#JSON-UI General

1 messages · Page 35 of 1

mental crystal
#

where's the hotbar of the pocket ui?

placid geode
#

exp_progress_bar_and_hotbar_pocket

valid swan
#

potato salad 🥗😋

placid geode
#
    "main_screen_content": {
        "size": [ "100%", "100%" ]
    },
    "long_form": {
        "size": [ "100%", "100%" ]
    },
placid geode
#

do the same with custom form if you use it 👍

full glen
#

Yep! thanks again!

mental crystal
#

I will try my way, and I'll try yours now

#

-# might take awhile

placid geode
#

lol

mental crystal
#

if I get lazy to find a way I'll just hide the hotbar_panel and do the way I did to other centered gui

weary wind
#

Does anyone know why this happens?

jolly rock
last pollen
#
{"texture":{
    "type":"image",
    "size":[50,50],
    "grayscale":true,
    "texture":"textures/ui/boutique/test"
}}

why the grayscale doesn't work

mental crystal
#
{
  "exp_progress_bar_and_hotbar_pocket": {
    "offset": [
      0,
      -6
    ]
  }
}```
#

Guys for some reason, I can't move the whole bar below in my pocket ui

#

what I moved there is the hotbar.

oak shoal
#

Is it possible to detect scoreboard by json ui? Even if it has to be in an abnormal way

#

????

oak shoal
#

I want to create a system using the JSON UI to display the player's money permanently on the screen.

I have already modified the player's title, but I need a way to attach the money display to the player's screen. My goal is that when I send a message with the title "money," the player will see both the label "money" and their current balance, positioned at a specific offset on the screen.

How can I achieve this?

placid geode
#

use tellraw

#

or titleraw in your case

oak shoal
mental crystal
#

You just divide them with something to get multiple values

oak shoal
mental crystal
oak shoal
placid geode
#

or just use preserved text idk

weary wind
#

Can someone teach me how to use this? "source_property_name": "(('§␛' + #text + '§r') - ('§␛' + $notification_flag_0e34fd) = ('§␛' + #text + '§r'))",

normal moat
mental crystal
#

heyoo

#

so in the server form we can remove the animations right? Is there a way to make that only that form will not have that animation and the rest is normal or default?

hexed briar
mental crystal
hexed briar
#

yeah.

mental crystal
#

How do I make that certain forms will only have that animation?

#

-# I don't deal with factories that's why, sorry

hexed briar
#

you just, use that on custom forms that you have

#

or any element that has condition renders.

#

that should work.

weak cape
#

this post will include my solution

#

#1337974917337186305 message

oak shoal
#

?

normal moat
#

its on wiki

weak cape
weak cape
#

like one second

#

😭

oak shoal
weak cape
oak shoal
oak shoal
#

@weak cape I don't know about you, but when you see a message like this: "kkkkkk" it's a laugh in text like "lol" well at least I think "lol" is for laugh

#

am i right?

weak cape
#

i thought it was like "alright" and you thought that i would tell you in a second

normal moat
#

I thought it was shorthand ok

oak shoal
#

"kkkkkk" is a laugh, "ok" is really Ok

weak cape
#

right

#

makes sense ig

nocturne python
#

How can I make the player model render in a title?

weak cape
#

by making a renderer appear in the title?

nocturne python
nocturne python
weak cape
#

cant you just do the same?

#

place the renderer to your controls in title?

vestal arrow
#

It turns out that I've been looking for hover_text_render, oh yeah, how do I make it so that, for example, the text "Test\nTesting" in #form_button_text only displays "Test" and "Testing" for #hover_text_render

misty minnow
#

how do you do it? @vestal arrow

normal moat
weak cape
vestal arrow
weak cape
#

using what

normal moat
#

don't \n works in hover text renderer?

chilly yacht
#

yes

normal moat
#

it works right?

chilly yacht
#

yes

sharp zinc
#

How can i let controller users scroll text?

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i have a custom popup dialog, but controller players just can't scroll the text field for some reason

sharp zinc
#

Okay wait

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when i add buttons, then controller users cannot scroll the body text

oak shoal
#

How do I render geometry via the UI?

The geometry is bound to the player.client

sharp zinc
#

but it's only when i put buttons

pine furnace
#

One message removed from a suspended account.

#

One message removed from a suspended account.

torpid axle
#

Use focus properties

jolly rock
opal aurora
mental crystal
#

guys

#

Does advancement notification thingy renders above the containers or other UIs you open

#

I'm talking about java one sorry

sharp zinc
#

How would i make more inventory slots on an entity appear?

#

for example: i have an entity that has an inventory size of 41, but not all 41 slots show with the normal inventory, how can i make those extra slots appear?

pine furnace
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

sharp zinc
#

thanks but i just did it a bit earlier

sharp zinc
normal moat
sharp zinc
#

I'll get a vid

#

Controller also just can't scroll it

sharp zinc
#

the one with buttons is the one that i'm having issues with

#

everything is the same except that i added buttons lol

normal moat
#

hmm it is messageform right?

sharp zinc
#

Yurp

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I can send the file but it's kinda big

#

500 lines 😬

normal moat
#

though I never edited it, but the pop up dialog could be a problem

sharp zinc
sharp zinc
normal moat
#

could be a size problem

sharp zinc
#

oo wait i might've fixed it

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i js changed the layer of the scrolling stuff, gotta try on controller now

#

Yup that fixed it

#

ty for the help

normal moat
#

Nice

sharp zinc
#

nvm even bigger issue now

#

Somehow each book panel text is messing with eachother

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Whatever layer is the highest, has functioning scrolling

normal moat
#

try makinh them all same layer

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but why should they interfere with each other if they are not visible

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remove this "$always_handle_scrolling": true

sharp zinc
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alright

sharp zinc
normal moat
#

that's good.
never played with a controller so probably can't help but you can try different values for different properties to see if it fixes or not.

mental crystal
#

ask arx

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He uses a controller most of the time

sharp zinc
#

Fixed it by turning it into one form and just rendering the buttons based on if the button has a name or not

hexed briar
#

trollage

weak cape
vestal arrow
#

Does anyone know how to fix the hover button covering the text?

vestal arrow
vestal arrow
opal aurora
# vestal arrow How

use some kind of placeholder characters (\t) for example, in your original hover texts, then use json ui to truncate only part of a string ('%.100s' * #text) (this will return only 100 first characters), and finally remove all \t after truncating

opal aurora
#

and later you need to remove first 100 characters to return only the end of the string, and also remove \t after that

final matrix
#

how did you did the custom inventory slots

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hover text I want to learn it can you help

torpid axle
final matrix
#

I will look

#

how to
change font type on toggles?

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"font_type": "MinecraftTen",

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is it possible through script

weak cape
#

Does "gamepad_cursor": true work on PC with a controller?

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I have a screen but my cursor does not show up

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is it because cursors for gamepads do not show up on pc or is it a bug on my side?

weak cape
#

Maybe it doesnt because of my scrollbar_box or my buttons

pine furnace
#

One message removed from a suspended account.

#

One message removed from a suspended account.

weak cape
#

you need to call out the "bug"

pine furnace
weak cape
#

oh

#

i thougth it was someone else

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sorry

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lol

pine furnace
#

One message removed from a suspended account.

normal moat
pine furnace
#

One message removed from a suspended account.

#

One message removed from a suspended account.

weak cape
#

is there a way to repair this?

#

Okay

#

i think i know why this happens lmao

pine furnace
#

One message removed from a suspended account.

weak cape
#

How do i make a scrollbox draggable in every direction through a thumbstick of a controller?

jaunty smelt
#

yall know what this error means?

#

i got a control in the hudscreen rootpanel

cunning bridge
#

Even more toys this week

cunning bridge
mental crystal
#
{
  "bindings": [
    {
      "binding_name": "#chat_text",
      "binding_name_override": "#text",
      "binding_type": "collection",
      "binding_collection_name": "chat_text_grid",
      "binding_condition": "once"
    },
    {
      "binding_type": "view",
      "source_property_name": "('§r' + (('%.7s' * #text) - ('%.6s' * #text)))",
      "target_property_name": "#value"
    },
    {
      "binding_type": "view",
      "source_property_name": "(#value = '1')",
      "target_property_name": "visible"
    }
  ]
}```
#

I tried this for some reason it doesn't work....

#

if in the chat the text is coddy.1 the visibility doesn't work.

#

it's always visible no matter what.

placid geode
#

#value will always have §r, so it will never be equal to 1

#

and i think Is #visible, not just visible

mental crystal
#

I just noticed it.

placid geode
#

lol

mental crystal
placid geode
#

just remove that §r

mental crystal
#

ngl it should've thrown a warning in the log if it didn't add a binding

placid geode
#

maybe works

#

im 0% lol

cerulean sail
#

I'm having trouble making a scoreboard background, I add an image but it doesn't cover the full scoreboard

jaunty smelt
#

if u have the text already figured out js do "100%c", "100%c"

#

should give the dimensions of its children

#

but u could also add a few extra pixels so theres some space

mental crystal
# placid geode maybe works
{
  "bindings": [
    {
      "binding_name": "#chat_text",
      "binding_name_override": "#text",
      "binding_type": "collection",
      "binding_collection_name": "chat_text_grid",
      "binding_condition": "once"
    },
    {
      "binding_type": "view",
      "source_property_name": "(('%.7s' * #text) - ('%.6s' * #text))",
      "target_property_name": "#value"
    },
    {
      "binding_type": "view",
      "source_property_name": "(#value = '0')",
      "target_property_name": "#visible"
    }
  ]
}```

it doesn't show up anymore.
fair edge
#

does UI still work in the new update (nvm fixed it)

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do I have to change the server ui module version?
my stuffs not showing up

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but I got no errors

cerulean sail
placid geode
#

orjson { "bindings": [ { "binding_name": "#chat_text", "binding_name_override": "#text", "binding_type": "collection", "binding_collection_name": "chat_text_grid", "binding_condition": "once" }, { "binding_type": "view", "source_property_name": "('§r' + (('%.7s' * #text) - ('%.6s' * #text)))", "target_property_name": "#value" }, { "binding_type": "view", "source_property_name": "(#value = '§r0')", "target_property_name": "#visible" } ] }

mental crystal
placid geode
#

lol

mental crystal
#

Guys, does anyone know any better format for this?

#

like a better division of this.

#

I don't think this is possible but I am able to not have max and min texts for longer texts and textures

chilly yacht
#

also i use |

mental crystal
chilly yacht
#

not really

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i just do like

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i do texture first

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then title

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then desc

mental crystal
#

um do anyone know how to replicate the hover thingy in chat the mc java advancement jas

chilly yacht
#

?

mental crystal
#

I know how to use hover text tho I don't know how to detect hover on a text

hexed briar
mental crystal
chilly yacht
#

like u can hover messages in chat?

mental crystal
#

Or do I make an unclickable button or some sort?

mental crystal
chilly yacht
#

ya i've done that

#

im gonna rewrite it soon though

mental crystal
#

For example I have "Coddy XBOX" like when Xbox is hovered it shows but when Coddy nothing

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you get the point lol

chilly yacht
#

yeah

#

mine only shows up when its flagged

mental crystal
#

hmm. How do I do that? Lol

mental crystal
chilly yacht
hexed briar
mental crystal
mental crystal
mental crystal
chilly yacht
#

ohhhh

hexed briar
chilly yacht
#

like h:header, t:title, <thing>

#

oh

#

so non dynamic lang mesages?

hexed briar
#

yeah most marketplace and including me uses that because it's just pretty easy to customize and doesn't seem to be any hassle.

chilly yacht
hexed briar
#

there's probably more but that's all i can say

#

-# NDA stuff :(

mental crystal
#

There's no way to automatically adjust it?

chilly yacht
#

there is

#

what i did

#

was layer panels

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so bottom layer is a label with the next thats hoverable

mental crystal
#

plus the text can be in the next line if the screen is small lol

chilly yacht
#

above that is the button with the hoverable contents

#

its quite simple

mental crystal
#

lezz go new knowledge

#

-# might take a while to learn this.

mental crystal
#

at least?

weak cape
#

i hate anims in json ui

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they are so ass

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sometimes they work

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sometimes they dont

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these anims dont work:

{
    "crafting_panel": {
        "type": "panel",
        "anims": [
            "@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"
        ],
        "controls": []
}

but this anim does:

{
    "crafting_panel": {
        "type": "panel",
        "anims": [
            "@skill_menu.screen_push_entrance"
        ],
        "controls": []
}
hexed briar
#

you're literally using a screen animations.

weak cape
#

These work on other elements

hexed briar
#

and screen animations requires reset property to work properly.

#

also accounting that all screen uses animation on their screen element anyways

#

that aren't gonna work.

#

also the best part is those screen animation WILL NOT work if you have that animation toggle on video settings off

weak cape
hexed briar
#

usually when minimizing the game and reopening, some animation will go fast. this fixes that.

weak cape
placid geode
mental crystal
#

guys, is it impossible to make chat stack like stacking from the top instead of stacking to the bottom?

hexed briar
#

they fade or offset when you switch screens.

weak cape
mental crystal
weak cape
#

the above pushes and fades away

mental crystal
#

that would be fun if you could change the direction of the orientation in stack panels

mental crystal
#

bruh... Lol

hexed briar
#

you can use 100%c on the stack panel's height size.

mental crystal
hexed briar
#

No.

#

just [ <your_size>, "100%c" ]

#

it should make the size adjusts itself to match child elements.

#

should giving you a top element stack instead of bottom element stack.

#

it's just a silly workaround but there's actually no top stack.

mental crystal
#

Unless I missed something

hexed briar
#

put that on factory element

#

they're still using the default size.

#

aka "100%" so thats aren't gonna work

mental crystal
#

didn't work.

chilly yacht
#

does anyone have anims for stack panel stuff entering and exiting?

torpid axle
#

so many forms are going to break on 1.21.70+ 😂

hexed briar
mental crystal
#

oh the new properties modal and action form data have rn?

#

guys, is there a way to remove the images sliding up when there's emptyy spaces? Like it will just stay there?

mental crystal
hexed briar
#

grid is essentially broken now.

mental crystal
#

I guess it's not even possible.

#

my first idea was do not destroy the chat and it will work since it's not empty space the rest will not go up tho how will I destroy it for the next batch of notifications

mental crystal
#

anyone?

placid geode
#

i think not possible lol

mental crystal
#

I have in mind to use panels and put a fixed position

#

since only 4-5 notifications are only visible until they are removed for the next queue

mental crystal
#

guys

#

The toast screen notification

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Is there a way to detect if anything was shown or not.

normal moat
normal moat
#

well nvm.. it did not break my stuff

hexed briar
#

well it did broke nearly everyone's server form on that version

#

fixed grid or fixed collection index might still work.

normal moat
hexed briar
#

latest preview?

normal moat
#

yeah 70.23

hexed briar
#

idk how does a something like this just randomly break when labels and headers is just a button without button

#

everything is all correct in there.

#

can't exactly figure out why but ive heard few featured servers dev having that issue aswell

normal moat
hexed briar
#

my grid template is just button as usual, tried using it on factory and it works as usual

#

when i put that on grid element it just doesn't for whatever reason

#

works on stable, not this preview. don't know why but there's that

normal moat
#

grids are in general weird so that may be the case, but now people have to prevent using label and headers to maintain their button grids or they have to use collection index for everything

mental crystal
#

I'm too lazy to use stable, I am using the latest preview

hexed briar
#

I haven't tested it thoroughly yet (obviously being a person who always being busy), I'll probably test it next 2-3 days

#

i literally just installed preview and uninstalled it several time this month

normal moat
#

I just downloaded it to test stuff lol, never downloaded in my life

hexed briar
#

i usually would install if there's certain projects that required me to do so.

#

then probably uninstall because i can't play servers and my UI doesn't go well with preview (memory leaks lmao nice job mojang)

normal moat
#

memory leaks?

hexed briar
#

yeah, for whatever reason everytime i use my UI on preview, the memory would slowly go up each 10 mins I've play. there's that one situation where looking at just start screen already copping up 2gb of ram.

#

this does not happen on stable even to this day, I don't know why.

normal moat
#

that's some weird issue.. probably because they are abandoning json-ui?

hexed briar
#

that was like since 1.20 i think?

#

it's still happening. idk probably they left some json-ui debugging stuff enabled and clogs up ram

normal moat
#

yup, that's likely the case

final matrix
#

how do I change font on toggles?

#
custom_toggle_panel": {
    "type": "panel",
    "$toggle_size|default": [52, 21],
    "$padding|default": [52, 21],
    "$index|default": 1,
    "$name|default": "view_toggle",
    "$text|default": "$text_name",
    "size": "$padding",

#

or should I need to put it in label

#

?

normal moat
#

font_type

final matrix
#

I know but it won't work

normal moat
#

in yout label

hexed briar
#

You need to look if your panel contains label by looking where it's referenced on your toggle's element.

#

then use font_type like usual i suppose if you found it.

final matrix
#

hm

hexed briar
normal moat
hexed briar
#

grid_rescaling_type breaks entire thing and grid_dimensions does absolutely nothing.

normal moat
#

hmmm

hexed briar
#

yeah i tried and it does not change the row. just stuck with 6 in a row for now

normal moat
#

my grid that workd fine':

"grid_items": {
        "type": "grid",
        "size": [
            "100%",
            "default"
        ],
        "offset": [
            0,
            0
        ],
        "grid_dimensions": "$grid_size",
        "grid_item_template": "chest_ui.inventory_button",
        "collection_name": "form_buttons",
        "layer": 1
    }
hexed briar
#

oh that

#

yeah it does work for me, except that it doesn't do horizontal stack grid.

normal moat
#

so your rows are not appearing?

hexed briar
#

yeah, only appear by one row. which, is 80% less than what it originally has (5-6 rows)

#

button works fine idk what's going on

normal moat
#

weird, you can try 100%c / default on grid y size

hexed briar
#

yeah i did, it's my default too.

#

this is my grid that functions but shows only one row. (supposed to have 6 buttons per row.)

"grid_button_panel": {
    "type": "grid",
    "size": [ "100%", "100%c" ],
    "grid_item_template": "@arx-designant.grid_button_core",
        "grid_fill_direction": "horizontal",
        "collection_name": "form_buttons",
    "bindings": [
      { "binding_name": "#form_button_length",
        "binding_name_override": "#maximum_grid_items"
    }]
  },```
normal moat
#

hmm, try to remove fill direction

hexed briar
#

it vanishes.

#

i tried that

normal moat
#

💀 ..

hexed briar
#

interestingly ive used my debug tool and somehow this thing only shows what supposed to be a one row when there's literally nothing in there

#

i tried setting it to probably not very 100%c and still one row.

normal moat
#

try manually setting grid dimension or max grid items?

#
{ "binding_name": "#form_button_length",
        "binding_name_override": "#maximum_grid_items"
    }
``` this thing particularly never  works for me idk why
hexed briar
#

tried the grid_dimension with many stuff. again, absolutely nothing.

weak cape
hexed briar
#

max grid bindings is also nothing as well

#

apparently??

#

i basically debugged literally everything and that's how far i could get for now

#

broken asf

normal moat
#

yeahhh, really no idea lol.
try to remove @ from item template

hexed briar
#

no differences between it and without.

#

works fine but apparently mojang just doing that now in this preview

#

so i did and literally no differences whatsoever

normal moat
#

try changing sizes of buttons maybe?
idrk json ui sucks

hexed briar
#

it works fine on stable

#

not this

#

so i doubt the buttons size or core template is the issue.

#

im convinced this isn't 1.21.70's server form thing but mojang just outright break the entire grid stuff

#

button or everything works

#

except this thing

#

we're going back to calculated stack panel grid fml

normal moat
#

let me test this rn

weak cape
#

Are you all talking about grids?

hexed briar
#

yeah, 1.21.70's broke grid. that's what we kinda got for now.

weak cape
#

Interesting

hexed briar
#

supposedly i thought this new server form stuff like label or header is gonna be an issue with custom forms

#

i guess not.

#

it's just grid being absolutely broken

weak cape
#

That sucks

hexed briar
#

this also basically gonna

#

force the entirety of servers to find the workaround

#

until 1.21.70 releases

final matrix
#

                    "type": "grid",
                    "size": ["100%", "100%c"],
                    "grid_dimensions": [3, 3],
                    "grid_item_template": "server_form.custom_button",
                    "grid_fill_direction": "horizontal",
                    "grid_rescaling_type": "horizontal",
                    "anchor_from": "center",
                    "anchor_to": "center",

                    "factory": {
                        "name": "buttons",
                        "control_name": "server_form.custom_button"
                    },

                    "collection_name": "form_buttons",
                    "bindings": [
                        {
                            "binding_name": "#form_button_length",
                            "binding_name_override": "#maximum_grid_items"
                        }
                    ]
                
#

it works

#

?

hexed briar
final matrix
#

yeah

#

?

hexed briar
#

It does not.

final matrix
#

I am in beta

hexed briar
#

I'm like latest beta, grid is essentially broken in there no matter of what i do.

this grid works on stable, not here.

final matrix
#

hm

hexed briar
#

kinda same code as yours except no factory (even with factory this aren't gonna work)

final matrix
#

oh

weak cape
#

They will surely repair this

#

They should

hexed briar
#

they probably have to

#

otherwise all featured servers aren't gonna be exactly happy

#

cuz all of them uses that.

#

if i heard, some featured servers devs having this issues aswell so it's not just me.

#

if grid aren't fixed, we're have to go back either fixed collection index or calculated stack panels grid

#

and we have probably estimated 5 weeks until 1.21.70 stable releases ( next month or 2. )

final matrix
#

toggle

normal moat
hexed briar
#

as conclusion — they broke grid.

#

how? i don't know like how did they even screw the minecraft's title texture being a center of loading screen anyways

normal moat
hexed briar
#

also they broke pause screen for no reason too apparently even json-ui visual stuff is hard to break.

#

I guess they're doing it on purpose lmao

normal moat
#

yeah pause screen, why they have to remove backgrounds and change pause screen that is already good

hexed briar
#

I'll have to tweak grid dimensions again next time i suppose.

#

idk still doesn't work so lmao

final matrix
#

how to remove the black border on buttons?

weak cape
hexed briar
#

might get fixed since it does pissed alot of featured servers folks

#

things like header or label from new server form in latest preview shouldn't be any issue.

weak cape
normal moat
final matrix
#

ok

#

about font_type in toggles

hexed briar
#

Apparently grid_fill_direction seems to be broken.

normal moat
#

yeah, i doubted that

hexed briar
#

there's few grid properties that is also broken that I've removed aswell

normal moat
#

What other properties are broken?

hexed briar
#

grid_rescaling_type it appears so.

#

changing something on that property breaks the entire things even if it's vaild.

normal moat
#

tested on both

hexed briar
#

figured.

#

i went debugging on that first so i get rid of it and it shows one row

#

so i get rid of grid_fill_direction aswell and it breaks

#

apparently both of these properties makes grid_dimension utterly non-functional.

normal moat
#

yeah

#

also I want to confirm if maximum grid items works for you?

hexed briar
#

seems to be working now i just need to get rid of debugging stuff before preview aren't gonna be happy with me

hexed briar
#

Actually

#

No.

#

it doesn't.

normal moat
#

yeppp, it sucks

hexed briar
#

i thought I've removed that until i looked it again

#

it's there

#

the grid shows all of buttons even dummy ones

#

so yeah it doesn't work

#

it supposed to work though

#

since it did on stable.

normal moat
#

yes, vanilla one works but when I put it on my panel it does not work

hexed briar
#

but i presume this binding are only for those 2 properties

#

and those 2 properties doesn't work or broken on this preview

#

yeah this is utterly useless

#

unfortunately new issue, since i rely on those. basically, there's padding/empty space issues now.

#

yay

hexed briar
#

'technically' fixed grid

#

screw you mojang

#

A little debugging on the grid, i can confirm both header and label works in there aswell.

no surprise since both of these are just button without button, mojang doing hacky stuff with json-ui i suppose.

normal moat
#

yeah, binding remains the same #form_button_text

hexed briar
#

I have no idea if padding is that though

#

( 1.21.70.23's another new server form stuff )

normal moat
hexed briar
normal moat
#

label, header and divider might have unknown paddings but buttons are not changed

hexed briar
#

oh

#

i meant that btw forgot

normal moat
#

I hate anything related to settings common and they reference everything from there💀

hexed briar
#

for me, this is quite a free method of replacement tbh

#

since I do everything including settings so should be a park for me

#

though i hate how did they implement it

turbid nimbus
hexed briar
normal moat
hexed briar
#

I'm not downloading the latest preview sample though

hexed briar
#

"divider": "@settings_common.option_group_section_divider"

#

wtf

#

really?

#

okay mojang

turbid nimbus
#

Oh, wow. That is really great.

#

But for me useless right now

hexed briar
#

it's a divider so idk what can you possibly do with it

#

not sure if you can use that as another header or something

normal moat
#

nothing, they have no information

turbid nimbus
hexed briar
#

not that again

hexed briar
#

'trying not to promote this ui framework 100% impossible'

#

i digress.

turbid nimbus
hexed briar
#

you did mention it though so i assume so. i don't care though

turbid nimbus
#

By the way, I didn't say a single word related to its promotion 🙂

#

But okay, think as you please

weak cape
#

is it possible to make a button disabled but also hoverable?

normal moat
weak cape
#

could you show me how using a long form button?

normal moat
#
"button_mappings": [
  {
        "from_button_id": "button.menu_select",
        "to_button_id": "any",
        "mapping_type": "pressed"
      },
      {
        "from_button_id": "button.menu_ok",
        "to_button_id": "any",
        "mapping_type": "focused"
      }
]
``` put this in your button
#

nvm just make $pressed_button_name to any or something so that it doesn't do anything

weak cape
#

thanks

#

❤️‍🩹

vestal arrow
cerulean sail
#

Background image size problem

cerulean sail
#

?

weak cape
#

i cant really do anything with this

#

oh hyes i can

#

i need to start looking at things

#

i keep overlooking some details

cerulean sail
weak cape
#

nah

#

i thought that you did not send the background

#

but one question

#

why did you send 2 bakcground elements?

cerulean sail
#

I don't know, I used Mojang's own code.

#

I got the code from github

#

And I tried to edit it a little bit

weak cape
#

send me the whole code

weak cape
#

i would appreciate any help

viral oxide
#

When people are saying grid is broken, what do they mean?

#

Like the type just isn’t working anymore in preview?

cerulean sail
weak cape
#

i dont really know much about json-ui

#

so it would be better ot send message snippets

weak cape
cerulean sail
#

Okey wait

cerulean sail
weak cape
#

anyways

#

try c instead of cm in main/size

cerulean sail
weak cape
#

makes sense

cerulean sail
#

Trying

weak cape
cerulean sail
weak cape
#

oh makes sense

cerulean sail
#

And finally I need background styling

#

Then it'll be over :=

weak cape
#

it does work for me

cerulean sail
#

HmmmmMMMM

weak cape
#

your code looks ok

#

so idk

cerulean sail
#

I will review

#

Thank you

weak cape
#

np

cerulean sail
#

I added it as an image for the background

#

I think it's broken.

weak cape
#

i use textures/ui/hud_tip_text_background

placid geode
cerulean sail
cerulean sail
final matrix
final matrix
#

how to separate crafting_table top half variant from player_inventory
inventory_screen.json

normal moat
#

crafting_panel_top_half

final matrix
#

I know it but it uses same background

#

as survival panel top half variant

#

I wanna change that

normal moat
#

just overlay a background in its controls

final matrix
#

?

normal moat
#

do you want that?

final matrix
#

yes

normal moat
#

just add a background into crafting_panel_top_half controls

final matrix
#

ok let me try

#
 "crafting_panel_top_half": {
    "type": "panel",
    "size": [ "100%", "50%" ],
    "anchor_from": "top_left",
    "anchor_to": "top_left",
    "controls": [
      {
        "crafting_panel@work_bench_panel_3x3": {
          "offset": [ 29, 0 ]
        }
      }
    ]
  },
#

in this right

normal moat
#

yes

final matrix
#

I should include the crafting panel in the image panel or just add after the ,

normal moat
#

just add another control in it below crafting_panel

final matrix
#

ok

#

layer?

normal moat
#

crafting panel layer should be higher than the background's

final matrix
#
   "crafting_panel_top_half": {
    "type": "panel",
    "size": [ "100%", "50%" ],
    "anchor_from": "top_left",
    "anchor_to": "top_left",
    "controls": [
      {
        "crafting_panel@work_bench_panel_3x3": {
          "offset": [ 29, 0 ]
        }
      },
      {
           "craft": {
    "type": "image",
    "texture": "textures/ui/craft"
  }
      }
    ]
  },
final matrix
#

layer 1
label is layer 2

#

tysm

final matrix
#

how to solve this error?

hexed briar
#

Minecraft has them separate as sprites now.

nocturne python
#

How to put paperdoll in .body in a form

final matrix
final matrix
#

"root_panel/mob_effects_renderer": {
"ignored": true
},

what does this do

hexed briar
#

textures/gui/gui.png on your folder.

final matrix
#

ok

#

my pack is glitched it takes textures that are previously deleted and refresh when pack name is changed

#

thanks

turbid nimbus
#

:=

jade dirge
#

how do i remove the opening animation for a specific long form

clear lantern
#

How I can change background of ModalForm?

#

In normal long_form I've used designed background, but after opening default ModalForm, it is not changed

final matrix
#

"$custom_background": "server_form.custom_form_ui", //custom form ui

#

@clear lantern

clear lantern
#

Okay, I'm starting with JSON UI. I've followed "Dingsel" YT videos and I had couple tryouts.
I have this in my controls of long_form:

      {
        "long_form@common_dialogs.main_panel_no_buttons": {
          "$title_panel": "common_dialogs.standard_title_label",
          "$title_size": [
            "100% - 14px",
            10
          ],
          "size": [
            322,
            200
          ],
          "$custom_background": "server_form.my_background",
          "$text_name": "#title_text",
          "$title_text_binding_type": "none",
          "$child_control": "server_form.testing_form",
          "layer": 2,
          "bindings": [
            {
              "binding_name": "#title_text"
            },
            {
              "binding_type": "view",
              "source_property_name": "(#title_text = 'Testing Form')",
              "target_property_name": "#visible"
            }
          ]
        }
      },

And it works for custom ActionForm with buttons. But in ModalForm I have sliders, toggles etc. Where and how I can set up this custom background or define new child_control to set up again "my_background"

#

@final matrix

final matrix
#

wdym I am using toggles and it works on mine

#
    "custom_form_ui": {
        "type": "image",
        "texture": "textures/ui/background",    //background texture
        "$fill_alpha": 1,                            //background opacity
        "alpha": "$fill_alpha",
        "controls": [

            //title
            {
                "title_label": {
                  "type": "label",
                  "anchor_from": "top_middle",
                  "anchor_to": "top_middle",
                  "color": [1,1,1],
                  "text": "$text_name",
                  "font_type": "MinecraftTen",
                  "font_size": "normal",
                  "font_scale_factor": 1.25,
                  "offset": [0,36],
                  "bindings": [
                    {
                      "binding_type": "$title_text_binding_type",
                      "binding_name": "$text_name",
                      "binding_name_override": "$text_name"
                    }
                  ],
                  "controls": [
            {
              "[email protected]_close_button": {
                "$close_button_offset": [85,2],
                "size": [ 15, 15 ],
                "anchor_from": "top_right",
                "anchor_to": "top_right",
                "controls": [
                  {
                    "[email protected]_button_panel": {
                      "$close_button_texture": "textures/ui/close_button_default"
                    }
                  },
                  {
                    "[email protected]_button_panel": {
                      "$close_button_texture": "textures/ui/close_button_hover"
                    }
                  },
                  {
                    "[email protected]_button_panel": {
                      "$close_button_texture": "textures/ui/close_button_pressed_light"
                    }
                  }
                ]
              }
            }
            ]
                }
            }
        ]
    },
#

it's My background

#

toggle is not the problem I don't know about sliders

clear lantern
#

Somehow it's not working at my case... Can I dm you?

clear lantern
#

Nah, my ModalForm is still the same. This is my background:

    "type": "custom",
    "renderer": "gradient_renderer",
    "color2": [
      0.2,
      0.2,
      0.2
    ],
    "color1": [
      0,
      0,
      0
    ]
  },

And I don't have clue what am I doing wrong here:

      {
        "custom_form@common_dialogs.main_panel_no_buttons": {
          "$title_panel": "common_dialogs.standard_title_label",
          "$title_size": ["100% - 14px",10],
          "size": [200,200],
          "$custom_background": "server_form.my_background",
          "$text_name": "#title_text",
          "$title_text_binding_type": "none",
          "$child_control": "server_form.custom_form_panel",
          "layer": 2,
          "bindings": [
            {
              "binding_name": "#title_text"
            },
            {
              "binding_type": "view",
              "source_property_name": "(#title_text = 'Testing Form')",
              "target_property_name": "#visible"
            }
          ]
        }
      }
hoary anchor
mental crystal
#

the bindings are actually correct maybe you missed something like comma, {} [] anything

jade dirge
#

how do i apply an animation to a panel?

lethal wind
#

ive seen where people have their server logo and discord code in a corner, how do I do this?

clear lantern
#

I have defined 4 different forms

#

JSON UI are mostly the same, copy paste code. Which is working

mental crystal
#

A small mistake makes the whole file invalid

#

instead of using gradients try to use an image instead

clear lantern
hexed briar
#

You might wanna need a text editor that does have a syntax check for .JSON and make sure you have content logs enabled on your game.

clear lantern
#

I will open post with my code, please look on it and help me, please 😄

hexed briar
#

. ¯_(ツ)_/¯

mental crystal
clear lantern
west dawn
#

Btw I also have a json ui extension called bedrock-ui which will provide colours and ctrl clicking

clear lantern
jaunty smelt
#

How can i make an entity render you know how u have a player render but i wanna render multiple entities at once is that possible?

vale turtle
#

how would i render the player head? just the players head? is there some tricky way that i can use a live renderer like live_player_renderer and then just renderer the head of it?

#

cause technically the head doesnt need to move or anything, ill just send the front of there head in 2d not even 3d needed

weak cape
pliant oyster
#

help

weak cape
pliant oyster
#

I have a pocketmine server that has a texture that modifies the bossbar but when a player enters the sv with some text of his own, this sv texture becomes opaque and is no longer visible. Help. What I could see is that in the root panel of the users' textures the boss bar is modified.

#

hud_screen

weak cape
#

whats sv

pliant oyster
#

yes

weak cape
#

oh server?

pliant oyster
#

yes

weak cape
#

makes sense

pliant oyster
#

pocketmine server software

#

help me please

vale turtle
#

hold on

pliant oyster
#

😞

weak cape
vale turtle
#

bossbar but when a player enters the sv with some text of his own, ?

pliant oyster
#

Is there a way to put a SV texture so that the hud_screen is not edited or something like that?

weak cape
#

it does by itself i think

pliant oyster
vale turtle
weak cape
#

try maybe putting every vanilla element in the hud screen

pliant oyster
#

already setting

#

@vale turtle

weak cape
#

weird

#

in that case maybe a bug

vale turtle
#

what do you mean with edited?

weak cape
#

or wrong server

pliant oyster
#

look

vale turtle
#

??

pliant oyster
#

in

#

pale_garden

#

i am speaking spanish

vale turtle
#

screenshare elpush

#

what are you trying to show

#

ur screenshare isnt loading @pliant oyster

pliant oyster
#

you saw it

#

:

#

c

#

help me plase

#

:c

vale turtle
#

i think it might be ur java texture pack u put on

pliant oyster
#

In general, it is any texture that modifies the bossbar, making it opaque.

pine furnace
#

One message removed from a suspended account.

outer stag
#

Hey, was wondering else if anyone else has had this bug (or if it even is a bug?) when using a live renderer element.

outer stag
#

The left is a screenshot of the UI element when I have screen animations toggled OFF.

#

Right is screen animations toggled ON.

#

For some reason, it changes the scale of the UI element, which is really weird.

#

It's such an obscure setting too 😂

weak cape
#

maybe, just maybe it is being changed to paperdoll?

weak cape
#

if the scale is being changed and no animations are being shown maybe it is being changed to the paperdoll renderer

outer stag
#

That seems unlikely, because this is particular example is the live horse renderer.

#

But it has also occured when I used the live player renderer, as well as the paper doll renderer.

weak cape
#

this is my guess because the live renderer is bigger than the paperdoll

outer stag
#

All three have different scales depending on the status of the screen animations setting.

weak cape
#

this would explain the sudden scale change

outer stag
weak cape
#

i never experienced it

outer stag
#

Hopefully some others see this, because I am curious to see if this is a really a bug

#

Alternatively, I could just be stupid

outer stag
#

It might affect you too

tropic badger
#

is anyone else having problem with form factories

#

it dont generate the buttons?

tropic badger
#

this doesn't work??

"battle_move_form_panel": {
  "type": "stack_panel",
  "size": [
    100,
    "100%c"
  ],
  "anchor_from": "bottom_right",
  "anchor_to": "bottom_right",
  "offset": [
    -4,
    -4
  ],
  "factory": {
    "name": "buttons",
    "control_name": "server_form.dynamic_button"
  },
  "collection_name": "form_buttons",
  "bindings": [
    {
      "binding_name": "#form_button_length",
      "binding_name_override": "#collection_length"
    }
  ]
}
turbid nimbus
tranquil void
#

im trying to hide the buttons' body on a server_form depending on their text content, how do i do that

#

i've tried doing this, but nothing happens

#
{
        "form_button@common_buttons.light_text_button": {
          "$pressed_button_name": "button.form_button_click",
          "anchor_from": "top_left",
          "anchor_to": "top_left",
          "size": [
            "fill",
            32
          ],
          "$button_text": "#form_button_text",
          "$button_text_binding_type": "collection",
          "$button_text_grid_collection_name": "form_buttons",
          "$button_text_max_size": [
            "100%",
            20
          ],
          "bindings": [
            {
              "binding_type": "collection_details",
              "binding_collection_name": "form_buttons"
            },
            {
              "binding_type": "view",
              "source_property_name": "(($button_text - 'image::') = $button_text )",
              "target_property_name": "#visible"
            }
          ]
        }
      }
tropic badger
turbid nimbus
mental crystal
#

still makes me wonder why bedrock still uses java horse jump texture lol

hexed briar
mental crystal
#

yeah that make sense but maybe just maybe they made a bedrock jump horse version.

hexed briar
#

though they probably ditched the outline text for performance reasons but the experience bar are replaced by dynamic bar like we have now.

#

experience bar was used nearly everywhere back then

#

so it makes sense for them to replace it into dynamic bar

#

horse jump bar and dash bar are pretty much unaffected since they're not used for dynamic stuff

#

you could replace them into java bar and it would work but expect them to be abit 'wide' when seen on other screens

mental crystal
#

guys for some reason the grayscaled doesn't seem to work?

#

I used a vanilla texture, particularly the experiencebarempty full and nub and it doesn't make it grey

#

I mean black and white

normal moat
#

grayscale ig

hexed briar
#

it's grayscale

mental crystal
#

Either way, it doesn't work lol

normal moat
#

hm.m..

tropic badger
#

it wont

#

u ned to use color

mental crystal
lethal wind
#

ive seen where people have their server logo and discord code in a corner, how do I do this?

lethal wind
#

how do I do that?

normal moat
lethal wind
#

ight. is there any references I can go off for how to create an image n label

normal moat
lethal wind
#

thanks

mental crystal
#

is this even valid?

{
  "array_name": "bindings",
  "operation": "remove",
  "where": {
    "binding_name": "#hotbar_visible_not_centered_resizable",
    "binding_name_override": "#visible",
    "binding_type": "global"
  }
}```
tranquil void
#
{
        "form_button@common_buttons.light_text_button": {
          "$pressed_button_name": "button.form_button_click",
          "anchor_from": "top_left",
          "anchor_to": "top_left",
          "size": [
            "fill",
            32
          ],
          "$button_text": "#form_button_text",
          "$button_text_binding_type": "collection",
          "$button_text_grid_collection_name": "form_buttons",
          "$button_text_max_size": [
            "100%",
            20
          ],
          "bindings": [
            {
              "binding_type": "collection_details",
              "binding_collection_name": "form_buttons"
            },
            {
              "binding_type": "collection",
              "binding_collection_name": "form_buttons",
              "binding_name": "#form_button_text",
              "binding_name_override": "#button_text"
            },
            {
              "binding_type": "view",
              "source_property_name": "(((#button_text - 'image::') = #button_text))",
              "target_property_name": "#visible"
            }
          ]
        }
#

you just need to re-bind form_button_text and it'll read it

#

i may be winning

#

i have successfully added the equivalent of .image() to form uis

tropic badger
#

nice

final matrix
#

how do I change the inventory label
I tried but it's not moving a inch

#

the inventory text

#

it is on $top_half_variant

vale turtle
#

I was reading the documention about Custom renders i saw hover_text_renderer and it said 'draws a tooltip' is it possible to apply this to a form button?

final matrix
#

you need script for hover text on forms

#

am I wrong?

vale turtle
#

with script you mean a form right

final matrix
#

tooltip shows item Name in inventory

final matrix
vale turtle
final matrix
#

not json

vale turtle
final matrix
#

hm

#

are you working on forms

weak cape
vale turtle
#

i was just looking at what you send about it

mental crystal
weak cape
#

oh no

#

it was the right one

final matrix
#

can anyone tell how to give background to panels

weak cape
mental crystal
#

the problem is you need to divide the text to be shown in the button and the text to be shown in hover text

final matrix
#

in controls

#

hm

weak cape
#

can someone tell me what did mojang achieve or wanted to achieve?

#

because all what i see is sh!t

vale turtle
#

btw zelisce i want to add to a default long form button tooltip how would i do that? in which section or

mental crystal
#

Is it in the latest stable?

vale turtle
#

i mean i understand ill have to go to the dynamic_button and do something

mental crystal
#

if yes thank god I'm using 1.21.60 preview

weak cape
#

you add the renderer element

vale turtle
weak cape
# vale turtle were would i find the hover control>?
{
    "[email protected]": {
        "$pressed_button_name": "button.form_button_click",
        "default_control": "default",
        "hover_control": "hover",
        "pressed_control": "pressed",
        "controls": [
            {
                "default@crafting_screen.default_control": {}
            },
            {
                "hover@crafting_screen.hover_control": {}
            },
            {
                "pressed@crafting_screen.pressed_control": {}
            }
        ],
        "bindings": [
            {
                "binding_name": "#null",
                "binding_type": "collection",
                "binding_condition": "none",
                "binding_collection_name": "form_buttons"
            },
            {
                "binding_name": "#null",
                "binding_type": "collection_details",
                "binding_collection_name": "form_buttons"
            },
            {
                "binding_name": "#form_button_text",
                "binding_type": "collection",
                "binding_collection_name": "form_buttons"
            }
        ]
    },
    "hover_control": {
        "type": "panel",
        "controls": [
            {
                "item_details": {
                    "type": "custom",
                    "renderer": "hover_text_renderer",
                    "hover_text": "#hover_text",
                    "allow_clipping": false,
                    "bindings": [
                        {
                            "binding_name": "#form_button_text",
                            "binding_type": "collection",
                            "binding_collection_name": "form_buttons"
                        },
                        {
                            "binding_type": "view",
                            "binding_name": "#form_button_text",
                            "binding_name_override": "#hover_text"
                        },
                        {
                            "binding_type": "collection_details",
                            "binding_collection_name": "form_buttons"
                        }
                    ]
                }
            }
        ]
    }
}```
mental crystal
#

I also discovered that even if you're in pocket, the progress bar that they still used is the exp_progress_bar_and_hotbar

#

also for some unknown reason, modifying the element of anything related to pocket doesn't seem to work but also breaks the whole custom progress bar I made.

tranquil void
#

i love jsonui

weak cape
tranquil void
#

truly mesmerizing

chilly yacht
weak cape
tranquil void
#

i think i found why

#

i had the title code wrong and i was checking if text - required = text

#

which should've been backwards

#

yea fixed

#

now i can have large UIs

weak cape
#

nice title

tranquil void
#

grr ill fix that later

#

i need to first make it so i can turn buttons into large images

#

then add the hover text and text on the sides variants

jovial hemlock
#

Hello anyone is experiencing Crashes in their UIs? in this new update?

jovial hemlock
#

its weird because it just happens randomly

#

not always

#

im testing it many other uis and have the same issue

limpid quarry
#

Why does my sidebar for Hud look good on pc but bad on mobile?

limpid quarry
#

Looks perfect on pc

#

But I'm not next to it rn

#

They stack perfect one after another on pc

#

Do it need to do %

#

Maybe that's why

neat sequoia
#

#1340144946211983401 can anyone help me?

limpid quarry
#

I might have solved my own issue

#

Lol just need to do % instead of pixel perfect

jovial hemlock
#

its also happening with other uis

#

i have just test it

#

its not like it crashes always

#

its random

#

the more uis you have the more common it is

jovial hemlock
neat sequoia
jovial hemlock
jovial hemlock
#

its not a script or behavior issue

neat sequoia
#

yeah

#

in the changes

#

doesn't have anything

#

about this

jovial hemlock
neat sequoia
#

the unique change in server_form.json is the offset and the rename of drop down area

neat sequoia
#

in one form

#

i use like ten

#

differents

jovial hemlock
#

like ui_common

jovial hemlock
#

and make sense, because when i use one grid nothing happens

#

when i use 2

#

it starts to crash

neat sequoia
#

but this never occur

#

only in 1.21.60

jovial hemlock
#

ik

neat sequoia
#

and i need more than 1 grid factory in my form

jovial hemlock
#

try what i told you

#

i want to verify

#

if thats the issue

neat sequoia
#

gonna try

#

if it works

#

ping u

jovial hemlock
tranquil void
#

heyall im having 2 issues

#

first, is it possible to add hover text to a sprite?

#

and second, after making custom forms i can't get the title to render properly

mental crystal
tranquil void
# tranquil void and second, after making custom forms i can't get the title to render properly

what im currently doing for the 2nd one is this

"mei_long_form_sm@common_dialogs.main_panel_no_buttons": {
    "$title_panel": "common_dialogs.standard_title_label",
    "$title_size": [
      "100% - 14px",
      10
    ],
    "size": [
      225,
      200
    ],
    "$title_text_binding_type": "none",
    "$text_name": "#text",
    "$child_control": "server_form.mei_long_form_panel",
    "layer": 2,
    "bindings": [
      {
        "binding_name": "#title_text"
      },
      {
        "binding_type": "view",
        "source_property_name": "(not ((#title_text - 'mei::small::') = #title_text))",
        "source_control_name": "mei_long_form_sm",
        "target_property_name": "#visible"
      },
      {
        "binding_type": "view",
        "source_property_name": "(#title_text - 'mei::small::')",
        "target_property_name": "#text"
      }
    ]
  }
#

sure a fun activity to do i just had to look up insice the files until i found what i wanted to do

placid geode
#

you have two options

#
  1. Change your flag to something with §
#

like §m§e§i§:§:§s§m§a§l§l§:§:

#

or 2.

#

redo all your thing

tranquil void
#

i'd rather go with redoing

tranquil void
#

make the button unclickable without making the hover not render

tranquil void
placid geode
#

yeah you can do that

tranquil void
#

does it have to be it's own thing or can $custom_title_label be an element directly

placid geode
#

maybe just changing $title_panel to your custom title control

tranquil void
#

so setting it to "$custom_title_label": {} instead of a name

tranquil void
#

yeah, in the end that didn't fix it

#

sad

tranquil void
mental crystal
# tranquil void how could i do that
{
  "[email protected]": {
    "layer": 5,
    "$default_texture|default": "",
    "$hover_texture|default": "",
    "$pressed_texture|default": "",
    "button_mappings": [
      {
        "from_button_id": "button.menu_select",
        "to_button_id": "button.menu_select",
        "mapping_type": "pressed"
      }
    ],
    "controls": [
      {
        "default": {
          "type": "image",
          "texture": "$default_texture"
        }
      },
      {
        "hover": {
          "type": "image",
          "texture": "$hover_texture",
          "controls": [
            {
              "[email protected]_text": {
                "property_bag": {
                  "#hover_text": "TEST"
                }
              }
            }
          ]
        }
      },
      {
        "pressed": {
          "type": "image",
          "texture": "$pressed_texture"
        }
      }
    ]
  }
}```
#

I forgot the element name for hover lol

#

just put this button in the controls of the image

#

and the size of the image should have "100%c"

#

and btw anyone god in json ui can correct me.

tranquil void
still sundial
#

How would I remove the ugly flickering on the server form?

normal moat
still sundial
#

I saw some people bypassing that somehow

normal moat
#

ah it cant be avoided because it occurs due to device and time delay between scripts and such

sullen bolt
#

Hi

still sundial
#

Can't i like
Make the old form be there for a bit even after it's closed?

#

Animations or smth

sullen bolt
#

can someone help me?

normal moat
#

you could modify the screen exit animation already in third_party_server_screen (base screen in common)

nocturne python
#

It is possible to rotate the paper doll in a form?

normal moat
#

"starting_rotation": 0

clear lantern
#

I have question about animations/images in JSON UI: If I have custom form, with 3 buttons and on the right I have image, can I somehow make, that after clicking button it will change image on right or change it's animation?

nocturne python
nocturne python
#

It's live_horse_renderer

#

I mean the render is looking forward

mental crystal
#

that's where it only work.

nocturne python
#

For now it works, I'll see if it works with other players.

#

As I thought, it doesn't work well

#

Each player will see their own skin

jaunty smelt
final matrix
final matrix
#

or is it just a toggle for 2 pages?

#

like this

final matrix
#

which screen. is used for crafter no pocket

opal aurora
#

it's there because ore ui performance is so so bad

jade dirge
#

what is that property that makes the hud display while using forms?

opal aurora
jade dirge
#

yep

placid geode
#

"render_only_when_topmost": false (in hud_screen lol)

agile moon
#

How to hide this ?

opal aurora
agile moon
#

Its " bell button "

jade dirge
opal aurora
placid geode
#

f*ck screen animations

agile moon
placid geode
#

nobody uses it

#

but yeah

placid geode
placid geode
agile moon
placid geode
#

if you want only in form screen then use tlgm method

opal aurora
placid geode
#

nah, if you dont remove the animations, the hud still dissapears lol

opal aurora
#

hmm, just use my safest method, "force_render_below"

jade dirge
final matrix
opal aurora
agile moon
#

I cant find it

jade dirge
placid geode