#JSON-UI General
1 messages · Page 41 of 1
`thirst:10`.padEnd(20, " ") +
`bleeding:10`.padEnd(20, " ") +
`stamina:500`
try with that
maybe u need more chars
work
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
ok
and use padEnd(40)
`thirst:${getThirst(player)}`.padEnd(40, " ") +
`bleeding:${getBleeding(player)}`.padEnd(40, " ") +
`stamina:${getStamina(player)}`
I tested it again and it really disappeared.
hmmm i cant see anything wrong
it's something that has just stirred
Do you want the unicod? To test? This way you can test faster.
ok
undo all until here
ok
go to your json ui and change '%.20s' to '%.40s' and '%.40s' to '%.80s'
thats all what i did here
I undid everything back to the point where it was working.
hmmm
I changed the values, it ended up like this:
.
ok
now
`thirst:10`.padEnd(40, " ") +
`bleeding:10`.padEnd(40, " ") +
`stamina:500`
use that
-# should work bruh i just changed pad end
its working fine now?
yes, it is updating the way it should, but those texts are not supposed to appear
oh yeah its just for testing
add a - 'thirst:'
same with title_bleeding
- 'bleeding:'
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
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?
not that I don't recommend it, but there were some errors
first this preserved text
you forgot a binding
if you dont remember how to do that you can go to wiki
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.
yup
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.
It can also be 'stamina:' or 'bleeding:'
well its cuz #preserved_text wasnt being updated
.
this basically is a if #hud_title_text_string contains 'thirst' and if is not the same as #preserved_text, then #visible = true
the element becomes visible, and #preserved_text updates (because it has visibility_changed as condition)
hum.
then the element becomes invisible again because now #hud_title_text_string = #preserved_text
.
-# or something like that lol
you can see the example in bedrock wiki
Thanks man, you saved me from a lot of stress for tomorrow.
yeah dw
thank you very much, now I have the means to learn + thanks to you @placid geode
If it's a stack_panel just use #visible with bindings, if it's a grid, good luck
how can i disable scroll when its not in use or like theres no things to scroll
i want you to search for it since there is literally a property name that sounds like that
#1067870274894172260 message
Yeah it's a stack panel but it doesn't work though
I see this in https://wiki.bedrock.dev/json-ui/json-ui-documentation#focus
What focus_mapping do guys is there any documentation for this code
chatgpt work?
no
allow scrolling when content fits?
yeah lol
have tried that but it just hides the scroll bar and still scrollable
Not there, inside the button
And use form_button_text
ah I got it thanks
Help
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
Add "binding_condition": "once" in your bindings where you set the maximum grid items/collection length
I learned something recently... Grids are INSANELY optimized... 1000 buttons with ZERO lag upon opening..
why the hell cant stack panels be like this???
but then i realize its shit since it strictly follows the dimensions its received
does anyone know the problem to my ui bars?
Now hide the first button
i meant making things like a search bar is pain in the ass
ohhh yes
not possible
damn so
minecraft really
fucked us
grids = no lag but shit with bindings
stack panels = lag but good with bindings
u know whats crazy, netease edition has an element called "stack_grid"
what is netease?
china minecraft
bruh.
i was actually going to do this as i need 1 top button
just going to minus it from the button length
bro but thats like INSANE
i can do 10,000 buttons with barely any lag
insane
need answer
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
Either that, or is it possible to make a binding global so it’s accessible everywhere?
"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
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
wait is that actually only 29 characters 😭
wait no
nevermind, JSON UI sends post-translation messages for the binding which is unbelievably stupid but its okay
no § counts as 2 characters
so §e is 3
and rem is right
its 30
wait what...
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
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
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 = $page_index)",
"target_property_name": "#visible",
"binding_condition": "once"
}
]
}
for a bit of extra info #detail_default_selected_binding never changes, #toggle_state can change since its the state of a toggle pressable by the player
{
"binding_type": "view",
"source_property_name": "(#chat_visible and (not(('%.3s' * #text) = '§e') or not ((#text - '§l§eSKIN CHANGE') = #text))",
"target_property_name": "#visible"
}
is my binding wrong? this is meant to be A && (B || C), but I don't think my logic is correct because it always shows, even when I have a / entered in chat
What u trying to do?
I'm trying to remove text that starts with '§e', but keeps text that includes '§l§eSKIN CHANGE', and also only render chat messages if they were supposed to be originally
"messages_text": {
"type": "panel",
"size": [ "100%", "100%c" ],
"controls": [
{
"text": {
"type": "label",
"color": "$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
Ooook. I see
Lemme find something rq
alr, take as long as needed
#1373010146996916406 this maybe helps, you gotta use chat.json and the hud to work, because i think you need chat.json to work (ig), idk if u want something like this (it cannot display images.)
there's a ui file just called chat.json?
Yeah, chat_screen.json
oh wait im dumb you meant chat_screen.json
yep
beat me to
it
it gives me some pointers in the right direction for things to try, so there is that
I dont really know if Chat_screen.json Influences hud_scren
it doesn't afaik
I'm not a big JSON UI guy though, I'm literally just here so I can get something small done 😭
Oh well, try hud_screen without it
Same, lol
what is the software? i think it is convenient to design jsonui
This json ui software builer is only available in minecraft 'chinese' edition. It allows to see how the json ui looks without testing in-game,, We all are begging if we could ever get something like this in bedrock edition :(
it is part of Minecraft Chinese edition or separate executable?
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(?)
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.
"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?
maybe put the visibility binding directly to the "0"?
Oh by voice chat creator, you must mean SineVector.. You guys are recreating it? I am waiting for a JSON UI viewer for so long!
"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
what r u doing though?
trying to count how many times the visbility has changed
i need to detect if its the first time its been opened
My goal is to make it so both bindings work, so i need to combine them into one condition. so if i can detect if its the first open, i can use the 2nd condition, otherwise use the first
if anyone here knows how to wrap body text please help in here https://discord.com/channels/523663022053392405/1380908179252187239 🙏
Can you put a video instead of an image as uid?
Nope, you cant
anyone i beg 😭 🙏
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
But nothing happened
can someone help me make this hover?
im not sure where to start
i have the UI already
there is tutorial on wiki
i tried that it didnt work
ive tried looking into every post
nothing has worked
tried it again, id kwhats wrong
is ur button just retextured or smth? or custom
can i send you the file in dms? but i removed all the hover code
cuz i couldnt get it to work
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)
doesnt work. images from hud screen will not replcate themself in inventory screen
these images is not from the hud_screen, theyre from another file
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
so u can render those images inside the inventory_screen
you cannot control elements in other files unless you add them to hud/inventory screen directly
i was looking at the radium armament ui files and saw him using another file to add new images and render them using the hud_screen
you can pull elements from other files to use them in other file
in the new file:
"img_template": {
"type": "image",
"force_texture_reload": true,
"allow_debug_missing_texture": false
},
```in other files:
```js
"[email protected]_template":{***},
```so u can do that in both the hud_screen.json and inventory_screen.json,
so u can change the texture path using the hud_screen and the image will be updated in the inventory_screen
it will not
mhm
they are not linked rather they are just different clones
anyways, is it possible to make the screen blurred? like an image that will make everything kinda blurred
yes i guess just add the image
like a texture or an image settings?
i see,
anyone know how i can offset the button text for each buton?
simply remove the text for all buttons and create a new one for each one of them
-# afaik, i haven't tried it in my entire life.
that sounds like pain
nvm i just big brained it
just used a variable to change offset for each button
yo does anyone know if locator bar is a thing in mc?
like can I somehow enable it and experiment a bit
#minecraft #minecraftshorts #minecraftvideos #short #shortvideo #ytshorts #locatorbar #findyourfriends
Can it be used for other custom purposes?
I wanted to use it for timelines.
xd
Sed
alr
he its already in files
from UI side its renderer so you cannod really do much with it but rendering custom element on hud is fully capable to create such idea
and even better but it requires connection through title .e.g
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
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
nvm figured it out
Classic
nooooo
-# i mean is it possible to make this type of blur (just like a low quality image)
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
how do you rely on ai with json ui
does ai even understand json ui?
Nope
how do you work with ai and json ui at the same time lmao
anyways only guides i can recommend are the ones by dingsel and actually trying to understand it by trying stuff and looking at bedrock samples
i learnt json ui entiry relying on bedrock samples
I dont think you can create blurs through code, you just gotta put a blurred image
Impossible , mojang didnt add an visual effects options to json UI, well, excluding the freezing effect, cuz that is hard coded or is ore UI (cuz i didnt find it in the files)
i think its something similar to pumpkin blur
also
textures/ui/frozen_effect
I was meaning to the code, lol
Hard coded, so sad that they didnt add something similar
Is there any reference links you could send over?
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
Only bedrock samples
All other my codes are unfortunately closed source
when I get back in a minute I will send you the link
theres free json UI in https://discord.com/channels/523663022053392405/1072983602821861426
Yeah I’ve seen those
unfortunately this is how 50%(maybe) of learning json ui works
also you shouldn't steal it, but learn from it
Can someone help me with the basics of ui I'm a visual learner so if you need to dm do so
then go look at bedrock samples vanilla code
shows you how minecraft does it
Does the "and" condition exist in bindings?
Yep
& not
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",
}
]```
wow json ui got a whole family....
parent, sibling and child element
real
Hi! someone knows how to delete that dead space in the grid? i tried all and nothing works 
{
"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" }
]
}
}]
}
}
You can't 😆
In your form but first the buttons of your gride
yeah! that's what i'm trying rn xd
json-ui elemen tree is pretty much optimized. Lags usually cause bindings
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
I got it 
Noice
((#binding < 0.2) * 1) but it depends on what you need it for lol
Alpha
Or opacity
yeah i think that work for u
Ill try later, thanks
Btw, how it does works ?
0.2 as 20%? Right
Ok, it perfectly works (it could not be too visbible). theres a way to make it fade eery 0.1 when health draining? 🤔
well you can use the same binding without modifications
this but just #binding
Oh really?
But how to inverse that? , cuz I use title for that and the exacts values are between 1-100
(1 - #binding)
Health is percentage
Controls the health bar
Does it go from 0 to 1 or from 0 to 100?
0 to 100
((100 - #health) / 100)
but use a variable
"$onehundred": 100.0
(($onehundred - #health) / $onehundred)
or inverse
(#health / $onehundred)
So it takes it as a float
yup
yay
It's hard to explain... give me a few minutes xD
@oak verge
First of all, I have a grid that sets the maximum number of renderable items based on the form body's text. This text is a string, but it gets converted to a number so it can be used in the #maximum_grid_items binding.
"bindings": [
{
"binding_name": "#form_text"
},
{
"binding_type": "view",
"source_property_name": "(#form_text * 1)",
"target_property_name": "#maximum_grid_items"
}
]
The number is passed from the script like this:
const PlayerTabs = PlayersDB.length > 20 ? PlayersDB.slice(0, 20) : Array.from({ length: 20 }).map((_, i) => PlayersDB[i] ? PlayersDB[i] : "fp:ignore");
const PlayerTabsLen = PlayersDB.length > 20 ? 20 : PlayersDB.length;
const HomeUI = new ActionFormData().title("!fp:home");
const HomeUIButtons = [
// First 20 elements are player tabs
...PlayerTabs,
// Other elements to be accessed via collection_index
"fp:ignore", // Create (20)
"fp:ignore", // Import (21)
];
HomeUI.body("" + PlayerTabsLen); // Used as max grid items
HomeUIButtons.forEach((p) => HomeUI.button(p));
The form body sends the amount of elements that the grid can render, not the total number of buttons. This ensures the system can always fulfill the expected number of renderable slots, even if the number of player tabs varies.
To guarantee consistency, the buttons array is padded with placeholder elements like "fp:ignore" that are skipped during rendering in most cases. This allows us to reserve and manually assign buttons beyond the player tabs using fixed collection_index values.
"controls": [
{ "Connect@fp_forms::home.OreUI_White": { "collection_index": 20, "$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
Interesting
Thanks for the info, i appreciate it
np!
Interesting UI, What is that used for?
Because it looks like a player home tracker
It's a manager for Simulated Players
I'm migrating the entire custom command system with chatSend to custom forms.
why does everyone gets the same idea i came up with right after i came up with it 😭 but not when i actually needed this
Ty!
xDD
Who can make me a scoreboard system with UI I'll pay
is it possible to load a texture path string (e.g. preserved text = 'textures/items/apple')? if yes, how?
"texture": "#texture" // this is optional ig
{
"binding_type": "view",
"source_property_name": "#preserved_text",
"target_property_name": "#texture"
}
thanks
do you know what this is for?
Seems like it can be used for links
Something that ill never use (. . ")
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
you can use Ore-UI assets using "texture_file_system": "InAppPackage"
#1382630328824500355
Need help on this
Is there any AI to do jsonui?
just use from QwoUI
you can modify it
nty i already made my own
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.
I know it can be used to display image urls
I use it for Mineville
whait, that thing can be used for display URL img??
damm
yeah probably
u did the UI for mineville?
we can say that yeah
"jsonUI": false
i was joking nice job on the ui!
did u do the new ui on there?
yup
or the old clear UI

i think it looks good
oh yeah thanks
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...
stack_grid lol
well actually there is a way to "dynamically" change it but bruh
yeah but its not amazing
i meant like performance of a grid but features of a stack
"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"
}
]
stack_grid but only in china bruh
BDSX used to allow you to use an image url for the form buttons, but I've never tried using a url in scripts
u should try and figure out how
i cannot get it to work
tried just the link
http.get the link
all that
oh wait BDSX
i meant bds
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
Should JSON UI even be used for brand new addons or just skip straight to OreUI for futureproofing?
We don't know when OreUI will be released so I would not recommend waiting stopping development just for it
How do you look at that though
I think you were able to look at the packets in Hydra but I think it stopped working bc you need the pdb file
Maybe using an old BDS version would help but I'm not sure if that kind of things change every version
Did you try to Change to any other Texture fily system?
I've been trying, nothing really made any difference except for StoreCache
It made every other texture go as if it was missing, but the URL didn't work
Maybe this is the issue
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
yeah
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)
Are you gonna use another software for the form?
One that allows urls
ima see how mineville does it
Well, now that's not good
🧩 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!
xd
how can i make a btn that types the command in chat
For what I’m aware I don’t think that’s possible, if it is that would be pretty massive
Well, it is possible
https://discord.com/channels/523663022053392405/1382887766253240464
Interesting, can it do it without the chat screen open?
No
Ah ok rip
do u know how to do that
i think he just said no
I mean I used it to make the emoji panel but I have no idea why and how it works 😅
Is there any way to make an ui compatible with every addon yet?
How can I make it so a property set by a binding can be shared with a child element?
"resolve_sibling_scope": true
in the binding
quick question, is there any way to make blur effect on json ui?
no
ok
Sadly ,no, but, you can take a blur effect image and use it in game
that's what i want to do now
In the child or the parent?
child
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
Nvm, I thought the offset would affect different on different devices but I was wrong
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
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'
}```
aint no way there's an atom renderer in json ui
Education edition
is it possible to make custom server form without interfering other custom form? (different pack)
any way to change the hue of an image with json ui
Can you say with which features you used for the continent and drag ui?
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.
add "font_type_backup": "MinecraftTen"
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
yeah glyphs works only with default font
Hey I want an help i want an tutorial to learn json ui if anyone have so kindly send me pls
Omg. YOU FOUND ENDERMAN SHINY! (A.K.A White enderman)
Continent is pretty easy just when you hover a new image with outline and overlay gets on top. Draggavle map was a draggable container that is twice as big as the shown container. I could show the code for the draggable map just let me know
Remove §l
Would be really cool
I can show you when I get back home
Guys where can I start to learn these and make UI and custom buttonssss
Hey I want an help i want an tutorial to learn json ui if anyone have so kindly send me pls
"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?
@gusty tide yes, we did managed to resolve that post.
yay im home
i definetly did not take a nap right after school that took 7 hours
lol
Hey people, don't trust this guy
They just blocked me after receiving the UI before sending the payment
Damm
Is there a channel for selling UIs in here?
At the very least I don't want this UI to get to waste
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
if people are genuinely interested, they will ask if you sell it
I see, thanks for the help
That's mine
Wait
☠️
What
That's the one he didn't pay me for
Ohhh
Check the code
Yes
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*
Ok
Try to delete all this conversation I'll dm you once I did what deserve
💀
Maybe later I'm at school
Um guys, you might want to talk about this type of shi in #off-topic or somewhere else
I believe that's an alt of CrescentTM2
I was actually trying to figure out if that was the case
That explains why they were trying to defend the scammer
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
Yeah he made it too obvious, lol
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
how do i make something to capped on a max length then move to other line?
max_size
thank you
It is against the rules to post paid jobs here to start with
Also 80$/week is a scam in it self
When we talked we agreed for selling him my UIs, not a long term job
That's a lot of effort
Yeah, they look good as well
Thanks, I guess I will showcase it and wait so see what happens
it looks decent but i seen this type of assets quite alot somewhere.
Yeah I'm not really creative
Also this aint worth 80$ either
Why so direct
It's something you could make from #1072983602821861426 and slam it together.
the layout looks oddly familiar too.
Actually the only thing I used from dev-resources was the searchbar
the design is uh, not my place to judge but i recognize the button asset.
I didn't know there were so many things in there
I mean, anyone can make a gradient button so its expected it would look similar to others
exact same button asset but yeah
UI looks decent but not really worth more than 60$+ to me tbh
Well, I can tell you I didn't take it from somewhere else, it must be a coincidence
i expect some cool unique designs, not a weird generic designs that are made within 1 hour.
Are you mad at me or smt
not really but i seen this type of designs too much here.
and people thinks that it's worth like 100$
As I said, I'm not very creative so I usually ask people what they want their forms to look like
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.
I mean, not because there are too many forms with similar designs it means they are worth less
but hey you do you im not judging
JSON-UI designs and packs do not worth that much. it's basically HTML/CSS but JSON. you're wasting money on something you could just make from a template or few 200 lines of codes.
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.
It may be really easy for you, but believe me I know many people that don't even know what json is
if you make addons, obviously that's all JSON. (except server-api) people will know what JSON is.
Not everyone make addons
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
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
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.
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
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
So if the game costs 5 dollars the commmunity creations have to be worth less?
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
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
regardless if it's single UI or not, it's still not worth more than 80$ or up.
Well, you can set your prices to how much you want
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.
yeah you can but that's like reselling a iphone but instead it's 2000$.
it's like you're buying expensive things but turned out it's just generic template packs
That's obviously worth way less than any project made from zero, but if you buy it even knowing that, that's bc you don't want to slam those templates by yourself
I'm not defending them tho
that's like paying a fiverr to move your folder in windows for you 😭
if people get that lazy then i don't know what else.
As I said, there is always people who hate doing it by themselves so they would pay anyone who can do it for them
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
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
high demand low supply
honestly, that is for the best, high supply will just leave us with ton of none compatible addons
what i meant is low supply for people who know how to work with json-ui
excluding people who follows "whatever works" mindset
I am kinda that type of guy 😅
Bruh I just found who is better on the hud_screen and that's jm_afk why you accusing me
You could all judge me but just let you know I don't know the fucking Jayde guy
How do I change green color (slot hover background)
@runic portal damn looks like ur ui is still making the rounds for “inspiration”
Oh you mean this
I repeat as I said, I ask the clients what they want their UIs to look like
It's not about replicating designs, if they hand me a screenshot instead of a concept made on Paint that's not my problem
🤣
Yeah my design
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
😭
nah 🤣
i dont think zak cares pal
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
you're all good dude, i dont think theres anything inherently wrong with taking ideas from a design i just think you should always try and make it your own yk what i mean
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 .
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
anyone know how to fix this?
my ui was working before
nvm fixed it
my files got reset
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"
}
]
}
}
}
]
}
}
How it works?
Do you need to bind #qr_code_content with the text you want?
correct ✅
Niceee
Wait.. So you can generate QR codes with this??? If I us well.
And does the #qr thing be changed to detect certain texts? (. . )
can anyone help me with a issue i had
WOAH
i didnt know that existed
Never knew something like this existed
That answers my question
thats gonna get patched i bet
idk what you're referring to, but basically #qr_code_content refers to the text that the qr gives you when you scan it
yep i think so
still, its a good alternative to url buttons ig
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.
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?
Does anyone know?
oky, I found it
highlight_slot
thats pretty cool, are there any more renderers like that?
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.?
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
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.
If you want to get the score using UI it's necessary to display the scoreboard
So, my only option is the title method?
Where I embed the score into the title but make the control invisible.
You can do that ig or you could display the scoreboard but set its alpha to 0 so that it's not visible
I do.this using score name, its not a title and not actionbar
It's a test, I can modify the texture etc etc
Is score name a binding?
(#hud_title_text_string - 'thirst.') * 1 = 3
Is this condition written correctly?
And yes, I'm removing 'thirst.' and then extracting the leftover number
i need help concerning hud screen image i want to add, can someone help me pls?
i prefer in dm's if possible
"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": "$tool_tip_text",
"layer": 31,
"text_alignment": "left"
}
}
]
}
}
]
}
``` how can i make the subtitle not move the position of the main title?
Looking for ui depelover
bro this clown
GIET OUT 🗣️
GIE- 🗣️🗣️🗣️
GI- 🗣️ 🗣️ 🗣️ 🗣️
G- 🗣️🗣️🗣️
- 🗣️ 🗣️ 🗣️
🗣️🗣️
🗣️
69,000 bitcoin per hour, is that good?
goodie json ui devs cooking up
Is it possible to use expressions or conditions in offset, by that I mean is it possible to either:
- Perform operations on offset using variables (e.g. offset: [9*$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
Use variables array
https://wiki.bedrock.dev/json-ui/json-ui-documentation#variables-property
is it possible to make more than one progressbar in hud ?
i think i shouldnt make it a progress bar
-# yes, i am making AppleSkin fir bedrock
No.
Looks like it's from some skyrim game 
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
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
dam
Is there any way to make an ui thats compatible with any addon?
how to modify or remove hud_title_text/title_frame/title_background using modifications?
i just want to remove tip text background
why isnt it downloading
"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.
Bro says that hes a dev of a server in his bio
And gets paid 144k+
😭 😭 🙏
Every month, i mean, bro likes bitcoins
Makes six figures, still can’t figure out six letters.
What if he is looking for a depe lover? We don't know that haha
He made another post and said he'd be paying 50-80$ / week
Bro there that guy stinks
he's really into it, lmao
Bro likes to be mr scam
surprisingly, he's not banned yet
I mean, someone report him... Right?
maybe
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.
which black box are you talking about, it would help if you could provide a screenshot.
did you mean the screen animation' box.
why do I get fake buttons if I use grid
share it with us
this is what im going thru, and ive managed to fix this
"hud_title_text/title_frame/title_background": {
"visible": false
}
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
tbh, what else can you call that. he provided the ui you requested and didn't pay him
yeah syfm man u tryna call me scammer after creating an alt account which is obv you
js gave u a chance to have that ui
lmfao, yikes
just make a new email address to use paypal?
thoughts? :D
instead of adding shadow to the white title, make it like #030303 color instead
Opinions... You should try to make a opening animation when clicking
am not sure how
wtf is wrong with you just say "make the color black instead" you psycho
when u click the chest there will be a particle animation once opened
its entirely not color black, it matches with color of the bg
wdym?? color?
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 😭
can pay but not a shit ton
I want example jsonui texture pack
@weak cape u have example server form?
stop asking and open youtube
use bedrock samples
or google for open source rps
I could not find any example
try better
you can find plenty of resource packs
either here in discord, github or just everywhere
or use bedrock samples
best tutorials
look around for templates on #1072983602821861426
thanks
Does anyone know how to get the old bow punching animation thats been changed since 1.16? been looking forever
how do I show two forms at ones
is hover slide in and out (or offset) animation possible in buttons? if yes, any sample
qr code renderer, real?
yes
yep nice
I hope mojang do something similar in ORE
add a white border for easier scanning
what are some of the current ore-ui implementation? is there any?
Play Screen, Achievements Screen, Profile Screen, Audio Section in Settings
But not editable
yet idk about the future
dang, thanks
Is ore-ui using react.js or just html and css?
I don't know
react js
How to remove specific buttons from player screen? like jump/attack
hey uh, is it possible to change the image texture path using chatmessage?
Wait ore-ui is now added?
Technically it is. But isn't intended to be changeable.
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?
Yeah
show me an example,
it should change the texture only when it includes test:
anything after the : will set as the texture path.
I can't, I'm at school rn
ah,
i will be sleeping for the next 8h
so when u get home, dont forget to show me the example, cuz I really need it.
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!
Didn’t your father died in a tragic accident?
Yeah I'm talking about my Step Father There
can u now?
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
sybau json noob
maybe just a random texture bug idk
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
subtitle background lol
The dots at the bottom, are those image cyclers as well?
no, grid_page_indicator
I see
how can i make the highlighted texture invisible of an item in my chest GUI?
i still want it clickable, just no highlight
Woah nice
is it possible to import a font
someone can read my post and help me?
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?
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
I don't think there is, also this should be on #1067869136606220288-general
thanks and i apologize
or wait, can i perhaps use json ui, inside my custom gui json file to make all item textures enlarged?
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?
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;
}
}```
something like a black rectangle?
yes sir
{
"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}
}
so this will hide it?
it works thank you so much
can you check my dm if its not bothering you i wanna propose something
hey guys who can help me with server forms ui
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
Is there anyone who can explain how the binding_condition visibility_change works?
I believe when this is added the bindings apply only when the control's visibility changes
Like for the one frame the visibility changes?
Does the visible trigger apply to the element itself, or the parent, or another element referenced by source_binding_name?
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
can you set bindings for animations
You can scale the image using ratios
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"
}]```
(((#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
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
@placid geodegot it thanks
Cool
what's the point if this bug is still there😭
why the animated ui plays in background still
how are you doing it lol
By title, before you ask I even tried with bossbar and same thing still happen
this is the animated image
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.
hm? I will see
I did it like this, nothing happend.
still same error
oh well I guess this isn't possible most likely.
I have no idea.
without ""
yo is there a way to get slider value from modalForm and
combine 4 slider to show RGBA color preview to the form/ui
alr
gonna test it now
asfgsd
@placid geode did it, nothing happened,
darn why my method doesn't work
it was almost perfect
hmm idk
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).
maybe with some weird work around, like dynamically splitting the text into 2, 3 or 4 labels
Where is Json UI used for?
move / customize aspects of UIs
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?
Ohhh
OK, thanks.👍
i respect all the json ui devs here dwag, so much work!
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?
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?
ok... i will try that
if you are using server forms, try using rawtext like button({translate:'item.horsearmoriron.name'})
i am not
it did nothing, it even says in the wiki that it does nothing without clip_children
i tried to set "contained": true as well, it also didn't work
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 😔
