like you output strings to numbers or vice versa
Instead of printing it as a number you can print it as something else
print in this case means outputting to a label
"$pressed" dude do u know what ur talking about? that doesnt exist in a slider
if u know how it works then why wont you come up and give us a demonstration
%.n
I was talking about your button that toggles the text
Don't jump to conclusions for no reason
becauseu said the same sentence along with the slider
I'm literally not at home nor have any use for it.
Why don't you share your way instead of gatekeeping and picking on others?
.-. mcpe community
give us demonstration then.. dont u think i already tried that?? if so i wouldnt be calling it complex
Screw you
keep walking bruh
Whatever.
you sure you meant #visible, and not #view?
im dead bruh 💀
wtf is #view bindings
Because I'm sure you can just add 2 bindings to the label and change the text then, like here https://discord.com/channels/494194063730278411/1024363997417439333
The default iirc
Though it might be something I'm mixing up there because it's in that linked post
pretty sure ive never seen #view in my entire career with json-ui for the past 2 years.
yeah this thing doesn't exist
"if you use #visible instead of #view consider yourself an opp" 😭
legit thought this is some html stuff
if it doesn't exist, that page needs an update
Oh wheee i made a typo
Crazy
Anyways, I'm sure you can just use printf formatting to convert your stuff to a number, and * 1 to convert it back.
printf is a C standard library function that formats text and writes it to standard output.
The name, printf is short for print formatted where print refers to output to a printer although the functions are not limited to printer output.
The standard library provides many other similar functions that form a family of printf-like functions. These...
I am very sorry, $toggled 🤯
Another typo man I'm so bad
fair. who works with JSON UI become clinically insane
Sucks to be me, right? 
me included (or is it just me)
good thing I retired from json-ui smh
There's the point 👉 I've been insane before
imagine you'd actually have the full list of variable and property names in your mind and accessible at will
That would be mad
actually i'd love to have a full list of variables
it's pretty big sign of customizability.
||crap nevermind i just realized i do for PHP 💀||
I guess i meant keys
client-side scripting. or the ability to pass json ui variables from the server or something so you can have multiple I/O
data passing from the server would actually be a good help tbh
no longer sticking with actionbar/title
although the chat probably still a no since there's no optional way to stack collection elements or the same way as chat does.
It'd be nice to have that without workarounds, just like for entities, yup
as of now, only printf %s is only available, i saw some dude used a custom one but gatekeeped it
there is sometimes errors with vanilla bindings its making me insane
Doubt
I'll check tomorrow maybe
its 9:54PM here, i have some brainstorm ideas where i would implement String.split() method from JS to JSON-UI
Haha enjoy
why isn't my gui_background covering everything?
make the stack panel x value 100%c
that's it, thank you so much!
100%c adds both children up
100%cm takes the biggest one
Ah yes, now I understand, I was very confused with these parts of % anyway
but I'm getting the hang of it
thanks for the help
Another question, why does the text offset not seem to work when it is inside a stack_panel?
Is there anything I need to do?
You can't offset elements in stack panel
How do I make the text stay a little lower then?
Padding
you can't offset or anchor in a stack_panel, but you can move items by either nesting it inside of another panel, or adding padding which is just an empty panel to fill spac
got it, thank you !
Understood, thank you so much for the help guys ! 
yeah we had this issue too
you just put the child into a panel inside of the stack panel
then offset the child thats in the panel
guys How do i space the buttons?
Hello, again you see a question that is always repeated here but is there a way to make one button bigger than another?
yeah but this is more like drop down
oh
sorry got confused
{
"tiers": [
{
"trades": [
{
"wants": [
{
"item": "minecraft:iron_ingot",
"quantity": 5
}
],
"gives": [
{
"item": "minecraft:nether_star",
"quantity": 16
}
]
},
i need the villager to not ever have to resuppy
could anyone help?
wrong channel
dynamic text splitting 👀
Nice
huh how is that achieved?
gatekeep
Can json UI react to damage sensors?
I want to on damage taken force render and derender the inventory screen in the same frame
bruh why? people like you are the problem with this community and how slowly anyone progresses lol
💀❓️
technically it kinda exists but only when you take damage.
That’s all I need
it wasn't good aswell since sometimes it doesn't work.
I just need to figure out how to force render a UI now
Probably something to do with bindings
All in same tick:
damage sensor{}
Force Render inventory
Grab item data of slot.armor[0-3]
Write these to a var
Derender inventory
I doubt something like this is possible
inventory needs to be in player interaction.
pretty sure you can't force the inventory screen on.
but scripting should be able to fetch the armor data
I’ve seen methods that always show
Can’t use scripting with this
purely source pack sided
those methods always required player interaction first.
So not possible as of now?
well yeah, again. you can't force player to open inventory screen out of nowhere
Is there a way to force close it?
yes, only if you take damage.
cause I know you can do that with chat screen
Exactly what I wanted anyways
that and tie it to a toggle
Custom setting almost
“close UI on taking damage”
i don't think that's gonna work with toggles though.
since the property are, kinda hardcoded
I’ll eventually find a way
just don’t let the program flow reach the setting unless toggle is true?
Json-UI is always cached.
Trust me alot of people gatekeep here, i feel the same as how you feel about me. I've shared great things to the community yet only few people appreciated it 👍
Bare-minimum, its a miracle i even get "thank you".
sharing resources is how anything progresses faster, if everyone had the same mindset as you we probably wouldn't even have a hundred people interested in json ui
, yes a lot of people gatekeep and it's why stuff like you are doing here isn't even thought possible (since I'm guessing most would say it's impossible if asked as a question)
Theres a supply and demand aspect to it.
Sharing resources could speed up everyone's progress, but not sharing also manages to keep quality and creativity high within the community.
at that point is it even worth it??
by sharing better tools and resources with the community you also improve the minimum quality of everything
if I payed you would you share it with the community? if so how much would you ask for it?
no
Can also degrade it.
well I'll figure it out eventually and share it with everyone but you definitely have some work to do on yourself man, gatekeeping at it's finest
If you expect the world to hand everything out. You need to work on yourself
thats what i did, i figured it out eventually 👍
didn't I just say that I would pay him for figuring it out?
also why are you coming into the discussion so hard for no reason man? I have been literally replying only to him
I'm just saying it seems like you want stuff to be gatekeept for no reason
I don't care if its gatekept or not really.
I could spend the time and figure it out like Theorist if I wanted to.
If I were to dump zeqa's ui files in here for fun. How many ppl do u think will take it 1:1
Because even without me doing that I've seen it, hence why I gatekeep specific things I work on too.
yes the point of this is not something super diffcult or crazy to do, just that takes time to figure out and since someone already did it why would they not spare everyone elses time for the greater cause of improving everyone? to the point of not even accepting payment for it
Why should someone have to.
that's entierly different, you would be sharing the creative process of something, not the tools needed to achieve it
Why should I share my progress and how to do it.
just because someone offered me money?
time ≠ money
You're wrong again if you think that.
Not everyone will not everyone has to.
I never said he has to, but I offered him compesation for the work he put into it too, which he reject for the sole fact of gatekeeping
So once again, why Should he accept the payment and not gatekeep.
yeah I see how your mind works and it's sad
you think only about your personal gain instead of the improvement of others
Welcome to the real world.
explain otDan taxes
welcome to your world, not mine sorry
I mean
if i own discord
and u want the method for lets say
How the message system works
and youre competition
why should i share it
that would just get rid of everyone's creativity if everything was shared
if everyone used hive ui then no servers would be unique. its more better to experience yourself to so that you actually can gain some shape or form of knowledge
exactly welcome to your world, not mine, you probably also use public resources, open source projects but you reject the fact that such a world would be ideal, if it wasn't for people that think like this everything would be corporate
you are talking about sharing a finished product, not the tools to make something like that
So your logic being,
Hive uis finished lets share it so everyone can use it...?
^
how?
^
how is that what you got from any of my messages?
When i started here i too asked questions but get replied with either ?json-ui/json-ui-is-hard so alright i learned JSON-UI. I once saw a guy made a cool system, i asked how but i haven't got a reply. I asked why? They replied to me again to learn json-ui. Now im better than them. It's all environmental factors man, i understand what u feel, i already got in your shoes.
Trust me once you make a cool unique system, you wouldnt share it.
vouch
so you're saying everyone should just be willing to give up their public assets and tools
Exactly.
as a json ui dev myself, I wholeheartedly agree.
where? please read the whole conversation again
ive experimented w json ui before and actually doing it urself lets me just gave a more creative space
nuh uh
do you think I ever got help with json ui? no. but I don't take it personally like you do and shut a door just cause others did to you too
buddy
Womp womp someone doesnt want to give you stuff they worked on
fax bro
would I share lets say, zeqa's full ui to scorp because he helped me by fixing a missing comma
no
whoe even made the zeqa networks ui
it loks nice
whos that?
sorry that was mean
the best human being
damn you really are hard pushing your point on sharing a ui when I never said anything like that and I do not agree on reusing ui that you did not come up with at all
Brother huh 💀
im curious
yes
I will ask you this question..
Let's say you made a cool unique system, so revolutionary, so game-changing. Would you share it to everybody else, the thing that makes you different from everybody else.
Would you risk it just for it to be stolen with no credits and even a "thank you"? At that point, is it even worth sharing?
#1227784048080850996 message
#1243177214057513010 message
^
☝️
okay now, if someone asks for your assets and tools, would you give them it?
even if you worked HOURS on it
is that roblocx
or fortnite
thanks sisics
you're just going to hand it off to them?
^
bro stayed silent cause he couldn't prove his point
?
?
brother what
?
?
I love how this channel occasionally turns into an argument about gatekeeping 
u made my day dan
no its just that some people kinda lack some common sense
rare Lukas sighting
bro it's obvious you wanted to prove your point by making me share sub par uis and saying see you can't say shit since you are not at a good level, don't say it's not what you wanted
😭
??
this bot
yeah gatekeeper squad came to the rescue
Y'all have way better documentation than when I started out, it's generally pretty easy to figure out how stuff works at this point. Not to sound like an old man but back in my day we had to brute force and reverse engineer the game to figure out how to make stuff work and write the documentation.
o7
sure but wouldn't you say what you had back in the day was worse?
well I mean back when I did ui for fortnite it was fairly straight forward
we had a good community and documentaion
I'm not saying reverse engeneering is bad especially since it lets you learn a lot, just that if you can avoid doing it by having great documentation (especially if made by the actual developers of the product) isn't it better?
- epic games paid us quite well
Is that the hit show scooby doo?
@buoyant anvil ce mec me rend fou 😭
je suis d'accord
are u using google translate
@buoyant anvil buddy you join this server just to help citicx to jump that guy?
or do u actually knolw frnehc
no ai
n o
im here to talk to scorpio
ye
^
100 times
chatgpt
oh
Objectively yes, there were worse things that existed and it took a lot of collaboration between people to contribute and write up all the knowledge.
chatgbt is bad for translating
Although really at this point I think we've documented most of the things people are practically going to use. Most things can be figured out with bindings, operations, split text, preserved text, and variables just by reading the wiki.
d'accord is more appropirate
same thing
oh I am definitely greatful for all the work that has been put into the wiki yes and that's my point, I wouldn't have had the time to touch bedrock stuff otherwise since I only played java edition
Horizontal Scroll Test 🤪
i helped make this guys !!!
ikr
thats how yk its a true mc server 😂
tbh I don't mind about gatekeeping. though given how little info we have in json-ui, it kinda looks sad. i don't have to judge anything.
Finally 👍
That's a name i haven't seen in a while lol @tender flare
@tropic badger how do clip ratios work? idk how to do this json "bar": { "type": "panel", "size": [ 182, 20 ], "controls": [ { "full_bar": { "type": "image", "texture": "textures/ui/experience_bar_full_blue", "clip_direction": "left", "layer": 2, "property_bag": { "#progress": 0.5 }, "bindings": [ { "binding_name": "#progress", "binding_name_override": "#clip_ratio", "binding_type": "global" } ] } }, { "empty_bar": { "type": "image", "texture": "textures/ui/experience_bar_empty_blue", "layer": 1 } } ] }
add size to the texture
it slices the image not resize
Damn but ain't it too many bindings
5 is the total, but only 3 bindings were used, well to collect 3 datas
Oh
I think I got how it works but this isn't useful to me anyways
yeah me too, haven't do anything with it but it considered as a complex(time complex)
If you could've saved those values it'd be used as an in-game config changer
why do that?
To save hud "modules" like armorhud without going to the files like config.json (only if it was possible to save the text values)
how did you see it though? but yeah im not really active tbh
are you able to delay a screen from opening with json ui? meaning like after i open the screen there is still time do stuff (move around and hit) before it actually opens? such as a server form screen for example
wait animation
oh wait nvm
thats not possible
no problem thank you for the confirmation
Popped up as typing 😅
i feel like you can just do that in scripts?
how do i make a scene like a animation
anyone know how I would add a new toggle to the pause menu?
Noob question... how are people using the preserved title text example in the wiki for anything useful? it feels like for 99% of cases, we would NOT want to have the title text pop up for people every time you want to update the hud element. is there a way to do this while hiding the title text itself?
I need it not in scripts so like I can't do it so it's fine
More specifically not in beh
One question, whenever the action bar text changes from 0 to 10, it adds 1 to the char and breaks the string formatting, so how can I make this work?
I have a scoreboard that goes up to a maximum of 999, but when adding a decimal place it breaks the formatting, how do I do it?
Thanks.. I guess I just assumed that because the tutorial sais it requires the visibility on the title text to change in order to update, that if i edited the visibility on the main title text element that it would no longer work. Guess that is not the case. much appreciated.
any idea ?
my code:
works normally with 1 decimal place, but when it changes to 2, it breaks (for example, enemies from 1 to 10, when it reaches 10, it breaks the string formatting)
stats.stats_text_factory/waves_text | JSON UI parse failure - expected a string.
anyone knows how to make heart bar dissaper?
{
"namespace": "hud",
"elements": [
{
"type": "panel",
"id": "hud_player_renderer",
"size": [15, 15],
"controls": [
{
"type": "custom",
"id": "hud_player",
"renderer": "hud_player_renderer",
"layer": 1,
"bindings": [
{
"binding_name": "#paper_doll_visible",
"binding_name_override": "#visible"
}
]
}
]
},
{
"type": "panel",
"id": "centered_gui_elements_at_bottom_middle",
"anchor_from": "bottom_middle",
"anchor_to": "bottom_middle",
"size": [180, 50],
"controls": [
{
"type": "custom",
"id": "heart_rend",
"renderer": "heart_renderer",
"offset": [-1, -40],
"anchor_from": "bottom_left",
"anchor_to": "bottom_left",
"bindings": [
{
"binding_name": "#visible",
"binding_type": "constant",
"value": false
}
]
}
]
},
{
"type": "panel",
"id": "not_centered_gui_elements",
"controls": [
{
"type": "custom",
"id": "heart_rend",
"renderer": "heart_renderer",
"offset": [2, 2],
"anchor_from": "top_left",
"anchor_to": "top_left",
"bindings": [
{
"binding_name": "#visible",
"binding_type": "constant",
"value": false
}
]
}
]
}
]
}
here's my code but it doesnt work
That's not how the vanilla hud_screen is written... is that ai generated?
yes
"heart_renderer": {
"ignored": true
}
how do i change the background of the dropdown
and button texture
insane AI generated
absolutely nothing makes sense to me
it very close
i got the dropdown background image blank
but i need to change the button of dropdown to blank
how do i do it?
button borderless white probably
"$default_texture": "textures/ui/button_borderless_light",
"$hover_texture": "textures/ui/button_borderless_lightpressednohover",
"$pressed_texture": "textures/ui/button_borderless_lighthover",
"$pressed_no_hover_texture": "textures/ui/button_borderless_lightpressed",
"$locked_texture": "textures/ui/disabledButtonNoBorder",
on ur dropdown
just edit the texture
i made the texture blank
alr
imma test
damn
it works
now how do i replace text with a image?
like insert a image here
@tropic badger one last ping, how do i make this invisible without editting the common_ui files
invisible what?
the background
"$dropdown_background_control": "common.empty_panel"
in ur dropdown
u cant do that, the dropdown ur using is binded to only for text
okay maybe i can use a emoiji like thing?
ye
how do keep distance for every dropdown
This thing renders the heart right?
yeah.
unfortunately these things use a custom type. so it kinda not possible to change it's texture, individual positions and etc.
instead, you can move them with "offset" or "anchor_<from/to>"
changing size probably does nothing since the hardcoded size for these custom renderers are 9x9.
move them maybe.
another thing is, you can add your own image and text.
as separate elements.
"anchor_from": "top_right", "anchor_to": "top_right",
Let's see what happens 🙏
this will change the element position to top right of your screen/element.
Lemme see how it looks :D
:(
This happened ing.
Just a couple pixels above.
alot elements has quite a lot of element stacking so something like that will happen.
My bad I put it in Armor renderer.

"my_own_element": {
"type": "image",
"texture": "textures/ui/heart",
"size": [ 9, 9 ]
},
"hud_content": {
"controls": [
{
"[email protected]_own_element": {}
},
{
"[email protected]_panel": {}
},
{
"editor_gizmo_renderer@editor_gizmo_renderer": {
"ignored": "(not $is_editor_mode_enabled)"
}
},
{
"camera_renderer@camera_renderer": {}
}
]
},```
this basically adds heart texture to middle of your screen. it is just a dummy and not a functional thing.
you can mess around with it
One question, whenever the action bar text changes from 0 to 10, it adds 1 to the char and breaks the string formatting, so how can I make this work?
I have a scoreboard that goes up to a maximum of 999, but when adding a decimal place it breaks the formatting, how do I do it?
(Using %.4s stuff)
Oh thanks.
It still ain't working smhw :(
i guess don't put it on literally everything
just read the name of the element correctly and modify as you will.
Oh, forgot to mention that.
make sure the code syntax vaild.
I've seen alot of beginners casually missing out on code syntax and wondering why is their stuff not working.
Json linter says mines valid lol.
One message removed from a suspended account.
I made this start screen a year ago.
Took me 73 hours of json ui but was worth it
Here was the amazing hud to go with the client.
Wanna know how I did it?
Nah I can do it myself 😎💪
Thank you.
bro what
its modern art
Yea, so happy to finish my ui
Okay dammit, i have to make smth.
In json ui there's no possible way to run a command when a button is clicked, right? So do I need to do some work arounds with Server Ui forms with scripting?
ye
but me and timothy found a way to run a command using only toggle: https://discord.com/channels/523663022053392405/1251734024548909067 bit scuffed
tho
So if I did create a custom json UI toggle. What other files can it actually interact with?
ui files only
so no way to tie it to the player’s
entity files
Does that just make resource pack sided UI completely useless?
yes
Like it need a behaviour pack to do anything
yes absolutely
Guess there’s no point in me learning it then
since I work with just resource packs
it just there
Idk how to phrase this other than
Does it change the textbox on each press, or is it all mapped together using various methods
it changes
Update on my complex systems:
This is a mixture of three complex systems(ignore the play button) that possibly only few knows how the hell it works.
- Incrementing/Decrementing with using only two toggles, WITH modifiedable minimum and max values.
- This is quite simple yet only few knows. Able to change a text using only 1 toggle without using a
#visiblebinding. - Since sliders returns float and you can't add float values on a string. I turned the float to a integer! Pretty complex, it uses a technique only shane and andro knows.
- Dynamic text splitting, it does not use
%.Xsflags, you know it's dynamic because even if i put obnoxious amount of spaces it still work. The thing that can seperate them is a comma which is also modifiedable.
This type of stuff takes abnormal amount of time, i won't be sharing yet, please don't start an argument here again.
@tropic badger
How much do ppl usually pay for custom UI?
professional one(as in who knows money) is expensive
Made this a year ago I think (not sure if I posted),
https://youtu.be/p_Ppirjo9-8
It's a hive themed emote menu, effects screen, and pause menu
Contact Me Below On Twitter
https://twitter.com/citicx
Social Links
https://twitter.com/citicx
https://bit.ly/citicxmc - My site!
Pause menu^
DUDE EVERYTHING IS HIVE
ooh nice, the effects menu is a good idea
{
"namespace": "hud",
"heart_renderer": {
"type": "custom",
"size": [ 3, 3 ],
"renderer": "heart_renderer",
"layer": 1,
"bindings": [
{
"binding_name": "#show_survival_ui",
"binding_name_override": "#visible"
}
]
}
}
how can i make heart not display
"ignored": true
Guys can you help me, I am trying to make a bigger screen for a long form called Quesr
{
"namespace": "server_form",
"long_form": {
"type": "panel",
"size": ["100%","100%"],
"controls": [
"long_form@common_dialogs.main_panel_no_buttons": {
"$title_panel": "common_dialogs.standard_title_label",
"$title_size": [ "100% - 14px", 10 ],
"size": [225, 200],
"$text_name": "#title_text",
"$title_text_binding_type": "none",
"$child_control": "server_form.long_form_panel",
"layer": 2,
"bindings": [
{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "((#title_text - 'Quests') = #title_text)",
"target_property_name": "#visible"
}
]
},
"long_form@common_dialogs.main_panel_no_buttons": {
"$title_panel": "common_dialogs.standard_title_label",
"$title_size": [ "100% - 14px", 10 ],
"size": [400, 200],
"$text_name": "#title_text",
"$title_text_binding_type": "none",
"$child_control": "server_form.long_form_panel",
"layer": 2,
"bindings": [
{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "(#title_text = 'Quests')",
"target_property_name": "#visible"
}
]
}
]
}
}
does anyone how to increase the size of the drop down options
does anyone know where I could get the Minecraft loading animation (Spinning circle thingy) from/where it is, I'd like to change it...
Guys, I'm terrible with the UI, I'm making a Fallout addon, I wanted to know how the UI works
I'd recommend reading this: https://wiki.bedrock.dev/json-ui/json-ui-intro.html
It's long, but JSON UI is complicated, so this'll be a huge help.
If you get stuck on smth, just message me.
@wraith ruin can I also
sure
One message removed from a suspended account.
Yes, you'd have to read the value from the scoreboard collection, compare it to some value, and display it based on that condition
:\ I never understand what's bindings and controls. Maybe I will read this thing again D:

Guys what is #hardtext?
a binding
What does it do 
binds
which file did you find it in?
i think its just an example
but basically you can reassign bindings
so if u wanna do (#hardtext - 'Hello World!')
you can reassign it to like #hardtext2
Yeah, default MC's is ugly imo
Damn even the emote screen
MC China still has the good looking one not the ugly cube one Mojang added
they probably still use the old 6 emote slots which, are hexagon.
bedrock actually used to have 6 emote slots. though kinda got downgraded to 4 emote for whatever reason
the assets are still there though? backwards compatibility?
ill probably remake it
wait what update version did they update the emote wheel again?
Probably some dumb reason too
First time enabling since it was made 😅
Custom selection wheel 👍
@broken trail could you check dms please?
That's what i meant, it was way better
Another hive copy 
probably a sacrifice for the controllers.
they also implemented a fast emote system aka "emote button + corresponding keys"
don't exactly know any behind story to it but, honestly with 6 slots and without any way to do fast emote in a controller. it kinda annoying to most people including me (although i barely use emote anyways)
not everyone does the gta wheel thing i guess
todo
Offset
Offset ile denedim olmadi
Cant tell if youre fr or not 🤦♂️
The point of is to look like hive, it was made as a concept for the server 😭
how do i remove this?
Make dropDownSelectBg.png transparent
is there a variable i can pass ?
Yeah that system
Is it just me or is way slower 😭
like visible": false?
you have to edit the drop down from ui_common.json
How can I show a custum HUD UI whenever there's a title text of "Yay"? And how do I make that title text ("Yay") invisible?
i cant type properly because im on phone. but theres a section on the bedrock wiki regarding JSON UI and conditional bindings
:O
How can I get the hud title text?
And put it in a lable of another element? 
depends, there's 2 versions of that system.
you can hold the emote button and press any corresponding keys
or you can just do the same but without holding
hold version is probably slower.
Yeah that
seems slower
I dont understand the concept of it tho
like ill hold the emote button instead of clicking it?
Like you gotta click both either way anyways
i guess its probably best for those who doesn't want to touch mouse
but for controller, it seems a massive improvement to me
Even then, you can do both with no mouse
just a weird addition
idk 😭
me either
controller on another hand, there's no such things before that so
gotta do the gtav scroll wheel thing
"What if, instead of adding something cool with json-ui, we add a random "quick" menu"
microsoft try to do something helpful instead of making weird useless json screen changes challenge
impossible
Did i ever send the clip of auto rotating paper dolls here?
is the bindings from skin creator screen?
Property bags from day one screen
if i report json ui bug will it get fixed?
if the bug was mojang fault via their own UI
they probably gonna fix it
if it was user generated json-ui or something that isn't mojang fault, absolutely not.
if the particular use was for something that wasnt intended, i dont think it will be honored. like if you do weird workarounds and stuff.
highlikely not, unless its game breaking or affects marketplace then they will probably fix it
Damn i was gonna report a bug on factories not cloning an element animations.
Anyways why ui can't handle numbers greater than 999999999? Is that consideres long int?
perhaps a mem limit was imposed
How can I change the background image of my form?
{
"wants": [
{
"item": "minecraft:nether_star",
"quantity": 20
}
],
"gives": [
{
"item": "minecraft:diamond_chestplate",
"functions": [
{
"function": "enchant_with_levels",
"levels": {
"min": 30,
"max": 40
}
}
]
}
],
"max_uses": -1,
"trader_exp": -1
},
Does anyone know who to have a centre enchant instead of random ones?
Where can I learn more advanced json ui the docs don’t seem to be useful
wait thats a pause menu????
Correct.
Try to make something difficult, ask questions, and keep going. That's about it.
https://en.m.wikipedia.org/w/index.php?title=Boolean_algebra&diffonly=true
learn it then apply it to json ui
In mathematics and mathematical logic, Boolean algebra is a branch of algebra. It differs from elementary algebra in two ways. First, the values of the variables are the truth values true and false, usually denoted 1 and 0, whereas in elementary algebra the values of the variables are numbers. Second, Boolean algebra uses logical operators such ...
Why is it like this after the update?
#1250944967950733483 message
Can json UI “skip screens”
Eg. If I wanted to load a world directly from the main menu
Is it possible to run a script when the player presses a custom button?
If its a button in server form
{
"verdant": {
"type": "panel",
"anchor_from": "bottom_left",
"anchor_to": "bottom_left",
"size": ["100%cm", "100%c"],
"offset": [20, -20],
"controls": [
{
"logo": {
"type": "image",
"layer": 2,
"anchor_from": "center",
"anchor_to": "center",
"texture": "textures/ui/logo",
"size": [32, 32],
"controls": [
{
"text": {
"type": "label",
"size": ["100%", "100%"],
"font_type": "normal",
"layer": 3,
"localize": false,
"font_scale_factor": 1,
"alpha": 1,
"anchor_from": "center",
"anchor_to": "center",
"text_alignment": "left",
"text": "#playername",
"bindings": [
{
"binding_name": "#playername"
}
]
}
}
]
}
}
]
}
}
why can't #playername work?
Ñ
The #playername binding at minimum only works in the start_screen and pause_screen. The other screens don't set that binding.
How can I move the buttons from my form to the top left if the image is e. g. "loading"
There should be a global data binding smh
What's the website again to add this to the server?
@left yew might wanna see this lmao
how is this spreading like wild fire is beyond me
this random pvp server pack is now suddenly more skidded than hive now.
this has nothing to do with json ui btw
yeah this whole emojis are actually from zeqa... again
Because they don't encrypt their packs
People who decrypt server-packs oftentimes won't just go and spread it around, but if its just there to take i don't think they bother
well they used to encrypt their packs before and then things goes haywire or something i would say "imposter from among us" moment and decided to leaks literally everything
seeing that emojis set, im guessing it's still from the leaked version.
😂
@past stirrup you got perms to delete things? If so can you delete this.
Thx bro
didnt u literally just grab the texture 💀
I am not the one who sent it
Also chat the leak happened in like 2022 if not early 2023 lol
The pack leaked wasn't even finished lol
someone deleted jt before i can see bru
is it zeqa
yes
{
"name": {
"rawtext": [
{
"text": "§fCrate keys"
}
]
},
"commands": [
"/execute @initiator ~~~ tellraw @a {\"rawtext\": [{\"text\": \"§d§l
---Your keys--- §a\"}, {\"text\":\"n§aCommon keys: §r\"}, {\"score\":{\"name\": "*",\"objective\": \"ckey\"}}, {\"text\": \"\n§b§l
Rare keys: §r\"}, {\"score\":{\"name\":"*",\"objective\": \"rkey\"}}]}",
"/execute @initiator ~~~ playsound note.bass"
]
},
anyone know why i get errors
thats not ui, thats #1067869288859447416
json ui channel is probably the most dead channel that you could break rules here and mods wont see
does anyone know how can i make nineslice repeat its pattern instead of just expanding it
try using it with the tiled/tiled_scale. maybe the devs are smarto
Use tiled, like the credits screen does
on the image panel use “tiled”: true
is it possible to make an element clip/crop the pixels of the children element that are placed on the empty pixel of the of it?
like if i place a red square png on a white circle png, i want the red square to take the shape of the of the circle
⚪ + 🟥 --> 🔴
you cant make circled canvas so clips children still takes the shape of a square, what you can do is layer them
Is there any JSON UI editor?
does anyone know why the search icon is missing from inventory screen?
Hotbar transition to ore ui seems to have started 😭
fr?
Yes
how u know
Because I looked through the files..?
which
howd you come to that conclusion??
Because you can enable it bro
is there anything diff
No they haven't started anything really
Anyways
It's begun
Furnace screen too**
There's more progress on the furnace than hud tho
Real (from livemc)
No more custom hud 
also they could make it so you could choose which to use
but i doubt it since its mojang
they do used to automatically turn the ore-ui to json-ui if you're using resource packs
though now it no longer exists.
i still dislike the new bed screen since that is literally a reused screen from the death screen with bit of fading gradient background anims.
Same, it also got rid of the chat button
The new in game uis dont even use ore ui designs for me lol
the buttons are still the old ones
well ore-ui's in-game does resource pack support. (also json-ui's global variables.)
so it kinda fetches the json-ui textures and calls it a day
though only textures because the font is still ore-ui's .ttf based.
Looking for a JSON UI dev for commission project.
is there anyone can help me https://discord.com/channels/523663022053392405/1256303724742053970
they need to actually improve the performance first, ore ui is so slow while having too many objects
yeah, and the play screen is really slow when you have many worlds
gotta love html pages
it can't even be compared with how i did a year ago, 20k controls/objects in a single screen for just percentage labels
and it still performed better than ore ui
I'm just learning JSON UI, is there an easiest tutorial to understand JSON UI?
they better do or 90% of maps will break
Yep
I love dying and needing to restart the gane because the death screen just won't load
i don't know what did they do this time but they actually bought the oldest bug back with ore-ui death screen
Should I take a look at that bug report?
Hey i'm new in Json ui, how could I link "custom_azuria_ui@common_dialogs.main_panel_no_buttons" with "long_form@custom_azuria_ui" binding if title_text = 'Bey Editor'
{
"namespace": "server_form",
"long_form": {
"type": "panel",
"size": [
"100%",
"100%"
],
"controls": [
{
"long_form@common_dialogs.main_panel_no_buttons": {
"$title_panel": "common_dialogs.standard_title_label",
"$title_size": [
"100% - 14px",
10
],
"size": [
225,
200
],
"$text_name": "#title_text",
"$title_text_binding_type": "none",
"$child_control": "server_form.long_form_panel",
"layer": 2,
"bindings": [
{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "((#title_text - 'Bey Editor') = #title_text)",
"target_property_name": "#visible"
},
{
"binding_type": "view",
"source_property_name": "((#title_text - '§c§h§e§s§t§c§h§e§s§t') = #title_text)",
"target_property_name": "#visible"
}
]
},
"long_form@custom_azuria_ui":{
"layer": 2,
"bindings": [
{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "((#title_text - 'Bey Editor') = #title_text)",
"target_property_name": "#visible"
}
]
}
}
]
},
"custom_azuria_ui@common_dialogs.main_panel_no_buttons": {
"type": "panel",
"size": [
"100%",
"200%"
]
}
}
honestly, don't.
it's somehow the old "infinite loading" bug that was both server desyncs and UI refusing to give acknowledge that it shouldn't be there after the player is respawned.
After Ore-UI's death screen got fully out in stable, that bug was now just back and now actually pretty common just like it's old variant.
and its sad how most things like this is limited to dev versions
can u override achievement screen to json ui
Pretty sure u can't even on Dev Versions
Or at least these were the only ones I found in preview files
the only way is to modify game data, or wait until they add ore ui customization compatibility (may take ♾️ time)
Big Brain move to roll out game breaking changes without keeping support for jsonui if that's true 🔥
ore-ui is under dev for 5 years btw
💀
how'd you know?
What..?
ore-ui is under dev for 5 years btw
old tweets and talks
That prolly and i mean the new achievement screen was added sometime in 1.16 which was 2020ish, would make it 4 years since a public launch.
At Mojang we are in the process of changing the UI system in Minecraft to allow us to explore new user experiences and fix long standing usability issues. This talk will go through what has been the challenges of using React and how we are building npm packages to give us support for gamepads, sound effects, routing and more!
5 years ago
theyve had other old scrapped concepts
Mojang also attended dotJS in 2018 to show off stuff.
there was a repository with a really old version of ore ui
i was trying to find that but i couldnt find it
Filmed at https://2018.dotjs.io on November 9th in Paris. More talks on https://dotconferences.com/talks
Minecraft is getting a JavaScript runtime. It means two things: 1) game logic will be exposed through a new API that you can use to create your own mods, and 2) the way Minecraft’s UI is built and shipped on everything from Android and iOS t...
Yes it's in the video.
oh
dang legacy scripting api
Is it possible to index into an array variable?
I need to write a condition based on $grid_position which is an array of two numbers, and I want to be able to access that first number in $grid_position
I tried using something like $grid_position[0] and $grid_position.x but both threw errors
yeah there was, though the UI was shown as to be some concepts, here's the same UI but pretty high quality, which are also from 5 years ago.
https://youtu.be/im7elh5O76c
the font on this thing still screams html to me.
those dont exist, you cant
hmm, any suggestions to detect every other slot in a grid?
what are you checking?
I have a container and what i was trying to do was check when the slots index mod 2 was 0 to detect every other slot so i can style them differently
I also tried looking into $index which someone suggested to me, but it was always 0
How do I create a new group in the creative inventory?
do you have ur grid item?
its a custom grid item yes, it inherits from @common.container_item
You can get an grid item collection index then display them so you can track on which column/row is it.
{
"item": {
...
"bindings": [
{
"binding_type": "collection_details",
"binding_collection_name": "players_collection"
},
{
"binding_type": "collection",
"binding_collection_name": "players_collection",
"binding_name": "#collection_index"
}
]
}
}
edit players_collection to what collection ur using
"[email protected]_item": {
"$item_collection_name": "container_items",
"$size|default": [
18,
18
],
"$cell_image_size|default": [
18,
18
],
"$grid_position|default": [
0,
0
],
"variables": [
{
"requires": "(#collection_index = 0)",
"$size": [
10,
18
],
"$cell_image_size": [
10,
18
]
}
],
"bindings": [
{
"binding_type": "collection_details",
"binding_collection_name": "container_items"
},
{
"binding_type": "collection",
"binding_collection_name": "container_items",
"binding_name": "#collection_index"
}
]
},
Like this? For now im trying to check if its at index 0, but nothing changed
i dont think it suppose to work like that..
you cant change size binding with a binding so my offered solution will probably not work on your case
ill definitely experiment tho
is size uniquely something you cant change with a binding?
yes
damn lol
How do I create a new group in the creative inventory?
you cant
Holy guys ive recreated the fricking modulo
theres finally a freaking modulo on json ui
that means i can do Math.floor stuff
shit
im so excited
what nc
Ah JSON-UI floating point imprecision bruh
ive tested if it should return 4 then check if 4 > 4 is supposed to run false but no
not equal to 4 either
you might have to add in some tolerances to ur checks
How do you do modulo? I might need it at some point soon for my slots thingy
(#dividend - (#divisor * (#dividend / #divisor)))
yep checking precisions rn
@viral oxide can i ask about precisions stuff
do you have ideas on that topic?
"text": {
"type": "label",
"size": [ "default", "default" ],
"text": "#text",
"property_bag": {
"#dividend": 4.5,
"#divisor": 1,
"#highest_prec": 4.501
},
"bindings": [
{
"binding_type": "view",
"source_property_name": "(#dividend - (#divisor * (#dividend / #divisor)))",
"target_property_name": "#calc"
},
{
"binding_type": "view",
"source_property_name": "(#dividend - #calc)",
"target_property_name": "#divided"
},
{
"binding_type": "view",
"source_property_name": "('Value: ' + (#divided = #highest_prec))",
"target_property_name": "#text"
}
]
}
basically it doing #divided < 4.500 returns false and #divided < 4.501 returns true so it must be the answer but when i compare them by #divided = 4.501 it returns false, which is expected but i was wondering if i can minus the extra float on there by getting the exact float imprecision there
i think u basically never want to do an exact equals check, u would probably want to do this instead of an equals 4.499 <= #divided <= 4.501. There are just some numbers that the float format can never represent because its not precise enough
so basically we pick on which do we get on that?
Because json ui cant show a float
i need to get an integer
"gives": [
{
"item": "minecraft:diamond",
"functions": [
{
"function": "set_nbt",
"tag": ""
}
]
}
],
for some reason the "tag" object is wrong
does anyone know the right one?
wrong channel
How can i create a button fort this texture ?
{
"form_button@common_buttons.light_text_button": {
"$pressed_button_name": "button.form_button_click",
"$default_button_texture": "textures/ui/button2",
"$hover_button_texture": "textures/ui/button_hover2",
"anchor_from": "top_left",
"anchor_to": "top_left",
"size": [
"fill",
32
],
"$button_text": "#form_button_text",
"$button_text_binding_type": "collection",
"$button_text_grid_collection_name": "form_buttons",
"$button_text_max_size": [
"100%",
20
],
"bindings": [
{
"binding_type": "collection_details",
"binding_collection_name": "form_buttons"
}
]
}
}
did i do it wrong?
the textures dont work...
im new to json ui.
dont worry, so am i
@fathom pivot gotta realize that i don't open dms or answer them.
and stop dming me to help with json-ui related smh
ok
That’s interesting, it can’t display floats at all?
yep
Are all numbers in json-ui not just floats by default? Or are they mixing types?
I think they Math.floor it but not the same when theres unprecised floats
add #null to an empty $button_text
Also is there a way to get rid of the padding between elements that are controls of a grid?
Hi! I've been learning the basics for ui last update, I haven't played in a while and in this new update the ui I made has this missing texture thing, does anyone know what could it be?
And how could I fix it
I imagine this would get caught by the content logger?
any errors there saying what texture is missing?
[Texture][warning]-The block named zm:banana_stem used in a "blocks.json" file does not exist in the registry
[Texture][warning]-The block named zm:banana_tree_stem used in a "blocks.json" file does not exist in the registry
[Texture][warning]-The block named zm:green_fire used in a "blocks.json" file does not exist in the registry
[Texture][warning]-The block named zm:saddle_support used in a "blocks.json" file does not exist in the registry
[Texture][warning]-The block named zm:vase used in a "blocks.json" file does not exist in the registry
this is the only texture related stuff I get
but those for block I already erased so they don't matter
Is it possible to set the collection_index of a slot? Right now all my slots are displaying the same one inventory slot all at once
yes
would i be possible to adapt realm's feed's screenshot picker into a screenshot viewer pack?
with the introduction of ore ui, it's no longer possible
at the current minecraft's UI state, it's no longer recommended to learn Json-UI unless you want to modify it for fun pain.
unless they have a tool to convert JSON UI to ore UI I highly doubt it'll be removed on release.
Or Hopefully they allow you to declare if you want to use ore ui or json ui.
Which I assume they will because think of all the MP maps.
Yeah hopefully
I mean yes they did remove render offsets. BUT there was an alternative in the game since armor was a thing so 
They wont just replace JSON UI with Ore UI
Exactly
i saw this in someones github. while not code to do that, it seems like the game allows format strings. so you could probably format a string with like %d to floor a float passed in, which you could then convert back to a number?
I don't know C++ that much, i have zero idea on how will that work
'%d' * #float doesnt seem to work
dang
btw, is it possible to detect a substring is in a string?
i tried doing a '.%.26s' to pull the first 26 characters of a string, but this seems to hard freeze the game lol
hmmm smaller strings seem to work fine
even if that the case, they would rather limit to only server forms and npc screens.
they might even do the same thing with block geometry limit in marketplace where certain UUID bypasses that certain limit.
after all, they doesn't seem to like people modifying json-ui and would slam with "we don't support json-ui edit in add-ons"
is oreui not possible to modify?
because it's now very locked behind "realms stories", which is based on ore ui
we don't want people to create impressive things grrrrrr
yeah, i have zero clue why.
i did ask them whenever the reasons for not having the official json-ui docs to the public and they basically slam with that comment.
lmao but they officially support it since every marketplace-map uses it
yea at this point idrk anymore
and having modifiable ore-ui seems pretty dim to me aswell
but who knows.
Anyone? 🥲
Is it possible to create buttons for a slider that will increase or decreasy slider value?
idk but you always can create custom slider with its value in script and update slider after pressing the buttons
hi, does anyone have a json ui that when I send a specific message in the chat, it changes the message to an image, like I send "thirst_1", a drop of water appears, I want it to be by title, and it has to be an image, non-unicode
i remember a while back someone made an emoji pack which did this exact same idea
take a look around for that
#1052351840899059803 message
i did some experiementing with this today because i ideally need to get a floor operator for an expression i'm writing
I found that it is converting floats to a decimal... but it has a bug in it where it reads the floating point number as if it was a 32 bit integer instead of a 32 bit float
which means that the resulting value is nowhere near correct because it multiplied the number with the wrong number format
I also tried formatting the float to the nearest number with '%.0f` but that seems to not return anything
Actually.. are you sure that division doesn't just floor anyway? I did a number / 4 and it returned as the nearest floored integer anyway
Hello, how can I define the texture of an image or the text of a label element with a url?
I think so, i haven't tested much
it works well with whole numbers when dividing
Ahh
hello, short question, how do i add another "not" binding?
like how do i mix these two?
"source_property_name": "((#title_text - '§c§h§e§s§t') = #title_text)",
"source_property_name": "((#title_text - 'CHOOSE YOUR FACTION') = #title_text)",
Try this
(((#title_text - '§c§h§e§s§t') = #title_text) (not #title_text - 'CHOOSE YOUR FACTION') = #title_text)))
no
just do ```json
"source_property_name": "((#title_text - '§c§h§e§s§t' - 'CHOOSE YOUR FACTION') = #title_text)",
then when u flag, u use not
not #text - 'CHOOSE YOUR FACTION' = #text
Hi
{
"namespace": "hud",
"hud_actionbar_text": {
"type": "image",
"size": [ "100%c + 12px", "100%c + 5px" ],
"offset": [ "50px", "50%-48px" ],
"alpha": "@hud.anim_actionbar_text_background_alpha_out",
"controls": [
{
"actionbar_message": {
"ignored": "$pocket_screen",
"type": "label",
"anchor_from": "center",
"anchor_to": "center",
"color": "$tool_tip_text",
"layer": 1,
"text": "$actionbar_text",
"localize": false,
"alpha": "@hud.anim_actionbar_text_alpha_out",
"bindings": [
{
"binding_name": "#is_not_creative_mode",
"binding_name_override": "#visible"
}
]
}
},
{
"actionbar_message_pocket": {
"ignored": "$desktop_screen",
"type": "label",
"anchor_from": "center",
"anchor_to": "center",
"offset": [ "-50%", 0 ],
"color": "$tool_tip_text",
"layer": 1,
"text": "$actionbar_text",
"localize": false,
"alpha": "@hud.anim_actionbar_text_alpha_out",
"bindings": [
{
"binding_name": "#is_not_creative_mode",
"binding_name_override": "#visible"
}
]
}
}
]
}
}```
This UI move the action bar ontop the hungerbar
But when under water, there's the bubble bar, how can I move it ontop of the bubble bar if the it appears?
They wont just replace JSON UI with Ore UI
well...
It absolutely wouldn't lmfao
Wasting thousands of $ if not ten-thousands spent on making them, wasting the potential and relying on something buggy and bad in the current state
Yeah backwards-compatibility is the biggest reason for it to stay
🥺
Anyone could help wuth this
eh no it would not.
this thing is still quite laggy often time overheating most people's devices if it stays idle, so no thanks.
I just want to move up the action bar text if the bubble bar appears
const form = new ActionFormData()
.title("Clans")
.body("")
.button("Join")
.button("create")
.button("list")
.button("back")
world.afterEvents.itemUse.subscribe(clan =>{
const { source, itemStack } = clan
switch(itemStack.typeId) {
case "minecraft:compass": form.show(source); break;
}
})
how do i add another form when i click on create?
wrong channel
also where is your response handler
Yeah its whatever had that discussion too many times, there is no benifit in forcing creators to use OreUI, its terrible in its current state
const form1 = new ActionFormData()
.title("Clans")
.body("")
.button("Join")
.button("create")
.button("list")
.button("back");
const form2 = new ActionFormData()
.title("CREATE")
.body("test")
.button("0")
.button("1")
.button("2")
.button("3");
world.afterEvents.itemUse.subscribe((clan) => {
const { source: player, itemStack } = clan;
if (itemStack.typeId == "minecraft:compass") {
form1.show(player).then((e) => {
if (e.canceled) return;
switch (e.selection) {
case 0: // if selected Join
player.sendMessage(`selected JOIN`)
break;
case 1: // if selected create
player.sendMessage(`selected CREATE`)
form2.show(player)
//other codes
break;
case 2: // if selected list
player.sendMessage(`selected LIST`)
break;
case 3:// if selected back
player.sendMessage(`selected BACK`)
break;
}
});
}
});
when will OreUI will be out?
does JSON UI really ending?
well he asked🤷♂️
ore ui already comes out
but it is not known when this fully replaces json ui and will be become modifiable with addons
damn, i just have started learning json ui, should I just stop?
idk
anyway you don't have alternatives, but more likely all json ui interfaces will stop working, unless backward compatibility is made
anyone can help me with this plshttps://discord.com/channels/523663022053392405/1259332375939256343
How can I decrease the padding between the grid size?
"mob_effect_grid": {
"type": "grid",
"size": [
150,
"default"
],
"grid_item_template": "mob_effect.mob_effect_grid_item",
"grid_dimension_binding": "#mob_effect_grid_size",
"collection_name": "mob_effects_collection",
"bindings": [
{
"binding_name": "#mob_effect_grid_size"
}
]
},
"mob_effect_grid_item": {
"type": "panel",
"size": [
240,
30
],
"controls": [
{
"name@mob_effect.effect_name": {
"layer": 5
}
},
{
"timer@mob_effect.effect_timer": {
"layer": 5
}
},
{
"icon@mob_effect.effect_icon": {
"layer": 5
}
}
]
},
The individual name timer and icon I already made smaller
So would I change 30 to something smaller?
try making that panel smaller
And it worked
also why are u doing grid
Thanks
why not use stack panel?
Its just the vanilla mob effects thingy idk
oh
Lol might need to fix my stuff again
u can just rewrite it
Uh well I'm not that good
Anyone know why the mob effect screen absorbs all my hotkey buttons?
"[email protected]_screen": {
"close_on_player_hurt": false,
"should_steal_mouse": true,
"is_modal": false,
"always_accepts_input": false,
"absorbs_input": false,
"is_showing_menu": false,
"low_frequency_rendering": true,
"render_only_when_topmost": true,
"render_game_behind": true,
"force_render_below": true,
"$screen_animations": [],
"$screen_content": "mob_effect.main_screen"
}
Just found out interesting stuff, turns out we can add new buttons on form_buttons collection and heck the script can read it too. Client Side -> Server Side on JSON-UI lol
Why are you using so many properties? What are you trying to achieve?
Kind of just took this from the web, basically whenever you open your mob effects gui it wont actually show a screen and it will instead show on the side of the screen but it seems to be absorbing all my hotkey inputs
Remove all that, add property force_render_below to true on mob-effects screen then add always_accept_input to true on HUD.
what does this mean
so its always_accept_input and not always_accepts_input?
Yeah now none of my keyboard works 
Example there is two buttons you created via script, so the index should only be 0 and 1 right?
Now make a button that has collection index to 2, then check if response.selection in script is 2, it will work.
Which do you mean? WASD?
Appreciate the help I kind of just put it on my sidebar with scripts instead and it doeant look too bad
oh, yeah i knew that
Can't move mouse or any inputs don't work
i used collection indexes in a UI of mine but its laggy if u place lots of buttons
cause u have a menu open
is there a way to move when in a menu?
Yeah I can move now
^ @chilly yacht
But now my mouse doesn't work and my hotbar still doesn't work
I don't think its possinle to get hotbar to work
Pretty sure
"should_steal_mouse": true,
makes it so i can use my mouse
I made something where if collection index is greater than max buttons the button will not show, so i kinda just use the other buttons while having dynamic buttons
Nvm it was one of the other ones
also, question, do you know why alpha animations on the beacon item renderer affect ALL ui elements?
pls someone gell me
why rely on beacon item renderer
just make the element itself, its like 2 lines
wym?
like just the custom render?
im not sure what the renderer is
inventory_item_renderer
then i just bind the aux id correct
yeah
alr, ill try it out and see if it changes something
i had to use a different animation
Thats actually cooler, it just overrides on top of each other
ehh
i mean its not bad
i had it before without the item renderer
and it worked normally
nvm, the alpha still does the thing
ill just stick to offset
Bug? I don't know 
seems like it 
Is there any body have a sample of custom notification ._.? , everything i know of that is it base on chat , and no more
I have mine, its very may not meet on what you need but its basically a foundation.
https://github.com/TheoristMC/Theorist-Projects/tree/main/Notification UI
Ukm m thankkk i'll try it
Yeahh i have check it , it make everything i chat into the notification. _.
That's what i said
._. Soooo i see someone using bidding to make a filter or flag idk , im try to figure out what that thing
is rotating something is impossible?
hmmm
is making custom hearth bar(not retxture) even possible
is it possible to use molang in json ui?
Nope, but you can edit Molang of player (`q.is_in_ui`` stuff) then put that player in UI.
Damn, what is that resolution
so u cant read molang in json ui?

how can i make player health percentage then💀💀
Actionbar, Titles and Subtitles. Many data parsers there
how to make it show 2 action bar so player can parse 2 data at the same time ;-;
Just put the 2 data in one actionbar
how to parse it if it's 2

no
border
border
how to read scoreboard score in json ui?
how can i make custom bar in json ui?
make a post 🙂
ok
pls help
first, learn json ui!!