#JSON-UI General
1 messages · Page 36 of 1
// start_screen.json
{
"inbox_icon_button": {
"ignored": true
}
}
its works the same, the only change is that you will see your hud, like java
wait, i have a better method
ahh, i've seen mobile users use the controls at the same time interact with the form
ohh you mean that
fixed element name, since the previous one only affects the button itself, not other stuffs
hmm yeah, its possible but i dont remember the property name lol
Ty
im gonna test it on pc if it lets me control the game at the same time interact with the form
i was thinking of a custom emotes button
wait a minute, is it possible to add a button in hud screen that runs script event?
nope
ah right, lemme try this then
Nice melons, my guy
is this possible to change the hud font ?
:v
Bro, even though we both speak Spanish, the native language of the server is English, so we must speak in English.
It's a very good farm 😂
Jajaja
does anyone have a custom sidebar pack with a good aligned image for the background of the text?
i can use?
ive been struggling all day tryn to customize mine
man json ui is hard because not many people are good at it
so teaching is nearly impossible lol
I wouldn't say that Json UI is hard. It is just sometimes dumb, deprecated, poorly documented, buggy and unstable

¡Hola!
yeah its annoying lol, but i had to figure out my issue with my own brain. ai can't figure out the issue, but i finally figured my problem and solution
so all good now
..
..
Can I add animations to title or action images or something
For sidebar
Uv?
@mystic heart can i dm u??
is Shane even active at all?
he just busy guys
Toast message howww
title/actionbar
where can i find a form's "body"
Are we unable to creative new custom screen items without using actionbar or title?
How does one use size_binding_x/y?
"display": {
"type": "image",
"texture": "textures/ui/greyBorder",
"anchor_to": "bottom_left",
"anchor_from": "bottom_left",
"size": [32, 96],
"offset": [16, -16],
"controls": [
{
"test": {
"type": "image",
"texture": "<redacted>",
"size": ["100%", "100%"],
"property_bag": {
"#size_binding_y": 0.0,
"#size_binding_x": 0.0
}
}
}
]
},
I was hoping here the image would go to size 0, 0, but it remains exactly the same size as initial
its based off of the parents size
and ur overwriting the size with "size"
also i believe you have to bind it, not too sure though
yeah, we're somewhat limited
chats, title, subtitles, actionbar, scoreboard.
Dang ok
Wdym? So if it’s based off parent size, why wouldn’t it just be 0% of the 32/96? rn it’s always just regular size
ur overriding it..
and i think u have to bind it
i think the size is fine but still u have to bind it
putting it in ur property bag does nothing
"test": {
"type": "panel",
"size": [ 64, 64 ],
"controls": [
{
"image": {
"type": "image",
"size": [ "100%", "100%y" ],
"texture": "textures/ui/Black",
"property_bag": {
"#test_size": 1.0
},
"bindings": [
{
"binding_type": "view",
"source_property_name": "#test_size",
"target_property_name": "#size_binding_y"
}
]
}
}
]
},``` heres an example
what are you trying to do?
help them?
"emote_image": {
"type": "panel",
"layer": 2,
"size": [200, 200],
"offset": [0, 5],
"bindings":[
{
"binding_type": "collection_details",
"binding_collection_name": "form_buttons"
}
],
"controls": [
{
"image": {
"type": "image",
"bindings": [
{
"binding_name": "#form_button_texture",
"binding_name_override": "#texture",
"binding_type": "collection",
"binding_collection_name": "form_buttons"
}
]
}
}
]
},
i'm trying to use a specific button's image but when i use collection_index it gives me an error
its basically the percentage of the size of element. 1.0 is 100% of size specified and 0.5 is 50%
oh yeah regarding that, what if the size of parents is 100%?
How do you deal with it?
.? if parent's size is 100%, the parent's parent must have some size
the root panel in the hud screen specifically
ahh.
why does the icon disappear sometimes on custom tabs,
like only my hover image is visible and icon disappears sometime
maybe layer?
Hey
I need quite the help about js and json scripting in general
Right now, im trying to remove a feature from an addon i downloaded
Its an addon likely worldedit for survival, which means it uses material, reduces durability and does not refill other blocks than air block when using, a survival building addon basically
I wanna try and remove the durability reduce, material reduce and if possible, turn the "fill blocks (air block)" to fill blocks no matter what type of thing
I never scripted before, and i cant find tutorials specialized neither in js or json. Can i get help?
As the Script API is a framework built on JavaScript code, having an understanding of JavaScript is key.
If you are being shown this, then you most likely are a beginner with JS and could use a little guidance.
Videos on Learning JavaScript
Javascript in 1 hour
Javascript Classes in 1 hour
Web Guide:
https://developer.mozilla.org/en-US/docs/Web/JavaScript/Guide
Reference Sites:
https://www.w3schools.com/jsref/default.asp
https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference
https://javascript.info
@last pollen for minecraft scripting, you can ask in #1067535382285135923 and #add-ons
Thank you
technically we can nothing stops us from creating new UIs. But the issue is that you cant get any information. The workaround are UIs like Actionbar, Title, Scoreboards, Subtitle.
Can a button trigger an event that triggers an animation when it is clicked?
Yes,
In button,
$pressed_button_name: 'button.event'
In anim,
play_event: 'button.event'
nice
thanks
i will use that to my advantage 😈
One question: Is it possible to get according to the first letter the next letters?
for example: 5TitleThisIsASideText
It gets only the first 5 letters (besides the number)
output: Title
I think the closest one is this.
(('%.1s' * #text) - ('%.5s' * #text))```
this?
I want the first letter to be the "5"
I want to display on my button the title
and when i hover the side text
So i need to have both the title and the side text in one stirng
in that case i would need to somehow seperate them but all of the buttons are not "hard coded"
what?
H o w t o m a k e t o a s t n o t i f i c a t i o n
anyone knows why my ui crashes with this binding?
{
"title_bar": {
"controls": [
{
"background": {
"alpha": 0.8,
"layer": 2,
"size": ["100%", "100%sm + 2px"],
"texture": "textures/ui/tropical/form/tab_mid",
"type": "image"
}
},
{
"subtitle_text": {
"bindings": [
{
"binding_collection_name": "form_buttons",
"binding_name": "#form_button_text",
"binding_type": "collection"
},
{
"binding_type": "view",
"source_property_name": "((('%.350s' * #form_button_text) - ('%.200s' * #form_button_text)) - '|')",
"target_property_name": "#text"
},
{
"binding_type": "view",
"source_property_name": "(not (#text = ''))",
"target_property_name": "#visible"
}
],
"font_type": "MinecraftTen",
"layer": 3,
"size": ["100% - 16px", "default"],
"text": "#text",
"text_alignment": "left",
"type": "label"
}
}
],
"size": ["100%", "100%cm"],
"type": "panel"
}
}
basicly
"((('%.350s' * #form_button_text) - ('%.200s' * #form_button_text)) - '|')"
this is what is making my ui crash
it doesnt happen every single time
is random
so sometimes work sometimes it crashes my game
does anyone know how to add extra slots to the inventory ui?
not possible
350 and 200 seems a ltitle high
maybe this amount causes it to sometime crash
The functionality of the slot, visual part is possible
I'm not looking for a functional slot
Ok
Are there any examples out there already I can use?
why not?
can't we expand player inv and use the extra slots?
I’ll test it
yep, that's just not possible
why?
good evening,
where is the entity nametag? I'd like to change the background, modify the font...
Adding slots is technically possible, but it will not function at all. Increasing the number of inventory slots and trying to interact with them will crash Minecraft
I'm trying to move the list of messages in the chat down, but I don't know which file saves this
I saw an image of a command block with a rock texture in this post
can i make server forms to be unclosable?
"third_party_server_screen": {
"button_mappings": [
{
"from_button_id": "button.menu_cancel",
"to_button_id": "button.null",
"mapping_type": "global"
}
]
}
yeah
{
"namespace": "server_form",
"third_party_server_screen": {
"button_mappings": []
},
"long_form": {
"$show_close_button": false
},
"custom_form": {
"$show_close_button": false
}
}
you can do that with scripting
if (response.canceled) return myFunction(player)
Theoretically the player can still exit the form
Can't you just leave it by pressing the escape button?
turns out it was very easy
you can clone them, not turning it into a new slot.
adding a new slot will probably crash the game or just doesn't function, obviously server-side stuff.
if you can increase the slot like donkey then yeah, might be possible.
I have some ideas on how to make a new slot work
ill report back here if i figure something out
Is it possible to filter what elements are made by a factory? I'm essentially trying to bind some text on the hud to the chat. I have my factory limited to 1 child to stop overlapping text, but if I send any messages that don't meet my visible conditions, it removes the previously correct one
I've also tried just binding to #chat_text but I cant get it to work outside of the factories context
i guess you may need something similar to preserve title text
Kinda, I want to do this via chat since I seem to be running into limits with title text only doing 1 update per tick or something. Hence trying to do this via chat
yeah you can put an update string in chat text and use presevre title text, it should work
I don’t know how to get a binding from the context of the chat factory out to other places
I did try and figure out if I could put a binding in root_panel and update it from my factory and read it from other things, but was unsuccessful
You can use this resource as reference, just remove the destroy at end in animation and it should update correctly: https://discord.com/channels/523663022053392405/1336971159496822784
That would be putting multiple elements in the same place tho, right?
you can limit the max children size
This is already what I’m doing. This doesn’t work because when a new message that doesn’t fit my visibility condition, it overrides the existing correct one
that's why I'm saying that you should use preserve_title_text in chat binding, if I'm not wrong.
Yeah but max children size destroys the element so I can’t preserve it xD
I already know it destroys the old elem, tried it earlier today
are you sending a chat text every tick?
Every 20 atm, but I wouldn’t assume rate would be too important since infinite chat messages can be sent in one tick
I can't really think of a solution rn. I will see when I'm free
If anyone knows if this is possible, this feels like it would be a nice solution, I’m not skilled enough with bindings to know if it is though.
Or if it’s possible to have global bindings?
Is it possible to move the actionbar to a different location depending on the text being written?
Don’t move it, just add a second one and add a visibility binding to them both, one shows when it’s the correct text, other hidden and vise versa for incorrect text
I don't know how to do this
happy
I did some testing but was unable to use chat text.
Why are you not using title?
this
How mnay updates are you doing per tick?
if it is 1 update per 20 ticks as you mentioned before than you can use title
20 is a placeholder it’ll be more frequent. I also have multiple other things using title, I’m technically fine with this specific system being lossy, but the others going through title I’m not
even hitting esc(keyboard) / back (mobile)` ?
Yes
Yo i heard a while ago about a leak showcasing some people, using ore ui?... which was reactjs...
Is that true?
true but u need to edit the game itself
Everything works fine. But when I alt tab and then go back to minecraft the scroll panel gets bigger in size
why?
its a server form?
yes
Yh
It consists of the Body and factory buttons
Maybe you messed up something with the sizing or where you call the scroll content?
are u using collection index?
factory
But could be it related to the alt tab issue?
i think yes
i will look into that
Try to minimize your Minecraft screen
If it happens then it is probably something with the offset or size related stuff
you mean making the window smaller?
in that case it still happens
Yh and smaller then bigger idk some random order
So it is related to your sizing of the scroll content bar I think
maybe this is the issue?
{
"binding_name": "#form_button_length",
"binding_name_override": "#maximum_grid_items"
}
(i changed from stack panel to grid, but it did not fix the issue)
idk, i can only think of collection index issue
try with "binding_condition": "always"
What is this font?
with that i dont need to alt tab to have the issue
it seems that this binding is the issue or smth
then try with "once"
nice!
Minecraft Five
Do you have this font to send me?
#1251377704197161071 message
Can I somehow make my prefix only readable in "source_property_name"? So it won't show in title or text?
How I can remove prefix from text?
(#text - 'yourprefix')
{
"binding_type": "view",
"source_property_name": "(#text_binding - 'your_prefix')",
"target_property_name": "#text"
}
So if I have for example: "§p§p" as prefix and title prefix "§0§r" can I use '%.8s' or '%.4s'???
%.4s
if you want to check if your text contains that prefix, you can use (not (#text_binding - 'your_prefix' = #text_binding))
It's not working...
I have "$dark": "§0§0§r", and
"enabled": false,
"visible": false,
"$title_prefix": "$dark",
"bindings": [
{
"binding_type": "global",
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "('%.3s' * #title_text)",
"target_property_name": "#title_prefix"
},
{
"binding_type": "view",
"source_property_name": "(#title_prefix = $title_prefix)",
"target_property_name": "#visible"
},
{
"binding_type": "view",
"source_property_name": "(#title_prefix = $title_prefix)",
"target_property_name": "#enabled"
}
use this
It didn't work. I've used "(not ((#title_text - $title_prefix) = #title_text))", and without %.6s, but with { "binding_type": "global", "binding_condition": "none", "binding_name": "#title_text", "binding_name_override": "#title_text" },
hmm
my discord crashed lol
use this binding
"bindings": [
{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "(not (#title_text - $title_prefix = #title_text)",
"target_property_name": "#visible"
}
]
Yeah, I'm good. Thank you for your help!
How can I make it so each line of my form body has its own background?
anyone in here intrested in being a long term dev that will do things free for minecraft bedrock
long term &.. free 💀
💀
Can the hud_screen.json be modified for marketplace Add-Ons?
Marketplace doesn't allow any vanilla modifications
Good to know!
for addons, you can't modify ui at all
No. but the only exception is world template.
Add-ons is more of compatibility related and JSON-UI is not exactly compatible with other addons when modified so yeah.
Yeah, makes sense
i had a question would it be possible to a give a tooltip a flag? so it will only show up when the button text contains a §l§f?
yep
are there any examples on how to add a tooltip to a form?
@.dingsel has tutorials for it
you can look at his YouTube channel for custom form tutorials
i know how to make a custom form....
just curious about how tooltips were added to the form
Is anyone know what is frame_step means?
one step in pixels, the animation will take
for example you have 162 by 30 spritesheet animation and one frame is 18 by 30 pixels. so frame step will be 18
What's the difference between frame_step and uv_size? Or just same?
uv size is size of one frame,
in this example: 18 by 30 pixels
step is the amount of pixels the animation will move forward according to the spritesheet
-# idk but i sound wrong lol
Anybody?
type: image
texture: ""
Hello
Is there any way to mirror player model in NPC dialogue?
Like, now it's looking to right, but I want its look to left
But will it apply the background to each line separately?
cant afaik
Maybe negative width?
I'm just guessing
hello guys, im begginer in json ui, anyone help me with this code:
{
"passives": {
"type": "stack_panel",
"orientation": "vertical",
"size": [
"50%",
"50%"
],
"layer": 1,
"anchor_to": "center",
"anchor_from": "center",
"controls": [
{
"image1": {
"type": "image",
"texture": "textures/passiveUI/strength"
}
},
{
"image2": {
"type": "image",
"texture": "textures/passiveUI/eletric"
}
}
]
}
},
I need there to be no spaces between image1 and image2
How to make buttons scroll horizontally?
Try setting a size for the images
I think it was stack_panel with "orientation": "horizontal"
This alone doesn't work
instead of a scrollbar use a input box with draggable horiznotal
What do you mean, can you help me? I don't understand much about this subject.
im too tired to do anything now
you will need to try on your own
need help
Damn, it's been while since I touched json ui... But anyways
{
"paper_doll": {
"type": "custom",
"renderer": "paper_doll_renderer",
"camera_tilt_degrees": -10,
"starting_rotation": 30,
"layer": 2,
"anchor_from": "bottom_middle",
"anchor_to": "bottom_middle",
"rotation": "gesture_x",
"size": [
"100%",
"100%"
],
"use_selected_skin": false,
"animation_reset_name": "screen_animation_reset",
"anims": [
"@common.screen_exit_size_animation_push",
"@common.screen_exit_size_animation_pop",
"@common.screen_entrance_size_animation_push",
"@common.screen_entrance_size_animation_pop"
],
"bindings": [
{
"binding_name": "#paper_doll_skin"
},
{
"binding_type": "view",
"source_control_name": "viewer_panel",
"source_property_name": "#gesture_delta_source",
"target_property_name": "#gesture_delta_source"
},
{
"binding_type": "view",
"source_control_name": "viewer_panel",
"source_property_name": "#gesture_mouse_delta_x",
"target_property_name": "#gesture_mouse_delta_x"
}
]
}
}```
Guys, how do I make that I can rotate in my y-axis too?
I dunno how tho
Or it's not possible at all
-# sad.
How do i darken the screen when its nighttime?
you can add a black overlay image on hud when its nighttime.
But theres no controlls to automatically do it when its dark for the player right?
yeah, you can use title and scripting though
Does anyone know how I can replace textures of only specific coppers with the specific title? For example, if I put the title roulette on a copper, the texture that I made will be set as that GUI?
Ah ok, just like i thought than
😔
Can we pass values from script API into JSON UI?? I need to pass a background texture reference into my custom ActionFrom and I don't really want to have one form for each background
either use body or title
Just cut the strings the textures needed
Coddy in for the win!! So simple when you think about it 
Anyone know my hover get 40 string and how to show before 40 string #form_button_text for form_button text
+hover_text
"(#form_button_text - ('%.40s' * #form_button_text))"
And how for button text 🙂
hi there, is it possible to open an image when using server forms that remains on the screen even after the server form is closed? like an animation?
@opal aurora
what is "40 string"
Example
"My Button\nThis is for hover"
And i need to show "My Button" of form_button
and for hover_text i need "This hover text"
It's like how to split the word, if we take "This is for hover" we need "%.11s" to get "This is for hover" but if we form the button text so that it's just "My Button" how do we do that?
@opal aurora
so you want to get the middle part of the string?
i'm still confused
not only get "My Button"
a string from nowhere
and hide "this is for hover" so it will only be displayed on hover text
ah
#form_button_text
so you need to make the original string like this:
<button_text>\t\t\t...\t\t\t\t\t<hover_text>
[ about 100x '\t' ]
for button text, use binding property: (('%.100s' * #form_button_text) - '\t')
Okay i try it thank you
and for hover text, use this binding property: (#form_button_text - ('%.100s' * #form_button_text) - '\t')
limit for button text is 100 characters, this can be changed to higher or lower, with those '100' numbers
Thank you so much 😄
Work thank you
nice
Thank you so much
Or buttons.
You can always use buttons instead
do someone know how can I disable this background effect of the world when I open a server form that the world become a bit blurry? or is it not possible?
blurry?
I dont know how to explain, look this:
so when you open a form, the background becomes blurry, I want to stop that
How can I make this work?```js
"text": "#form_button_text - '.locked'"
use bindings..
idk, maybe not possible
"label": {
"type": "label",
"text": "#text",
"bindings": [
{
"binding_name": "#form_button_text",
"binding_collection_name": "form_buttons",
"binding_type": "collection"
},
{
"binding_type": "view",
"source_property_name": "(#form_button_text - '.locked')",
"target_property_name": "#text"
}
]
}```
Does anyone know how I can replace textures of only specific coppers with the specific title? For example, if I put the title roulette on a copper, the texture that I made will be set as that GUI? please
hi again, do someone know if is possible to define a image to "$default_button_texture" based on the text/label of the button?
"$default_button_texture is already a variable, so I think binding cannot be used with, right? I tried but it doesnt work
Thanks
Should I put this in the element itself or in the parent?
This is a element
Oh right, I just looked at the bindings
Can the target_property_name be anything instead of #text?
yes
I'm guessing this is also possible```json
{
"binding_type": "view",
"source_property_name": "($is_locked)",
"target_property_name": "#visible"
}
It didn't work
I have it like this```json
"option_button@server_form.rf_option_button": {
"$text": "#parsed",
"$is_locked": "#is_locked",
"bindings": [
{
"binding_type": "collection_details",
"binding_collection_name": "form_buttons"
},
{
"binding_name": "#form_button_text",
"binding_collection_name": "form_buttons",
"binding_type": "collection"
},
{
"binding_type": "view",
"source_property_name": "(not ((#form_button_text - '.option') = #form_button_text))",
"target_property_name": "#visible"
},
{
"binding_type": "view",
"source_property_name": "(#form_button_text - '.option')",
"target_property_name": "#parsed"
},
{
"binding_type": "view",
"source_property_name": "(not ((#form_button_text - '.locked') = #form_button_text))",
"target_property_name": "#is_locked"
}
]
}
And this```json
"rf_option_button": {
"$text|default": "#form_button_text",
"$is_locked|default": false,
"type": "panel",
"size": [ 76, 24 ],
"$border_visible": false,
"controls": [
{
"enabled@common_buttons.light_text_button": {
"$default_button_texture": "textures/ui/rf/java_button",
"$hover_button_texture": "textures/ui/rf/java_button_hold",
"$pressed_button_texture": "textures/ui/rf/java_button_hold",
"$pressed_button_name": "button.form_button_click",
"size": [ 74, 22 ],
"$button_text": "$text",
"$button_text_binding_type": "collection",
"$button_text_grid_collection_name": "form_buttons",
"$button_text_max_size": [ "100%", 22 ],
"bindings": [
{
"binding_type": "view",
"source_property_name": "(not ($is_locked))",
"target_property_name": "#visible"
}
]
}
},
{
"disabled@common_buttons.light_text_button": {
"$default_button_texture": "textures/ui/rf/java_button_disabled",
"$hover_button_texture": "textures/ui/rf/java_button_disabled",
"$pressed_button_name": "",
"size": [ 74, 22 ],
"$button_text": "#text_locked",
"$button_text_binding_type": "collection",
"$button_text_grid_collection_name": "form_buttons",
"$button_text_max_size": [
"100%",
22
],
"bindings": [
{
"binding_type": "view",
"source_property_name": "($is_locked)",
"target_property_name": "#visible"
},
{
"binding_type": "view",
"source_property_name": "(#form_button_text - '.locked')",
"target_property_name": "#text_locked"
}
]
}
}
]
}
$text and $is_locked are not working for some reason
you cant set the value of a variable through bindings
Is there another option then?
use just bindings
Where?
ill do it for u
this should work but
as you are using a button preset from ui_template_buttons, you cant modify button text directly
so .locked and .option Will be displayed
you have two options
do your own button template from 0
or use flags with §
like §o§p§t§i§o§n and §l§o§c§k§e§d
ok wait
actually theres another way
now should work like normal
is it possible to remove the Has Custom Properties text?
Don't answer me with commands it's possible to remove with /gamerule showTags false just wanna know.
the one when you apply dynamic property in items my man.
/gamerule showTags
?
??
im quite old, can u show me the picture of the thing u r talking about
is that new
ui/ui_common.json
{
"highlight_slot_panel/highlight/hover_text": {
"modifications": [
{
"array_name": "bindings",
"operation": "replace",
"where": {
"binding_name": "$hover_text_binding_name",
"binding_name_override": "#hover_text",
"binding_type": "collection",
"binding_collection_name": "$item_collection_name"
},
"value": [
{
"binding_name": "$hover_text_binding_name",
"binding_name_override": "#orig_hover",
"binding_type": "collection",
"binding_collection_name": "$item_collection_name"
},
{
"binding_type": "view",
"source_property_name": "(#orig_hover - 'Has Custom Properties')",
"target_property_name": "#hover_text"
}
]
}
]
}
}
Ahh
hmm.
works only on english lol
My plan was, if the item has that text in the lore, remove any tooltips
I mean the has Custom Propertie so that very items isn't affected if they have dynamic property since gamerule affects every item
But I made my life complicated.
Didn't work btw.
I ended up making a new label and removing the original button text
Are bindings shared with the child elements?
I want to make 3 stack panels that will have the same factory for the form buttons
And I want the buttons to detect in wich one they are so they can be visible or not depending on the #form_button_text
Can we get the value in #exp_progress and put in text?
for some reason it doesn't show up
and yes I converted it to text since it's a number.
It's boolean unfortunately.
that's... Damnit
But when used in clip_ratio it works fine?
boolean does not play nice to something like this so you'll need to point that binding to something else to read it.
even then, it's not guaranteed that you'll able to read it.
I need to get the value xp used that's it I need to reference it for calculation of values
I want to at least copy the amount of px they use.
you get what I mean.
you can probably convert boolean into number with weird math stuff
it only returns true/false how would you convert it.
json-ui things i guess
for whatever reason operator can handle both boolean and numbers at the same time
i still don't understand how do they work yet but they works so lmao.
I used that to detect if the binding returns true or false, then use that stupid math to convert true into 1 and then just combine them all together and you get a number.
That sounds Goofy
actually nevermind change boolean to integers. i forgot the name
I have more questions lol, how to display the block from structure renderer
and how do I hate a button in the form button if the text matches
they have a properties for that i think. haven't mess anything with that yet.
although they have to be a fixed pos though.
condition render since the button text is a bindings. ( doesn't work well with grid stuff unfortunately. )
god damnit
that's my plan tho :(
I checked the structure ui it has property bah
It's 3 values in an array, tho I put them with world location it doesn't work
#visible is basically exact same thing as visible property. basically it hides the element, not destroy them unlike ignored.
Also forgot to say that you can also use grid filling.
unfortunately, that doesn't work on 1.21.70.20+ anymore lmao.
maybe
sadly json-ui is built in C++, there are float and ints, exp_progress is a float and json-ui doesn't have built-in support on displaying it
where am i going wrong here?? All i want is to use the #title_text value as a path to the background texture {
"chest_ui_336@chest_ui.chest_panel": {
"$background": "#BG",
"$size": ["436px","100%c"],
"layer": 20,
"bindings": [
{
"binding_name": "#title_text",
"binding_type": "global"
},
{
"binding_type": "view",
"source_property_name": "('textures/ui/' + #title_text - '§3§3§6§c§h§e§s§t§r' + '.png)",
"target_property_name": "#BG"
},
{
"binding_type": "view",
"source_property_name": "( (not (( #title_text - '§3§3§6§c§h§e§s§t§r') = #title_text)) )",
"target_property_name": "#visible"
}
]
}
you cant set the value of a variable through bindings
oh..........well thats a bit of bugger!! Care to offer your vast knowledge on how i could set the texture path from data within the custom ActionForm??
Use title, body, or button text.
That's sad, tho you know any way to know the clip ratio style exp bar use?
I don't need the value for use but for reference only.
I want to copy at least 1:1 of it...
That's what I thought I was doing 
How do I get the path to the texture passed into the $background value
is it possible to increase parent size when children have offset? my children elements get outside the parent when i give them some offset (basically padding)
How do I change the horse render entity?
put that bindings directly on your background image element
"bindings": [
{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "('textures/ui/' + #title_text - '§3§3§6§c§h§e§s§t§r')",
"target_property_name": "#texture"
},
{
"binding_type": "view",
"source_property_name": "( (not (( #title_text - '§3§3§6§c§h§e§s§t§r') = #title_text)) )",
"target_property_name": "#visible"
}
]
Halp for grid lol
I will send a screenshot of what I want.
everything is a separate button, even tho gray ones too
tho I can also manually position it but that's time consuming imo
using grid, do I just manually move it with grid position?
that ain't fun :(
is ore ui has any use in making addons?
I would, but as I have 3 instances of the Chest UI, a 54 slot, a 90 and a 336 slot and they share the background element. The 54 and 90 have a generic background texture, but the 336 needs to define the texture each time it loads as its a "quest book" with a predefined image for each page
just make two image elements
one visible if not using 336
other visible if using 336
Intereting....It would have to be 3 as each one has different dimensions. If my background element has a set of child controls (multiple stack panels etc) am I able to set the texture of it outside of the stack or would I need to duplicate the whole stack 3 times??
do it like this
"panel"
: {
"type": "panel",
"controls": [
{
"backgrounds": {
"type": "panel",
"controls": [
{
"bg1": {}
},
{
"bg2": {}
},
{
"bg3": {}
}
]
}
},
{
"content": {
"type": "panel",
"controls": [
{
"stack_panel1": {}
},
{
"stack_panel2": {}
},
{
"stack_panel3": {}
}
]
}
}
]
}
Appreciate the help, but I think this will change the ChestUI JSON way beyond my understanding of being able to fix if it goes wrong. I'll have a go at string manipulation and try to get the path included in the #title_text
Is there a way to remove this delay in opening the menu?
Because it looks like it's blinking
I was about to ask the same thing
Do you have any idea?
I'll search for a possible property that can be changed
with an animation
if you have screen animations off, then not possible afaik
What animation would that be?
I could not find anything
"third_party_server_screen"
: {
"$screen_animations": [
"@server_form.exit_wait"
],
"$background_animations": [
"@server_form.exit_wait"
]
},
"exit_wait": {
"anim_type": "wait",
"duration": 0.2,
"play_event": "screen.exit_pop",
"end_event": "screen.exit_end"
}
Doesn't it apply to every form?
Is there a way to apply it only to a custom form?
maybe removing the animations from the screen and placing them in your custom panel
do you have screen animations on?
Where can I see this?
I think 1.5 is enough for the duration
No
It worked
onepiece
Yeah
how to make a custom title take into account safe zone
are making the mod?
what i mean is have the title display right above the hotbar regardless of safezone
pls help
An Addon for mcpe
oh yeah
any has any idea why my block sticks to sides of adjacent blocks
I want it so that it only sticks where I place but it sticks to sides of adjacent blocks
:placement_filter is sides
pls help me
like a ladder or wine placement
how to use actionbar bindings properly?
I already tried this, and it's not working
"bindings": [
{
"binding_name": "$actionbar_text"
},
{
"binding_type": "view",
"source_property_name": "(not(($actionbar_text - $mitm) = $actionbar_text))",
"target_property_name": "#visible"
}
]
oh wait, I forgor something
there's an actual example for that 🤦
actionbar dont have bindings, you can convert it though:
"property_bag": {
"#actionbar_text": "$actionbar_text"
}
thanks
how about hud_tip_text? does it have bindings?
I realize Pocketmine only sending tip text, not an actual actionbar
also, how to run an animation with bindings?
how could I get multiple values from one string?
let's say on the title or something, I put value:1,valuetwo:2
How would I get 1 and 2 separately?
cut the stirngs
idk how to do that in json UI 😭
('%.200s' * #text)
(('%.400s' * #text) - ('%.200s' * #text))
get the characters from 200 to 400
This one gets from 0 to 200
(('%.400s' * #text) - ('%.200s' * #text)) - '~'
That makes sense, but what if the value can be any length?
In the text remove the '~' from 200 to 400 characters
like, if I were to input a texture path, or longer numbers
You can but I'm not knowledgeable enough
alright, ty though
ahh like put a very long characters to accept then fill those empty spots with something
ohh that makes sense
Use this if you repeat those empty spots with '~'
So that it removes the '~'
As long as you added - '~' it can be ay type of text
Just choose
okie, I will try some stuff out when I get the time
Guys, I made the chat in text have hover text
tho, how do I make that the specific text in the string is only hover-able
for example I have Coddy BRUH LMFAO I will hover BRUH it will show up otherwise no
Is there a way to change the position of a button with a specific name?
use bindings on your button, to detect the text on it, and if it is true it changes the position;^; if it is false it becomes invisible:^
Guys pls?
Is it possible to put hover text on the server form buttons?
Yah.
How do I do it?
y'know the basics of json ui? And also, usejs "<any name>.common.hover_text": { "property_bag": { "#hover_text": "TEST" } }
I understand little about json ui
put this anywhere in the server form?
no, it's not as easy as 123
how can I do this?
not possible 'BRUH'
maybe using some stack panels and text splitting
My first thought was make horizontal messages if the text is that, tho it's not visible 😭😭 it doesn't work
How do I make sure that the length of the text is the length of the panel only?
do I use %c or %cm?
dont think it was changed
{
"hoverText": {
"type": "panel",
"size": [
"63px",
22
],
"controls": [
{
"text": {
"type": "label",
"text": "#form_button_text",
"text_alignment": "center",
"font_type": "default",
"font_size": "medium",
"line_padding": 0,
"font_scale_factor": 1,
"contained": true,
"layer": 100,
"max_size": [
1000,
1000
],
"offset": [0, 40],
"bindings": [
{
"binding_name": "#form_button_text",
"binding_type": "collection",
"binding_collection_name": "form_buttons"
},
{
"binding_type": "view",
"source_property_name": "(not ((#form_button_text - 'ht') = #form_button_text))",
"target_property_name": "#visible"
}
]
}
}
]
}
}```
Please help me make hover text so that it only shows after the letter "ht".
anyone have issues with #form_text not working?
Hey i forgot what do i add to hud_screen.json to rid the hearts armor and hunger bars
you can actually use the /hud command in game
Is that new
No, its been out somewhere 1.20 iirc
Why was i forced to live in a rock
I see it and im very happy
That glyph font is cute ngl.
ok when I use crosshair render, if going to camera it removes it, but when I add an element to have a visible one, when it tried it completely remove she vamilla one.
How do i remove title background
{
"hud_title_text/title_frame/title_background": {
"visible": false
}
}```
How can I make a knapping system for my Minecraft add-on if u have a specific amount of stuff but then u get pebbles of that stuff like rocks or flint and can stone/flint knapp in Minecraft and to do that u right-click the stones/flints to enter the 5x5 block UI then when u do a specific coordination of getting rid of rock/flint selection faces?
It looks like 1.21.70 has pretty much hardened the #form_button_length bindings, which is probably the cause of making grid filling not working.
I've tried reading them through many methods and they all returns to 0.
even though they actually used to output number currently but it's now doesn't.
even with factory and stuff set in place, #form_button_length still returns to 0.
i actually discovered that too,I ignored it since I thought it's me problem lol
the only thing that accepts is #collection_length which, my suspect is, they just hardened it.
not sure why did they do that
so grid isn't actually broken (Still broken), it's just #form_button_length only output or proper return to #collection_length. still need to figure out more in the meantime.
i did, i was using a subdomain of a domain that is not mine
has anyone ever made some sort of a display in an inventory ui? i want to change a text without reloading the whole inventory
How do I delete the button background?
oops wrong chat
you can use "$border_visible": false,
for that i believe
I have a question
Can i change how a form looks like set it so the buttons are side by side instead of 1 single lined lis
How to remove the scroll indicator?
Anyone?
maybe create your own scroll panel without the scroll bar?
not sure
i only use the common wrapper
like this?
I use "[email protected]_panel"
idk
i only use the wrapper mojang uses for server form
Oh ok
could just make the scroll bar invisible
like the textures alpha set to 0
How do I do this?
bruh
well
you can use
"$scroll_box_mouse_image_control": "global.scrollbar",
"$scroll_box_touch_image_control": "global.scrollbar",
"$scroll_background_image_control": "global.scrollbar_background",
"$scroll_track_image_control": "global.scrollbar_background"``` in your scroll bar
you pass through an image
the first 2 are the scroll bar and the 3rd/4th are the background
"$scroll_bar_and_track_size": [ 0, 0 ]
Thnks, this worked
how to make if the value is true, then one value is returned, and if false, then another. as an operator in js ? :
or how to convert true/false to numbers?
Is it possible to make a texture pack that changes the UI, but doesn't use the oreui stuff?
I know it's probably a dumb question, but it seems as though a lot of people are still trying to do a bunch of UI stuff, here, so wanted to ask
Editing the UI doesn't use ORE-UI, it uses JSON.
hi
is it possible to close a screen right after it becomse visible?
but let the exit/entrance animation play?
jokes hahaha
but dont think so
you're forcing a player action without them pressing anything
hmm
then, what does oreui deal with, specifically?...
Guys, how do I make that it accept different type of 6 characters in the start.
(#chat_visible and (not (('%.6s' * #text) = 'coddy.')))
like it can be coddy. or bruh.
anyone know how to prevent nan being detected in server form bindings?
because when the #title_text displaying a name NandoKunzz, it will count as not a number
the first name is Nan. which is the cause of the problem
you could ('§z' + #title_text)
(#chat_visible and ((not (('%.6s' * #text) = 'coddy.')) or (not (('%.5s' * #text) = 'bruh.'))))
you could remove unnecessary brackets that I put.
Oh yeah, is there another way to prevent it? Using §z probably could broke my other bindings.
It should not if the main string doesn't include §z
I want to make sure that when true, the alpha value is 0.65, otherwise 0. how do I do this?
((#boolean * 1) * 0.65)
idk if 0.65 float will work, you can do 65/100 otherwise
Didn't work :(
check brackets, they maybe wrong
ah wait
this should work
(#chat_visible and not (('%.6s' * #text) = 'coddy.') and not (('%.5s' * #text) = 'bruh.'))
returns 0
try something like
(#boolean * 1) just to be sure this works. if true, alpha should be 1, otherwise alpha should be 0
i need alpha 0.65
just to be sure this works
#boolean * 1 returns 1
if boolean is true, right?
(#boolean * 1) * 0.65 returns 0
yes
wait let me try
this works
{
"image": {
"type": "image",
"texture": "textures/items/apple",
"size": [16, 16],
"$value": 0.65,
"property_bag": {
"#boolean": true
},
"bindings": [
{
"binding_type": "view",
"source_property_name": "((#boolean * 1) * $value)",
"target_property_name": "#alpha"
}
]
}
}
thanks
Love you mann...
Due to json-ui being weird and stuff, you can only do decimal via variable.
yeah
And also decimal on bindings operator is wacky as hell. so some space might be needed otherwise it'll just be true or false.
I had enough with decimal to the point i just gonna ignore that and multiple it by 100
then cut it in half so it gives a decimal.
Decimal is also bad for json-ui performance apparently not sure why but yeah just dont do it too much.
yeah I just try make my values such that they just fully divide and not go into decimals lmao
Weird bug on UI, length of the button exceeds than what is defined on the scripts? WTF?
yeah it does. idk whats happeaning lmao
is it possible to get minecraft version
"binding_name": "#version" on start screen
i want to get it to script api
how would i
bcoz script api can't detect minecraft version
can't
oh no
how do I make a json ui?
With your head
soso
"$border_visible": false,
"$button_image_visible": false
is there a way I could create a visual overlay when in first person when wearing a custom helmet?
like the carved pumpkin
use title, actionbar, subtitle or chats
could you show me to the appropriate documentation or an example perhaps?
i have yet to work with json ui much
You can do it with first person animations
how to make the layer high then the button?
try layer to 2147483647
ok
Most likely it can be impossible since new mobile controls using Ore-UI.
I have this backpack ui, it has 60 inv slots... i want to make it have 9 slots, how would I
How do I create a button on the server form that doesn't leave the menu, like a button that makes a sound?
?
Hello fine UI developers of the Bedrock Addons discord server!
I come with a query; does anyone have any tips on how to increase performance when handling conditional server form variants?
Basically, given that I have a bunch of modified server forms that display conditionally, what is the best way to handle conditional rendering for them?
Currently, the speed of rendering one form layout is the same as rendering all of them at the same time, which makes me think I'm doing something wrong.
am i able to expand the textField and allow a larger input multi-line?
for modalformdata?
would really love someone to give me a straight answer lol
I think so, I've seen people do it.
this would be so nice to have haha
Fr
Not sure. I've never done it before myself.
yeah
Though I'm going to need it for something I'm doing soon, so I might run into a similar issue 😬
otherwise i have to do the multiple textFields for each line of sidebar stuff im doing haha
i can't wait for the newer ui coming
more support in preview i think?
2.0
You mean the dividers and labels and such?
yes the new stuff, i haven't looked into it much
is it really much added?
Apparently they've already been features for years, too.
At least the labels
They just aren't in script API 😐
You can see the definitions inside of the vanilla UI server form file.
So, I don't know 🤷
"test@common_buttons.light_text_button": {
"$pressed_button_name": " ",
"sound_name": "note.bell"
},
thanks
you can just increase the limit, iirc the limit is 32 chars?
for multi-line you can make a new panel or read command block one
No, you can change that limit
is it possible to remove the three ... on a label element?
No
No, although if you really wanted. you can use clip_children. that will result into fixed size though.
someone help
@hexed briar can u help with this
i have'nt still got a reply
I'm busy.
i don't have a time for that.
l
"grid_dimensions": [ 9, 1 ],
@sinful crypt
I am not sure but that's how the slots fit it
oh thanks!
I am trying to make my serverform buttons like this
can anyone help
i am having offset issue like my buttons overlap
Tenho um problema. Existe uma maneira de fazer o botão aparecer no text_edit_box mesmo que eu não tenha clicado no text_edit_box?
you have to make them visible if (#item_name = '')
But I already did it and this is happening
you can see this: https://discord.com/channels/523663022053392405/1246801922917138512
I already tried to solve the code with this base but it gave the same thing
make sure your #default_search is "" not "U"
I've tried that too
hmm
How to move action bar place?
Like if it’s at top of hotbar normally it would be near the chat button
I think the error is when starting search_portifolio, because to start it wouldn't it be necessary to stay in the hover state?
how to remove text from button only the image should cover the button ¿
I guess not. you can try this:
{
"binding_type": "view",
"source_control_name": "search_portfolio",
"source_property_name": "#item_name",
"target_property_name": "#search"
},
{
"binding_type": "view",
"source_property_name": "(not ((#form_button_text - #search) = #form_button_text) or (#search = ''))",
"target_property_name": "#visible"
}
I could try but I can't right now
I don't think there's any way to do this, it worked in the grid, but it didn't remove the buttons correctly, and in the stack_panel it can't render before clicking on the search
yeah, i guess
try with this
"bindings": [
{
"binding_collection_name": "form_buttons",
"binding_name": "#form_button_text",
"binding_type": "collection"
},
{
"binding_type": "view",
"source_control_name": "search_portfolio",
"source_property_name": "#item_name",
"target_property_name": "#search"
},
{
"binding_type": "view",
"source_property_name": "(not ((#form_button_text - #search) = #form_button_text))",
"target_property_name": "#result"
},
{
"binding_type": "view",
"source_property_name": "(#result or (#search = ''))",
"target_property_name": "#visible"
}
]
Thank you very much indeed
it worked thank you so much!
i know i did something wrong
thanks lol
regarding your issue:
the block youre trying to access is probably undefined unrendered or air
hm its right on it so idk
someone in script api could hepl
thanks lol
if I make the server form look different under certain conditions will that cause incompatibilities with addons that also do something similar?
Yes unless you #1067870274894172260 message
awesome, what about boss bars?
What? People struggled with this? What I did was to insert another factory. It has to have the same name as the original one tho
{
"namespace": "server_form",
"main_screen_content": {
"modifications": [
{
"array_name": "controls",
"operation": "insert_back",
"value": [
{
"server_form_factory": {
"type": "factory",
"control_ids": {
"long_form": "@ae2_common_form.long_form_root",
"custom_form": "@ae2_common_form.custom_form_root"
}
}
}
]
}
]
},
"long_form@common_dialogs.main_panel_no_buttons": {
"modifications": [
{
"array_name": "bindings",
"operation": "insert_back",
"value": [
{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "((#title_text - 'test') = #title_text)",
"target_property_name": "#visible"
}
]
}
]
},
"custom_form@common_dialogs.main_panel_no_buttons": {
"modifications": [
{
"array_name": "bindings",
"operation": "insert_back",
"value": [
{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "((#title_text - 'goofya') = #title_text)",
"target_property_name": "#visible"
}
]
}
]
}
} ```
Inserting same name causes "same sibling name" warning, i made a wiki page to fix that: https://wiki.bedrock.dev/json-ui/modifying-server-forms#action-form
It does that indeed, however json ui treats elements with certain names differently
Just like in this case
Is it possible to create and pass an array type binding?
Actually, that might be a stupid question
I guess each parameter of the array would just be its own string statement
Nevermind! I've been on this for 15 minutes, but spelling it out helped.
Nevermind, I'm still confused, sorry.
Is it possible to use bindings to create an array, like so?
["#x", "#y", "#z"],
No
That's.. horrible.
I'm beginning to realize how limited JSONUI is
Thank you for your help, though.
And somewhat powerful ngl
no then...
it encourages people to think more logically, to find a workaround
can anyone help fix my ui it has a offset on main panel I wanna center it but it doesn't centers background
I don't think there is a workaround if you have to pass an argument as an array 🤔
Like for #block_position or #color
Is there any way to get the Bindings Lore component of the item in Inventory?
#hover_text i guess
#1067870274894172260 message
thx you so much, ❤️
is there a way to make it so that the hud isn't hidden when a server form is opened?
How do i make bindings of a parent to also affect the children
"sound@common_buttons.light_text_button": {
"$pressed_button_name": "",
"size":[24,24],
"offset":"$button_offset",
"$button_offset|default":[0,0],
"$border_visible": false,
"$default_button_texture":"textures/ui/sound_glyph_2x",
"$hover_button_texture":"textures/ui/sound_glyph_2x",
"$pressed_button_texture":"textures/ui/sound_glyph_2x",
"sound_name": "#form_button_text",
"bindings": [
{
"binding_name": "#form_button_text",
"binding_type": "collection",
"binding_collection_name": "form_buttons"
}
]
}
Is there any way to set the sound? Because you can't set it using form_button_text directly
no, sound_name does not support bindings
what could i do then?
ok fast question
i keep on seeing about 'preserving title text'
so let me get this straight
custom health bar uses title command
but does that mean i lose the ability to have titles..?
yes indeed
DAMN
making a health bar is truly a pain in the ass
i've tried using the scoreboard sidebar but to little avail as i have no idea how to pull values into said sidebar
use multiple buttons controlled with "visible" bindings
151 buttons 💀
Hum
then, just don't make it
yeah, I had to take what they asked for
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no
use entities/particles instead
can anyone tell me in which ui file i can find the section to control where the coordinates are placed on the screen
and what the section is called
please and thank you
hud_screen.json
someone remake the old play screen ui please 😭
Not possible
why?
Ore-UI screen cannot be replaced or modified. that's how the game works for now.
oh
@cunning dirge
is it possible to bind the visibility of a ui element to scoreboard data?
Is it possible to change limit of NPC name, by modifying UI?
I would like to make entity without texture, but with name visible - and it should contain like 50+ letters
change the limit of the related textbox: "max_length": 128 and it's size so that it could show more letters
Thanks!
How many times can i split a title
how do I add this button (json ui)
Someone is up for a commission?
^
Are there any tools or anything for creating flipbook animations or whatever for UIs?
I thought there was something, but I can't remember or find anything
I figured out how to use Libsprite, but for some reason my game crashes when I load the animation.
EDIT: I shrank the image, and for some reason that made it stop crashing, but the animation just doesn't play.
Pretty simple setup, but still nothing showing up in-game. What am I doing wrong?
{
"animation": {
"type": "image",
"texture": "textures/form/load_animation",
"size": [128, 96],
"uv_size": [128, 96],
"uv": "@loading_screen.image_uv_animation"
}
}
"image_uv_animation": {
"anim_type": "aseprite_flip_book",
"initial_uv": [0, 0]
}
I'm still on this same issue for hours 💀
Do asperite animations just have some limitation that I'm not aware of, like size-wise or something?
Oml I finally figured it out 😐
In case anyone else has this issue in the future, Libresprite exported the sprite sheet horizontally for me by default.
Apparently, the sprite sheet has to be aligned vertically
That fixed it immediately
how do i find what is the size of the inventory panel?
I dont know the exact size but it is something like
inventory panel: [162-176~, 144-158~]
and inventory is [162-176~, 72-79~]
you can check in invetory_screen.json if there is any size specified
maybe this but idk
thanks, what about this?
[same width, 50% of total height]
isn't there a panel on top? the one hosting the name and close button
i am looking for the size of the place where the small chest screen grid is
yeah but that's not the part of the main panel its just anchored and offset at top right
it doesn't effect the grid?
No why would it? its not the part of that grid
this uses the root panel in ui common afaik
i meant the grid position
give me a sec
the red part doesn't effect the yellow part positioning?
i am looking into making this one to one to the in game result
No it does not because it is not a stack panel or grid. it just a plain panel which uses offset and anchors to position elements.
ah, yeah
thanks
What tf is that?? Where can I get this? 😂
WIP
Epic. Is there a preview version?
nope
😢
"[email protected]_button_template": {
"$pressed_button_name": "button.menu_advancedf3",
"$button_text": "pauseScreen.advf3",
"anchor_to": "top_middle",
"anchor_from": "top_middle",
"$focus_override_down": "achievements_button_focus",
"$visible": "#paper_doll_visible",
"$bindings|default": [
{
"binding_name": "#paper_doll_visible",
"binding_name_override": "#hidden"
}
],
"variables": [
{
"requires": "$visible = false",
"$bindings": [
{
"binding_name": "#paper_doll_visible",
"binding_name_override": "#visible"
}
]
}
],
"bindings": "$bindings"
do you guys know why $visible = false isnt working
you cant set the value of a variable using bindings
i found out what i was doing wrong, now the toggle works perfectly but it has one issue: it doesnt change the settings value
do you know how to fix it
?
you cant use bindings across screens
so how does ty-el do it?
i ve seen the ui have a fov changer that you can change while playing
hmmm how i explain It
its like
i know how It works but idk how to explain It lol
basically you still are in settings screen
but not at the same time
i think its something related to "render_game_behind"
so it keeps loaded all the screens?
just settings screen i think
so if i keep settings screen loaded i can change it in the pause menu??
nope
still its bindings across screens
you can change pov ingame cuz that slider Is in settings screen, not hud screen
so i have to make the settings screen be on top of the pause menu as just a toggle?
damn that's too hard for me
lol
i was doing an f3 debug screen, on mouse and keyboard works fine since you can use F8 to hide paperdoll
actually i got an idea: i can do a separate variable and edit the variable instead of the paperdoll
but f8 wont work
what's that? im new to json ui
you can add a invisible toggle in the hud screen with button.scoreboard as button mapping
then bind your debug screen to that toggle
can i make the number of my hotbar slots be any number i want? i have tried multiple ways, nothing seems to work
no
Hi
not public.
Ok,I understand
Paid web app, 0.1$ per click
-# jk
it's not public.
Bro Minato, stop posting this anymore cause people will literally not stop asking where's the link lmfao
Bro i want pay
It's not public there's difference with paid and unpublic okay?
and I know you know that.
Cooking*
A template for the ui from that java edition mod "farmer something"
Lol

kind of funny because the site says cocking pot.
Yeah lol
-# I don't know how to spell some words
thanks, will do
btw, what is the texture background for that panel?
i am using dialog_background_opaque.png but it is not the same
I have 4 forms how do I set up them in server_form
main content
it is dialog_background_opaque
weird, it look different
i will try to edit the nine slice and see
yeah, i got it
add a little more padding to the bottom ig
it is not that simple
i need to find where i lost those extra pixels, probably the font
yeah probably the font, also the slots look a bit shifted
I think instead of living off vanilla, u should improve it, use stack panels for precision
a bit too deep into this to change something,
passed 4000 line of code
Does anyone here have a code to preserve text, but I say more than 1, for example update1, update2
each one will display message in different places
just add more update strings ig
I couldn't, can you send me an example?

just change all the data_control to data_control_1, data_control_2
these must have different names
is there a "air" or "none" texture?
you can use "texture": ""
ty
or any texture i think with 0 alpha
but that is just overthinking
lol
Folks, is it possible to set a buttons position using absolute X,Y coordinates passed in from a #body_text value??
https://discord.com/channels/523663022053392405/1350130244111040593
https://minato-mba.github.io/web-apps/chest-ui-editor/
Create and edit custom chest UIs for Minecraft Bedrock. Design interactive interfaces with drag-and-drop components.
Thnks

im trying to make json gui and i cant even get the first 2:30 second right my output looks completely diffrent from his ( this one is mine )
In this series, I demonstrate how to use JSON UI in combination with the scripting api in the Minecraft Bedrock Edition.
🔗Links :
Like What I Am Doing? Concider Supporting Me! : https://ko-fi.com/dingsel
Last Video : https://youtu.be/QhJkCDIZ-NU
Join my Discord! : https://discord.gg/tzrmH56JXC
My Website and Code : http://skyls.de
Music : http...
his output at 2:30
my ui
i changed size back because it looks worse
Would anyone know how to make a bossbar invisible while still keeping the text?
oh yeah, its #title_text, not #title_test
ty
That one worked ty , keeped going and it dosent do anything now ( i definitely did some wrong but i cant see it 😭 )
praying~1 Pls help
{
// pause_screen.json
"namespace": "pause",
"info_panel": {
"ignored": true
}
}
it will look like this
