#JSON-UI General
1 messages · Page 23 of 1
what. is it not a random person if you dont know them
Damn it's like infinity stones atp
We got I don't know and I'm not learning
🙏🙏🙏
I know i know
maybe make an animation that either scales down the rightItem folder or that moves it downwards outside of the screen and make it apply only to the paperdoll with molang
not sure if it would work but it could
An animation that reduces the item in the paper doll umm, I would have to see if it is possible too.
its possible
you dont play it in the paperdoll you just play it in the player
but you show it only in the paperdoll
Ohh okay, I understand.
im trying to put the actionbar into the server_form ui file, I can't get $actionbar_text to be valid, what do i do? is this even possible?
json ui is fun
I wish I could say that too. I’ve been trying to get a pack work but just don’t know where to start..
how on earth do i pass data from preserved title to image's clip ratio
its killing me
why does the bare template of preserve title not work either 💀
HOLY SHIT IT WORKS WITH ACTIONBAR
and my game crashed
me when i celebrate too early
how does the layer for child element work?
ik its relative to parent element but what do i do if i want the child element to appear behind the parent element?
just set "layer" to negative
example: "layer": -2
twas simple
ty
making UI is an absolute torture especially since we dont get to see the UI in real time
yeah cuz yall got json ui editor embedded in a part of your brain
Yup

an engine inside a brain indeed
but adapting to reactjs is not easy
can tell
Is there any way to remove the invisible button?
did you add any kind of #visible to grid template?
because you can't remove empty spaces on grid
Ohh
HEHEHEHA
Just this
"button": {
"type": "panel",
"size": [
66,
56
],
"controls": [
{
"button1@gb_form8.working": {
"bindings": [
{
"binding_name": "#form_button_text",
"binding_name_override": "#form_button_text",
"binding_type": "collection",
"binding_collection_name": "form_buttons"
},
{
"binding_type": "view",
"source_property_name": "((#form_button_text - '§b§1§r§f') = #form_button_text))",
"target_property_name": "#visible"
}
]
}
}
]
},
i don't know if there is a workaround for it or not, but, "visible" here will only modify child controls's visibility, not the grid itself
but surely not
Ohh
So how would I go about adding a button to the inventory? (And stretching the background a lil too)
I’ve got a very rough visual ref for how i want it to look but nothing final yet
(I drew it)
Are there default files I can edit to display as texture for ModalFormData? I’ve tried editing hollow_3.png and it displayed to other parts of the game as well when I am just aiming for forms
Hi! Is it possible to make an image fill the entire screen? I guess it's something related to the size property, but I can't get it to work
I don't think it's that complex to create a post
did you put an image in a parent control that has size being "100%"?
if yes, in your image control, simply add "fill": true
Or well, more than an image it is a form of the Scripting API, but yes, the element is an image
Nah, that was the first thing I tried
and it will work, you just need to find out where in the parents the size is set
Its because the image isnt as big as the screen
it'll only fill to what size the image is
how would i go abt getting started
i dont really understand where to start and anything i read just isnt helpful to me
"Reverse engineer" mc's ui files
i js dont understand how it works
take a look at the JSON UI in wiki, and compare it with vanilla UIs or other people's UIs
wiki info doesnt do much on its own
Yeh the start is rough. luckily I had pablo where I was able to get my most knowledge of. Looking at others code and understanding it really helps. I find vanilla files a little to bloated as they extract everything into its own element and have stuff for tts and such
If you just want the bare minimum tho, I have some samples for a series I am making for custom form creation.
You can view my code here https://www.skyls.de/samples
A Personal Code Sharing Website With Various Tutorials For Minecraft Bedrock JSON UI, Scripting API And More!
alr tx
Idk if other json ui devs would be down, but we could make a website with community samples just like on my website
knowing the nature of JSON UI, im honestly not sure if people would eagerly join 😔
but damn it would be revolutionary
true tho, I know that some people have this elitism
2021 version of the wiki >>>> (there was hardly anything from what I recall)
the wiki does a decent job of explaining but not enough of a job to encourage the user to build anything. You need up knowing all those words and yet you have 0 experience
I like the adding hud element one tho
more of this is needed
yeah, some stuff could need a bit of more explainings
especially preserve title one, it took 2 days for me to figure out how it works
(skill issue on my side but still)
i could.
just a question but do you need to use different name for preserved text binding if there are elements more than one that needs preserved text
How can I filter buttons on parent elements? Based on #form_button_text 
"bindings": [
{
"binding_name": "#form_button_text",
"binding_type": "collection",
"binding_collection_name": "form_buttons"
}
]
I tried checking if the button name starts with the key n@ in another binding but it doesn't seem to work.
I feel like Ore UI style is now being overused even more than Zeqa or Hive style
Yes, it will just be an optional style of 2 others that I will do.
I'm thinking of making one similar to the Java UI
But I need to solve the problem of the buttons xd
I mean we made zeqas ui pretty much at the start of all the ore ui craze
for preserved texts, would it work if i define data control element outside and reference it in an element's controls?
No.
"bindings": [
{
"binding_name": "#form_button_text",
"binding_type": "collection",
"binding_collection_name": "form_buttons"
},
{
"binding_type": "view",
"source_property_name": "((#form_button_text - '1@') = #form_button_text)",
"target_property_name": "#visible"
}
]```
wrote in discord
but should be right
smth like this:
{
"data_control": {
"type": "panel",
"size": [ 0, 0 ],
"bindings": [
...
]
},
"preserved_title_display": {
"$update_string": "update",
"type": "label",
"text": "#text",
"controls": [
{ "[email protected]_control": {} }
],
"bindings": [
...
]
}
}
I had already tried that and it didn't work 😔
where have you put it?
Sorry for the ping, but do you know if its possible to flag if a button's collection index is divisible by 2 or 3?
Like would "(((#collection_index * 1) / 2) = 0)" work?
oh wait
idek
@/that_andro would be the right person for that type of question.
In the main button panel
Try putting it on the stack panel
Alright, thanks!
too much side-projects and I'm certainly busy 24/7.
i could if i have free time (probably only around saturday-sunday).
but still pretty much depends on what side-projects i'd be doing.
it wouldn't. depends on the context though.
The factory element?
if it was something about making extreme complex of smashing maths and operators in some strings i'd rather bail out.
i do not like math/operators in json-ui as they are simply just "hacky" things to do.
i got it! index - 2* index/2
itll either return 0 or 1
1 if remainder
2 if no remainder
stuff like these should be easily debugged by having a dummy text that displays your conditions/output.
no, wherever you're stacking the buttons
Yeah, it doesn't work, I give up
Real ones just don't like math 😂
I'm a UI designer, not doing some weird math that is 60 characters long just to achieve one thing that DOES not prone to serve any thing useful.
Strange
Oh ik why
flags cant start with numbers
Well if u have flags, the buttons cant start with numbers
so change it to like §1@
wanna make an input box that only their purpose is to "search" some buttons that do not even properly work with "case sensitive"? go ahead maybe?
or a strange string that only their purpose is "splitting texts" into 10 different positions maybe
this is why i don't chat here.
Yeah, the only reason i needed that equation was to fake a grid
Since when flagging items in grids it doesn't remove the blank spacing
Which is stupid
I've dealt with that
So I just don't use grids 💀
grid is not stack panel.
It should've been made to work "the same" tho lowkey lol.
I mean
You have screens like the ugc viewer with a search and grid
But iirc the properties of it won't work if applied to form buttons and that cuz of how they performed it
Ah, let me try, if that's the problem it's going to be very funny
if you could ignore/destroy the element inside the grid, probably might work.
though as we do know it, #visible is not one of them.
yes, it can be because they are trying to fix consistency
it's literally just hides the panel like visible property, so kinda expected why it doesn't really clean or leave the empty space.
the existence is still there. not entirely gone.
yes, but combine it with factory, it maybe kind of work
but what you get may be tons of factories
which is a ticket to a performance disaster.
it's just "if and else" spam at this point
there's no way to avoid that in html/css as well
visibility hidden won't help, the only way to fix it is from servers
i forget which way it was, but i had the grid then factory and iirc it just spammed the same stuff everywhere
it was a rough rough concept at the time but i aint personally gonna deal with allat
i don't think that's comparable since html do have JS. but i do get the point.
this is why i don't do operators stuff in json-ui
yes, just ignore them straight from servers instead
Also iirc, #ignored basically kills the whole bindings if that bind returns to true.
might be useful if you're making alot of conditions if you don't want to sacrifice the game performance.
@chilly yacht Oh my god hahaha, tysm
😆
does anyone know why the _hud.HP: thing not update the bar?
so i made this ui and, to add on this, only the element that comes first is updated
the one that comes later doesnt update
but if i put separate elements in root panel instead of combining them into one, itll work
oh wait
i forgot to rename the data control elements 💀
@ember oyster
Is there any way to hide this 007 number?
hi are there default image files i can edit in making a custom slider/toggle/submit button for modalform?
just make your own element design, can be found in ui_template_*.json and ui_common.json
is there any element related with crosshair? or is it hardcoded
i can at least check if its hidden, right? (as in json ui)
there is crosshair renderer, it basically just inverts every visible pixel behind, and always centered
to customize that crosshair, modify the textures/ui/cross_hair.png file
nah i just wanted to make an element to be different depending on the visibility
then you can't use cross hair renderer
And unemployment
that post was made by dr pepper gang
OH WAIT
i can just make it to check for touch control
?
you mean, "visible" when using split controls?
i meant #using_touch binding
is there a binding for that though 
rip
texture error🤓
is there any way to get the item name in the container_item object?
i want to do a search bar for inventory items (if you have something like this I would really appreciate it)
what is this extra button???
realms button
but uh
where did it go 💀
Bugrock moment
realms are down rn i think
yup
Does anyone know how to disable the 2x2 crafting grid or displat a picture that force player to change to classic setting?
Could someone explain to me what does tts mean in buttons
text to speach
Thank you
How can I separate name from textField and add scroll to it?
why
Can someone please say how to use aux id for server form icons? I've searched across this ds server and wiki and couldn't find anything
yes, 1.21.20 contains so many ui bugs
like what? I haven't encountered any bugs yet
Is this an reply to my question?
How ?
edit the default textfield
theres something called custom_text i think
its the label
my b
Hmm
find custom_label and edit that
Bro, I am not an expert in JSON UI. Can you create it for me?
sorry, json ui is very tight
trial and error is the best here
Here , right ?
yeah
just make a new one
and put the label inside of a scrolling panel
then reference the scrolling one
marketplace, hard to see category titles
dressing room, failed centered design because of big featured items
minecraft big bad at updates
they edit stuff for no reason
like unnecessary changes
Is there any example of server form with aux ids used for icons?
chest form by herobrine
yes i've tried adapting their code but it doesn't work
no icon
"dynamic_button": {
"controls": [
{
"panel_name": {
"type": "panel",
"size": [34, "100%c"],
"controls": [
{
"image": {
"type": "panel",
"layer": 2,
"size": ["100%c", "100%c"],
"offset": [-2, 0],
"controls": [
{
"[email protected]_renderer": {
"size": [32, 32],
"bindings": [
{
"binding_name": "#form_button_texture",
"binding_name_override": "#texture",
"binding_type": "collection",
"binding_collection_name": "form_buttons"
},
{
"binding_type": "view",
"source_property_name": "((#texture - '§aaux_item§a') * 1)",
"target_property_name": "#item_id_aux"
}
]
}
}
}
]
}
}
]
}
}
just for sake of test i've used this simplified approach
i've also set text of button to #form_button_texture to be sure that its setting correctly
i've searched across all this discord server but haven't found any solution
@midnight sentinel #form_button_texture isnt the button text
its the 2nd argument
form.button(TEXT, TEXTURE)
you put it in the texture
ik, i made it so it shows texture instead of text for sake of test
i guess im just not using this formula
hm, idk
bruh 😭
add 32768 for a surprise
ik how it works 🙂

FINALLY
👌
i have no idea how but i suppurated them somehow
how to make it contained and scrollable?
how to make a scrolling panel
I think like this
alr
Lol
#1273341865705607315
When do y'all think OreUI will be available to addons?
Since it's like pretty much done and they're just porting it across the game right now
35 french revolutions
how to change size of exp bar is it possible via ninslice
i dont think its going to come out for us addon devs
You telling me oreUI will never be available to us like h
Json is??
Yes
Look what it says in the Q&A
Probably it will for education edition or something else
Thats not what it says
OreUI will be out when its ready
Still I don't think so
Why not?
Kayla has stated they plan to release oreui for creators but it isnt ready yet #old-update-discussion message
Creators means add-on developers...
As long as they keep support for JSON everything will be fine fr
JSON UI will be deprecated once OreUI is fully fleshed out
ahhh idk
but still used
because ore ui will never give the same possibilities as json does
would be a damn lag fest
And please enlighten me how json ui can still be used when the entire game switches to oreui
it cant be
But it can
marketplace content
for this reason it wont
@jovial hemlock as mojang would care about its users
Versioned
Then why not just keep JSON in
Also JSON UI technically isnt officially supported
and addons?
@jovial hemlock
yea but when you submit an addon they check it
backwards compatibility basically
for example they are not allowed to upload experimental stuff
Who is they?
Oh you meant marketplace addons
mojang or who ever is in charge
yes
and they cant lock the version of the workd
world
Json ui isnt experimental but it isnt officially supported but still allowed
because are addons
yea so it wont be deprecated, this will affect half of the content of the marketplace
and mojang is not taking that risk
how to render the paper doll only upto the chest
use the renderer property
how actually
"player_head": {
"type": "panel",
"anchor_from": "top_left",
"anchor_to": "top_left",
"clips_children": true,
"size": [
28,
38
],
"layer": 2,
"offset": [
-4,
-17
],
"controls": [
{
"player_head_renderer": {
"type": "custom",
"renderer": "paper_doll_renderer",
"size": [
35,
85
],
"offset": [
0,
20
]
}
}
]
},
look what should be changed
@jovial hemlock
type custom
to
No it will be deprecated
who said that?
#1019692489596215388 message The fact they don't officially support json ui edits?
Anyways, I digress, we can agree to disagree. But my initial point was that OreUI will be supported for creators
did you edit "container_item" background?
Can anyone send me a example toggle that opens up a new full screen panel
nope but which json ui file?
ui_common.json
"container_item": {
"type": "input_panel",
"size": [ 18, 18 ],
"layer": 1,
"$cell_image_size|default": [ 18, 18 ],
"$cell_overlay_ref|default": "common.cell_overlay",
"$button_ref|default": "common.container_slot_button_prototype",
"$stack_count_required|default": true,
"$durability_bar_required|default": true,
"$item_renderer|default": "common.item_renderer",
"$item_renderer_panel_size|default": [ 18, 18 ],
"$item_renderer_size|default": [ 16, 16 ],
"$item_renderer_offset|default": [ 0, 0 ],
"$background_images|default": "common.cell_image",
"$background_image_control_name|default": "bg",
"$focus_id|default": "",
"$focus_override_down|default": "",
"$focus_override_up|default": "",
"$focus_override_left|default": "",
"$focus_override_right|default": "",
"focus_identifier": "$focus_id",
"focus_change_down": "$focus_override_down",
"focus_change_up": "$focus_override_up",
"focus_change_left": "$focus_override_left",
"focus_change_right": "$focus_override_right",
"focus_enabled": true,
"focus_wrap_enabled": false,
"focus_magnet_enabled": true,
"controls": [
{
"item_cell": {
"type": "panel",
"size": "$cell_image_size",
"layer": 0,
"controls": [
{
"$background_image_control_name@$background_images": {
"layer": 1
}
},
{
"item": {
"type": "panel",
"size": "$item_renderer_panel_size",
"layer": 0,
"controls": [
{
"[email protected]_count_label": {
"layer": 9
}
},
{
"$item_renderer@$item_renderer": {
"size": "$item_renderer_size",
"offset": "$item_renderer_offset",
"anchor_to": "center",
"anchor_from": "center",
"layer": 7
}
}
]
}
},
{
"[email protected]_bar": {
"layer": 8
}
}
]
}
},
{
"item_cell_overlay_ref@$cell_overlay_ref": {
"layer": 3
}
},
{
"[email protected]_selected": {
"layer": 4
}
},
{
"item_button_ref@$button_ref": {
"tts_ignore_count": true,
"tts_skip_message": true,
"tts_inherit_siblings": true,
"layer": 5
}
},
{
"[email protected]_item_lock_overlay": {
"size": "$item_renderer_size",
"offset": [ 1, 1 ],
"anchor_to": "top_left",
"anchor_from": "top_left",
"layer": 6
}
},
{
"[email protected]_lock_cell_image": {
"layer": 2
}
},
{
"[email protected]_container_transfer_mode_overlay": {
"size": "$item_renderer_size",
"offset": [ 1, 1 ],
"anchor_to": "top_left",
"anchor_from": "top_left",
"layer": 10
}
}
]
},
did you modify $background_images
(common.cell_image)
what
@opal aurora
is it possible that the crosshair changes image when on entity or block
idk what happened
no, there is no binding for it
as i said "no", means no
ok
on a scale of 0 to 10, how possible is it to modify xp bar's scale?
or would it be easier to just make a different bar
@weak lintel is it possible
to?
custom bar
i have a template in #1272053595491008643 message
how would i set a font for a button?
I remember someone sharing an UI add-on where player is able to put some kind of actionbar# in front of the title actionbar command and that would appear in an another place in the screen and works independently of the vanilla actionbar. Anyone knows any?
Also need it
I remember their profile picture and profile banner, but not their name 😭
I think I've talked to them in DMs and not in the server or they deleted the post because I can't find any message related to that
Sad 🥲
Can someone please answer what makes a label not show when directly added to the root_panel controls? 🤔
I'm having this problem where the preserved text panel does not show for some reason, I can ever make the game title disappear when using the update text, but no one answered: https://discord.com/channels/523663022053392405/1273385779363709031
Don't you remember what this add-on adds to the game with this functionality?
As I said, it gives the player ability to add a second actionbar that's independent of the vanilla one. It was used by putting some kind of prefix in front of the actionbar text.
Found this one:
#old-commands message
I'm gonna take a look
can someone help me?
here are my files
`{
"mob_effects_renderer": {
"ignored": false
},
"hud_title_text/title_frame/title": {
"modifications": [
{
"array_name": "bindings",
"operation": "insert_back",
"value": [
{
"binding_type": "view",
"source_property_name": "(not (('%.6s' * #text) = 'kirby.'))",
"target_property_name": "#visible"
}
]
}
]
},
"root_panel": {
"modifications": [
{
"array_name": "controls",
"operation": "insert_front",
"value": [
{
"effects": {
"type": "panel",
"factory": {
"name": "hud_title_text_factory",
"control_ids": {
"hud_title_text": "effect_renderer@effect_renderer.new_effect_renderer"
}
}
}
}
]
},
{
"array_name": "controls",
"operation": "insert_front",
"value": [
{
"effects": {
"type": "panel",
"factory": {
"name": "hud_title_text_factory",
"control_ids": {
"hud_title_text": "mobevent_renderer@mobevent_renderer.mobevent_renderer"
}
}
}
}
]
}
]
}
}`
i also evaluated the mobevent renderer inui defs
i dont know why it wont show
#1273730772003459165
Can hower text be localized?
Can someone send me example toggle that opens a popup
x button is a different thing
both are different
I mean at least texture name
idk where x button textures are used though
what?
It is possible to create a new bar on the hud_screen screen. I already know that. However, I need to modify an existing bar, I want to move the experience bar to make it vertical, at the top of the screen. I want to create a mana system for a server, but for that I only have to work with resource packs. nothing bahavior. That's why I want to modify the experience bar instead of creating a new one.
[21:45]
Can anyone provide me with help to do this?
#1273805703970029681
heyall question
can i access a parent's variable inside a child control
example
{
"panel1": {
"size": [200, 100],
"$textthing": "Hello",
"type": "panel",
"controls": [
{
"labelthing": {
"type": "label",
"text": "$textthing"
}
}
]
}
}
and no, I can't just declare it inside the child control
Is it possible to display the player's coordinates on another object? i try this but doesn't work
{
"player_position": {
"type": "label",
"anchor_from": "bottom_middle",
"anchor_to": "top_middle",
"enable_profanity_filter": false,
"color": "$chat_text_color",
"text": "test",
"layer": 9,
"bindings": [
{
"binding_name": "#player_position_text",
"binding_name_override": "#text",
"binding_condition": "always_when_visible",
"binding_type": "global"
},
{
"binding_name": "#player_position_visible",
"binding_name_override": "#visible",
"binding_condition": "always",
"binding_type": "global"
}
]
}
}```
Can
?
You can do it
so that code would work
ty
does it work if it's nested
so if it's a child of a child
Work too
ight ty
if you are using common.common_panel, set "$show_close_button" to false
hi guys i need help again
I'm adding this to the controls of dynamic_button
{
"label_thing": {
"type": "label",
"size": [
"100%",
"100%"
],
"text": "#form_text",
"bindings": [
{
"binding_name": "#form_button_text",
"binding_name_override": "#text",
"binding_type": "collection",
"binding_collection_name": "form_buttons"
},
{
"binding_type": "view",
"source_property_name": "(not((#text - 'afr:l:') = #text))",
"target_property_name": "#visible"
},
{
"binding_type": "view",
"source_property_name": "#text - 'a'",
"target_property_name": "#form_text"
}
]
}
}
the text shows nothing when i use #form_text which is just the text but without an 'a'
when i use #text it displays
Smart idea to build it into vsc.
I just built mine into my site lmao
It's not even encrypted it's just obsfucated to hell 😭🙏
i genuinely wonder if msft will make it so you can encrypt your addons
like how marketplace addons are encrypted
Just don't make pack cache available to the player 🙏
i tried rendering a bunch of items in a single vertical scroll. but i have seem to have reached the limit. any suggestions on rendering beyond the limit?
I'm aware lol
since when can you render blocks on the UI
im curious
item renderer
cause i might need it
with their AUX id
Images
is there a way to get a modded item's aux id
hmm idk, I assume there would be
heyall me again
is there a way to make it so when an element has it's size set to 100%c, and it has two child controls, with one hidden, to make it so it only grabs the size of visible ones
so a child is 16 pixels tall the other is 32
the 32 one is hidden
how to make the parent be only 16 pixels tall instead of 32
try 100%cm
I think i overkilled the obsfucation by making 25 of every file completely fake and my pack is now 3 gigs
is there a way to autoadjust a label's size
@opal aurora how to make the tabs side ways on left and right I am on android
complex, requires button mappings and other things, not just placing tabs
oh
what a coincidence, i just did this recently, here's what i did, a long table
movr the toptab to sideway tab
not any custom
like this? (originally horizontal)
code for it is surprisingly long :skull:
uh
inventory left
i didn't test this file
ok I will check
I need to adjust the offset and size I think
also the slider it's Width want to reduce that so only the scrolling textures are visible
I tried doing it but the size kept increasing instead of decrease
@opal aurora
try putting this in your code:
{
"recipe_book/tab_navigation_panel": {
"size": [ 23, 166 ],
"anchor_from": "top_left",
"anchor_to": "top_right"
},
"recipe_book/gamepad_helper_bumpers": {
"size": [ 16, 166 ],
"anchor_to": "top_right"
}
}
this will override tab panel size
and fix gamepad helpers
check file syntaxes
no error in code
these should not be placed inside any other parents
ok
but your code is wrong
ok, tab textures need to be tweaked
yes
Is it possible to make an image fade out with animation?
how can i place the title in the top of the screen
"anchor_from": "??",
"anchor_to": "??",
Top middle in both anchors
thx
is there a way to return 0 using bindings if a binding is a string and not a number?
tried by adding '0' at the beginning and it works only on positive numbers, not negative
i need that to handle invalid inputs
"if type === string"
maybe try testing if it includes 0-9?
then -0 - -9
this is json ui
don't think it would be performant though
hmm, i think i can try it if there is no other way to achieve it

how do i change the color of the xp bar text
The level correct?
yeah the level text
Actually it's has a color thing in there
U just gotta change it from $experience_text_color
Yeah np.
@weak lintel how did you removed the original exp bar
modified the vanilla xp ui
isn't it joined to the hotbar
yeah
did you separated it
i just pasted the vanilla ui and modified directly there
is there an option to get the item name when inside of container_item?
#1274029535641469040
Any tools for json ui?
#1253555342424674344 message
Working on v2 🙏😭
Is there a way to remove the animation when opening the form? I want the form to appear immediately
why my tabs don't show icon on hover state?
looks nice
How would I go about making the outer panel size base on the child image?
dude stop pinging tlgm, he can see this when he browse in this channel
is it possible to add button bindings to custom form?
nothing changed
Some stuff changed actually.
lookin' fire
is the element that renders horse jump power hardcoded or something?
i dont see the texture defined in vanilla ui
u want the textures?
no i just want to change the scale and texture
textures/ui/horse_jump_full.png
textures/ui/horse_jump_empty.png
it just covers up the whole bar rn so im checking if i can change the scale
at least the texture is there
ah
at least i know the texture exists
gonna try smth
ty
i just learned the unacceptable truth
why mojang
why is there an extra row of pixels
why are you using #title_text as the label text?
try binding it to something else
#title_text is a global server form binding
To identify my text
do #notification_title_text
Okay, I’m going to try it.
is there a way to make a button unclickable
yes
either change the clicked button name or "enabled": false it

how does the left bar work do it need something to fill
is there a variable for container_item item name?
ikr
it feels like minecraft dungeons
yeppers
working on mcd content addon
this is what i have so far
(though i didnt make the mobs, items and the boss bar)
blocked
1 blocked message
j

Neither my friend
is there a variable for container_item item name?
Haha, it can’t be
hey json ui people
is toast ui pop up hardcoded
not the ui but the thing that makes it pop up
Easiest way to get familiar and learn json UI?
stare at it for hours while connecting the codes
There were some videos about it, you can learn from them
Just google 'minecraft bedrock json ui'
and here you go
how do i use preserved texts for child label elements
do i have to put preserve texts on each elements? (please say no)
why tf is this not working 
Step 1. Download the template from the bedrock samples github
Step 2. Open a random file (you will most likely be modifying either chest_screen.json, server_form.json or title_screen.json (i do not know if thats the file name))
Step 3. Ctrl + F on everything interesting
"x@y" means element of name x copies properties from element of name y, and if y has a full stop on the name it means it comes from a different file
Step 4. Piece it together
Step 5. Ask for help
Step 6. Give up
Step 7. Return to school
Step 8. Land a job as a depressed software engineer
Step 9. Live a boring life working 9-5 paycheck to paycheck
Step 10. Get laid off and replaced by AI
Step 11. Work retail for the rest of your life
Step 12. Retire
Step 13. Live a happy life in the american suburbs of Flushing, New York
Life as soon as you touch mcbe addons:
Paris is better
Les Parisiens sont très racistes, je prefferé terminé mon vide
Bas ne vas jamais en Italie alors et on est pas raciste on as juste pas le temps
hi
does anyone knows how can I render only the head of paperdoll
@pastel terrace
pls inform when the mana system works
I want the code for the mana progress property
for heart renderer
clipping
clips children property
"player_head": {
"type": "panel",
"anchor_from": "top_left",
"anchor_to": "top_left",
"clips_children": true,
"size": [
28,
38
],
"layer": 2,
"offset": [
-4,
-17
],
"controls": [
{
"player_head_renderer": {
"type": "custom",
"renderer": "paper_doll_renderer",
"size": [
35,
85
],
"offset": [
0,
20
]
}
}
]
},
I mean like this but it only shows head in 2d I want 3d
hud player renderer
paper doll renderer
live player renderer```
rotation property
@hearty robin I also want like the portion from chest as well
honestly you kinda don't.
it's confusing sometimes and does not always work.
e.g it does have a chance of preserved texts being desynced when there are too many strings going on.
it only works best if you're using multiple stats or something that isn't exactly "strings spamming" intensive.
what the json ui does that mean
hu?
"type": "panel",
"size": [ 15, 15 ],
"controls": [
{
"hud_player": {
"type": "custom",
"renderer": "hud_player_renderer",
"layer": 1,
"animation_reset_name": "screen_animation_reset",
"anims": [
"@common.screen_exit_size_animation_push",
"@common.screen_exit_size_animation_pop",
"@common.screen_entrance_size_animation_push",
"@common.screen_entrance_size_animation_pop"
],
"bindings": [
{
"binding_name": "#paper_doll_visible",
"binding_name_override": "#visible"
}
]
}
}
]
},```
well damn 
it's the actual from hud screen
this
@hearty robin
like only the body above stomach
do you know the size?
just try some sizes out lol
Hello, I want to modify the screen to enter a server and leave it like this:
for this, I will need to remove some things and just put some input text and background for the background
Can someone help me?
Hello, quick question, If someone created an addon that uses ActionModalForm with json ui, and mine also uses ActionModalForm without json ui, will there be an incompatible issue or not? 😅 Like when both packs are installed in same world
try it out
can u change default gamemode?
with scripts?
i dont find a way to change it
default
when players connect be on a specific gamemode
i guess i'll have to use playerJoin after events
what does "binding_type": "global" do?
i see it everywhere but i dont understand what it really does
it gets the binding globally
so it gets the binding that exists in the ui?
smth like hud title text
so something like "main_screen_content/server_form_factory" in server_form
you just answered your question tbh
my bad
nvm what im trying to do doesn't really work
im trying to override the sever_fomr screen content
but when i think about "what would happen if another addon does the same as im doing" i get the result of incompatibility
sever_fomr does not exist.
grr
server_form
using modifications on the main screen doesn't work because it doesn't let me use bindings inside requires on the value array
for some reason it just like
when requires ends up as false i get an empty screen
well once again, bindings and variables does not mix.
yeah im aware
and i can't do the visiblity trick
because factories don't support it
and if i add a new child control it'll just make animations get removed
i loooove json ui
what i don't get is like
when other mods do this
it works
but when I do it, it doesn't
mine works.
when i tried modifying the factory to bind visible to something, it failed
oh wait
nvm
¯_(ツ)_/¯
so if i were to use preserved texts for this, i could move the elements outside parent controls and slap text preserves on those
on a scale of 0 to 10, how plausible is it
how does yours work
cause accorindg to th docs, factories themselves don't support bindings
??
it does
factories and factory controls themselves
i think you are referring to "factory" elements and not "stack_panel" or "panel_collection" with "factory"
yeah
that's what im referring to
because i can't disable the parent of the factory itself because that's the screen content
and adding controls on top makes the animations not work for both elements, which i DON'T want to modify
so how can i do what i want then
i want to override the long_form element from server_form and change it to my own depending on what #title_text says
override factory?
can't do
i don't want to break compat with other addons
and no, i can't just add stuff on top of long_form, because long_form already has a background texture
do yall think this'll work
"third_party_server_screen": {
"$ithinkitsextremelystupidihavetodothis|default": "#title_text",
"modifications": [
{
"array_name": "bindings",
"operation": "insert_back",
"value": [
{
"binding_type": "global",
"binding_name": "#title_text"
}
]
},
{
"array_name": "controls",
"operation": "insert_back",
"value": [
{
"labelthing": {
"type": "label",
"text": "$ithinkitsextremelystupidihavetodothis"
}
}
]
}
]
}
guess! what! happened!
this sucks man
why do addons have to be like this
let me check if there's a collision if i use a 2nd pack
use modifications lol
guess what im doing
the issue is i can't find WHAT part to modify
lol forgor to see the other messages
what i need to modify is the screen content
but there's NO way to get the form title inside the screen element
tried this
"third_party_server_screen": {
"$title": "#title_text",
"bindings": [
{
"binding_name": "#title_text"
}
],
"modifications": [
{
"array_name": "variables",
"operation": "insert_back",
"value": [
{
"requires": "(not(($title - 'afr:') = $title))",
"$screen_content": "server_form.extended_main_screen_content"
}
]
}
]
}
didn't work
whatcha trying
to override the server_form screen content
but i can't get the title text inside the screen element
meanwhile me struggling with operators
whatcha doing
can i see the code
but for whatever the fuckin reason the game only gets the operator that comes first
it hides _mcdHud.soul propertly but not the latter
when i swap the positions it becomes the opposite
tried using two bindings modification but it doesnt hide both of them
we all struggle with json ui 🤝
but sometimes i wish i dont use this UI and yeet it away
but no its required for the addon
json and ui makes horrible combination lol
ive experienced it before minecraft's json ui
wishing for ore ui to have visual editor
ikr imagine the capabilities
maybe one day we could directly link UI with scripts
JSON UI is better than css 😃
i dont know how CSS works but this sounds false

also wishing for ore ui to allow us to drag UI elements with mouse
if you would have +20 years of JSON UI experience like me, then you would agree with me
if you had +20 years of JSON UI experience then youre definitely not from this planet
not because its impossible
It can. you just dont know it yet
it can but
yeah
i would prefer learning CSS over doing that in JSON UI
I made a quick JSON UI for you
-# not from me lol
https://youtu.be/K9ixDgvEhjU?si=Y4Vh89gcTgW-xJUg
you asked me for it and there you have it
nothing to complain about lol
Just practice some more 🤫
do that then 🥭
Ong
i am but not because i think that json ui is better 🗣️
buddy
re read my sent data binding
we already get enough headache from json ui, what is this for
not telling buddy. that data binding of mine is not a global type
yeah I meant
Data Binding Array Object
-# Data Binding allows to bind hardcoded values/variables to an element property.
thats it buddy. Ill set your enabled property to false
can i substring and remove text from a button's texture?
apparently it doesnt work
"image": {
"type": "image",
"size": ["20%", "100%"],
"offset": [0, 0],
"texture": "#icon",
"bindings": [
{
"binding_name": "#form_button_texture",
"binding_name_override": "#texture",
"binding_type": "collection",
"binding_collection_name": "form_buttons"
},
{
"binding_name": "#form_button_texture_file_system",
"binding_name_override": "#texture_file_system",
"binding_type": "collection",
"binding_collection_name": "form_buttons"
},
{
"binding_type": "view",
"source_property_name": "(('%.64s' * #texture) - '|')",
"target_property_name": "#icon"
},
{
"binding_type": "view",
"source_property_name": "(not ((#icon = '') or (#icon = 'loading')))",
"target_property_name": "#visible"
}
]
}```
even though now that i tried putting the icon text in the label, it's correct
nevermind
ok so
first hey guys
so
im gonna try just
modifying the variables of long_form
and replacing the child control with my own
question
can you turn off visibility of certain elements WITHOUT affecting the children via bindings
btw
why doesn't this work
"long_form": {
"modifications": [
{
"array_name": "variables",
"operation": "insert_back",
"value": [
{
"requires": "($text_name - 'afr:') = $text_name",
"$custom_background": "server_form.no_background"
}
]
}
]
}
($text_name - 'afr:') = $text_name always evaluates to true
yeah buddy
replace
($text_name - 'afr:') = $text_name
to
(($text_name - 'afr:') = $text_name)
How to know the value of #form_button_length, #maximum_grid_items, #players_grid_dimension, ...
data binding
Yes, but I need to know the value so that I can understand the differences between
same thing
"long_form": {
"modifications": [
{
"array_name": "variables",
"operation": "insert_back",
"value": [
{
"requires": "(($text_name - 'afr:') = $text_name)",
"$custom_background": "server_form.no_background"
}
]
}
]
},
still always evaluates to true
somehow doing this crashed the game
"long_form": {
"modifications": [
{
"array_name": "variables",
"operation": "insert_back",
"value": [
{
"requires": "($text_name = 'generic')",
"$custom_background": "server_form.no_background"
}
]
}
]
},
Hello, I'd like to create the list of players as shown on this screen but I can't manage it with the grid. What should I do so that there are 8 per line and then they go to the line below?
"players_grid": {
"type": "grid",
"size": [ "100%", "default" ],
"grid_item_template": "pause.player_grid_item",
"grid_dimension_binding": "#players_grid_dimension",
"collection_name": "players_collection",
"anchor_to": "top_left",
"anchor_from": "top_left",
"bindings": [
{
"binding_name": "#players_grid_dimension",
// Necessary do to a bug with grid item bindings not refreshing when the grid is inside a stack panel
"binding_condition": "always"
}
]
},
not you lil bro
you should read the source property of my text buddy
stop the talk and "ignored": true yourself
buddy you should destroy_at_end your screen element after that yap animation
arguing with json ui components is crazy
Test de replacer dans “size“ le default pars “100%c“
Nan Pluto sa [ "100%c", "100%" ],
Your father is literally "visible": false
Wrong actually
it's "offset": [-10000, 0]
yall eat sandwiches in "orientation": "vertical"
does inserting an element with animation into root panel cause it to play animation regardless of trigger
no it's right
Bro yout body is like "size": [ 5000000, 10 ]
yo mama so fat she needs nineslice_size to fit in the UI
Fonctionne pas
Envoie le player_grid_item
"player_grid_item": {
"type": "panel",
"size": [ "20%", 25 ],
"controls": [
{ "[email protected]_grid_item_content": {} }
]
},
Fait ce que je t’es dis et dans le player_grid_item replace le 20% pars un chiffre
Mais ce sera pas reponsive alors
Jsp cmt faire
Pour que y en ai 8 par lignes par ex pour chaques plateforme
Ouai je voie ce que tu veux dire
Bas la grid fait la passer dans un stack_panel a la fin
Je pense que sa réglera le problème
Cmt ça ? Au pire dispo voc en stream plus tard ?
Chuis en vacances donc sa risque d’être un peut compliqué
Stv on parle pas fin comme tu veux mais je vois pas trop ce que tu veux dire avec le stack panel
Le stack_panel est toujours responsive donc normalement si tu fait passer ta grid pars un stack panel a la fin sa devrais régler le problème
Oui
Merci tu me sauve
holy
does the element show up even if the chat is hidden?
yeah. cause that wont matter since we're creating a new factory
well now you do, and best of luck
i checked your addon as reference to make one but uh
if
those toast ui
needs this much
dear god
dude i get shy when someone looks into my code. its like taking a peek into my soul
anywho mine was complicated because it needed to be but in essence it should still be the same as doing it in titles
hmmmm
except that it doesnt use title factories, but rather chat bindings
one major difference between the two is that title can use variables whereas chat only uses bindings
ok that might make it harder
ty for the tip though
by the way how does stack panel work
a stack panel works exactly like a panel except instead of putting the elements in their own anchors, it stacks them side by side -- either horizontally or vertically
so when it triggers, it doesnt override on em
but instead stack like you said automatically
neato, ty
Whats that server address? I need this too xd
@errant sequoia yo brow I'm wondering if you could do the same thing like the bar on the bottom and pop up text?
yo mama so fat she needs a common.scrolling_panel to fit in the UI
How can I do this?
JSON UI
Is there a made version?
yo mama so fat she is the reason why a scrolling panel can be horizontal
I don't know how to do it
yo mama so fat, she would get a watchdog error if she tries to render herself in JSON UI
search
yo mama so fat, she is the reason why "%" sizes can be a decimal number
youre built like this
(common mistake)
this is how a normal factory works
put it inside a chat panel factory "stack_panel"
do you have the uhhh examples
i dont know much about factories yet
just the factory example
yeah i think i might not touch ui anytime soon, dont want to get burnt out
wtf did i just find 😭
why not just 180px
although the game can understand that
idk its not my code
Bro you don't do that???
That's why ur noob ☝️🤓
Nah
Hacker 😈😈
how i can make anims?
how i can add anims to my elements?
yes
i read this but anyone have other example?
i want to add anims to my forms
but individual anims
just some basic chemistry
thats actually robotics
@vital edge sorry for ping but do you know if its possible to force a scrolling panel to have already scrolled to a certain spot?
like if i have a scrolling panel, id want it to scroll half way
?
some matrix stuff idk
is there any way i can learn UI from?
( basics )
Does "atext" have any internal setting in actionbar? 🤔 I tried using different variable names (like $text, $input_text and $testing, but it sends a log saying it couldn't find the variable and expressions don't slice the texts correctly). But using $a_text, $atexts and $atext works fine 🤔 so confusing
Yeah problem too, when the model gets through the screen the part of the model disappears, don't know why that's a thing.
{
"player_inventory": {
"type": "image",
"anchor_from": "centre",
"anchor_to": "centre",
"size": [ 100, 100 ],
"background_color": "black"
}
}
```i think i did something wrong somewhere somehow
what in the eldritch horror is this
whats "backround_color", is that even a thing
nvm i fixed that sh!t
but its "background_color"
i shouldn't call it "player_inventory"
"background_color" does not exist.
well i knew it wasnt json ui thing 
oh, yah,
||reading is not my job||
jk
jeez why is it so complicated
welcome to JSON UI
nvm im out
jk jk
one of the hardest addon elements
thats what i said when i tried to read json ui tutorial 
i just want to add 1 image to the player inventory
i shouldn't have to learn the whole lang for it right?
spoiler alert:
||you have to understand how it works even if the stuff youre trying to do is very small||
so this
{
"newInvImage": {
"type": "image",
"anchor_from": "centre",
"anchor_to": "centre",
"size": [ 16, 16 ],
"texture": "textures/ui/test"
}
}
```should add a 16 × 16 image to the player inventory?
If you know json and it's structure well, chances are. you'll likely able to do json-ui straight forward.
im completely lost
youve pretty much got it
Anchor default is center, you can remove both of these.
also it's "center", not "centre"
using rebinds is it possible to simulate a click action on all slots on the inventory?
umm, it's not showing in my inventory somehow
how should i do that?
dont send me the wiki link
I'm scared of those kinds of links

could u help me with it?
( UI image that shows in the player inventory in a specific place, with a button at the same spot as the image )
that's shouldn't be hard for someone who knows UI ig
np if u cant
(it is very hard)
((i dont know ui that much))
but u know how to add an image to the inventory right?
How likely would it be to get a 1-on-1 teaching session with an expert at json UI?
I’ve tried everything else and it just won’t stick
no ive never touched inventory ui before
i think its similar to the hud screen thing, but a little bit complex
u dont have to
no, only either top or bottom
alternatively, use a slider, but it is not flexible
why do i need to zoom in inventory
oh right TLGM
i did the chat panel you said yesterday
but uh its on the chat instead of the screen
duplicate the whole chat factory first, then modify that duplicated factory control


