#JSON-UI General

1 messages · Page 40 of 1

upbeat frigate
#

Oh, i tried this template, however got a problem with pressing the button restarts the server form, which restarts the scroll position. Which I don't like since bad for UX

#

#1291336871011680338 message

sick shell
upbeat frigate
upbeat frigate
#

How do you concatenate one hardcoded variable (#) and a string in json-ui?

uneven sedge
#

how do u add a scrolbar ?

hardy lily
#

use filter

#

for example:

  • §l -> for left button
  • §r -> for grid (right button)
#

creating a new button scroll panel will works

upbeat frigate
upbeat frigate
upbeat frigate
#

is it possible to set the default position of the scrollbar box with json-ui? or not?

#

what i mean position is like the scroll bar like it should be not in the top most, possibly like 50% of the whole content

uneven sedge
#

how i can do this ?,

warped oxide
uneven sedge
#

merci

upbeat frigate
#

Anyone have like an element for creating dynamic grid but using stack panels? 😅

chilly yacht
#

You just have to minus the amount of buttons you already have from maximum grid items

#

Whenever you bind it

hollow needle
#

What I do is just creating more invisible buttons to fill up an entire row and then put the grid inside another panel that will cut off the grid

#

Why

upbeat frigate
upbeat frigate
#

Seen here.

#

It's somewhat "too" dynamic 😅 still rendering the invisible elements

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My painful option for this is to create a dynamic grid using stack panel, so possible it could be automatically sorted/filtered for the invisible elements. But I'm just new to json-ui🥸 so, I'm here begging if someone already has it, that would be amazing, if not. Possibly will try to create it

upbeat frigate
#

Yep 😅 i was trying with [this](#1067870274894172260 message)

What i did is display all the buttons from the server_form, then filter it with json-ui's similar to .startsWith😅 to overwrite the "#visible", it works based on what i expected it to be. However the problem as seen in the images is it's floating.

#

The server_form json code was just based from the template.

chilly yacht
#

Ya I wasn’t talking about visible binding lol

upbeat frigate
#

oh

tacit belfry
#

yo @raw barn

#

can you help me rq

raw barn
#

No.

tacit belfry
#

da,m

#

damn

raw barn
#

Please dont randomly ping people.

tacit belfry
#

ai bet

hollow needle
#

Why do labels with the MinecraftTen font make the second line have a different tone of color when the text is too large?

uneven sedge
#

First ui

#

Some idea to améliorante ?

sick sierra
#

Yo I could really use some help

sick sierra
# raw barn Please dont randomly ping people.

I apologize for disturbing you or giving you a soft ping seeing your conversation with the gentleman above. I simply had an issue with the hud_screen.json area of an RP I recently downloaded to use and it’s basically broken atm. The HP 1/100 ect is broken and just a red bar that goes up and down when hit no text, as well as the key on the hotbar reserved and locked for an action key(to use haki and other abilities) isn’t working as designed either and isn’t allowing you to use it unless forcefully giving yourself exp and forcing one of the ability requirements, then however you can’t change said ability or cycle them as intended either and are Stuck with the force broken one. I’ll send a file attachment of the current state of the UI file the issue is at as well as the warning message on the RP that keeps being flagged and shown

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If anybody seasoned could take a look at this and check if anything Speaks out to them as the problem and how to go about fixing it

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Again this is a Asas One Piece Mod most recent version, typically used on PE however I’m trying to get it to work on Xbox

normal moat
# sick sierra

just make the hud_actionbar_text child control names unique/not same. basically what the error is saying.

livid vault
clear lantern
#

Can I somehow hide title in custom server form?

#

nevermind, $title_size= ["-100%", "-100%"]

sick shell
#

wont 0 works also

clear lantern
#

nah, I tried and didn't worked

tawny dawn
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             "bonsai_tree_icon@test_3.bonsai_tree_icon": {
    "layer": 5,
    "size": [16, 16],
    "offset": [10, 4],
    "bindings": [
{
    "binding_type": "collection",
    "binding_collection_name": "container_items",
    "binding_name": "#has_item",
    "binding_name_override": "#has_item",
    "binding_condition": "always"
},
{
    "binding_type": "view",
    "source_property_name": "(not #has_item)",
    "target_property_name": "#visible"
}
    ]
}

When I put the item in the slot, the image is not becoming invisible. How do I fix this?

sick sierra
placid geode
placid geode
spiral basalt
#

Quick question
not_centered_gui_elements
These are the health bar and the food bar, right?
What about these
centered_gui_elements_at_bottom_middle
centered_gui_elements

placid geode
#

not_centered contains health, hunger, armor, etc. for pocket layout (top left and top right)

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centered_gui_elements_at_bottom_middle contains health hunger armor etc for deskyop layout (in the hotbar)

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centered_gui_elements contains only a paperdoll afaik

spiral basalt
placid geode
#

no

spiral basalt
#

I want to remove the health bar and the food bar without removing the hotbar

placid geode
#

you can just ignore the renderers

spiral basalt
#

How? (Im pretty new with json ui)

placid geode
#

wait a moment

spiral basalt
#

Thanks man

placid geode
#
    "heart_renderer": {
        "ignored": true
    },
    "armor_renderer": {
        "ignored": true
    },
    "horse_heart_renderer": {
        "ignored": true
    },
    "bubbles_renderer": {
        "ignored": true
    },
    "hunger_renderer": {
        "ignored": true
    }
#

put that on your hud_screen.json

spiral basalt
#

Thx

uneven sedge
#

What I can add to increase ?

left yew
uneven sedge
left yew
#

They look familiar thats all im saying

uneven sedge
#

I just download it lmao

left yew
# uneven sedge Who are u

UI Dev, just saying that it looks pretty close to one I made in the past, like down to the hex codes.

Just thought it was interesting thats legit all im gonna say.

uneven sedge
warped oxide
neat lintel
#

so i added a second long form titled long_form_2 and it doesnt work

sick shell
neat lintel
#

I dont see anything wrong with mine but its still not working

unreal ravine
#

Replace "long_form_two" with "long_form"

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Cuz that will not work

frigid drift
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can i use controls in grid like does it automatically put in the content of it

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i wanna use collection index for it

chilly yacht
sick shell
uneven sedge
hollow needle
#

Is it possible to run an animation on hover?

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Or if not, maybe every time #visible is true

normal moat
hollow needle
#

Great

hollow needle
uneven sedge
uneven sedge
#

how to add several form to a pack?

neat lintel
#

i fixed the crash issue but it wont create the panel

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its set to bind to it

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seems like no matter how hard I try, it wont bind

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ok so it binded but now it shows nothing

hollow needle
#

Is there maybe a way to run an animation in an element every time I open a form?

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Not necessarily a button

unreal ravine
#

Yep, but it play once (flipbooks is an exception )

sinful crypt
#

How can I split texts and make individual Actionbar for each text?

Such as suppose, It's a actionbar displayed by scripts:
"isSneaking: True, isStanding: False"
I want it to be like:
"IsSneaking: True".
"isStanding: False"
So that'll be like 2 actionbar.
It was a example but i have to make multiple actionbar.

Also How would I change the position offset of actionbar?
I want to show one actionbar on left top screen, and another actionbar on top right corner.

fair cedar
#

Is it possible to move this button?

sharp gorge
#

i dont know

placid geode
#

not possible

uneven sedge
#

how to add several form to a pack?

neat lintel
warm schooner
oak shoal
#

Is there a way for me to get a score from a scoreboard, without using the /scoreboard objectives setdisplay sidebar?

normal moat
hollow needle
night holly
uneven sedge
#

how to add several form to a pack?

viral oxide
#

How do I make my image follow the cursor? follows_cursor seems to do literally nothing

{
    "type": "image",
    "texture": "textures/ui/Black",
    "size": [
        10,
        10
    ],
    "layer": 301,
    "anchor_to": "top_left",
    "anchor_from": "top_left",
    "follows_cursor": true
}
viral oxide
#

Ah, I'll test that out, thanks!

chilly yacht
#

any size

#

but unfortunately its not like the hover text render so it goes off the screen 😭

viral oxide
#

As in just parent it to a screen? Cus no behaviour changed

{
    "type": "screen",
    "size": [
        0,
        0
    ],
    "controls": [
        {
            "0": {
                "type": "image",
                "texture": "textures/ui/Black",
                "size": [
                    10,
                    10
                ],
                "layer": 301,
                "anchor_to": "top_left",
                "anchor_from": "top_left",
                "follows_cursor": true
            }
        }
    ]
}
#

Found out if i add follows_cursor directly to the screen it follows, so technically good enough lmao, thanks guys!

chilly yacht
#

but its quite nice to make fully custom hover text

hollow needle
#

How to make it so this only plays the in animation once?

"variables": [
      {
        "requires": "(not (($title_text - '.hidden') = $title_text))",
        "$offset": [ 144, 5 ],
        "$alpha": 0.5
      },
      {
        "requires": "(($title_text - '.hidden') = $title_text)",
        "$offset": "@hud.anim_title_text_offset_in",
        "$alpha": "@hud.anim_title_text_alpha_in"
      }
    ]
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It does play the animation over and over, and makes it so the animation never finishes

chilly yacht
hollow needle
#

The problem is that I don't want the element to dissapear, only a part of it is visible and it comes out in specific situations

chilly yacht
hollow needle
#

I tried with "requires": "((($title_text - '.hidden') = $title_text) and ($alpha = 0.5))"

#

But it stops working

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Actually I think the animation is not playing over and over, but the element is reseting itself each time I run /title

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Wich makes me more confused on how to solve it

neat lintel
sharp gorge
neat lintel
#

How did you do this?

oak verge
#

The code is right there

frigid drift
#

how to paste a command using a button (just like the set spawn from the bottom panel)

last pollen
#

how can i remove the item category like construction and items from the creative menu and same with the damage values like +4 attack damage

sick shell
#

i think the +4 attack damage can be change through lang files

clear lantern
#

Can someone help me and tell how I can make fullscreen server form?

sick shell
clear lantern
#

Thanks, I found it out and also I've added this: ```
"controls": [
{
"server_form_factory": {
"type": "factory",
"control_ids": {
"long_form": "@server_form.long_form"
}
}
}
]

sick shell
#

u dont need to add that, mc already fills out those missing properties

clear lantern
#

Thanks, I have another question regarding paper dolls: I've found all posts about paper dolls here, but I still cannot understand how I can display my custom entity into my custom form. I've made player, but I need my custom entity there. Can you or someone help me with bindings how I can set them so it will display my entity in form?

clear lantern
#

I have this:

                "renderer": "live_horse_renderer",
                "bindings": [
                  {
                    "binding_name": "#form_button_texture",
                    "binding_name_override": "#entity_id",
                    "binding_type": "collection",
                    "binding_collection_name": "form_buttons"
                  }
                ],

But I don't know how I can use that in scripts so it will work...

sick shell
clear lantern
#

Can you please elaborate this? I'm still learning js...

#

Like this:
const entity = event.source.dimension.getEntities() .find((ent) => ent.typeId === "test:test");

But how I can then add this to my button in form?

#

I've get my entity.id on the button now (-5089536245758), but it's not displaying my entity in the form

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Hooolllyyy, it worked after one ""

neat lintel
# neat lintel ?

so this was working until i added a second ui template to my code

#

now it doesnt

cunning bridge
#

can we determine the index of the first element of a grid?

sinful crypt
warped oxide
clear lantern
#

"source_property_name": "((%.8s - #title_text) = $title_1)",
"$title_1": "§2§2§2§r",
How I can make that form will be displayed only when this prefix is presented, but it won't affect rest of the title, like this: §2§2§2§rTest

sharp gorge
clear lantern
#

But I don't know how to make this working

sharp gorge
#

wait

clear lantern
#

Yes, I have bindings:
For default form:

          "bindings": [
            {
              "binding_name": "#title_text"
            },
            {
              "binding_type": "view",
              "source_property_name": "((#title_text - $title_1) = #title_text)",
              "target_property_name": "#visible"
            }
          ]

For custom form:

          "bindings": [
            {
              "binding_name": "#title_text"
            },
            {
              "binding_type": "view",
              "source_property_name": "(#title_text = $title_1)",
              "target_property_name": "#visible"
            }
          ]

And prefix $title_1 = §2§2§r

But I want make title for this form like this: §2§2§rTitle Form
So I want only prefix to be read and correctly display custom form, but rest of tittle should be normaly visible

sharp gorge
clear lantern
#

It's not solution for me. I need to detect only prefix of my title form, not rest of it. In the example: 'wiki_form:' wil be visible, but I especially must detect only text formatting part like §2§2 and rest of title should be left intact

sharp gorge
#

something like this?

sharp gorge
#
            {
                "binding_type": "view",
                "source_property_name": "(#text - ':')",
                "target_property_name": "#health"
            }
clear lantern
#

As I correctly understand now: In what I have sent here above, currently when my form title is equal prefix §2§2§r it will show my custom form. But when title is somehow another it will display default form.

But I'm trying to make, that the custom form will be displayed ONLY when prefix is presented but rest of title is not detected and don't impact displaying form.

So for example: §2§2§rTest Title
And in json ui it would use %.6s

but I don't know how to implement it so it will work

sharp gorge
clear lantern
#

Okey it worked after couple tryouts, but now I have another issue:
This is my binding for custom form:

            {
              "binding_type": "view",
              "source_property_name": "(not (('%.8s' - #title_text) = $title_1))",
              "target_property_name": "#visible"
            }

But after opening different default form my custom ovveride it and it's mess.
My default form has binding from this bedrock.wiki Modifying Server Forms
Like this: "source_property_name": "((#title_text - $title_1) = #title_text)",
How I can make this work?? So I can still open default form and be able to open custom form ONLY when prefix is applied

placid geode
#

that binding is for default form

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for custom form put the same binding with a not

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(not (#title_text - $title_1 = #title_text))

clear lantern
#

Jeez, was that amazingly simple? Thank you so much.

unreal ravine
#

Hey guys, Quick question , How can I get This color (#8079ff/blue-mangenta) in color:[]??

viral oxide
#

Does anyone know why this isn't working to prevent chat messages with the string inside it? I've tried loads of variations of it too like: (not (#text - 'redacted:' = #text)). Ive also tried chat_grid_item/chat_background

"chat_grid_item": {
    "bindings": [
        {
            "binding_type": "view",
            "source_property_name": "(not #text - 'redacted:' = #text)",
            "target_property_name": "#visible"
        }
    ]
}
unreal ravine
viral oxide
#

changing it to be binding_condition: "always", fixes the log, but the filtering doesnt work

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also wait. this example doesnt even act as a filter, im not doing an exact check, i'm checking if its a substring in the message

unreal ravine
frigid drift
#

how do u add hover text in buttons

#

nvm

tawny dawn
#

How can I create the power bar in this container and also control it using a script

oak verge
#

use the progress bar and change it texture later

tawny dawn
upbeat frigate
#

how do you do modulo in json-ui?

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like the "%"

green sedge
#

anyone used the 2.0.0-beta of server-ui i just get a privlidge error and cant figure why

[Scripting][verbose]-Plugin Discovered [QuestGuide] PackId [692888f4-c76a-44e0-b9c6-121212e15e16_1.0.0] ModuleId [6f4f0d85-9e85-42f4-9aa2-78e3bc4c381f]

[Scripting][inform]-QuestGuide system initialized!

[Scripting][inform]-[QuestGuide] D4RKJ0K3R8057 has spawned in the game.

[Scripting][inform]-[QuestGuide] Opening quest menu for D4RKJ0K3R8057

[Scripting][error]-[QuestGuide] Error creating main menu for D4RKJ0K3R8057: ReferenceError: Native function [ActionFormData::show] does not have required privileges.

#

Package.json dependencies

  "dependencies": {
    "@minecraft/server-gametest": "^1.0.0-beta.1.21.81-stable",
    "@minecraft/math": "^2.2.4",
    "@minecraft/server": "^2.0.0-beta.1.21.81-stable",
    "@minecraft/server-ui": "^2.0.0-beta.1.21.81-stable",
    "@minecraft/vanilla-data": "^1.21.81"
  }

Manifest dependencies


  "dependencies": [
    {
      "module_name": "@minecraft/server",
      "version": "2.0.0-beta"
    },
    {
      "module_name": "@minecraft/server-ui",
      "version": "2.0.0-beta"
    }
  ],

sick shell
#

also go to #1067535382285135923

green sedge
strong vortex
#

I know this isn’t the appropriate channel and I apologize for that, but I’m looking for someone who offers JSON UI services. Please contact me in private. ( server form )

neat lintel
#

Anyone got any interesting ui showcase for inspiration

#

I'm working on an essentials addon buy I need ideas for the look of the ui.

unreal ravine
neat lintel
#

I was thinking more like a server ui. With options like daily rewards, shop, etc. What does that typically look like, or what would be a good look for it?

#

There needs to be more showcases. It's good for inspiration. I do like your scp documentation ui though.

sacred turtle
#

someone knows how to make functional buttons in the main hud?

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something like this

viscid wagon
#

Hi, Is it possible to do that?

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rainbow animation

glossy sand
#

how do I fix this

sharp gorge
hardy lily
#

does the debug error really matters?

glossy sand
sharp gorge
hardy lily
hardy lily
#

I have a plenty of these

sharp gorge
sharp gorge
glossy sand
hardy lily
sharp gorge
#

it tells you

#

also I don't recommend deleting ui.common

glossy sand
#

it wouldnt show the items in creative at all in the inventory, im tryna fix an old ui pack

sharp gorge
glossy sand
sharp gorge
#

and check what error it's throwing

#

it could be that these 3 ui's are dependent on ui.common

#

so i can't guarantee

#

if putting back textures will fix those threee

glossy sand
#

arent there overrides i can put because i cannot seem to make it work

sharp gorge
#

I'm not sure

#

if you're combing custom ui from different packs I would say that you shouldn't

#

because they're not compatible

glossy sand
#

want to take a look?

#

also the general_section.json under the settings_sections folder hides my fov slider

chilly yacht
#

what ive been wanting to do is display text via entities

rain furnace
#

In the Path of the Jedi add-on on the marketplace, they have this kind of ui forms when interacting with npc, does it mean it's possible to actually render a 3D model of an entity inside a form?

#

(it's a 3D model because it actually moves)

chilly yacht
rain furnace
chilly yacht
#

yup

#

marketplace doesnt use forms for some reason

rain furnace
#

oh okay I see

#

I didn't even know this kind of npc existed lmao

neat lintel
neat lintel
#

so I used 100% in my size to fit the whole screen but it just disappears

#

im using a gradiant now for the background for a welcome message

#

if I use 125%c I can see it but it doesnt fit the screen but when I use 100% it disappears

#

so for some reason it thinks its this size

#

my screen is not that small

neat lintel
#

figured it out

#

just set "main_screen_content": { "size": ["100%", "100%"] },

#

in the root

stark tartan
#

How to add spacing inbetween different text lines on a sidebar?

neat lintel
#

I have something in my code to kind of remove the delay between ui forms but after adding it I cant seem to use anims in other long forms

#

got it

#

but how do you do an out anim

unreal ravine
neat lintel
#

well i did that for all and it just registers as an in

unreal ravine
#

Wdym?

neat lintel
#

these are both like this. You would expect the first one to be in and the second to be out, but thats not the case. Somehow the second one is the in and the first one does nothing.

#

this is how it looks atm

#

the out is like this...

#

recording is wonky

#

ignore that

chilly yacht
#

what i do is

#

anim in
anim wait
anim out

#

you can transfer between animations by using the "next" property

#

like anim1: {
"next": "@namespace.anim2"
}

neat lintel
#

well it should play an anim when close it but it doesnt. it just snaps

chilly yacht
#

you have to define events i believe

neat lintel
#

next just makes it play after

chilly yacht
neat lintel
#

oh i think i may know why

#

the main panel doesnt wait

#

and the rest just gets killed

#

hmm. actually no. The animations 1.25 duration would hold it

#

hmm

chilly yacht
#

are you manually closing it?

neat lintel
#

ofc

#

press esc

#

thats what closes it

#

for all uis

chilly yacht
#

then yeah u have to define events for it

#

these are the vanilla ones for when a menu opens/closes

"screen_exit_size_animation_push": {
    "anim_type": "size",
    "easing": "out_cubic",
    "duration": "$transition_time_push_size",
    "from": [ "100%", "100%" ],
    "to": [ 0, 0 ],
    "play_event": "screen.exit_push",
    "end_event": "screen.exit_end",
    "reset_event": "screen_animation_reset"
  },

  "screen_exit_size_animation_pop": {
    "anim_type": "size",
    "easing": "out_cubic",
    "duration": "$transition_time_pop_size",
    "from": [ "100%", "100%" ],
    "to": [ 0, 0 ],
    "play_event": "screen.exit_pop",
    "end_event": "screen.exit_end",
    "reset_event": "screen_animation_reset"
  },```
neat lintel
chilly yacht
#

bruh

#

thats not what you do

#

keep the original events in there

neat lintel
#

the vanilla ones?

chilly yacht
#

yes

neat lintel
#

ah

#

same output

chilly yacht
#

hm

#

could be because its not in a screen

#

try wrapping everything in a screen

neat lintel
neat lintel
#

it wouldnt make sense though that putting play and end event on both would allow it to tell apart if they have the same events

#

also maybe there is a non-screen one

chilly yacht
#

nope

#

you have to play an event to determine if its open or close

neat lintel
#

Its just weird because if it has the to be in a screen then you cant animate anything else for in out

#

unless

#

technically its already in a screen

#

its in the third party screen

chilly yacht
#

yeah its a little odd

#

i got it like semi working? but the enterance animation doesnt play for some reason

neat lintel
#

so when you put "screen.exit_end" on any of your anims. it seems to prioritize it as the fade in. which is weird because its called exit_end

chilly yacht
#

yeah i notice that too

neat lintel
#

are there more of those events

chilly yacht
#

you can find them in the ui_common.json file

neat lintel
#

i think i found it

#

this is one you didnt mention

#

it has entrance in the event

chilly yacht
neat lintel
#

I get it now

#

the end_event is what it will need to receive to end the animation

#

the play_ event is the event it'll need to receive to start it

#

but

#

entrance push is not it

#

maybe its pop

#

so youre right. it does seem to lack a start anim

#

probably have the wrong event for it

#

idk what i did

#

but somehow it works

#

i put no events in the in and put the events in the out

#

well the corresponding events

#

"play_event": "screen.exit_pop" pretty sure you only need this

#

yes

#

not sure what triggers the play event for the in

#

but it works

#

"If it works, dont touch it."

#

now my current issue is that the screen fades out too fast

#

I want to make it so some uis have no anims so they look seemless but then I have others like the screen I have to deal with not waiting or playing a pop in anim

#

so it works but I have to set the wait on the screen to be above the time for the form anims

#

I cant seem to modify the screen_animations variable outside of it

#

because it doesnt seem to make a difference

chilly yacht
#

ya because its only used in the base_screen

#

in common

#

see how third_party_server_screen references it

frigid drift
#

can i automatically disable scroll when its content just fit on the screen

sick shell
#

the fact that there is a property that literally sounds like that

#

u just need to find it 👀

frigid drift
#

found em

#

sentence ahh variable

glossy sand
#

anyone knoe how i can remove the black and white borders around the buttons

#

genrally

serene sigil
glossy sand
oak verge
#

or

"$light_border_default_color": [0.12, 0.12, 0.12],
"$light_border_hover_color": [0.12, 0.12, 0.12],
"$light_border_pressed_color": [0.12, 0.12, 0.12],

if you want to change colors

glossy sand
unreal ravine
glossy sand
#

i really dont get it

oak verge
#

the panel you are working on...?
i am assuming that is the pause screen

glossy sand
#

How do i remove this ugly black border from the buttons [it appears in buttons in the setings aswell]

upper ermine
#

I'm quite lost on how to modify this property:

#

Basically I just want to remove the "inventory" text from all inventories globally.

#

Doing the typical "copy paste" works, but I'm pretty sure this implementation is not recommended at all.

neat lintel
#

so im using this to get rid of the delay of the menus but it seems to cut off ui close animations of my other uis any ideas?

unreal ravine
#

Somone can tell me wheres the crosshair Ui.Json located???

weak cape
unreal ravine
#

Ok, thanks

cunning bridge
#

I am having issues setting the texture of an image with the form body text

#

this is what i am getting in game

#

this is the script side

#

and the texture path is correct

#

if i use #form_text to supply a label text, it works, but it doesn't work for an image texture

unreal ravine
#

Guys, question: how can I detect hide/show specific Images detecting server form title???

blazing hatch
#
{
  "namespace": "doll",
  "skin_viewer_panel": {
    "type": "input_panel",
    "anchor_from": "bottom_middle",
    "anchor_to": "bottom_middle",
    "size": [
      "35%",
      "80%"
    ],
    "always_handle_controller_direction": true,
    "$skin_viewer_panel_offset|default": [
      0,
      0
    ],
    "offset": "$skin_viewer_panel_offset",
    "gesture_tracking_button": "button.turn_doll",
    "tts_ignore_count": true,
    "controls": [
      {
        "paper_doll_panel": {
          "type": "panel",
          "size": [
            "40%",
            "80%"
          ],
          "controls": [
            {
              "paper_doll": {
                "type": "custom",
                "renderer": "paper_doll_renderer",
                "camera_tilt_degrees": -10,
                "layer": 2,
                "anchor_from": "left_middle",
                "anchor_to": "left_middle",
                "rotation": "auto",
                "size": [
                  "132%",
                  "132%"
                ],
                "offset": [
                  -12,
                  0
                ],
                "use_uuid": false,
                "use_player_paper_doll": true, 
                "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_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"
                  },
                  {
                    "binding_name": "#is_appearance_visible",
                    "binding_name_override": "#visible",
                    "binding_condition": "always"
                  }
                ]
              }
            },
            {
              "[email protected]": {
                "anchor_from": "left_middle",
                "anchor_to": "left_middle",
                "size": [
                  "100%",
                  "100%"
                ],
                "offset": [
                  -4,
                  75
                ]
              }
            }
          ]
        }
      }
    ]
  },
  "rotateicon": {
    "type": "image",
    "layer": 6,
    "texture": "textures/ui/cosmic/cosmetics/rotateicon"
  },
  "skin_panel": {
    "type": "panel",
    "anchor_to": "bottom_right",
    "anchor_from": "bottom_right",
    "size": [
      "50% - 75px",
      124
    ],
    "offset": [
      0,
      "-10% - 4px"
    ],
    "controls": [
      {
        "[email protected]_viewer_panel": {}
      }
    ]
  }
}

Someone know why the paper_doll It doesn't rotate when I move the screen (don't know what I put auto on it was in gesture_x) and because when my skin changes (a cosmetic is added) my normal skin appears on the screen without the cosmetic

weak cape
#

is there a client for mcbe that allows to set a hotkey/bind for a command execution? I need it for reload all thats why i ask here

jolly rock
cunning bridge
cunning bridge
blazing hatch
#

a circle

#

??

jolly rock
# cunning bridge unless...
{
    "texture": "#texture",
    "bindings": [
        {
            "binding_name": "#form_text",
            "binding_name_override": "#texture"
        }
    ]
}```
#

Idk @blazing hatch

blazing hatch
#

how can i display the button name under the button

#

¿?

jolly rock
#

Add another label type control and put #form_button_text on it and then just offset it

blazing hatch
#

"controls": [
{
"menu_icon": {
"type": "image",
"layer": 5,
"size": [
48,
48
],
"keep_ratio": true,
"offset": [
0,
0
],
"bindings": [
{
"binding_name": "#form_button_contents",
"binding_name_override": "#collection_length"
},

                                {
                                    "binding_name": "#form_button_texture",
                                    "binding_name_override": "#texture",
                                    "binding_type": "collection",
                                    "binding_collection_name": "form_buttons"
                                },
                                {
                                    "binding_name": "#form_button_texture_file_system",
                                    "binding_name_override": "#texture_file_system",
                                    "binding_type": "collection",
                                    "binding_collection_name": "form_buttons"
                                },
                                {
                                    "binding_type": "view",
                                    "source_property_name": "(not ((#texture = '') or (#texture = 'loading')))",
                                    "target_property_name": "#visible"
                                }
                            ]
                        }
                    }
                ]
blazing hatch
cunning bridge
jolly rock
#
{
    "image": {
        "type": "image",
        "texture": "#texture",
        "bindings": [
            {
                "binding_name": "#form_text"
            },
            {
                "binding_type": "view",
                "source_property_name": "('textures/ui/maps/' + #form_text)",
                "target_property_name": "#texture"
            }
        ]
    }
}```
unreal ravine
blazing hatch
# jolly rock ```js { "image": { "type": "image", "texture": "#texture", ...
 "cosmic_buttons": {
        "type": "stack_panel",
        "anchor_from": "top_left",
        "anchor_to": "top_left",
        "offset": [
            0,
            0
        ],
        "size": [
            "100%-4px",
            "100% -4px"
        ],
        "orientation": "vertical",
        "controls": [
            {
                "menu_icon": {
                    "size": [
                        "100%",
                        "fill"
                    ],
                    "layer": 2,
                    "type": "image",
                    "texture": "$button_texture",
                    "controls": [
                        {
                            "menu_icon": {
                                "type": "image",
                                "layer": 5,
                                "size": [
                                    48,
                                    48
                                ],
                                "keep_ratio": true,
                                "offset": [
                                    0,
                                    0
                                ],
                                "bindings": [
                                    {
                                        "binding_name": "#form_button_texture",
                                        "binding_name_override": "#texture",
                                        "binding_type": "collection",
                                        "binding_collection_name": "form_buttons"
                                    },
                                    {
                                        "binding_name": "#form_button_texture_file_system",
                                        "binding_name_override": "#texture_file_system",
                                        "binding_type": "collection",
                                        "binding_collection_name": "form_buttons"
                                    },
                                    {
                                        "binding_type": "view",
                                        "source_property_name": "(not ((#texture = '') or (#texture = 'loading'))) ",
                                        "target_property_name": "#visible"
                                    }, 
                                    {
                                        "binding_name": "#form_button_text",
                                        "binding_name_override": "#hover_text",
                                        "binding_collection_name": "form_buttons",
                                        "binding_type": "collection"
                                    } 
                                ]
                            }, 
                            "text_label": {
                              "layer": 10,
                              "type": "label", 
                              "offset": [
                                0,
                                3
                              ], 
                              "text": "#form_button_text", 
                              "bindings": [
                                {
                                  "binding_collection_name": "form_buttons",
                                  "binding_type": "collection_details"
                                } 
                               ]
                            }
                        }
                    ]
                }
            }
        ]
    }
#

do u know why this dont work?

#

the text_label thong

#

thinf

#

thinf

neat lintel
neat lintel
jolly rock
blazing hatch
sick shell
#

correct your json using gpt or something

jolly rock
cunning bridge
cunning bridge
neat lintel
#

thats odd. Is the file valid in the location?

#

letter for letter

#

You have tried with just the texture path right?

clear lantern
#

Is there any possibility to stop following cursor by live_horse_renderer?
Or someone can help me set up image changed by clicking button in forms? (but no texture on button)

rain furnace
#

Do you guys know what kind of ui menu this could be?

#

the lightsaber is rotating in 3D

broken trail
#

server forms

#

or npc form

turbid nimbus
glossy sand
#

How do i remove this ugly black border

#

It appears around all the buttons

normal moat
normal moat
deft compass
#

I am working on changing some UI things for a minigame we are working on, for example: Changing the hotbar.

It seems from my research more than one way would work and I'm not sure the difference, or which to use.

Method 1: There is a png for each slot that you can change. Just putting another png in the folder with the right name changes each slot individually.
resource_pack/textures/ui/hotbar_0.png

Method 2: There is a larger png file you can edit. This file has several aspects of the gui it looks like you can edit what you want and it will keep the change.
resource_pack/textures/gui/gui.png

(there's also another png here with a hotbar as well, not really sure the purpose of it: resource_pack/textures/gui/gui2.png)

I would greatly appreciate any advice or guidance on this.

broken trail
dusty aspen
#

Yo anyone know how to add a glint over an npc I’m willing to pay like 5$

hollow needle
#

I'm trying to make a button with round borders but it doesn't matter how much I increase the resolution of the image, it always looks the same

#

I'm already at 1024x1024 and it doesn't stop looking like when it was 32x32

sharp gorge
weak cape
turbid nimbus
hollow needle
hollow needle
weak cape
#

One time i typed in .png because of intellisense

#

and crashed out because i couldnt find the issue with my nineslice

oak verge
#

put your texture size there

hollow needle
#

Let me try

oak verge
#

send your pack?

hollow needle
#

Like the whole resource pack?

#

Its for a private server, but I can send the part where I'm calling the image

#
"round_button@oc_template_common.main_panel_empty": {
  "$background": "textures/ui/custom/round_background",
},

"main_panel_empty": {
    "$background|default": "textures/ui/custom/background",
    "$background_color": [ 1, 1, 1 ],
    "$content_size|default": [ "100% - 4px", "100% - 4px" ],
    "$panel_size|default": [ "100%", "100%" ],
    "$clips_children|default": false,
    "$content|default": [],

    "type": "panel",
    "size": "$panel_size",

    "controls": [
      {
        "background": {
          "type": "image",
          "texture": "$background",
          "color": "$background_color",
          "size": [ "100%", "100%" ],
          "layer": 0
        }
      },
      {
        "content": {
          "type": "panel",
          "size": "$content_size",

          "anchor_from": "center",
          "anchor_to": "center",
          "clips_children": "$clips_children",
          "layer": 1,

          "controls": "$content"
        }
      }
    ]
  }
dusty ether
#

Anyone else having issues crashing when opening some server forms?

weak cape
#

like literally. If the client crashes after opening a specific form, it could mean that the code is at fault. Things like big resolution, wrong bindings, endless grids, etc.

hollow needle
jolly rock
#

I didn't think it was possible to combine two resource packs that used server_form, I discovered that it was possible, through a package that modifies "long_form" however the other packages should use "modifications"

jolly rock
#

Does anyone know what the button to open inventory on the hud_screen is called?

chilly yacht
#

never have had that issue

frigid drift
#

how do you play flipbook animation once only

hardy lily
hardy lily
#

I'm kinda confused what actually happen

hardy lily
#

nevermind. Just found out it was "$button_text" problem

unreal ravine
#

hey guys, how can I make this UIs not override when writing another actionbar... unless i write soemthing to remove it

unreal ravine
#

guys, how can I show just the number of the health?

#

and avoid this?

untold dawn
#

hmm, is it possible to use scoreboards to show/hide images?
i know its bugged in multiplayer but im too curious how it works.

frigid drift
#

how do you play a flipbook animation only once

unreal ravine
hollow knot
#

How can I make the orange button small and the disabled button taking the space

jolly rock
#

It is a grid or a stack_panek?

glossy sand
#

Does anybody know what this is represented by in _global_variables.json so i can make the border different

glossy sand
#

also how do i make the menu panorama spin because currently its static and i dont know what is causing it

weak cape
unreal ravine
jolly rock
unreal ravine
unreal ravine
#

Or a efficient way to get the next number?

unreal ravine
#

lol

jolly rock
#

Nohaydequetilin

weak cape
#

I am trying to change the #form_buttons_length using source_property_name but it seems like it does not work.

neon slate
#

Anyone help me with Stonecutter UI on my custom block?

earnest wind
#

Is it possible to show a player's inventory with inventory json like in creative?

sharp gorge
oak verge
neon slate
oak verge
#

with script api, you are familiar with that one

neon slate
#

not really lol

neon slate
oak verge
neon slate
#

ok no problem, do you have a link to info on how to do the script

oak verge
#

just look into the inventory component api

pine furnace
#

One message removed from a suspended account.

opal aurora
pine furnace
#

One message removed from a suspended account.

chilly yacht
#

Nope

untold dawn
# chilly yacht Nope

so this,
"source_property_name":"('@' + #preserved_text - $update_text = '@true')",
will show the image whenever the title has $update_text and ends with true,
what should i do to make it hide the image whenever the title has another specific word? such as a:true or b:true

oak shoal
#

Is there a way for me to define two parameters, for example, if the player is in the hud pocket, and if he is a pocket?

 "variables": [
                                    {
                                        "requires": "$pocket_screen",
                                        "$anchor": "top_left",
                                        "$offset": [
                                            -1,
                                            11
                                        ]
                                    },
                                    {
                                        "requires": "$desktop_screen",
                                        "$anchor": "bottom_middle",
                                        "$offset": [
                                            -53,
                                            -41
                                        ]
                                    }
                                ]```
#

I want to separate the HUDs for those who play on mobile, and separate the HUD for those who play on PC.

dusty ether
#

thank you, apologies for reply ping

sick shell
#

increased loading times is pretty normal in a large scale but if it's lagging while interacting the UI, probably bad code

frigid drift
#

can i use smth like "$variable": "#string"?

glossy sand
viral oxide
#

Does anyone know how to have multiple toggles with the same toggle_view_binding_name? To be clear, I do not mean radio toggles here. I mean literally two toggles which both effect the same element, i.e. clicking either toggles the current state of both toggles, flipping the visibility of page_0 no matter which of the two toggles were clicked

{
        "type": "panel",
        "anchor_to": "center",
        "anchor_from": "center",
        "$toggle_to_select|default": 0,
        "controls": [
            {
                "toggles": {
                    "type": "stack_panel",
                    "size": [
                        40,
                        20
                    ],
                    "anchor_to": "top_left",
                    "anchor_from": "top_left",
                    "orientation": "vertical",
                    "controls": [
                        {
                            "0@common_toggles.light_text_toggle": {
                                "$toggle_name": "custom_toggles_test",
                                "$toggle_view_binding_name": "custom_toggle_0",
                                "$radio_toggle_group": true,
                                "$toggle_group_default_selected": "$toggle_to_select",
                                "$toggle_group_forced_index": 0,
                                "$checked_control": "server_form.toggle_content_toggled",
                                "$unchecked_control": "server_form.toggle_content_untoggled",
                                "$checked_hover_control": "server_form.toggle_content_toggled",
                                "$unchecked_hover_control": "server_form.toggle_content_untoggled"
                            }
                        }
                    ]
                }
            },
            {
                "page_0": {
                    "type": "panel",
                    "bindings": [
                        {
                            "binding_type": "view",
                            "source_control_name": "custom_toggle_0",
                            "source_property_name": "#toggle_state",
                            "target_property_name": "#visible",
                            "resolve_sibling_scope": true
                        }
                    ],
                    "anchor_to": "center",
                    "anchor_from": "center",
                    "controls": [
                        {
                            "0@common_toggles.light_text_toggle": {
                                "$toggle_name": "custom_toggles_test",
                                "$toggle_view_binding_name": "custom_toggle_0",
                                "$radio_toggle_group": true,
                                "$toggle_group_default_selected": "$toggle_to_select",
                                "$toggle_group_forced_index": 0,
                                "$checked_control": "server_form.toggle_content_toggled",
                                "$unchecked_control": "server_form.toggle_content_untoggled",
                                "$checked_hover_control": "server_form.toggle_content_toggled",
                                "$unchecked_hover_control": "server_form.toggle_content_untoggled"
                            }
                        }
                    ]
                }
            }
        ]
    }

In this scenario the buttons act pretty much independantly, once the main toggle is opened, the toggle inside does literally nothing

#

Either that, or does anyone know if it'd be possible to map clicking one json-ui button to clicking the original toggle instead?

sick shell
#

make them have same toggle name and toggle group index and make them both toggle group

viral oxide
#

they already have the same toggle name and index

#

and theyre already a toggle group. i assume this is also a scope issue having the second toggle inside, but even at the outer level it enables, then both stop working and can no longer be toggled off

vernal jacinth
#

Anyone know how to add glinta

unreal ravine
#

someone that knows how to trigger images with chat can tell me why it triggers without tellraw?'

pine furnace
#

One message removed from a suspended account.

untold dawn
#

ummm, can i get some help here? #1376672206771458129

sick shell
#

Really like this video because I can skid her style /s
https://www.youtube.com/watch?v=_Dm9_lUV3uA

Try Brilliant for free for 30 days: https://brilliant.org/Juxtopposed/
You’ll also get 20% off an annual premium subscription.

I Finally Redesigned Minecraft’s UI, both Java and Bedrock. Hope you enjoy!

// Helpful stuff:
Figma Design: https://www.figma.com/community/file/1508839458520231151/minecraft-redesign

World Seed: -4361528937055201...

▶ Play video
rocky quail
warm schooner
viral oxide
#
"anim_test": {
        "anim_type": "offset",
        "from": [
            0,
            0
        ],
        "to": [
            80,
            0
        ],
        "duration": 1,
        "play_event": "button.close_test_panel_0",
        "reset_event": "button.reset_test_panel_0",
        "resettable": true
    },
    "redacted": {
        "type": "panel",
        "controls": [
            {
                "0@common_buttons.light_text_button": {
                    "offset": [
                        0,
                        20
                    ],
                    "size": [
                        80,
                        20
                    ],
                    "$button_text": "Close",
                    "$pressed_button_name": "button.close_test_panel_0"
                }
            },
            {
                "1@common_buttons.light_text_button": {
                    "offset": [
                        80,
                        20
                    ],
                    "size": [
                        80,
                        20
                    ],
                    "$button_text": "Reset",
                    "$pressed_button_name": "button.reset_test_panel_0"
                }
            },
            {
                "2": {
                    "type": "label",
                    "text": "Hello!!",
                    "anims": [
                        "@server_form.anim_test"
                    ]
                }
            }
        ]
    }

Does anyone know why once the animation is complete, reset completely stops working? I need reset to always set it back to the default state

viral oxide
#

Oh wait, even with two animations, once an animation is complete, it never can be played again...?

west dawn
#

Factories.

#

Dont ask me how or why

#

I just know that you need to use Factories

viral oxide
#

maybe? a factory triggered by a button?

#

difficult part is i need it to be triggerable from both clicking the button, and trigger on open

weak cape
#

thats why a normal message triggers it

unreal ravine
weak cape
sick shell
unreal ravine
weak cape
#

basically a custom chat

unreal ravine
#

I see

unreal ravine
chilly yacht
#

just add §z in front of it all im pretty sure

unreal ravine
chilly yacht
#

wait actually nvm

#

i think i do the same thing

unreal ravine
#

it doesnt work

chilly yacht
#

welll first of all dont use chat for toggling certain images visibility

unreal ravine
#

So, what should I do? Cuz im currently using title and actionbar for certain things

#

So is not very viable if u dont wanna override your Uis

#

Unless , theres a way to do not override ui with Actionbar , like #1375231013143314462

chilly yacht
unreal ravine
#

that includes titles; im spaming titles to updates bar soo..

untold dawn
#

like if u want to use two or three different images that requires spamming titles, u can give each title a different tick speed

#

such as:
title0: 1 (once every tick)
title1: 2 (once every two ticks)
title2: 3 (once every three ticks)

#

that will prevent spamming titles at the same exact tick so all of ur other images will be updated

#

but with a very tiny delay, it depends on how many titles u are spamming

#

i actually leaned how it works and i will be using it

#

give it a shot if u want to, but trust me it will work just fine

untold dawn
#

so u can spam like three different titles each one will change the bar filling quantity,

unreal ravine
#

Yeah, but i dont know how to detect them when the value changes, ill try that later

untold dawn
#

and use it to learn how to make a fully functional progress bar,

#

(('use it to learn') and not ('copy' - 'pasta'))

zenith quiver
#

i want to open the ui when interacted, but how can i open json ui (can i open using scripting in the latest version)

#

block interaction

chilly yacht
#

50k downloads

#

thats insane

untold dawn
#

btw, is this thing #1377013972498387045 even possible?

untold dawn
# untold dawn btw, is this thing <#1377013972498387045> even possible?

look guys, all what im trying to do now is just toggling an image animations, i know i can use factory to do so but the factory i am using isnt text specific, like sending any message in the chat will toggle the image animation, or sending any title will toggle it too and completely breaks it when i spam titles,

#

so is it possible to make the factory text specific or toggling the animations using bindings somehow

#

heres my animations:

  "weak_impact0_in":{
    "anim_type":"alpha",
    "duration":0.3,
    "from":0,
    "to":1,
    "next":"@hud.weak_impact0_wait"
  },
  "weak_impact0_wait":{
    "anim_type":"wait",
    "duration":2.4,
    "next":"@hud.weak_impact0_out"
  },
  "weak_impact0_out":{
    "anim_type":"alpha",
    "duration":3.6,
    "from":1,
    "to":0
  },
```as u can see, its not looping so the image will be completely invisible when the animation is done
untold dawn
#

btw, what is this animation_reset_name used for?!

hardy lily
#

I have a text box inside the server form as search box. And is it possible to temporary save the words?

untold dawn
upbeat frigate
#

Is it possible to use a variable (#) in a size's height?

#
"item_category_selector": {
    "type": "stack_panel",
    "size": ["100%","#my_height"],
    "anchor_from": "top_right",
    "anchor_to": "top_right",
    "orientation": "horizontal",
    "$category|default": "Jungle",
    "collection_name": "form_buttons",
    "visible": false,
    "property_bag": {
      "#my_height": ""
    },
    "bindings": [
      {
        "binding_name": "#form_button_length",
        "binding_name_override": "#collection_length"
      },
      {
        "binding_type": "view",
        "source_control_name": "$toggle_id",
        "source_property_name": "#toggle_state",
        "target_property_name": "#visible"
      },
      {
        "binding_type": "view",
        "source_property_name": "33%c",
        "target_property_name": "#my_height"
      }
    ],
...
}
oak verge
untold dawn
oak verge
untold dawn
#

-# it worth the shot ig..

#

like i can put that in animations only, but by doing so i will receive a log (unknown property)

unreal ravine
#

Bruh

viral oxide
#

"target_property_name": "#size_binding_y" & "target_property_name": "#size_binding_x"

viral oxide
untold dawn
clear lantern
#

Can I somehow change progress bar orientation from horizontal to vertical??? I need bar from down to up

clear lantern
#

It's not that. I need to make sure that the image will go from down to up

untold dawn
clear lantern
#

Yeah, I found out after like 10 tryouts, that I need to change image, then change size, then change clip_direction

#

But anyway, thank you guys

pastel terrace
untold dawn
winged flicker
jade dirge
#

is it possible to offset/anchor a panel to a different one? example of which is i want my hud title text to be on top of the xp bar even if gui scale changes it will be on top, and can i do it with scaling too?

#

im trying to make a custom bar with the use of the title

sharp gorge
#
"anchor_from": "top_left",
"anchor_to": "top_left"
#

something like that

#

then use offset to obviously offset from that anchor point

jolly rock
jade dirge
#

ahh, i didn't really think of that

jade dirge
#

i added it on root_panel/exp_rend via modification but it didn't appear

jade dirge
#

it worked when i moved it to exp_progress_bar_and_hotbar but now the tool tip is moved to the left (the held item name)

untold dawn
wintry crater
#

what does c mean?

serene sigil
viral oxide
#

Does anyone know why inheriting from elements in other namespaces just sometimes completely breaks?

#

I used to be able to import stuff from my other namespace from server_form, but now it just doesn't allow me too

sick shell
#

Huh

#

like what

viral oxide
#

literally anything from my custom namespace

#

it always now just says type not specified (or @ base not found)

#

its still in _ui_defs.json

#

there are no other errors

wintry crater
#

is it possible to change ui text value using script?

sick shell
viral oxide
#

yep there is defintely a type property, and json is valid

#

its only when trying to import it across

#

imma just move the elements into server form xD, save the effort of weird json-ui quirks

sick shell
#

yeah if that works.. very odd error though

#

never happened to me

sinful crypt
#

How can i move the position of the actionbar?
@normal moat help

upbeat frigate
#

is it normal that this custom server form is taking longer when rendering this custom dynamic grid i made?

#

i wanted to lazily render some elements, however i think "visible" is not it.

normal moat
sinful crypt
wintry crater
#

how to lower the position of buttons in my actionform?

upbeat frigate
#

realizing that grid is perfect on my use-case than my custom dynamic grid made by stackpanels in a few days that is slow

#

hours wasted 😄

chilly yacht
#

yeah to be fair im most likely going to switch one of my things to grid as its more performant

#

Its not bad if you know how to use it

chilly yacht
upbeat frigate
chilly yacht
#

Yeah

upbeat frigate
#

i am rendering 108 buttons

chilly yacht
#

Its only a little bit of client sided lag when opening the form

#

I mean bro

#

Have you looked at hives shop form???

#

260+ buttons

#

0 lag

#

Like what

upbeat frigate
#

at least i learned json-ui a bitbao_mob_fox_sleep (sugarcoating myself)

chilly yacht
#

Pretty sure the Hive uses some weird rewritten forms stuff in their server software

jolly rock
#

G07HN, could you help me? If you want, I see that you are talking about grids and I am having trouble hiding elements, how could I do it to avoid empty spaces, I have tried many things but nothing worked

chilly yacht
#

I personally have not done it but

#

For your grid

Minus whatever amount you need on form_button_length

#

You can also bind title text if u want to make it dynamic

jolly rock
#

🤔

chilly yacht
#

No

#

It would remove the buttons that arent in the grid

jolly rock
#

Oooh

chilly yacht
#

so it would only generate the 12 buttons instead of 14 if u have 2 out of the grid

jolly rock
#

"#form_button_name - 3"

#

Like this?

chilly yacht
#

Holy crap i just sneezed 10 times in a row

chilly yacht
jolly rock
#

it could be an allergy

#

Yeah

#

Sorry

chilly yacht
#

I actually can test it really quick

#

I have an olddd form that uses grid

#

Gonna force this design for christmas joe_devious

jolly rock
#

The textures need to be changed

chilly yacht
#

Oh nu uh

jolly rock
#

The colors are very intense

chilly yacht
#

ik

#

Yeah this is the form using grid

jolly rock
#

Looks fine

#

Good work

#

Good work or good job, how to say?

chilly yacht
#

Those work

#

or Nice work

jolly rock
#

Alr, sooo nice work

chilly yacht
#

Does anyone actually know what "cache_screen" is used for? It seems to just crash my game after "caching the screen"

sour flint
upbeat frigate
#

how do you like limit the number of items from a stack_panel that has a factory property? similar to "maximum_grid_items" of grid?

jolly rock
#

Maybe with this or idk

"bindings": [
      {
        "binding_name": "#form_button_contents",
        "binding_name_override": "#collection_length"
      }
    ]```
chilly yacht
#

max children size??

#

but

#

im not toooo sure

upbeat frigate
untold dawn
#

welp, this is the last self-promo for this image animations...
#1378124403178606775

weak cape
#

Actually I am stuck with subtracting from form button length and setting it as maximum grid items to exclude 2 last buttons but it just wont work for me

#
"bindings": [
    {
        "binding_type": "view",
        "source_property_name": "(#form_button_length - 2)",
        "target_property_name": "#maximum_grid_items"
    }
]
#

what am i doing wrong?

#

same goes for buttons

"bindings": [
    {
        "binding_type": "view",
        "source_property_name": "(#form_button_length - 1)",
        "target_property_name": "#collection_index"
    }
]
jolly rock
#

I think you can't access #collection_index

weak cape
#

So i cant control what grid renders at all?

jolly rock
#

I don't speak English very well, so I don't quite understand what you're trying to say

weak cape
weak cape
#

I need to do math

jolly rock
#

I know

#

I can't try now

neat lintel
#

Does anyone have a clue?

#

still trying to figure it out

weak cape
#

do screen_animations in your specifc forms

near quartz
#

What would be the number to cover the entire screen?

neat lintel
weak cape
#

and thats it

#

i think it is what i did

neat lintel
#

which one?

weak cape
#

which form or which variable?

neat lintel
#

variable

#

also my exit wait is now 4 and it gives me this

#

so how do you remove the loading thing or hang at the end

weak cape
#

and try to condition it htere

neat lintel
#

what?

#

i'll look it up but what about the variable

#

so I guess its "$use_loading_bars": false, and you have to put it in the screen.

#

now how do I get rid of the delay when switching menus without it cutting off exit animations on other uis.

#

or how can I change the animations on the screen within the forms

neat lintel
#

and this is without the cutoff except I had to change the wait to be 4 seconds rather than 0.2

#

ignore the load. the final rendetion doesnt have it

#

the wait is to remove the delay that is present inbetween action uis

#

except I cant seem to modify the anim wait per specific form because I dont know how

neat lintel
normal moat
sinful crypt
sharp gorge
#

that way you can also control when it should be visible

sinful crypt
pine furnace
#

One message removed from a suspended account.

#

One message removed from a suspended account.

sharp gorge
#

and use that

#

but change the factory to action bar's

normal moat
# sinful crypt thats the question,, how?? how can i use that method

The original message already contains the code ready to be used.
if you want to use actionbar. just put your element inside an actionbar factory and make the variable into a binding

"property_bag": {
  "#actionbar_text": "$actionbar_text"
}

and use that as your text to be split.

sinful crypt
#

still no idea 😭

#

i am so newbie at json ui

#

😿

sharp gorge
#

@sinful crypt import this in _ui_defs.json

#

_ui_defs.json:

{
  // Alphabetical order please :)
  "ui_defs": [
    "ui/custom_hud.json"
    ]
}
#

put these in your RP/ui folder

#

and try

jolly rock
#

Sire

#

Sure

oak shoal
#

Is there a way to keep the title visible even with a form open? Or in the menu as well, for example, I am on the pause screen, and the title still keeps appearing?

jolly rock
#

Yea

placid geode
weak lintel
#

whats progress_indicator_renderer?

sick shell
weak lintel
#

json ui wiki

#

and ui in github

rocky quail
placid geode
#

i think its the same as java attack cooldown

#

but i think it just doesnt work(maybe until they add that feature to bedrock edition)

weak lintel
#

i was thinking of block breaking progress circle in touch controls

placid geode
#

mmm let me try

#

yep youre right

weak lintel
#

hmm i just got an idea, but

#

considering its a custom renderer...

placid geode
#

cool that this can be disabled

sinful crypt
sinful crypt
#

How do i control the second actionbar, That was split? do i make two actionbar_message?
like that?

#

@sharp gorge

sinful crypt
sharp gorge
#

did you try the code i sent?

#

it should split the message

sinful crypt
#

it changed colors

#

so that means it split

#

but i want to control the offset of the individual texts

sharp gorge
#

if it does that then we can continue with splitting the label(text)

sinful crypt
#

such as the green text at the top, and the cyan text at down
how do i control the offset of them?

#

help me pls

#

i want green text at left, cyan text on right

#

i dont want them on center

uncut lantern
sharp gorge
#

make 2 label in controls

#

in seperator_factory@custom_hud.seperator_factory

#

and pass them the splitted string

sinful crypt
#

can you please do it inside this file for me?

#

please 🙏

#

@sharp gorge

sharp gorge
#

i can do that for you but you wont learn anything so, go step by step.

uncut lantern
sinful crypt
#

🥹 i am runnning out of time so, i have homework after finish this

sharp gorge
#

give me time

#

my wifi keeps getting disconnected

sinful crypt
#

also i keep getting this error, it doenst work, can you please fix

sharp gorge
#

wait how does this look

sharp gorge
sinful crypt
#

huh

sinful crypt
sinful crypt
sharp gorge
#

wait

sharp gorge
#

this should work

sinful crypt
#

ok thanksi

untold dawn
# sinful crypt so that means it split

i think by editing the vanilla actionbar codes and add like 2 or 3 new label elements to it so u can control each one offset easily, u need to fill them with empty/invisible text tho

#

ig there is a better way to do it tho but this is an option

uncut lantern
untold dawn
#

anyways,

untold dawn
# jolly rock Yea

d u know how to destroy images using bindings?
-# sorry for the ping

sinful crypt
red creek
#

Is it possible to edit dropdown separately?
Like, each dropdown has a different size and position

chilly yacht
#

yes

untold dawn
# chilly yacht yes

sorry for the ping, but i think i found a way to make the factory text specific
which is by keep destroying the image whenever the text doesnt match and making the image itself not visible until u send the correct text that will generate the image with the animations without a single issue (not even a lag issue since all not visible images are destroyed)

#

and its related to chatmessages, i havent tried it with titles yet

unreal ravine
#

But dont know how could i do that atmb

#

Atm*

viscid coral
#

I have an addon (Farmer's delight) that uses custom UI. And there is another addon I want to include that has a custom crafting bench. It uses the standard crafting grid, but when the first addon is active, the custom crating bench's UI does not show up at all.

Is there a way for both addons to work with their custom UI?

livid vault
#

Does Anyone know where this two button file located in Minecraft files I want to know how they works

placid geode
#

✋ hardcoded 🤚 ✨

livid vault
#

Okkk

livid vault
#

Can we replicate the perspective button's functionality and pressing mechanism?

#

Because with a normal button, you need to touch and then release it, but with the perspective button, it works immediately as soon as you touch it

rocky quail
#

as previously said, its hardcoded

untold dawn
#

@raw barn sorry for the ping, but im wondering if we could publish some codes into the json-ui document thing in the Bedrock Wiki website.
Its all about making chatmessage factories generate an image by sending a specific message in the chat, which is something that u cant find anywhere i believe, so it would be very helpful for other creators that want to generate new images by sending a specific message.
The whole codes have been written by [ @placid geode - @manic dragon - @untold dawn ]
-# sorry for the ping everyone;;

So, will u help us publishing the codes into the website?

sick shell
#

You need to do them yourself

sinful crypt
weak cape
sinful crypt
#

Yeah it is actually a great idea contributing to bedrock wiki

#

Adding helpful codes

patent bramble
#

So with crafting and the inventory being technically the same tab, is it possible to have a UI be visible only while on the pure inventory tab?

#

Or even seperate them completely

icy valve
#

When opening a form with 10 buttons the client freezes for a second its extermely noticible

chilly yacht
#

Raymond reddington

icy valve
#

yes

granite fractal
#

is it possible to render only the head part of paperdoll?

warm schooner
# rocky quail as previously said, its hardcoded

with a normal button, you need to touch and then release it, but with the perspective button, it works immediately as soon as you touch it
i think they want to make a button that works when pressing instead of when letting go

#

to make it feel more responsive or something

broken trail
patent bramble
#

Is it possible to completely split the crafting and inventory UIs?

clever maple
#

how to destroy a button when the name is §r§r§r

                "long_form_dynamic_buttons_panel": {
                    "type": "stack_panel",
                    "orientation": "vertical",
                    "size": ["100%", "100%c"],
                    "anchor_from": "top_left",
                    "anchor_to": "top_left",
                    "factory": {
                        "name": "buttons",
                        "control_name": "server_form.custom_button"
                    },
                    "collection_name": "form_buttons",
                    "bindings": [
                        {
                            "binding_name": "#form_button_length",
                            "binding_name_override": "#collection_length"
                        },
                        {
                            "binding_type": "view",
                            "source_property_name": "(#text = '§r§r§r')",
                            "target_property_name": "#visible"
                        }
                    ]
                }
unreal ravine
#

hey guys, question, how can I make an image that changes depending the form title

#

with custom toggle*

manic dragon
safe wasp
#

But maybe someone has found some magic method

#

But from what I have discovered unfortunately no

unreal ravine
manic dragon
unreal ravine
unreal ravine
manic dragon
#

Guess I'll have to stick with titles

unreal ravine
#

Sadly

#

If someone knows how do that, is a genius

manic dragon
#

Definitely

hollow needle
#

How can I stop Json UI from compressing the textures?

#

I have a 128x128 texture that looks weird when I set a small size for it

#

This is the texture

#

And this is how it looks like in game

#

A lot of pixels are missing

placid geode
#

try with this

manic dragon
placid geode
#

not possible afaik

manic dragon
#

Got it

untold dawn
manic dragon
untold dawn
#

same thing, u need to use factories for everything related to chatmessages.

#

-# afaik

manic dragon
#

Well, I know that much and I'm currently using factories to do what i described in my post
But that won't be enough
-# So I guess Title is my best option here

untold dawn
manic dragon
#

That's the reason I wanted to use chat text

untold dawn
manic dragon
#

I know about that but the text is not static so that's not possible

manic dragon
#

Can someone tell me how the #anchored_offset_value_x and #anchored_offset_value_y bindings work
I can't seem to figure it out

manic dragon
#

nvm figured it out

viscid coral
#

Is it possible to have 2 or more addons with their own crafting UIs visible?
Namely 1 that uses customised UI, and another that uses the standard UI.

Because I have one addon where the UI for it does not show up at all. This is the one with that uses the standard crafting table layout. And the other is using custom UI.

I can get both to work when the custom one is set to use the standard crafting layout. Though wonder how to get the standard one to work when the custom UI is enabled.

viral oxide
chilly yacht
#

So the buttons flag has to be enabled in the tittle to use it in a button

#

Therefore u only load the buttons u need so it doesn’t lag at all

clever maple
#

fr I didn't understand anything xD

#

I think you misunderstood me. I meant the button in the top right is the same as the empty button. I want to remove the empty button from the list. How do I do that?

weak cape
#

btw your pronouns are funny as hell ngl

unreal ravine
hollow needle
#

Is there a way to move an element when I press a button and keep accumulating that offset the more I press it?

#

Like an scrolling panel but you can only scroll down with a button

weak cape
#

a binding will add to a value?

#

not sure how exactly

clever maple
clever maple
weak cape
#

lol

weak cape
# clever maple Yes

I had the same issue i struggled for hours. I found a solution. Afaik you cant hide elements in a grid. I came up with an idea to have like 50 buttons. Since you cant edit #form_button_length you will need to use a different property. Forexample #form_text. You multiply it by 1 and set it as maximum grid length. You set the form text as the maximum of buttons you want to show (example 10) and then you make the desired buttton you want not to include at a collection_index 50. In script API you place 51 buttons. The last one is your hidden one and the 50 - shown are blank while the first that you want to show are actual buttons.

#

Not sure if its the perfect way but no one gave a fück and did not help so i came up with this

#

😭

clever maple
#

So you creating your own buttons with that?

weak cape
#
{
    "preview_grid": {
        "type": "grid",
        "grid_item_template": "crate-preview.preview_button",
        "collection_name": "form_buttons",
        "grid_fill_direction": "horizontal",
        "grid_rescaling_type": "horizontal",
        "anchor_from": "top_middle",
        "anchor_to": "top_middle",
        "size": [
            "100%",
            "100%c"
        ],
        "bindings": [
            {
                "binding_type": "view",
                "binding_condition": "once",
                "source_property_name": "(#form_text * 1)",
                "target_property_name": "#maximum_grid_items"
            }
        ]
    }
}```
#

this would be your grid

#

and then the button you want to place there

#

would be like this:

#

first 50 buttons are for the grid and the 51th (in json ui 50 cuz 0-based) is placed anywhere you want cuz it will not be shown

#

And the form text should whatever number of shown buttons within the range is

clever maple
#

I will try it tomorrow thank you

weak cape
#

ping me if you need some code

oak shoal
#

I have been trying for two hours to make this clip_radio work, but I can't. This godsend is not working, but I know that a number is being returned because when I set it to 123, the numbers appear. For example, if I leave it at 123, it appears as :00, and if I increase it to 124, it stays 00 < but the json ui does not show the numbers. The problem is that I pass the blessed value and it does not work!! Can anyone help me?

#
system.runInterval(() => {
    for (let player of world.getAllPlayers()) {
        player.onScreenDisplay.setTitle(
            `thirst:${getThirst(player).padEnd(30, " ")}` +
            `bleeding:${getBleeding(player).padEnd(30, " ")}`+
            `stamina:${String(getStamina(player)).padStart(4, "0")}`
            , { fadeInDuration: 0, fadeOutDuration: 0, stayDuration: 0 }
        );
    }
});

function getThirst(player: Player): string {
    let thirst = Scoreboard.getObjective('thirst')?.getScore(player) ?? 0;
    if (thirst < 0 || thirst > 10) thirst = 0;
    const cheio = '';
    const vazio = '';
    return cheio.repeat(thirst) + vazio.repeat(10 - thirst);
}

function getBleeding(player: Player): string {
    let bleeding = Scoreboard.getObjective('bleeding')?.getScore(player) ?? 0;
    if (bleeding < 0 || bleeding > 10) bleeding = 0;
    const cheio = '';
    const vazio = '';
    return cheio.repeat(bleeding) + vazio.repeat(10 - bleeding);
}

function getStamina(player: Player): number {
    let stamina = Scoreboard.getObjective('stamina')?.getScore(player) ?? 0;
    return stamina as number
}
#

script

#

😭

chilly yacht
# oak shoal 😭

ive noticed clip_ration is veryyy annoying, i would personally just use size bindings

#

size_binding_x and y

oak shoal
placid geode
oak shoal
#

@placid geode

#

I put the code you sent me, and also the code from the script.

placid geode
#

did you changed to this?

#

mmm

oak shoal
placid geode
#

maybe set your stamina to 2000

oak shoal
placid geode
#

or less

#

didnt test with >2000

oak shoal
oak shoal
placid geode
#

try with this

oak shoal
placid geode
#
    `thirst:${getThirst(player)}`.padEnd(20, " ") +
    `bleeding:${getBleeding(player)}`.padEnd(20, " ") +
    `stamina:500`
oak shoal
#

It's not possible, I put it in and still it doesn't work, I'm getting frustrated.

placid geode
#

oh yeah now i see

#

xd

#

wait i think ik whats the problem

oak shoal