#JSON-UI General

1 messages · Page 41 of 1

placid geode
#

nvm idk

#
    `thirst:10`.padEnd(20, " ") +
    `bleeding:10`.padEnd(20, " ") +
    `stamina:500`
#

try with that

oak shoal
#

true

placid geode
#

maybe u need more chars

oak shoal
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work

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The system works, you said there were missing characters?? When I was testing, it seems that the unicode takes up two for the JSON UI.

#

@placid geode

placid geode
#

yup i think thats the problem

#

wait a sec

oak shoal
placid geode
#

and use padEnd(40)

#
    `thirst:${getThirst(player)}`.padEnd(40, " ") +
    `bleeding:${getBleeding(player)}`.padEnd(40, " ") +
    `stamina:${getStamina(player)}`
oak shoal
#

everything disappeared

placid geode
#

XD

#

tf just happened

oak shoal
placid geode
#

hmmm i cant see anything wrong

oak shoal
#

it's something that has just stirred

#

Do you want the unicod? To test? This way you can test faster.

placid geode
#

nah its ok

#

hmmm

oak shoal
oak shoal
#

ok

placid geode
#

go to your json ui and change '%.20s' to '%.40s' and '%.40s' to '%.80s'

placid geode
oak shoal
#

I undid everything back to the point where it was working.

oak shoal
#

I changed the values, it ended up like this:

oak shoal
placid geode
#

ok

#

now

#
    `thirst:10`.padEnd(40, " ") +
    `bleeding:10`.padEnd(40, " ") +
    `stamina:500`
#

use that

#

-# should work bruh i just changed pad end

oak shoal
#

made progress

placid geode
#

its working fine now?

oak shoal
placid geode
#

oh yeah its just for testing

#

add a - 'thirst:'

#

same with title_bleeding

#

- 'bleeding:'

oak shoal
#

Perfect, it's working exactly as I wanted.

#

I saw that you modified a lot of things in my interface, don't you recommend the way I did it? @placid geode

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I know that everything is working, but would you be able to tell me what I was doing wrong in the interface that I had made?

placid geode
#

not that I don't recommend it, but there were some errors

#

first this preserved text

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you forgot a binding

#

if you dont remember how to do that you can go to wiki

oak shoal
#

Now that I analyzed the code, you did exactly the same thing as my code, only changing the progress bar and putting thirst in its place.

placid geode
#

yup

oak shoal
#

And you did the same calculations that gave the same result as my old one, but I didn't understand why my bar wasn't filling up.

placid geode
#

It can also be 'stamina:' or 'bleeding:'

#

well its cuz #preserved_text wasnt being updated

placid geode
placid geode
#

the element becomes visible, and #preserved_text updates (because it has visibility_changed as condition)

oak shoal
#

hum.

placid geode
#

then the element becomes invisible again because now #hud_title_text_string = #preserved_text

placid geode
#

-# or something like that lol

placid geode
oak shoal
#

Thanks man, you saved me from a lot of stress for tomorrow.

placid geode
#

yeah dw

oak shoal
#

thank you very much, now I have the means to learn + thanks to you @placid geode

jolly rock
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If it's a stack_panel just use #visible with bindings, if it's a grid, good luck

frigid drift
#

how can i disable scroll when its not in use or like theres no things to scroll

sick shell
clever maple
livid vault
cerulean sail
#

chatgpt work?

sharp gorge
frigid drift
sick shell
frigid drift
#

have tried that but it just hides the scroll bar and still scrollable

scarlet sequoia
#

why doesnt my ui bar work its supposed to decrease if my health drops

jolly rock
#

And use form_button_text

clever maple
hollow needle
#

Does anyone know how to fix the scrolling panel allowing me to scroll even more than it should?

#

Its not a grid, its a stack panel

#

Its like it has a minimum size bc when I add more options to fill that space it works

weak cape
chilly yacht
#

why the hell cant stack panels be like this???

sick shell
#

but then i realize its shit since it strictly follows the dimensions its received

chilly yacht
#

What do you mean?

#

its dynamic

scarlet sequoia
#

does anyone know the problem to my ui bars?

chilly yacht
west dawn
#

Now hide the first button

sick shell
chilly yacht
#

ohhh yes

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not possible

#

damn so

#

minecraft really

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fucked us

#

grids = no lag but shit with bindings

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stack panels = lag but good with bindings

sick shell
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u know whats crazy, netease edition has an element called "stack_grid"

chilly yacht
#

is that like

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good

#

performant grids with stack panel features

sick shell
#

i would assume yes

#

from the name

chilly yacht
#

what is netease?

sick shell
#

china minecraft

chilly yacht
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bruh.

chilly yacht
#

just going to minus it from the button length

#

bro but thats like INSANE

#

i can do 10,000 buttons with barely any lag

sick shell
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insane

viral oxide
#

Is it possible to set the binding of a parent element from the child?

#

from my testing source_control_name doesn't seem to work downwards?

#

I need to move the #toggle_state of a toggle upwards into its parent, since I need to access it from a sibling of the parent

viral oxide
#

Either that, or is it possible to make a binding global so it’s accessible everywhere?

lone carbon
#
"bindings": [
        {
          "binding_name": "#chat_visible"
        },
        {
          "binding_type": "view",
          "source_property_name": "(#chat_visible and ((not (('%.3s' * #text) = '§e')) or ('%.30s' * #text) = '§emultiplayer.player.changeTo')))",
          "target_property_name": "#visible"
        }
      ]

how do I make bindings work with translations in chat? I just want to show skin change translations, but not the other ones for joining and leaving

viral oxide
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im not sure if this is intentional but there are only 2 chars in '§e' and 29 chars in '§emultiplayer.player.changeTo' so those will always fail

lone carbon
#

wait no

viral oxide
lone carbon
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oh wait

#

yeah fair

#

I still can't get the skin change preserver to work fade

lone carbon
#

nevermind, JSON UI sends post-translation messages for the binding which is unbelievably stupid but its okay

chilly yacht
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so §e is 3

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and rem is right

#

its 30

viral oxide
#

my apologies

oak verge
viral oxide
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i assume json-ui probably is implemented to assume only using 8 bit chars, and since its not in ascii it's made up of two characters

#

i actually ran into an issue when trying to use it in native modding due to that exact reason, i had to split it up into two

oak verge
#

i am just confused i didn't encounter any issues related to it
i used string splitting with %.n and § before

#

wait, actually, i might have

viral oxide
#

Does anyone know how to make it so my elements visibility starts off as my 2nd binding, and then whenever #toggle_state changes it uses that instead? Right now it only respects the binding that is defined 2nd and completely ignores the first

"details_template": {
    "type": "panel",
    "bindings": [
        {
            "binding_type": "view",
            "source_control_name": "$toggle_page",
            "source_property_name": "#toggle_state",
            "target_property_name": "#visible",
            "resolve_sibling_scope": true
        },
        {
            "binding_type": "view",
            "source_control_name": "$page_name",
            "source_property_name": "(#detail_default_selected_binding = $page_index)",
            "target_property_name": "#visible",
            "binding_condition": "once"
        }
    ]
}
#

for a bit of extra info #detail_default_selected_binding never changes, #toggle_state can change since its the state of a toggle pressable by the player

lone carbon
#
        {
          "binding_type": "view",
          "source_property_name": "(#chat_visible and (not(('%.3s' * #text) = '§e') or not ((#text - '§l§eSKIN CHANGE') = #text))",
          "target_property_name": "#visible"
        }

is my binding wrong? this is meant to be A && (B || C), but I don't think my logic is correct because it always shows, even when I have a / entered in chat

unreal ravine
lone carbon
# unreal ravine What u trying to do?

I'm trying to remove text that starts with '§e', but keeps text that includes '§l§eSKIN CHANGE', and also only render chat messages if they were supposed to be originally

#
    "messages_text": {
      "type": "panel",
      "size": [ "100%", "100%c" ],
      "controls": [
        {
          "text": {
            "type": "label",
            "color": "$chat_text_color",
            "enable_profanity_filter": false,
            "localize": false,
            "size": [ "100%", "default" ],
            "shadow": true,
            "text": "#text",
            "text_tts": "#text_tts",
            "font_type": "$chat_font_type",
            "font_scale_factor": "$chat_font_scale_factor",
            "line_padding": "$chat_line_spacing"
          }
        }
      ],
      "bindings": [
        {
          "binding_name": "#chat_visible"
        },
        {
          "binding_type": "view",
          "source_property_name": "(#chat_visible and (not(('%.3s' * #text) = '§e') or not ((#text - '§l§eSKIN CHANGE') = #text))",
          "target_property_name": "#visible"
        }
      ]
    },

this is what the full element looks like, if it helps

unreal ravine
#

Lemme find something rq

lone carbon
#

alr, take as long as needed

unreal ravine
lone carbon
unreal ravine
lone carbon
#

oh wait im dumb you meant chat_screen.json

#

yep

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beat me to

#

it

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it gives me some pointers in the right direction for things to try, so there is that

unreal ravine
#

I dont really know if Chat_screen.json Influences hud_scren

lone carbon
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I'm not a big JSON UI guy though, I'm literally just here so I can get something small done 😭

unreal ravine
slow matrix
#

what is the software? i think it is convenient to design jsonui

sinful crypt
turbid nimbus
sick shell
#

to be honest, theres not much of a difference in json-ui international vs. china. There's just extra features you can't use but mostly, it can be applied to the international mc

#

downside: you need to learn chinese and have chinese num/id(?)

hexed briar
# sinful crypt This json ui software builer is only available in minecraft 'chinese' edition. ...

It's basically a bedrock editor as JSON-UI editor, although chinese tends to have alot more properties, more element types and so on than bedrock we have, therefore we can only port to bedrock like 30% of them.

Also, they are in-game since they works like bedrock editor.

There's someone who made voice chat stuff on bedrock that might make JSON-UI viewer or something with my help (probably) and someone else who knows JSON-UI.

#

or alternatively — Ore-UI.

viral oxide
#
"details_template": {
    "type": "panel",
    "bindings": [
        {
            "binding_type": "view",
            "source_control_name": "$toggle_page",
            "source_property_name": "#toggle_state",
            "target_property_name": "#visible",
            "resolve_sibling_scope": true
        }
    ],
    "layer": 201,
    "controls": [
        {
            "0": {
                "type": "label",
                "text": "#text",
                "layer": 300,
                "anchor_from": "top_left",
                "anchor_to": "top_left",
                "bindings": [
                    {
                        "binding_type": "view",
                        "binding_condition": "visibility_changed",
                        "source_property_name": "(#times_opened + 1)",
                        "target_property_name": "#times_opened"
                    },
                    {
                        "binding_type": "view",
                        "source_property_name": "('§z' + (#times_opened))",
                        "target_property_name": "#text"
                    }
                ],
                "property_bag": {
                    "#times_opened": 0
                }
            }
        },

Why does my number not count up everytime the parents visbility changes?

sick shell
sinful crypt
viral oxide
# sick shell maybe put the visibility binding directly to the "0"?
"2": {
  "type": "panel",
  "bindings": [
      {
          "binding_type": "view",
          "source_control_name": "$toggle_page",
          "source_property_name": "#toggle_state",
          "target_property_name": "#visible",
          "resolve_sibling_scope": true
      },
      {
          "binding_type": "view",
          "binding_condition": "visibility_changed",
          "source_property_name": "(#times_opened + 1)",
          "target_property_name": "#times_opened"
      }
  ],
  "property_bag": {
      "#times_opened": 0
  },
  "layer": 201,
  "controls": [
      {
          "0": {
              "type": "label",
              "text": "#text",
              "layer": 300,
              "anchor_from": "top_left",
              "anchor_to": "top_left",
              "bindings": [
                  {
                      "binding_type": "view",
                      "source_control_name": "2",
                      "source_property_name": "#times_opened",
                      "target_property_name": "#local_times_opened"
                  },
                  {
                      "binding_type": "view",
                      "source_property_name": "('times opened: ' + ('§z' + #local_times_opened))",
                      "target_property_name": "#text"
                  }
              ]
          }
      },

It still doesn't change when i close/open the panel

#

also to add on #local_times_opened seems to get set to 20, but it never increments

sick shell
#

what r u doing though?

viral oxide
#

trying to count how many times the visbility has changed

#

i need to detect if its the first time its been opened

viral oxide
surreal ridge
near quartz
#

Can you put a video instead of an image as uid?

unreal ravine
hollow needle
#

Is there a way to enable the gamepad cursor on my form?

#

I have tried putting everything inside an screen and enabling "gamepad_cursor": true

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But nothing happened

surreal ridge
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can someone help me make this hover?

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im not sure where to start

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i have the UI already

sick shell
surreal ridge
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ive tried looking into every post

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nothing has worked

surreal ridge
sick shell
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is ur button just retextured or smth? or custom

surreal ridge
#

cuz i couldnt get it to work

untold dawn
#

hmmmm.....

#

if i make a new UI file like newSlots.json and add some new images to it, and using the hud_screen.json u can change the texture of those images by using titles for example,
and in the inventory_screen.json u can add those newSlots.json images to it, so u can control the images texture via the hud_screen.json but u have to close the inventory in order to do that, its more like adding new functional slots to the player inventory,
is it possible?

#

lmk if my idea is interesting or disgusting (doesnt work or a stupid idea)

normal moat
untold dawn
#

like a file that requires _ui_defs.json in order to work

#

the main images will be there, and using the hud_screen, u can use those images to change their texture or visibility or anything

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so u can render those images inside the inventory_screen

normal moat
#

you cannot control elements in other files unless you add them to hud/inventory screen directly

untold dawn
normal moat
#

you can pull elements from other files to use them in other file

untold dawn
#

so u can change the texture path using the hud_screen and the image will be updated in the inventory_screen

normal moat
#

it will not

untold dawn
#

mhm

normal moat
#

they are not linked rather they are just different clones

untold dawn
normal moat
#

yes i guess just add the image

untold dawn
normal moat
#

texture

#

type image element

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and a blur texture

untold dawn
#

i see,

surreal ridge
#

anyone know how i can offset the button text for each buton?

untold dawn
surreal ridge
#

that sounds like pain

#

nvm i just big brained it

#

just used a variable to change offset for each button

broken trail
#

yo does anyone know if locator bar is a thing in mc?
like can I somehow enable it and experiment a bit

placid geode
true elm
#

Can it be used for other custom purposes?

placid geode
#

maybe no

#

its a renderer

true elm
#

I wanted to use it for timelines.

placid geode
true elm
#

Sed

broken trail
broken trail
broken trail
#

and even better but it requires connection through title .e.g

broken trail
# broken trail alr

but another question does anyone tried to use it on plain world and somehow add fake players, I saw some videos that people could do it on java

#

by commands, idk about bedrock

surreal ridge
#

could somebody help here?

basically if you look closely you can see the text behind the buttons, i want it to the height of the text pushes the buttons down

surreal ridge
#

nvm figured it out

wide oasis
warm schooner
untold dawn
glacial knoll
#

I wish there was a easier guide to making cool JSON UI form menus. Would save me time. I’ve seen some videos on YouTube. But I really want to code one myself without relying on Claude AI most of the time

#

Any how to guides out there would be much appreciated for me

weak cape
#

does ai even understand json ui?

unreal ravine
weak cape
#

how do you work with ai and json ui at the same time lmao

weak cape
#

i learnt json ui entiry relying on bedrock samples

normal moat
unreal ravine
placid geode
#

i think its something similar to pumpkin blur

#

also

#

textures/ui/frozen_effect

unreal ravine
placid geode
#

oh yeah XD

#

Yes, it should be something similar to pumpkin blur

unreal ravine
#

Hard coded, so sad that they didnt add something similar

glacial knoll
#

I’m wading to have a my own

  • grid form image
  • title text above the form
  • grid buttons with textures
#

I hate to steal other’s UI code/work

weak cape
#

All other my codes are unfortunately closed source

weak cape
glacial knoll
#

Yeah I’ve seen those

chilly yacht
#

well thats bedrock samples

#

you really just have to see how minecraft does it

placid geode
#

also you shouldn't steal it, but learn from it

urban vapor
#

Can someone help me with the basics of ui I'm a visual learner so if you need to dm do so

chilly yacht
#

shows you how minecraft does it

hollow needle
#

Does the "and" condition exist in bindings?

unreal ravine
chilly yacht
#

and & or

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its like

placid geode
#

& not

chilly yacht
#

yeah

#

(((#text - 'fat') = #text) and ((#text - '2') = #text))

analog hornet
#

guys, how to pass binding to child element?

serene sigil
# analog hornet guys, how to pass binding to child element?

It should look like this:

    {
      "binding_type": "view",
      "source_control_name": "name_of_parent_element",
      "resolve_sibling_scope": true,
      "source_property_name": "#name_of_binding_of_parent_element",
      "target_property_name": "#name_of_binding_to_be_save_source_property",
    }
]```
sinful crypt
#

wow json ui got a whole family....
parent, sibling and child element

full glen
#

Hi! someone knows how to delete that dead space in the grid? i tried all and nothing works joe_death

{
"ManagerPlayers": {
    "type": "grid",
    "size": ["100%", "100%c"],
    "grid_dimensions": [ 3, 3 ],
    "grid_item_template": "fp_forms::home.Player_Tab",
    "grid_fill_direction": "horizontal",
    "grid_rescaling_type": "horizontal",
    "anchor_from": "center",
    "anchor_to": "center",

    "factory": {
      "name": "buttons",
      "control_name": "fp_forms::home.Player_Tab"
    },

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

"Player_Tab": {
    "type": "stack_panel",
    "size": [ "100%c", "100%c" ],
    "controls": [{
      "btn@common_buttons.light_text_button": {
        // Button Style
        "size": [ 80, 80 ],
        "$border_visible": false,
        "$default_button_texture": "textures/ui/Black",
        "$hover_button_texture": "textures/ui/Black",
        "$pressed_button_texture": "textures/ui/Black",
        "$locked_button_texture": "textures/ui/Black",
        // Button Config
        "$pressed_button_name": "button.form_button_click",
        "$button_text": "#null",
        "$button_text_binding_type": "collection",
        "$button_text_grid_collection_name": "form_buttons", 

        "bindings": [
          { "binding_type": "collection_details", "binding_collection_name": "form_buttons" },
          { "binding_name": "#form_button_text", "binding_type": "collection", "binding_collection_name": "form_buttons" },
          { "binding_type": "view", "source_property_name": "(not (#form_button_text = 'fp:ignore'))", "target_property_name": "#visible" }
        ]
      }
    }]
  }
}
full glen
#

lmfao

#

i think i have an idea xD

warped oxide
full glen
turbid nimbus
glacial knoll
#

not that bad tbh

#

just gotta make custom icons

unreal ravine
#

Hey guys, does someone know how to make a math calculation where 100% is 0.. And less of ,20% is 1? (. .) this is for an hud screen for player to make a "hurt" effect all over the screen

full glen
full glen
placid geode
placid geode
#

yeah i think that work for u

unreal ravine
unreal ravine
#

0.2 as 20%? Right

placid geode
#

yea

#

the * 1 converts true to 1 and false to 0

unreal ravine
placid geode
#

well you can use the same binding without modifications

placid geode
unreal ravine
#

Oh really?

unreal ravine
placid geode
#

(1 - #binding)

unreal ravine
#

It doesnt works

placid geode
#

hmm

#

what Is #health exactly?

#

float 0 - 1?

unreal ravine
#

Health is percentage

placid geode
#

Does it go from 0 to 1 or from 0 to 100?

unreal ravine
#

0 to 100

placid geode
#

((100 - #health) / 100)

#

but use a variable

#

"$onehundred": 100.0

#

(($onehundred - #health) / $onehundred)
or inverse
(#health / $onehundred)

#

So it takes it as a float

unreal ravine
#

Ok, gimme one sec

placid geode
#

yup

full glen
oak verge
#

How?

full glen
#

It's hard to explain... give me a few minutes xD

oak verge
#

Alright, lol

#

tyt

full glen
# oak verge Alright, lol

@oak verge
First of all, I have a grid that sets the maximum number of renderable items based on the form body's text. This text is a string, but it gets converted to a number so it can be used in the #maximum_grid_items binding.

"bindings": [
  {
    "binding_name": "#form_text"
  },
  {
    "binding_type": "view",
    "source_property_name": "(#form_text * 1)",
    "target_property_name": "#maximum_grid_items"
  }
]

The number is passed from the script like this:

const PlayerTabs = PlayersDB.length > 20 ? PlayersDB.slice(0, 20) : Array.from({ length: 20 }).map((_, i) => PlayersDB[i] ? PlayersDB[i] : "fp:ignore");
const PlayerTabsLen = PlayersDB.length > 20 ? 20 : PlayersDB.length;

const HomeUI = new ActionFormData().title("!fp:home");
const HomeUIButtons = [
  // First 20 elements are player tabs
  ...PlayerTabs,
  // Other elements to be accessed via collection_index
  "fp:ignore", // Create (20)
  "fp:ignore", // Import (21)
];

HomeUI.body("" + PlayerTabsLen); // Used as max grid items
HomeUIButtons.forEach((p) => HomeUI.button(p));

The form body sends the amount of elements that the grid can render, not the total number of buttons. This ensures the system can always fulfill the expected number of renderable slots, even if the number of player tabs varies.

To guarantee consistency, the buttons array is padded with placeholder elements like "fp:ignore" that are skipped during rendering in most cases. This allows us to reserve and manually assign buttons beyond the player tabs using fixed collection_index values.

"controls": [
  { "Connect@fp_forms::home.OreUI_White": { "collection_index": 20, "$button_text": "New player" }},
  { "Import@fp_forms::home.OreUI_White": { "collection_index": 21, "$button_text": "Import players" }}
  // Etc
]
#

The render limit can be modified ofc lol

oak verge
full glen
#

np!

glacial knoll
#

Because it looks like a player home tracker

full glen
#

I'm migrating the entire custom command system with chatSend to custom forms.

glacial knoll
#

But looks cool

weak cape
full glen
deep grove
#

Who can make me a scoreboard system with UI I'll pay

frigid drift
#

is it possible to load a texture path string (e.g. preserved text = 'textures/items/apple')? if yes, how?

normal moat
frigid drift
#

thanks

chilly yacht
#

Seems like it can be used for links

unreal ravine
#

Something that ill never use (. . ")

west dawn
#

Well its self explanatory

#

It just tells where to looks for the files

#

by default it will always use the pack dir but you can change it to go from other directories

turbid nimbus
hollow knot
#

#1382630328824500355

Need help on this

cerulean sail
#

Is there any AI to do jsonui?

deep grove
#

Who can do commission

#

Custom ui

#

Dm me

gaunt apex
#

you can modify it

surreal ridge
#

nty i already made my own

deft compass
#

This is probably really simple, but I am having problems changing the hotbar using the JSON files.
Does anybody know exactly WHERE you change offest (just for example) to move it around the screen?

I took a couple hours the other day and tried to change everything I could find in the various files that looked like they should do something to the hot bar, but I am apparently missing it and the files are seemingly endless, I would appreciate any guidance or examples somebody has.

weak cape
#

I use it for Mineville

unreal ravine
#

damm

weak cape
chilly yacht
weak cape
runic portal
#

"jsonUI": false

weak cape
#

well not anymore

#

dam

night holly
#

i was joking nice job on the ui!

chilly yacht
weak cape
chilly yacht
#

or the old clear UI

weak cape
#

not the old one

#

i aint that bad 😭

chilly yacht
weak cape
night holly
#

i think it looks good

weak cape
placid geode
#

found how new form button content works lol

#

(and maybe any factory with control ids

#
            {
                "wrapping_panel": {
                    "type": "stack_panel",
                    "size": ["100%", "100%c"],
                    "orientation": "vertical",
                    "factory": {
                        "name": "buttons",
                        "control_ids": {
                            "button": "server_form.dynamic_button_f7ca65",
                            "label": "server_form.dynamic_label",
                            "header": "server_form.dynamic_header",
                            "divider": "settings_common.option_group_section_divider"
                        },
                        "factory_variables": ["$fiftyfive"]
                    },
                    "property_bag": {
                        "#item_count": ["label","button","label","button","label"]
                    },
                    "collection_name": "form_buttons",
                    "bindings": [
                        {
                            "binding_type": "view",
                            "source_property_name": "#item_count",
                            "target_property_name": "#collection_length"
                        }
                    ]
                }
            }
#

#form_button_contents seems to be an array with the control ids inside

#
            form.label('this is a label')
            form.gridButton({ text: 'this is a button' })
            form.gridButton({ text: 'this should be a button' })
            form.gridButton({ text: 'this is a label?' })
            form.gridButton({ text: 'idk what is this' })
#

-# gridButton isnt a thing, take that as normal form.button

#

I'll say it again, if only we could manipulate arrays with bindings...

chilly yacht
#

for real

#

or if we had gridStacks

#

or whatever its called

placid geode
#

stack_grid lol

chilly yacht
#

yeah that

#

we should riot

placid geode
#

well actually there is a way to "dynamically" change it but bruh

chilly yacht
#

yeah but its not amazing

placid geode
chilly yacht
#

i meant like performance of a grid but features of a stack

placid geode
#
                    "property_bag": {
                        "#item_count_true": ["label","button","label","button","label"],
                        "#item_count_false": ["button","label","button","label", "button"]
                    },
                    "bindings": [
                        {
                            "binding_type": "view",
                            "source_control_name": "dwadwadwadwadwa",
                            "source_property_name": "#toggle_state",
                            "target_property_name": "#variant",
                            "resolve_sibling_scope": true
                        },
                        {
                            "binding_type": "view",
                            "source_property_name": "('#item_count_' + #variant)",
                            "target_property_name": "#collection_length"
                        }
                    ]
placid geode
chilly yacht
#

ik

#

its stupid

hollow needle
chilly yacht
#

i cannot get it to work

#

tried just the link

#

http.get the link

#

all that

#

oh wait BDSX

#

i meant bds

hollow needle
#

Yeah I mean, forms are loaded client so I don't see why BDS would not be able to

#

There must be some way

#

I'll try looking at the BDSX code

#

Its all in typescript so it should be easy to find

#

It an abstract class, I could not get any useful info other than it changing some data in the packet before sending it to the player

#

So it should still be a client side thing

#

It also sends a packet to show a title text on the screen for some reason

#

It may be for some kind of timeout

flint surge
#

Should JSON UI even be used for brand new addons or just skip straight to OreUI for futureproofing?

hollow needle
#

We don't know when OreUI will be released so I would not recommend waiting stopping development just for it

hollow needle
#

Maybe using an old BDS version would help but I'm not sure if that kind of things change every version

weak cape
hollow needle
#

It made every other texture go as if it was missing, but the URL didn't work

weak cape
#

Hmm

#

Weird

#

Did you Set the Texture using Script APi or Json ui

hollow needle
#

Json UI

#

I mean the file system

#

The texture was set by the scripting

weak cape
hollow needle
#

Let me try setting the texture from the json

#

Nothing

#

Now I will try with every file system while setting the texture in the json

#

This is the most progress I've had

#

The loading bar appeared

#

Couldn't get anything else

#

I think there was a prefix for external links in minecraft but I don't remember it

weak cape
#

probably something is missing

#

tbh i can check it out

#

i can set the texture as hover text and see how it looks

#

(same for texture file system)

hollow needle
#

One that allows urls

weak cape
placid geode
#

well, seems that the image is first downloaded to cache and then displayed

hollow needle
#

Well, now that's not good

oblique mist
#

🧩 Looking for a UI Developer (Minecraft Bedrock)
💰 Pay: $50–$80/week
📍 Remote / Flexible Schedule

Looking for someone experienced with @minecraft/server-ui or JSON UI to help build custom menus and clean interfaces.

Requirements:
– Knows how to make in-game forms/menus
– Understands Bedrock UI scripting
– Can work consistently and follow direction

Bonus:
– Multi-language support
– Feature toggle or dynamic UI experience

📬 DM me if you're interested!

placid geode
#

xd

sick shell
#

im confused, is he saying ui scripts or ui json

#

i think thats total diff things

true elm
#

how can i make a btn that types the command in chat

viral oxide
#

For what I’m aware I don’t think that’s possible, if it is that would be pretty massive

manic dragon
viral oxide
#

Interesting, can it do it without the chat screen open?

manic dragon
#

No

viral oxide
#

Ah ok rip

true elm
sharp gorge
manic dragon
#

I mean I used it to make the emoji panel but I have no idea why and how it works 😅

tall trellis
#

Is there any way to make an ui compatible with every addon yet?

hollow needle
#

How can I make it so a property set by a binding can be shared with a child element?

weak cape
hardy lily
#

quick question, is there any way to make blur effect on json ui?

normal moat
#

no

hardy lily
#

ok

unreal ravine
hardy lily
crystal cloud
hollow needle
weak cape
hollow needle
#

How do I set the hud_title_text to the top right corner of the screen?

#

When I try with top_right it goes off the screen

hollow needle
#

Nvm, I thought the offset would affect different on different devices but I was wrong

hardy lily
#

May I know how to change item texture inside the hotbar/inventory based on the name? It's my first time dealing with item ids

wintry hatch
#

i have a variable

#hud_title_text_string = 'abc'
#text = #hud_title_text_string - 'ab'
#box_id = 'c'

But why when I run it, the binding doesn't work?

{
  'binding_type': 'view',
  'source_property_name': '(#text = #box_id)',
  'target_property_name': '#visible'
}```
frigid drift
#

aint no way there's an atom renderer in json ui

manic dragon
#

Education edition

timber harness
#

is it possible to make custom server form without interfering other custom form? (different pack)

neat lintel
#

any way to change the hue of an image with json ui

placid geode
#

no afaik

#

just color i think

hybrid halo
neat lintel
#

how come font types arent working on the scoreboard text or hud title text?

#

i tried MinecraftTen and Smooth and tried without selection symbols

#

also is titleraw even a good method for sidebars?

#

this is the one but it just doesnt want to change the font type. I changed the scale factor and that worked but not the font type.

placid geode
#

add "font_type_backup": "MinecraftTen"

neat lintel
#

I tried that

#

also its "backup_font_type"

#

Ok so i did it again and somehow it worked this time but looks wonky

#

also i guess glyphs dont work with it either

#

somehow smooth looks like this

#

I fixed it but glyphs still dont work

placid geode
#

yeah glyphs works only with default font

neat lintel
#

bru

#

textures wonky on this version

sudden yoke
#

Hey I want an help i want an tutorial to learn json ui if anyone have so kindly send me pls

neat lintel
#

how come it isnt centered properly?

#

it seems to get cutoff

#

why is he white?

unreal ravine
#

Omg. YOU FOUND ENDERMAN SHINY! (A.K.A White enderman)

weak cape
weak cape
weak cape
plush pumice
#

Guys where can I start to learn these and make UI and custom buttonssss

sudden yoke
#

Hey I want an help i want an tutorial to learn json ui if anyone have so kindly send me pls

still sundial
#
"chat": {
    "type": "image",
    "texture": "textures/ui/semiblack",
    "size": ["100%c + 20px", "100%c + 20px"],
    "controls": [
      {
        "stack_panel": {
          "type": "stack_panel",
          "max_size": ["400px", "200px"],
          "size": ["100%c", "100%c"],
          "orientation": "horizontal",
          "anchor_from": "center",
          "anchor_to": "center",
          "controls": [
            {
              "image": {
                "type": "image",
                "texture": "#texture",
                "size": ["24px", "24px"],
                "bindings": [
                  {
                    "binding_name": "#hud_subtitle_text_string",
                    "binding_type": "global"
                  },
                  {
                    "source_property_name": "('textures/synclit/npc_icons/' + #hud_subtitle_text_string)",
                    "target_property_name": "#texture",
                    "binding_type": "view"
                  }
                ]
              }
            },
            {
              "panel": {
                "type": "panel",
                "size": ["10px", "1px"]
              }
            },
            {
              "label": {
                "type": "label",
                "text": "#title_text",
                "max_length": 50,
                "max_size": ["350px", "200px"],
                "bindings": [
                  {
                    "binding_name": "#hud_title_text_string",
                    "binding_type": "global"
                  },
                  {
                    "source_property_name": "#hud_title_text_string",
                    "target_property_name": "#title_text",
                    "binding_type": "view"
                  }
                ]
              }
            }
          ]
        }
      }
    ]
  }

How can I center the label and the image in the y axis?

untold dawn
#

@gusty tide yes, we did managed to resolve that post.

weak cape
#

i definetly did not take a nap right after school that took 7 hours

#

lol

hollow needle
#

They just blocked me after receiving the UI before sending the payment

unreal ravine
#

Damm

hollow needle
#

Is there a channel for selling UIs in here?

#

At the very least I don't want this UI to get to waste

sick shell
#

showcase it

hollow needle
# sick shell showcase it

Am I allowed to say that I'm selling the UI? I think it says something about not being allowed to advertise for job

sick shell
#

if people are genuinely interested, they will ask if you sell it

hollow needle
#

I see, thanks for the help

hollow needle
#

That's mine

hollow knot
#

Wait

south shadow
#

☠️

hollow knot
#

What

hollow needle
#

That's the one he didn't pay me for

hollow knot
#

Ohhh

hollow needle
#

Check the code

hollow knot
#

So he's a scammer

#

Yeah

#

On ui

hollow needle
#

Yes

hollow knot
#

Ohhhh tf

#

Sorry dude I don't think he scam someone for that ui

#

Wait lemme check

#

He deleted his account on paypal

#

I think that's a fake paypal

#

Done*

hollow needle
#

Ok

hollow knot
#

Try to delete all this conversation I'll dm you once I did what deserve

hollow needle
#

💀

hollow knot
#

Maybe later I'm at school

unreal ravine
#

Um guys, you might want to talk about this type of shi in #off-topic or somewhere else

coral solstice
hollow needle
#

That explains why they were trying to defend the scammer

coral solstice
#

CrescentTM2 wasted my time working on some scripts and menu that he didn't pay for, when I told him I was no longer interested in wasting my time there's "coincidentally" this Jayde guy that sent a DM out of nowhere

coral solstice
hollow needle
#

So I guess there is nothing to do about it now except maybe asking for him to get banned

#

And I don't even know if the admins will do it

valid ridge
#

how do i make something to capped on a max length then move to other line?

valid ridge
oak verge
hollow needle
oak verge
#

Can you show it?

#

The ui

hollow needle
manic dragon
#

That's a lot of effort

oak verge
#

Yeah, they look good as well

hollow needle
#

Thanks, I guess I will showcase it and wait so see what happens

hexed briar
# hollow needle

it looks decent but i seen this type of assets quite alot somewhere.

hollow needle
hexed briar
#

Also this aint worth 80$ either

hollow needle
#

Why so direct

hexed briar
#

It's something you could make from #1072983602821861426 and slam it together.

#

the layout looks oddly familiar too.

hollow needle
#

Actually the only thing I used from dev-resources was the searchbar

hexed briar
#

the design is uh, not my place to judge but i recognize the button asset.

hollow needle
#

I didn't know there were so many things in there

hollow needle
hexed briar
#

UI looks decent but not really worth more than 60$+ to me tbh

hollow needle
hexed briar
#

i expect some cool unique designs, not a weird generic designs that are made within 1 hour.

hollow needle
#

Are you mad at me or smt

hexed briar
#

not really but i seen this type of designs too much here.

#

and people thinks that it's worth like 100$

hollow needle
#

As I said, I'm not very creative so I usually ask people what they want their forms to look like

hexed briar
#

yeah im aware but it's starting to get kinda annoying to see hive-ish recolored form like people using Ore-UI's assets on literally everywhere.

hollow needle
hexed briar
#

but hey you do you im not judging

hexed briar
#

it doesn't makes sense that a JSON file, a literally "not a language" but a javascript store file thing. worth a 100$ or up.

hollow needle
#

It may be really easy for you, but believe me I know many people that don't even know what json is

hexed briar
#

if you make addons, obviously that's all JSON. (except server-api) people will know what JSON is.

hollow needle
#

Not everyone make addons

hexed briar
#

I don't even make addons and i do know JSON fully well.

#

from JSON-UI itself.

#

but again, you do you. i don't judge but i find that ridiculous.

#

it's all the same "people avoiding JSON-UI cuz JSON" thing all over again

hollow needle
#

I didn't say that only addons use JSON, but what I'm saying is that sometimes there are people who want to have something nice without having to learn how to make it themselves

#

Bc its not about JSON being JSON. Someone who knows how to write in JSON wont immediately know how to create UI

hexed briar
#

It's not really hard, you just change the numbers, add some properties or images, that's it. just few lines of codes I don't see why this is hard.

#

template is everywhere and all you have to do is tweak the designs or change the layouts with just editing few numbers.

hollow needle
#

Thats for modifying already existing UI, making something from zero is different, and some people learn slower than others so they prefer having someone else to do it

#

Its like telling someone that they are wasting their money buying vegetables bc its cheaper to grow them yourself

#

Anyone can learn how to grow your own garden, but why bother when someone else can do it

#

Some people like doing it, others don't

hexed briar
#

Again, few lines of codes or tweak the designs. why bother buying a UI that is cost nearly the same as video games? it doesn't make sense

hollow needle
#

So if the game costs 5 dollars the commmunity creations have to be worth less?

hexed briar
#

No?

#

I think you missing certain points here and there but again, JSON-UI packs does not worth like 80$ or more.

#

Actually it should NOT worth like 50$ but fine if the design is unique or pretty good but

#

This DOES not worth 80$ to me

hollow needle
#

If you are talking about a single UI, then yes, I can't be worth that much

#

But nobody asks for a single UI, people usually buy more than that

#

And sometimes its not about how difficult it is to make something, its about the time you spend doing it

hexed briar
#

regardless if it's single UI or not, it's still not worth more than 80$ or up.

hollow needle
#

Well, you can set your prices to how much you want

hexed briar
#

and you can never trust JSON-UI people who trying to sell you these because who knows if they slam alot of template packs into one

#

which i seen this already too often.

hexed briar
#

it's like you're buying expensive things but turned out it's just generic template packs

hollow needle
#

I'm not defending them tho

hexed briar
#

if people get that lazy then i don't know what else.

hollow needle
#

As I said, there is always people who hate doing it by themselves so they would pay anyone who can do it for them

oak verge
#

The average addon developer can't do that

#

slamming a bunch of templates together is what made #1350130244111040593 possible
Even with that the top question i get is how to combine 2 ui files

west dawn
#

Yeh, I must also say that most people have no Idea about JSON UI. I mean, just look at the comments of my videos or even the post thread for the Chest UI Editor

#

JSON UI has a really high learning curve and a higher price tag is more than justified

#

With that being said, I know that there is a lot of copy paste content for JSON UI already out there which drags all of this down a bunch

#

But at the end of the day is JSON UI the thing that the user not only sees but alsoo Interacts with

sick shell
#

high demand low supply

oak verge
#

honestly, that is for the best, high supply will just leave us with ton of none compatible addons

sick shell
#

what i meant is low supply for people who know how to work with json-ui

#

excluding people who follows "whatever works" mindset

oak verge
#

I am kinda that type of guy 😅

hollow knot
hollow knot
#

You could all judge me but just let you know I don't know the fucking Jayde guy

flat mortar
#

How do I change green color (slot hover background)

night holly
# hollow needle

@runic portal damn looks like ur ui is still making the rounds for “inspiration”

hollow needle
#

It's not about replicating designs, if they hand me a screenshot instead of a concept made on Paint that's not my problem

hollow needle
#

What do you want me to do then? Do you want the code?

#

At this point I don't even care for that one anymore

#

I'll just ask GPT for a design

hexed briar
#

😭

night holly
#

i dont think zak cares pal

hollow needle
#

No, seriously. I apologize for the design, I didn't even know who it was from

#

I'm gonna stop making UI for random people

night holly
safe latch
#

Has anyone managed to get the old ui back yet? I know it can’t be done with a pack, but I’m fine to install anything I have to, to get the old ui back .

vivid night
#

Can someone here help me? I made a UI using the chest-ui editor for a disenchanting table addon, but I can't get the new UI to work. Could someone here do it for me? I would be extremely grateful

surreal ridge
#

anyone know how to fix this?

#

my ui was working before

#

nvm fixed it

#

my files got reset

placid geode
#

don't know if people know this exists lol or how long this has been in the game but I think it's useful and should be added to wiki

{
    "namespace": "chat",
    "chat_screen_content": {
        "modifications": [
            {
                "array_name": "controls",
                "operation": "insert_front",
                "value": {
                    "qrcode": {
                        "type": "custom",
                        "renderer": "qr_code_renderer",
                        "size": [100, 100],
                        },
                        "bindings": [
                            {
                                "binding_name": "#message_text_box_content",
                                "binding_name_override": "#qr_code_content"
                            }
                        ]
                    }
                }
            }
        ]
    }
}
jolly rock
#

Do you need to bind #qr_code_content with the text you want?

placid geode
#

correct ✅

jolly rock
#

Niceee

unreal ravine
# placid geode

Wait.. So you can generate QR codes with this??? If I us well.

unreal ravine
final grove
#

can anyone help me with a issue i had

rocky quail
#

i didnt know that existed

rocky quail
#

it does work

manic dragon
#

Never knew something like this existed

unreal ravine
#

That answers my question

rocky quail
#

thats gonna get patched i bet

placid geode
placid geode
#

still, its a good alternative to url buttons ig

rocky quail
#

yeah

#

but still a hassle since you have to get another device to scan it

near quartz
#

Hi everyone! I need help creating a UI interface and I don't understand how to do it.
I have this image that shows a window interface with the title "CYBER-HARDWARE" and it has several buttons/options:

CYBERWARE
STATUS DE CORDURA
INSTALAR
DESINSTALAR

I want to create a similar UI that can navigate to other UI screens when you click the buttons. Could you please help me understand:

How to create this kind of interface (what programming language or tool should I use?)
How to make the buttons functional so they open other windows/screens?
How to structure the code so each button leads to a different interface?

I'm a beginner and would really appreciate step-by-step guidance or examples.
Thank you so much for any help you can provide!

#

I really only understood how to display that on the screen, but nothing beyond that.

vivid night
#

Hi guys, could someone help me? I generated a UI with the chest-ui editor, but for some reason my UI looks like this? Does anyone know how to fix it?

flat mortar
flat mortar
hoary cedar
outer juniper
#

Hello,
Recently I've been attempting to access player scores for binding_name. I have come across #player_score, unfortunately, there is a lack of documentation whether access to a particular score is possible.

So my question is: Is direct access of a particular score possible or must I resort to methods such as titles, etc.?

outer juniper
#

Thank you.

#

Although I'm not sure if that's what I'm asking for? I mean retrieving the value of a particular score as opposed to the ambiguous #player_score

#

Due to the fact i have many scores and I would prefer to refrain from UI which displays a score (such as the leaderboard)

#

Not sure why that was sent twice haha

manic dragon
outer juniper
# manic dragon What do you mean by direct access here?

You see, most bindings related to scores are undocumented (#player_score, #score, etc.), however from their use in the vanilla files, they seem to be very ambiguous bindings. By direct access I mean, e.g. let's say i have a score "wins" and would like to access them using a binding, how would I do so?

#

Of course, without the inconvenient use of score displays such as leaderboards or sidebar.

manic dragon
#

If you want to get the score using UI it's necessary to display the scoreboard

outer juniper
#

So, my only option is the title method?

#

Where I embed the score into the title but make the control invisible.

manic dragon
#

You can do that ig or you could display the scoreboard but set its alpha to 0 so that it's not visible

jolly rock
#

I do.this using score name, its not a title and not actionbar

#

It's a test, I can modify the texture etc etc

outer juniper
outer juniper
#
(#hud_title_text_string - 'thirst.') * 1 = 3
#

Is this condition written correctly?

#

And yes, I'm removing 'thirst.' and then extracting the leftover number

last pollen
#

i need help concerning hud screen image i want to add, can someone help me pls?

#

i prefer in dm's if possible

surreal ridge
#
  "hud_title_text@custombar": {
 "type": "stack_panel",
 "orientation": "vertical",
 "size": ["100%c + 5px", "100%c + 12px"],
 "anchor_from": "top_right",
 "anchor_to": "top_right",
 "offset": [30, 50],
 "alpha": "@hud.anim_title_text_alpha_stay",
 "controls": [
   {
     "sidebar": {
       "type": "panel",
       "size": ["100%c + 12px", "100%c + 5px"],
       "offset": [0, 0],
       "controls": [
         {
           "title_background": {
             "type": "image",
             "alpha": 0.6,
             "size": ["100%c + 12px", "100%c + 5px"],
             "texture": "textures/ui/hud_tip_text_background",
             "controls": [
               {
                 "title": {
                   "type": "label",
                   "text": "$title_text",
                   "anchor_from": "center",
                   "anchor_to": "center",
                   "color": "$tool_tip_text",
                   "text_alignment": "left",
                   "layer": 1,
                   "localize": false,
                   "font_size": "medium",
                   "alpha": "@hud.anim_title_text_alpha_stay"
                 }
               }
             ]
           }
            }
          ]
        }
      },
      {
        "sidebar": {
          "type": "image",
          "size": ["100%cm+5px", "100%c+5px"],
          "texture": "textures/ui/hud_tip_text_background",
          "anchor_from": "right_middle",
          "anchor_to": "right_middle",
          "layer": 0,
          "alpha": 0.5,
          "controls": [
            {
              "text": {
                "type": "label",
                "text": "$subtitle_text",
                "anchor_from": "center",
                "anchor_to": "center",
                "color": "$tool_tip_text",
                "layer": 31,
                "text_alignment": "left"
              }
            }
          ]
        }
      }
    ]
  }
``` how can i make the subtitle not move the position of the main title?
oblique mist
#

Looking for ui depelover

sick shell
#

bro this clown

unreal ravine
#

GIET OUT 🗣️

placid geode
rocky quail
unreal ravine
rocky quail
unreal ravine
#
  • 🗣️ 🗣️ 🗣️
rocky quail
#

🗣️🗣️

unreal ravine
#

🗣️

rocky quail
outer juniper
graceful elbow
#

goodie json ui devs cooking up

outer juniper
#

Is it possible to use expressions or conditions in offset, by that I mean is it possible to either:

  • Perform operations on offset using variables (e.g. offset: [9*$x,21]
  • Use if statements (e.g. IF #somethingTrue then offset: [9,9] ELSE offset: [10,10])
#

Basically I'm attempting to make my UI account for pocket UI

south ravine
#

is it possible to make more than one progressbar in hud ?

untold dawn
#

i think i shouldnt make it a progress bar
-# yes, i am making AppleSkin fir bedrock

hexed briar
outer juniper
last pollen
#

hi

#

modifying the json file of pause screen how can i make a button open a modal form data

#

like zeqa or tropical

#

@hexed briar

frigid drift
#

so uhh the 1.21.90 update got the title have a background and i want to remove it for all titles how can i globally apply it

mortal monolith
tall trellis
#

Is there any way to make an ui thats compatible with any addon?

frigid drift
#

how to modify or remove hud_title_text/title_frame/title_background using modifications?

#

i just want to remove tip text background

sharp gorge
sharp gorge
# oblique mist Looking for ui depelover

"Looking for ui depelover"
Bro hiring someone to fix what his keyboard did to him.
Typed like the budget’s already missing.
Reads like the job comes with free malware.
That post got rejected by spellcheck on sight.
Even bots wouldn’t apply to that.

unreal ravine
#

And gets paid 144k+

sharp gorge
#

😭 😭 🙏

unreal ravine
sharp gorge
#

Makes six figures, still can’t figure out six letters.

weak cape
tropic tangle
unreal ravine
#

Bro there that guy stinks

rocky quail
unreal ravine
rocky quail
unreal ravine
rocky quail
#

maybe

deft compass
#

With the new update, has anybody noticed the black bar that pops up with the titles?
Is there a way to get rid of that?

My UI is messed up a bit now since I used titles to add and update images. Now everytime one updates, or a bar fills, there's a little black box that pops up in the middle of the screen.

sharp gorge
#

did you mean the screen animation' box.

autumn wadi
#

why do I get fake buttons if I use grid

last pollen
frigid drift
hollow knot
#

As you can see I didn't scam Bateman But Why all of you telling im the scammer

#

You can ask sugger im paying him if I need ui

#

It's unfair

rocky quail
frigid drift
#

js gave u a chance to have that ui

rocky quail
#

lmfao, yikes

gusty tide
surreal ridge
#

thoughts? :D

sick shell
unreal ravine
gusty tide
surreal ridge
sick shell
sick shell
surreal ridge
#

think ima stick with the white man

#

anyway, is anyone here good with like making sidebars look good as well as having certain text show in certain places off title text or actionbar or etc, like the hive elements

#

ask a question, no answer, ask for opinions, 3 chats 😭

cerulean sail
#

I want example jsonui texture pack

weak cape
#

i would center the contents

cerulean sail
#

@weak cape u have example server form?

frigid drift
#

stop asking and open youtube

weak cape
#

or google for open source rps

cerulean sail
weak cape
#

you can find plenty of resource packs

#

either here in discord, github or just everywhere

#

or use bedrock samples

#

best tutorials

rocky quail
cerulean sail
glossy sand
#

Does anyone know how to get the old bow punching animation thats been changed since 1.16? been looking forever

autumn wadi
#

how do I show two forms at ones

frigid drift
#

is hover slide in and out (or offset) animation possible in buttons? if yes, any sample

whole jasper
rocky quail
whole jasper
rocky quail
#

yep nice

unreal ravine
#

I hope mojang do something similar in ORE

whole jasper
#

add a white border for easier scanning

gilded rivet
#

what are some of the current ore-ui implementation? is there any?

undone marsh
#

But not editable

#

yet idk about the future

gilded rivet
#

dang, thanks

crystal cloud
undone marsh
rocky quail
plain abyss
#

How to remove specific buttons from player screen? like jump/attack

untold dawn
dusty rune
#

Wait ore-ui is now added?

unreal ravine
#

No, technically

#

I think is added BUUUT, for game directors only

#

Ig

weak cape
dusty rune
#

Darn don't tell me they gonna use the thing completely in the future
if so then I guess I have to option but return to ui begin models

#

cuz it's not editable, right?

untold dawn
# rocky quail Yeah

show me an example,
it should change the texture only when it includes test:
anything after the : will set as the texture path.

untold dawn
#

ah,

untold dawn
proud oracle
#

Do you know guys how we pass data from a php plugin to our UI (on pocketmine)? I created some things with invmenu where you can click buttons and all that stuff but I'm strugguling to pass data to do a custom progress bar. Actually if you have any clue on how to just pass some text or whatever I'd take it

Thanks!

last pollen
hollow knot
#

Yeah I'm talking about my Step Father There

untold dawn
inner drum
#

Anyone know why my scoreboard could be cut off

#

but only for some people

#

some people its fine some it cuts off

#

and no its not to do with safe zone

dusty rune
#

in game settings

#

had same issue

inner drum
#

i was doing stuff with JSON and the ui started looking like this??

#

(my hotbar)

chilly yacht
#

just uninstall ur pc and quit

inner drum
#

sybau json noob

placid geode
sharp zinc
#

what is this thing above my crosshair and how do i remove it

#

it's acting like the title background but i have something that removes it

placid geode
#

subtitle background lol

sharp zinc
#

why does it even show that 😭

#

i don't do any subtitle stuff

placid geode
#

idk but i think mojang changed something there

manic dragon
sick shell
#

no, grid_page_indicator

manic dragon
#

I see

lean estuary
#

how can i make the highlighted texture invisible of an item in my chest GUI?

#

i still want it clickable, just no highlight

hybrid bear
#

is it possible to import a font

west kindle
#

someone can read my post and help me?

rapid nimbus
#

I'm sure this is more simple than I'm imagining it but every time I use quotes for commands it puts smart quotes (the curly ones), what am I doin wrong?

lean estuary
#

is there also json files for item textures?

#

to enlarge tthem?

#

i want my item to go outside the slot bounds

#

what i have

#

what i need

#

i have the same exact textures of those items, but those r for java and they have itemsadder / oraxen which auto does it for them, however for us bedrock users, we dont have that kind of addon

#

so is it possible, if so any directions or where i can look?

#

in java, they have this

rocky quail
lean estuary
#

or wait, can i perhaps use json ui, inside my custom gui json file to make all item textures enlarged?

jaunty fox
#

Im trying to make a certain part of my UI not scale with the GUI Scale setting
I have it to where the actual image doesnt but the text still does
Can someone please help me?

scarlet sequoia
#

why is my ui showing an extra element in the center of the screen after the minecraft happy ghast update?

#
const updateString = "hp:";
system.runInterval(() => {
  for (const player of world.getPlayers()) {
    const score = getScore(player, "Trauma");
    player.onScreenDisplay.setTitle(`${updateString}${score}`);
  }
}, 10);


function getScore(player, objectiveName) {
  try {
    const objective = world.scoreboard.getObjective(objectiveName);
    return objective?.getScore(player) ?? 0;
  } catch {
    return 0;
  }
}```
placid geode
scarlet sequoia
placid geode
#
{
    "namespace": "hud",
    "hud_title_text/title_frame/title_background": {"alpha": 0},
    "hud_title_text/subtitle_frame/subtitle_background": {"alpha": 0},
    "hud_title_text/title_frame/title": {"shadow": true},
    "hud_title_text/subtitle_frame/subtitle": {"shadow": true}
}
scarlet sequoia
placid geode
placid geode
#

try it

scarlet sequoia
scarlet sequoia
hybrid bear
#

hey guys who can help me with server forms ui

inner drum
#

how do i integrate this json { "namespace": "hud", "hud_actionbar_text": { "anchor_from": "top_middle", "anchor_to": "top_middle", "offset": [0, 20] } } into this json { "namespace": "hud", "hud_title_text": { "type": "panel", "size": ["80%c", "100%c"], "anchor_from": "right_middle", "anchor_to": "right_middle", "alpha": 0.5, "controls": [ { "sidebar": { "type": "panel", "size": ["100%c", "100%c"], "offset": [-10, -10], "controls": [ { "title_background": { "type": "image", "alpha": 1, "size": ["100%cm", "100%cm"], "texture": "textures/ui/hud_tip_text_background", "controls": [ { "title": { "type": "label", "text": "$title_text", "anchor_from": "center_middle", "anchor_to": "center_middle", "color": "$tool_tip_text", "text_alignment": "left", "layer": 1, "localize": false, "font_size": "medium", "alpha": 2 } }, { "Scoreboard_Image": { "type": "image", "texture": "spectral.png", "size": [100, 50], "offset": [ -5, 7 ], "anchor_from": "top_right", "anchor_to": "right_middle", "alpha": 2, "layer": 3 } } ] } } ] } } ] } }

#

someone please help im struggling

#

lol

whole jasper
#

Is there anyone who can explain how the binding_condition visibility_change works?

manic dragon
#

I believe when this is added the bindings apply only when the control's visibility changes

zenith bison
manic dragon
#

Yeah

#

This is used for preserving title texts so you can learn from there

whole jasper
manic dragon
#

The element itself and also for its parent because if the parent's visibility is set to false the child element's visibility is also false

simple crystal
#

can you set bindings for animations

weak cape
thorny nymph
#

Good afternoon everyone, how can I identify that the text is not MENU and that it does not start with §l§r§l§r?

    "binding_name": "#title_text"
},
    {
        "binding_type": "view",
        "source_property_name": "(not((#title_text - 'MENU') = #title_text))",
        "target_property_name": "#visible"
    }]```
weak cape
#
(((#title_text - '§l§r§l§r') = #title_text) and (not (#title_text = 'MENU')))
#

it checks if it does not include the tag and if the title is not MENU

dusty rune
#

is there way to make animated ui only plays when it shows? because its playing in background, causing this to be glitchy

#

yes recorded all if this in game, for somethin

inner drum
#

@placid geodegot it thanks

dusty rune
#

why the animated ui plays in background still

placid geode
#

how are you doing it lol

dusty rune
#

it works yet, plays in background still

#

I just wonder if there's way to make it only played while it shows in screen

#

like the fading title text when it shows.

placid geode
#

oh i see

#

"looping": false

#

in your animation

#

maybe that works

dusty rune
#

I did it like this, nothing happend.

#

still same error

#

oh well I guess this isn't possible most likely.

cerulean sail
placid geode
quartz axle
#

yo is there a way to get slider value from modalForm and

combine 4 slider to show RGBA color preview to the form/ui

dusty rune
#

alr

#

gonna test it now

#

asfgsd

#

@placid geode did it, nothing happened,

#

darn why my method doesn't work

#

it was almost perfect

placid geode
#

hmm idk

small hemlock
#

Hi, everyone.
I want to ask if it's possible to achieve this text-wrapping-around-image layout in server form UI (The box represent image, the horizontal lines represent text).

oak verge
#

maybe with some weird work around, like dynamically splitting the text into 2, 3 or 4 labels

plush pumice
#

Where is Json UI used for?

viral oxide
#

It’s used for UI xD

#

wdym specifically?

lean estuary
near quartz
#

Hello, I want to make a UI that is like the snow one, but how could it be made so that when interacting with the (effect) that I choose, that UI is put in place or is it not possible?

plush pumice
graceful elbow
#

i respect all the json ui devs here dwag, so much work!

cunning bridge
#

Is it possible to localize the text inside hover_text_renderers?
if not can we make an element that follows the cursor not go out of screen?

cunning bridge
#

When i use the vanilla hover text render it doesn't localize the text

#

And when i use my custom hover text renderer it goes out of the screen

#

Can i fix either of these issues?

broken trail
#

allow clipping false

#

@cunning bridge

cunning bridge
#

ok... i will try that

placid geode
#

if you are using server forms, try using rawtext like button({translate:'item.horsearmoriron.name'})

cunning bridge
#

i tried to set "contained": true as well, it also didn't work

chilly yacht
#

layering issue

#

also hover text doesnt accept raw lang texts

orchid orchid
#

Does anyone know how to make ActionFormData button cannot press? I only want to use img and text. I wanna make it show item list 😔

nimble mortar
#

Can we change the brightness level of brightness sliders?

#

permanently?

frigid drift
#

how can i stop making live horse renderer look in cursor

#

#look_at_cursor property bag doesnt work for me