#JSON-UI General
1 messages · Page 30 of 1
can't you just use the slot index?
Welp, there goes my plans
Unless scoreboards work?
if it is on display
i found more issues
lemme try something
just a little warning that trying to add extra slots on inventory UI might crash your game.
Is it possible to modify $toggle_group_default_selected by obtaining the value from #form_text or some other way
?
why not? it is just a variable
I tried to modify it by overriding it with #form_text but it didnt do anything
you need to convert the value to a number
I just set the form text to "2" as a test
doesnt it automatically convert to a number?
based on my experience
idk
try " 1 * '2' "
"size": [
"100%",
50
],
"$toggle_view_binding_name": "blocks",
"$radio_toggle_group": true,
"$toggle_name": "our_toggle",
"$toggle_group_default_selected": "#num",
"bindings":[
{
"binding_type":"global",
"binding_name": "#form_text"
},
{
"binding_type":"view",
"source_property_name": "(#form_text * 1)",
"target_property_name": "#num"
}
]
}
didn't work?
nop
hmm
I remember hearing somewhere that variables get evaluated before bindings so idk if its possible or there's some other way that I don't know of
obviously
the problem here is can toggle_group_default_selected be changed dynamically or not
give it a default variable to test that
You mean like this?
yeah but than change it and see if it take the default value or the dynamic one
"variables": [
{
"requires": "$form_text",
"$defaultIndex": 2
}
]
guys
coach is right 📢
How to remove the texture from the interaction button?
You can't
Try putting the text in "" or " "
But I won't delete it
Aaah
The texture
I thought you meant everything in general
somewhere in textures/gui/gui.png?
Thnk
Anyone know how to make the Chest UI Description and the Item Description in a normal small size?
have a max size for x
whats the sizes right now
fellow ipad user are you interested in an ipad ide?
["default", 30]
Thx
But where should i add it
Can i create an animated background in Minecraft Bedrock with JSON UI? (sorry if my english was mistake)
yes
How? Can you give me a tutorial?
its on wiki i guess
Yo yall, can I completely hide coordinates from the Player's in game screen if they have a tag or smth?
(Kinda cuz I wanna make the backrooms in my server to troll my friends and the players, so just showing the coordinates of the backrooms isn't ideal...
I have no idea how to use json ui, if yall got any tutorials or stuff on how to do this plz send me!
Or even just hide the coordinates completely
just turn off the show coordinates in the game settings?
all good
How change button color in form globally?
dialog or something
it is not in the server form file
popup dialog
I don't know much about popup dialog screen, but I only edited the "modal_dialog_with_buttons"
is it possible to create my own collections?
Is this in "server_form.json"?
No, it's on another file called "popup_dialog.json"
ok. thanks
Can you send me an example of how you modified it? Please
I want to get a base to change the background
I've been researching for a long time how to do it
try find the common panel
what?
"modal_dialog_with_buttons": {
"type": "panel",
"anchor_to": "center",
"anchor_from": "center",
"size": "$modal_screen_size",
"controls": [
{
"[email protected]_panel": {
"$dialog_background": "$dialog_background_override", // Here
"$fill_alpha": 1
}
},
{ "title@popup_dialog.modal_title_text": {} },
{
"text@popup_dialog.modal_label_panel": {
"anchor_from": "top_middle",
"anchor_to": "top_middle",
"offset": [ 0, 23 ],
"size": "$modal_panel_label_size"
}
},
{
"button_panel@$button_panel": {}
}
]
}
nice
changing the background?
yes
just set the "$dialog_background_override" to your texture path
If so, if you can, send me how it turned out? Just a photo of it.
"[email protected]_panel": {
"$dialog_background": "$dialog_background_override",
"$dialog_background_override": "textures/ui/panel/panelp", // set your own path
"$fill_alpha": 1
}
hum... nice
More like this
fire
cool
how can i make the red line move to the right using the offset value and #player_name_sidebar?
this is new
i thought that was vanilla
more is.
what is $chat_item_lifetime
"anim_chat_txt_alpha": {
"anim_type": "alpha",
"easing": "in_quart",
"duration": 1,
"from": 1,
"to": 0
},
"anim_chat_txt_wait": {
"anim_type": "wait",
"duration": "$chat_item_lifetime",
"next": "@hud.anim_chat_txt_alpha"
},
"anim_chat_bg_alpha": {
"anim_type": "alpha",
"easing": "in_quart",
"destroy_at_end": "chat_grid_item",
"duration": 1,
"from": 0.7,
"to": 0
},
"anim_chat_bg_wait": {
"anim_type": "wait",
"duration": "$chat_item_lifetime",
"next": "@hud.anim_chat_bg_alpha"
},```
it is
probably the time a message take to fade out
?
"custom_form@common_dialogs.main_panel_no_buttons": {
"$title_panel": "common_dialogs.standard_title_label",
"$title_size": [ "100% - 14px", 10 ],
"size": [ 250, 200 ],
"$text_name": "#title_text",
"$title_text_binding_type": "none",
"$child_control": "server_form.custom_form_panel",
"layer": 2
}``` is it modalform?
server form input
like toggles, sliders, dropdown, text edit box
the long form just a text and buttons
Ty
.
what's that exactly?
Is it possible to do something like this?
I've seen spinning transitions like this in other people's work. So I would like to say yes. I could imagine it would be tricky getting it right unless we have someone around with experience.
True, it must be complicated. It's not very common to see something like this.
I would really enjoy making stuff like this
Me too
Yes ive done something like this
Show me
although something like this is 100% possible
it would be 75% script api though
youd have to save the buttons that arent selected to get a syncrhonized rolling effect
then send the form again with the same buttons just roll again
?
looks really nice with renderers and the slightly transparent background. great job
thanks 🙂
the backgrounds are changable
since u cant make dynamic colors i just have like 6 or something preset gradients
using gradient render
is there a way to seemlessly make this new form tranistion / refresh type thing?
closing and opening forms instantly no blink
third_part_server_screen ( in server_form.json ):
"$screen_animations": [
"no_anim@server_form.screen_enter_animation_alpha"
],```
```json
"force_render_below": true,
"low_frequency_rendering": true,
"load_screen_immediately": true,
"render_only_when_topmost": false,
"render_game_behind": true```
OH MAN, THANK YOU!
then add this somewhere
"screen_enter_animation_alpha": {
"anim_type": "alpha",
"easing": "linear",
"duration": 0.08,
"from": 1,
"to": 1,
"play_event": "screen.exit_pop",
"end_event": "screen.exit_end"
}```
0.08 delay?
yes
awh
or just after they press button resend the form
best method?
🦐
oh ok
🤷♂️
yes
i dont think i have a vid but ummmm
i can look
its from the prisons thing i started
would i be able to choose different forms to use the animation and others not?
or is it global only
so i could open form normally, but buttons only instant change or refreshing it with closing and opening
just thinking of possibilities
oh i see
like custom copies
?
of the vanilla?
maybe
could make a fake copy
that has 0 buttons or soemthing
and then when u press it starts bringing up real copies
i like this idea might work
i havent tested with form anims alot but u may be able to send the "$screen_animations" through one of the children
like
ok
something like that idk if it would work
always worth a try haha, json ui the most pain i ever be in.
could work, be so close and then give up
cause not sure if possible yet, less people know json ui
anyways, thanks for your time! ill will ask questions as i go if needed
Is there any bindings that can copy a text into clipboard?
like coordinates button
but for other text like chat label
No
got instant refresh working, next is just testing if it works with custom copies.
thanks again
and customzing the animations per form
yup, the closeAllForms with uiManager works perfectly. we can close and immediatly load it again back. this is perfect for refreshing
nice 🙂
not a little
@rapid barn
o xubom que falar com você homem
anyone?
Guys who know how to remove the shade of locked item pls tell me
Is it possible to set an image according to a property?
Example:
hash:property = 1, image.1
hash:property = 2, image.2
No
where is xp bar image?
textures/gui/
Who can help me plz
How I can set a text placeholder inside the text box 🤔
nvm. found it
Guys how can I remove the shade of locked item
Can u send me ur code
Hello, someone know how to prevent the form from closing with the "esc" key
If so, could you help me?
ive awnsered this https://discord.com/channels/523663022053392405/1307492628387987517
ye
i do
-_- but its not pratical
when form is cancelled just make it reopen itself
and make the first button to make close
or what ever button u want
result.canceled?
maybe
i might test
u want the image to apear on screen when player has certain property?
I can't believe it, when I was practicing json ui it made my form unable to close and I had to restart minecraft, now that I want to do it I don't know how haha
crazzzzzzyyy
Nice, i do this
you bind the cancel to something that doesnt exist
like something blank
i need sme guidance on what to do with ui ik the json ui but i dont got the ideas
This?
yeah
bind the to to nothing
from button.menu_cancel to nothing
like ""
blank
how can i improve my ui?
no
actually it could maybe
if u want it per form
ir works with bindings
no
it doesnt
wym bindings
u cant bind button mappings
if u want it per form u put the button mappings on ur close button and just turn it invisible and disable it
Aunque haria que ninguno pueda ser cerrado no? a menos que haya un boton de close
i speak english
xd
quieres que solo un form no se pueda cerrar con esc pero los demás si?
it just works lol
Exacto, lo siento olvide hablar ingles
se me ocurre algo pero no se si realmente funcione
usar bidings condicionales y aplicarlas a un input_panel que tenga menu_cancel y menu_exit
asi por ejemplo, si el titulo del form fuere prevent-exit:Dulces sueños
que se desactive ese button mapping
solo si tiene ese prevent-exit:
I think I understand what you're saying but I don't know how to use input panel to apply it
Can you help me?
voy a intentar hacer un ejemplo de mas o menos como puedes hacerlo
Thanks, if it doesn't work you can tell me, thanks for the help
Hey ! Is it possible to move the display of the number of items where I would like it?
solved?
if no, open a post and @me
@jolly rock
algo asi es como imagino quieres hacer
title: "§§General (escape off)",```
solo es un ejemplo pero básicamente lo que tienes que hacer es quitar los button mappings de la screen, quitar el boton para cerrar si es que lo tienes, y agregar el escape_panel en algún lugar de tu ui ( la linea "$additional_screen_content": "server_form.escape_panel" no es necesaria pero se me olvidó quitarla, e intenté agregar el escape_panel utilizando modifications pero por alguna razón no me funcionó )
-# this is English only server
Wait additional screen content?????
It works! Thank you very much, I appreciate the time you spent on it
How exactly is it used??
i dont know where its used, but literally its an additional screen content
So is it just an empty panel added behind everything?
like if you dont want to modify original ui to add something, just use that
yes
I didn't know it worked until about a week ago.
and I didn't know this command existed lol
Yea
try using the in-game solution: /gamerule showTags false
it will hide all "can break/can place on" attributes on hover text, locked item references
https://discord.com/channels/523663022053392405/1307492628387987517
Thx I alr knew this method
Hi, do you guys know how to make the elements hide when the player heart is less than 5
Try using the builtin close button
"[email protected]_button"
add that to your ui
I almost don't know how to make menus, could you explain to me how to do it? xd
aaa okey
I could already
xdd
got It
thanks
xd
yeah
an example of that xd
In that image they only edited the textures
Is there any limits for scroll panel?
I'm about to change chat scroll to custom one
Assuming I put the chat collections into "container_scroll_panel"
Can someone tell me how I can put scrolling in my menu?
Example from server_form.json
// Create the scroll panel first
"long_form_panel" : {
"type": "stack_panel",
"size": ["100%", "100%"],
"orientation": "vertical",
"layer": 1,
"anchor_from": "top_left",
"anchor_to": "top_left",
"controls": [
{
"[email protected]_panel": {
"anchor_to": "top_left",
"anchor_from": "top_left",
"$show_background": false,
"size": [ "100%", "100%" ],
"$scrolling_content": "server_form.long_form_scrolling_content", // put the content panel here
"$scroll_size": [ 5, "100% - 4px" ],
"$scrolling_pane_size": [ "100% - 4px", "100% - 2px" ],
"$scrolling_pane_offset": [ 2, 0 ],
"$scroll_bar_right_padding_size": [ 0, 0 ]
}
}
]
},
// Content panel
"long_form_scrolling_content": {
"type": "stack_panel",
"size": [ "100% - 4px", "100%c" ],
"orientation": "vertical",
"anchor_from": "top_left",
"anchor_to": "top_left",
"controls": [
{ "Content1": {} }
// put other content here
]
}
you can make this in 3 lines of code with StarLibV2 🍵
-# adv*
Never heard that
#1072983602821861426
and, how to use it?
examples + docs. But i suggest you to wait new docs website with more examples.
But can it do softlock?
it created to make Json-UI forms, not this kind of UI ways.
Well in that case, making a new code is better than using a template 
Unless if there's an update to support that
depends on your requirements. If some like GrimUI of course no, but even middle-complexity dynamic UI it can handle.
don't jump to conclusions yet
i need time
anyway, is starlibv2 ☕ can support aux item id?
may be come to next updates. I have focused on supporting the dynamic structure and the button structure manager. Now the whole new website coming with examples to almost every element.
ok
About gradient color, how to make that 🤔
a question how can I put more menus in server_form?
use gradient_renderer
"type": "custom",
"renderer": "gradient_renderer",
"color1": [ 0, 0, 0, 0.5 ],
"color2": [ 0, 0, 0, 0.7 ],
"ignored": "$is_holographic"```
from progress_screen.json
a question how can I put more menus in server_form? help me pls xd
Conditional rendering, watch Dingsel’s first json ui tutorial
how do i scale glyphs to be the same size as mc letters? i wanted to use this for glyph_E1, but they appear bigger than expected
how i can make an multiple preserve title text , i mean when i try to copy the sample code on bedrockdev and change the id to make it myself it just work for only 1 preserve thing , when i try to the second title the previous preserve title text was disappear and replace by new ._.?
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make them in the same position?...
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you need to use collection_name
here:
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try this
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panel to collection_panel
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np
Minato
Can you help me?
I think it's something simple, but I'm not sure how to fix the problem
doc please
sure, with what?
-# you can ping me next time
"$atext": "$actionbar_text",
"visible": "(('%.2s' * #atext) = $affiche)",```
printf ?
huh?
I don't understand why it doesn't work
use binding
🙀
It's not possible with actionbar or is it?
never tried it
i don't see why not
Try this
"$atext": "$actionbar_text",
"visible": "(('%.2s' * $atext) = $affiche)",```
Or this
``` "$affiche": "e_",
"$atext": "$actionbar_text",
"visible": "(not (( $atext - $affiche) = $atext))",```
Because actionbar doesn't have a binding like #hud_title_text_string
you can just add it, no?
nvm you can't
thank you for helping me.
I'm not sure what you mean by add, can you explain a little more? I honestly just learned how to use bindings
Work?
nvm idk where my brain was going with that
sure
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use title to bind forms to ui
"controls": [
{
"custom_long_form@common_dialogs.main_panel_no_buttons": {
"$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 - 'Custom Form') = #title_text)",
"target_property_name": "#visible"
}
]
}
},
{
"custom_long_form@common_dialogs.main_panel_no_buttons": {
"$title_panel": "common_dialogs.standard_title_label",
"$title_size": ["100% - 14px", 10],
"size": [322.5, 185],
"$text_name": "#title_text",
"$title_text_binding_type": "none",
"$child_control": "server_form.my_super_custom_panel_main",
"layer": 2,
"bindings": [
{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "(#title_text = 'Custom Form')",
"target_property_name": "#visible"
}
]
}
}
]
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no?
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each form need a panel and a binding
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Old GrimUI showcase screen. As you can see you even can create these very small buttons.
Guys I need your help a i have an custom ui made with 7 premade buttons and everything works but when I open an normal Actionform it always has 7 Buttons. Does someone know why?
use collection_index
i did its going from 0 to 6
do you know how to perfect pixel offset?
my UI had 1 pixel off
uh?
heh, offset wouldn't help you. But i know how to fix it
how?
i also had this problem
Hide the button if the form_button_text is empty
i fixed it just by changing my content size from an minus even number to an minus odd number
does it support decimal?
you probably reducing you form contents size to add margins. something like that:
Before:
"content": {
"size": [
"100% - 8px",
"100% - 8px"
},
"controls": [
{
//...
}
}
}```
**After:**
"content": {
"size": [
"100% - 9px",
"100% - 9px"
},
"controls": [
{
//...
}
}
}```
@sudden glade can I send you my rp, so you can watch what specifically the problem is?
what animation does a container/chest/inventory use?
solved
If anyone wonders :
"screen_animations|default": [
"@common.container_screen_exit_animation_push",
"@common.container_screen_exit_animation_pop",
"@common.container_screen_entrance_animation_push",
"@common.container_screen_entrance_animation_pop",
"@common.screen_exit_animation_push_fade",
"@common.screen_exit_animation_pop_fade",
"@common.screen_entrance_animation_push_fade",
"@common.screen_entrance_animation_pop_fade"
],```
i love when someone solve his problem and post the answer
adding tags afterwards for easier finding using searchbar is even better 😁
yeah
thanks for that
can anyone explain the basics of container ui to me
im trying to make a custom crafting block but ive never used json ui before
i tried to look at some sample packs and the limited docs but it didnt really help
this is what im trying to do btw
fuel at the bottom, template on the left and subject item on the right
this is kind of dumb but i dont really know what to do 😭
i fumbled around for a couple hours but didnt really get anywhere and i dont really have that much time to be fumbling around anyway
why dumb?
if you dont know how to do thing, it isnt dumb
besides
i cant help you, but i can say that you should start off with easier things like changing the minecraft ui
this is how i learned some basics
i made this less than a week ago, all i did was deleting and changing something in the pause_screen.json
and i did that without any json knowledge or teaching
its such a general question that I kind of doubted anyone would be able to answer
"how 2 built rocket ship"
ill try that
good luck, and keep me updated, i want to see some progress next week 
what are these for
decoration lmao
it is not that complicated then
i will see what i can do
not now tho
awesome
ill send the assets I used for the image when I get off work if you haven't done anything yrt
sure
it is late here so maybe tomorrow
👍
Guys how can use json ui to customise modalform i know how to with actionform but idk abt mdoal forms
5 images in here
the slots as well as the overlays and the middle piec
e
Is there any bug in the latest version that breaks json ui on androids but works on other devices
Hello! Is there someone here good with custom factories that can answer me? I did a custom factory to show a preserved text with a fade in-out anim, but for some reason the fade-out only works on the first time I run a title. After resetting and running the update title text again, it fades-in but holds in the "wait" state. Anything that is not resetting correctly and is causing this? (The anim destroys the factory control_name element in the fade-out, and only one element is generating per title)
Ask how do you make those letters, friend?
do you mean the logo "SwiftPE"?
it is a image
made in blockbench
Is the microsoft documentation the only documentation we have on json-ui, I mean it is gonna get replaced by ore-ui iirc but still
Oh?
way better than ms docs
Thank you
@weak cape do you know anything about this
how does json-ui break?
So there is this bedrock port of the origins mod knowns as originsMerged
In which the creator has implement cooldown bars for abilities players have using json-ui but i have noticed in the recent updates of minecraft, the cooldown bar doesn't show up on Android but it does work properly on other devices including ios
And it's not the addon i think because if I play the older versions of the addon where the cooldown bars used to work on androids in the newer version of minecraft, it breaks
maybe the offset/anchor issue?
it may be possible that the offest he set is outdated
Wait it shows me an error message on Android, let me show you
But it does work on other devices so idk
then i have no clue
im a beginner still
that error says that one controller is incorrect
i have no clue why this may be different on phones
Hmm? Idk about json-ui so idk what's a controller
Is there a way to make a JSON UI for each person that shows a marker dot of the players withing a distance of you?
For example: Let's say a player is behind a wall. When a player activates this feature, I want it to show a marker dot on that wall where the player is, relative to the position of the screen.
can anyone help me #1310241563691188274
what's the file name for small chest ui?
chest_screen.json
Yes
then it is a image made in blockbench using title extension put in the middle
You could teach me bro
The Json or title?
Title
I will dm you
Anyone wondering:
The block bench extension is called Minecraft Title Generator
hey uh
i'm trying to find where the crafting table ui is located and i can't seem to find the correct file
anyone know where it's at?
inventory_screen.json
omg thank you
you're a life saver 🙏
I found a good system in farmers delight that will likely work with this
that is nice
i did made a ui from that mod to a friend some time ago
wait you made that? 😭
i see how its similar now
thats a hillarious coincidence
great work btw
that is the ui i was talking about btw
hmmmm i wonder why theyre similar
yeah
the design is directly from the original mod
mhm. i use both pretty regularly
i just had no idea you were behind the ui ive been using as a reference this whole time 😭
bruh
i am not the one who made the original one
that a port to bedrock
I know
maybe I'm misunderstanding you you made the ui for the bedrock port no?
if not clearly I misunderstood somrthing
im just slow clearly

im aware the java version was first i thought you were saying you recreated it for the bedrock port
"image": {
"type": "image",
"texture": "textures/dbc/bars/bars",
"$clip_value": 100.0,
"clip_direction": "up",
"clip_pixelperfect": false,
"uv": [
0,
0
],
"uv_size": [
7,
60
],
"size": [
7,
60
],
"bindings": [
{
"binding_name": "#player_name_sidebar",
"binding_type": "collection",
"binding_collection_name": "scoreboard_players"
},
{
"binding_type": "view",
"source_property_name": "((#player_name_sidebar * 1) / $clip_value)",
"target_property_name": "#clip_ratio"
}
]
}
when #player_name_sidebar is equals 0, the minecraft crash, why??
How is this icon called in minecraft files beacuse I cant find it
If it even is beacuse I saw a lot of peoples using it
One message removed from a suspended account.
$custom_background
i guess that happens because json-ui/mc doesnt know how to divide 0
Does anyone know how to have more than one image when using hud_screen with the title command?
using controls?
so i need to increase some value to #player_name_sidebar? to it do not be 0, like 0.0005
i think yea
oh thx
test if the string include a text and pass the both images flag to the title
example
title: img1 img2
and test the title for both
?
Idk if this is possible but I want to change the container icon of the horse's armor slot is it possible?
Nevermind not just the slot itself I want to change the whole ui of the horse but it only changes on one entity
@oak verge , Do you know if it is possible to access the item text through the container_item in common?
I tried but it doesn't work
Oh, It seems to work but only in containers not in inventory
Got it, turns out inventory and containers use a different collection for obvious reasons
Hello
Hi
I discovered that each collection of each inventory is sent as "$item_collection_name" so now it looks like this, easier
Resources/entity/player.entity
Then you create a render controller and configure it
Then you add properties to player.json
And the events in player.entity and the property numbers in Player.json
Can do it with two at the same time with different skins?
and to show the different skins in the UI?
npc_interact_screen
ty
I'll look at the file
Hello
Is there any way to add Json UI buttons to the screen, while still allowing the player to move?
to just casually click?
Is it possible to detect spectator mode in hud_screen 🤔
looking for someone experienced in json ui for commission. please dm me
i think those are npc renderers?
maybe
is it possible to make the play button in the start menu redirect to a server?
Still not found...
// Not working yet
"text_will_show_when_spectator_mode_is_detected": {
"type": "label",
"text": "Spectator mode detected",
"anchor_from": "center",
"anchor_to": "center",
"bindings": [
{
"binding_name": "#hotbar_visible"
},
{
"binding_type": "view",
"source_property_name": "(not #hotbar_visible)",
"target_property_name": "#visible"
}
]
}
found a solution
ye
see
here is the code
"thingy": {
"type": "label",
"text": "Spectator mode detected :O",
"anchor_from": "center",
"anchor_to": "center",
"bindings": [
{
"binding_name": "#hotbar_no_xp_bar"
},
{
"binding_name": "#hotbar_with_xp_bar"
},
{
"source_property_name": "(not #hotbar_no_xp_bar and not #hotbar_with_xp_bar)",
"target_property_name": "#visible",
"binding_type": "view"
}
]
},
is it possible to make the play button in the start menu redirect to a server?
I'm trying to create a clear text button in text_edit_box but it doesn't seem to work, is there any workaround?
"[email protected]_edit_box": {
"size": [
120,
15
],
"max_length": 100,
"$text_clear_button_enabled": true,
"$font_scale_factor": 0.9,
"$place_holder_text": "Search items...",
"$text_box_name": "search_text_result",
"$text_edit_text_control": "search_text_result"
}
Is it possible to disable certain button while on spectator mode 🤔
I'd like to disable this button for certain purposes
Ya te ignoraron dos veces
Even if we speak the same language, it doesn't mean we have to speak it on a server where the main language is English.
xd
I think its possible but only on play screen
any idea about hide this button?
that buttons are not part of json ui ( i think ) so there is no solution
ok
That's what he wants
Anyone able to help me relearn json Ui? Doing everything via docs is gonna take me weeks to get back into
I’ve haven’t dabbled around with jason ui before so I was wondering if it’s possible to add ui to the main menu that changes the subpacks packs in a resource pack
There are some videos online I think with the basics
I’ve tried that too
I think there’s good documentation on bedrock wiki
I’ve used that for resources packs a lot
Didn’t I just mention it would take weeks to learn by docs again?
Oh shoot mb
I wonder if u could feed chat gpt all the documentation
And then ask it specific questions
I know its a lot but I learn 30x quicker in 1 to 1 sessions
I would help but as I said I haven’t dabbled in this area of expertise
I’m so rusty I forgot how to format for modifications to an existing screen
@patent bramble do u know if this is possible
Just in a resource pack
Sorry I don’t
Ok np
The last time I messed with UI was months ago
Is ui for resource pack or behavior pack
I lost motivation after not being able to hook up my correctly
UI is resource pack based for the most part
Ok thanks
The best UI😎
Alright good luck
I was gonna add a quick bind to load the last world played
without having to press start once
Yk what nvm, if I gave up it’s for good reason
can't access the dressing room 👎
Is it possible to manually define the buttons in a server form rather than use the default factory?
collection index
oh cool, so can I just manually set them as children && set collection index and the buttons will bind to their usual actions?
yeah
take a look at Digsel latest video
then where's the real "profile" button
the one that leads you to your actual profile screen (not dressing room)
still thumbsdown
Currently the profile button has the dressing room too
This is what they asked me to do
(textures will be modified later)
thumbsdownn't?
Will we ever be able to edit ore ui?
probably
Also can you please send me your resource pack so I can try to make my own

I’m working on making a custom Home Screen
Anyone know how to rotate an image element? I tried a few props I saw intellisense that seemed somewhat relevant, but none i found were allowed
You can't
damn ok, time to do some crazy stuff then lmao
No? 😭
Nope
I don't know, It's not really difficult to do something as simple as what I did
Ok thanks
I have one more question
Is it possible to add a sub pack selector shortcut with jason ui on the title screen
Okay thanks anyways
I’m trying to have a panorama selector
If anyone knows please let me know here: https://discord.com/channels/523663022053392405/1311814370975551508
thanks
just make it leads to this screen and done
how do i reposition an actionbar to be shown at the top of the screen
How can I reload my pack during testing without deleting it and reimporting it into Minecraft every time I make a small change?
Put it in the development_resource_packs folder, just quit and join your world and it will reload
Okay thanks I didn’t know that existed
Try "/reload" instead of quitting and rejoining if you are modifying the behaviour pack after its in development_behaviour_pack
"/reload all" is also an option can be used when modified a resource pack or a behaviour pack
/reload only reload scripts and functions
use "/reload all" otherwise
What??
Reload all exists?
It's basically the same as if you quit and join your world but using a command
Yes but if you are just modifying the behaviour packs for example scripts its easy and fast
"/reload all" will make you quit and rejoin fast
How do i reload if im working on making a Home Screen ui change
Also when i drag and drop my pack into the development folder it no longer appears
isnt this right
nvm i somehow fixed it
Does anyone know how to make custom hovertext show up when hovering a button?
maybe render the hovering using controls? refrence on Chest UI
oh cool yeah ill give that a shot
btw quick thing, what does the c mean here: 100%c when its defining a size?
I think it adds all child elements width or height
cm is that scales to biggest child
ohh interesting
yeah this worked great, thx
Yes it adds all of the visible child sizes
X or Y
and then yeah cm is just the biggest visible element
Oh yeah
Visible is very important
is it possible to show the totem ui without using it ?
or recreate something like it
With packets
Is that server stuff or can I do that with just script api
Server stuff
recreating it is possible
you need to not be on android
due to how restrictive modern android is, and mojang doesn't allow you to customize game folder location anymore
this guy is on PC.
then just move your project workflow folder straight to the game data folder
/reload all
In latest version 1.21.44 I think
It reloads everything
wait, i think i know the problem here
move your packs to development_*_packs folder, so that the game won't copy your packs to world resource/behavior packs folders and the game will use packs in your development pack folders
well the issue with that is
you'll need to create another new world, since you just moved it to dev folders.
or you can manually delete those cached packs on your world folder.
is it possible atm to make ui;s using ore-ui?
yes
Can you
you can't
you can make similar ui using json ui tho
can u help me with smth
depend
you can
can't
that is modded
what is the problem
so
i have 2 sevrerform ui's that i combined using a json merger
1 check for form named Server another for Shop
and when i try to open those forms they dont work
it gives an error
but we anyways can
whats that gonna do
i did try starlib
liked it but hard to understand
@turbid nimbus does it combine 2 serverforms
If you are talking about multiforming, yes. There is also open source example of that.
i have no idea what are you trying here
the json merger did that
I mean i already have like 2 server_form.json files can it combine that?
😭 im new to json-ui pls
im dumb
StarLibV2 has a large enough documentation to help you
👍 a yt series would be more helpful tho
not like that
send the working forms?
okay
just gotta find it wait a sec kay
@oak verge
@oak verge are u cooking
bro dipped
😭
here we go again LMAO
bro says he hardly knows the Json UI, what's the problem lol?
lol
it's a library, not a template.
you can't expect people who doesn't know json-ui to copy and paste everything
and here we are, you literally learn nothing.
unfortunatly didnt work
errors?
just this
nope
Maybe you're right about something. But my position is that it makes much easier to create Json UI forms. Especially for begginers.
pipa can u help me
@oak verge Server works shop doesnt
hmm
"easier" yeah i bet since even i get confused on how this thing works even though i done countless json-ui stuff for all these years.
vanilla form work?
no i mean the form with server title works
what about a form without any of them
hm?
lol
even someone who knows json-ui as mine did is also pretty confused.
Thanks for at least checking this out
help me bro 😭
how
what are you trying to do?
merge 2 server_forms i guess
hm
"Merge 2 server_forms" - pipa_ngry
gimme moment.
imma go do my assignment ping me if u could help me or will i have to use a default one 😭
Can you tell me more specifically what works wrong?
do the shop one even work? i didn't change a thing
No
🗿
So i have 2 server_form.json files that i combined using a json merger tool.
try this.
okay
Little tip — (#string = 'something') doesn't always work since some string does contain hidden symbols and such.
lets see if it works 👍
its a lot faster though
depend
only 10s in my case
What didn't you understand?
anyone know how to make the elements in a stack panel be centered in that stack panel?
how to work clip type animation?
use use_child_anchors: true on stack panel, and set anchors in child controls to "default" (by not having "anchor_*" properties) or "center"
{
"some_panel": {
"type": "stack_panel",
"orientation": "horizontal",
"size": ["100%", "100%"],
"use_child_anchors": true,
"controls": [
{
"test": {
"type": "image",
"texture": "textures/items/stick",
"layer": 200,
"size": [20, 20],
"anchor_to": "center",
"anchor_from": "center"
}
},
{
"test": {
"type": "image",
"texture": "textures/items/apple",
"layer": 200,
"size": [20, 20],
"anchor_to": "center",
"anchor_from": "center"
}
}
]
}
}
Hmm, gave it a shot, but no luck
how can I change a global variable if a button is hovered?
no matter what do my sliders and buttons arent appearing
i hate to be a noob but i keep looking at documentation other packs and chat and i cant figure out whats wrong
ive been trouble shooting for an hour and havent figured anything out
im actually gonna crash out
lol
hey bro is this still working normally? mine is getting this error:
[UI][error]-In UI scene: server_form.third_party_server_screen | UI Control: third_party_server_screen | UI Control: variables_button_mappings_and_controls | UI Control: safezone_screen_matrix | JSON UI parse failure: Invalid animation reference!
[UI][error]-In UI scene: server_form.third_party_server_screen | UI Control: third_party_server_screen | UI Control: variables_button_mappings_and_controls | UI Control: screen_background | JSON UI parse failure: Invalid animation reference!
has anybody had any success in editing how MessageFormData form look and feel with out an external library??
@abstract cosmos you might want to ask that in the #1067535382285135923 or #1067869288859447416 channel! this is JSON UI, its all about graphics here my friend
oh i messed up the chat, sorry!!!!!!!!!!?
no probs, i do it all the time
lol 😂
ridiculous, not hard, ridiculous.
popup_dialog.json
{
"modal_dialog_popup/modal_input/modal_bg_buttons": {
"bindings": [
{
"binding_type": "view",
"source_control_name": "modal_bg_buttons",
"source_property_name": "((#modal_title_text - $flag_indicator) = #modal_title_text)",
"target_property_name": "#visible"
}
]
},
"modal_dialog_popup/modal_input": {
"$flag_indicator": "§r",
"modifications": [
{
"array_name": "controls",
"operation": "insert_front",
"value": {
"custom_modal_panel@custom_modal_panel": {
"bindings": [
{
"binding_type": "view",
"source_control_name": "modal_bg_buttons",
"source_property_name": "(not ((#modal_title_text - $flag_indicator) = #modal_title_text))",
"target_property_name": "#visible"
}
]
}
}
}
]
}
}
how do i prevenmt a form from lagging when i open it
I forgot how to change toggles, dropdown, and sliders textures. anyone know how to do that?
no btu actionformdata
works the same
for child control to left middle, means anchor from to child control 'left_middle'?
it depends on stack panel orientation
if vertical?
Anyone know how to stop custom hud elements from disappearing when going into a server form?
add them to server form 🤷♂️
i need it outside the server form too xD
prefarrably i wouldn't want to have multiple because it has some state with preserved title texts
i meant add them in both
there is a way i think but it is not pc friendly
the script one wouldnt have the same state as the main one tho which is why i dont wanna do that
whats the other way thats not pc friendly?
not sure title texts work with that
give me a sec
prevent_touch_input set to false
hmm seems to be an invalid prop, rn its an image, i assume it needs to be a panel?
ah yeah, needs to be an input panel, no luck with this, it still disappears
imma maybe just have to try the 2nd version of it for forms ig
still no change
cant send it directly cus NDA
okay well
in your
third party server screen
in server_form
it should be at the very top
add "render_game_behind": true
"[email protected]_screen": {
"$screen_animations": [],
"render_game_behind": true
},
still no change with this
really?
yup, i wonder if its something specific to do with having stuff in hud.root_panel?
no
server form and hud screen dont collide at all
it may just be more than what i said
one sec
okay i got it my bad
maybe he need
"render_only_when_topmost": false,
"force_render_below": true,
its multiple variables
almost
its
"render_game_behind": true,
"force_render_below": true,
"render_only_when_topmost": false
``` @viral oxide
awesome yeah that worked!
👍
what dose should_steal_mouse do?
i think it hides the mouse or something
i've never used it
and allow aim?
can be useful if so
something like that
i believe it invlovles more than just that
in game engines, stealing a mouse usually means moving its position, e.g. snapping it to a set position
my thought is the ui is "stealing" the mouse from the the aiming handler or something like this
have you ever played on a controller and done inventory management, the item slots snap the cursor to the center of the slot, maybe thats an example of it in game? (that also could be done by something else, just a theory)
yeah so basically it just steals the mouse
like it hides it
it makes me use arrow keys for navigating buttons
oh
that far from what i thought than
make a post
you need to change the grid to a collection panel if you want to control them depending on there index
how do I do that?
Do you know how to make a custom cursor?
check [this](#add-ons message), should be the same thing
no, sorry.
not sure that is possible even
any ideas on how i can improve?
possible
idk how to do
its in hud screen
better ask on #art-and-modeling
variable on the image
thanks ill do so
are we talking about the cursor or the mouse?
he talking about the mouse?
then no
0_0 thought he was on about crosshair mb
idk
430 line is crazy
respect bru
just check the collection panel
offset all the text so its centered
ty ill see if i can do that
its hard to fully center it
as when ur max hp goes up it normaly moves the stats to the right
can som1 help rq https://discord.com/channels/523663022053392405/1313276874545430689
uses your cursor as interactions, e.g camera.
although unfortunately, this is useless if you're doing it for non in-game UIs.
and also this is more of hud screen exclusive since that's the only thing you can control cursor with.
so allowing camera rotation when a server form is open is possible?
if you're able to move or interact, yeah you should able to.
alr
i will take a look when i can
though might be funky or just doesn't work because both screens are expecting cursor interaction and stuff
it's kinda not like touch controls displaying outside of the hud.
yeah, you can make the game playable while a server form is open in touch controls
also be careful with that thing
since you can actually softlock your game with it for some reason
never used it tbh, just having fun playing around with json ui
It is so similar to BundleUI. But lol we got this design from one server
so beautiful logo!
thanks ❤️🩹
If it's from MCCI then it wouldn't really be similar to bundle ui
BundleUI style from MCC java*
Zero clue why you had to correct that considering MCC island is only a java server
Either way both are similar to mcc island. Bundle ui doesn't really take the objective high within that imo
there was an MCC event on bedrock, I don't remember what UI was there.
What you mean in objective?
Yeah. I'm referring to MCC island. Not the Minecraft championship gathering event which lasted a week. If I wanted to talk about the bedrock event I would've mentioned the bedrock event and not the java server
Im basically saying bundle ui isnt really it's own style considering it's just mcci
Same way I'd just consider the NG ui I made a branch of ore ui, because it's pretty much just ore ui
yes, It is just example of StarLibV2 usage so I didn't pay much attention to the elaboration of the style.
hm. GrimUI lol...
StarLib is a library not really a style
yes. This is why BundleUI and other StarLibV2 examples doent't have own style or concept.
Ight zawg
Oh, sorry, i don't know english slang 🙂
It's just the word dawg with a z at the start lol
Ok
Guys, please, anyone who can work with json ui. Can someone help me? I would like to create different dialogue bubbles for NPC whenever message in dialogue starts with defined prefix. I made post about it. If someone has any idea, please help... I'm trying to learn it, but still without succeed
another JSON UI noob asking, probably a simple question, but, if i have a form with a dynamic title how do i map it to a custom long form. I've got the basic target property visibilty down but only if i have a hard coded title
is there like an archive with the mcpe json components?
you can change source property name to "source_property_name": "(not #title_text - '§p§r§e§f§i§x' = #title_text)", and every form with that prefix will use your custom form, §p§r§e§f§i§x§rAchievements or §p§r§e§f§i§x§rInfo will show the same custom form (§r is used only to reset the text formatting)
ty
that's some top level clever stuff!! you'd think they'd put it in some sort of documentation!!
it's quite simple
sure, now that i know it!! just trying to pay a complement
@chilly yacht dropped in on you stream last night sir, are you some kind of UI Jedi Master
😎
This isn't JSON UI related.
