#JSON-UI General
1 messages · Page 46 of 1
perfect
Can anyone tell me why the buttons don't appear when they should in the UI?
They should receive the texture if the name contains true
But it's not working
In fact, apparently they are not even working.
And the game is not showing any error
Could this be what is causing the problem?
maybe
@weak cape
Do you have any ideas? From what I see you know a lot about JSON UI
I'm just a stupid beginner
how do I scale the size of an element to the size of its parent element?
nvm I got it
What do you need help with?
For some reason the buttons are not appearing correctly
When the button name has 'true', the texture should appear
But that's not happening
And it also looks like the buttons are not clickable
But since they are visible I can't draw that conclusion yet.
"button_template": {
"type": "button",
"anchor_to": "center",
"anchor_from": "center",
"offset": [0, 0],
"size": [40, 40],
"collection_index": 0,
"collection_name": "form_buttons",
"controls": [
{ "button_texture@server_form.button_texture": {} }
],
"button_mappings": [
{
"from_button_id": "button.menu_select",
"to_button_id": "button.form_button_click",
"mapping_type": "pressed"
},
{
"from_button_id": "button.menu_ok",
"to_button_id": "button.form_button_click",
"mapping_type": "focused"
}
]
},
delete "collection_name"
{
"binding_type": "view",
"source_property_name": "((#form_button_text - %.2s) = 'true')",
"target_property_name": "#visible"
}
thats just completely wrong, no clue what you wanted to achieve with that %.2s
(#form_button_text = (#form_button_text - 'true'))
can a child be in a layer bellow it parent?
set layer to -1 i guess
This should remove the first two characters, right?
ah, thanks it worked
no need you can just check if it has true instead of checking if it is true
Do I need to leave the collection name only in the "minigame_buttons" panel?
I didn't understand
In case I try to remove the string, how did I check the title?
yes
and change the panel to collection_panel
So any sort of modification is allowed?
For world templates I mean
I managed to make the buttons appear
I used the default buttons without texture
The texture is still not working
But at least now the buttons appear
I think you are not selecting the Collection index correctly
How I can add to this more prefixes?
"($prefix = 'test1')",
Like this: "($prefix = 'test1' and 'test2')",
??
"(($prefix = 'test1') and ($prefix = 'test2'))"
but that will always be false, what are you trying to do
I need to detect 16 prefixes. So if my entity has prefix = test1 or test2 or test3 ,etc. It will have the same result
replace and with or
I tried that, but it didn't worked
($prefix = 'test1') This works by itself?
In chest_screen, yes. I made tests and I needed to copy every value as self brackets. So it worked after couple times
Can anyone tell me why the texture doesn't appear even though the button name has 'true'?
Is it possible to reduce the height of the lines in my gui? like I want the verticle spacing between lines to be smaller
nvm I found it. line_padding with negative number
help??
not possible
so, this is impossible?
yeah
it would be uhh
"#color": [1,1,1] in property bag eithet way
but you cant make it dynamic since u cant parse arrays or anything
try with (not (#form_button_text - 'true' = #form_button_text))
just make sure your string doesn't have a number at the beginning
20true -> §r20true
whats the maximum value of layer? i tried 2147483647 it didnt work
why lmao
just curious 
well idk i never thought i would need this information lol
What's the button id for opening pause screen?
Thank you guy
The problem was this
It started with a number
Well, I guess that's not a problem then.
After all, before giving an error due to maximum layer, your PC would explode due to lack of GPU.
Sometimes, a number or a "nan" word can mess up the bindings. So I use this: ((('§z' + #title_text) - '') and (('§z' + #title_text) - $cosmetic_list) = ('§z' + $string + #title_text)) or (#title_text = ''))
where $string is non existing variable (dummy)
that was an example for showing a normal form
I'm trying to make a custom sidebar and want an image above some text, what is the best way to do that? Should I have a panel with two controls for the image and text? Or should I have an image with a control for the text? Maybe something else entirely?
How do I remove the entry and exit animations from a form?
Is there something like this but for the action bar?
"binding_name": "#hud_title_text_string"
?
To get the actionbar text?
They gave me this code, and it only runs when I use the title, and I want to run it with the actionbar but I don't know how.
"action_bar_control_0": {
"type": "panel",
"size": [0, 0],
"bindings": [
{
"binding_name": "#hud_title_text_string"
},
{
"binding_name": "#hud_title_text_string",
"binding_name_override": "#preserved_text",
"binding_condition": "visibility_changed"
},
{
"binding_type": "view",
"source_property_name": "(not (#hud_title_text_string = #preserved_text) and not ((#hud_title_text_string - $update_string_0) = #hud_title_text_string))",
"target_property_name": "#visible"
}
]
}
Okay, I'll try, thanks
I already figured it out guys, add this to the server form ui
"[email protected]_screen": {
"$screen_animations": [ "@server_form.screen_exit_animation_pop_wait" ],
"$background_animations": [ "@server_form.screen_exit_animation_pop_wait" ],
"$screen_content": "server_form.main_screen_content",
"force_render_below": true,
"low_frequency_rendering": true,
"render_only_when_topmost": false,
"render_game_behind": true,
"button_mappings": [
{
"from_button_id": "button.menu_cancel",
"to_button_id": "button.menu_exit",
"mapping_type": "global"
}
]
},
"screen_exit_animation_pop_wait": {
"anim_type": "offset",
"easing": "linear",
"duration": 0.1,
"from": [ 0, 0 ],
"to": [ 0, 0 ],
"play_event": "screen.exit_pop",
"end_event": "screen.exit_end"
}
why is the sound so lagged lol
Anyone ^
I can't find it anywhere ;-;
"third_party_server_screen": {
"$screen_animations": [],
"$background_animations": []
}
There's none.
;-;
menu_cancel doesn't do anything
menu_exit hides everything on hud screen
But how does esc key open pause screen?
Hardcoded.
Ig no luck then ;-;
Yeah, it doesn't make sense for mojang to add something like that.
can you show something from pause screen even if pause screen is off?
you either press ESC key, start key (if controller) and menu button (if touch — they're hardcoded outside JSON-UI nonetheless.)
i want post it notes ingame, need it to show at all times
You can, by tricking ofc.
instead you just do not close the pause screen and leave hud screen rendering as usual
the same trick people commonly used on these so call "client" resource packs.
The same thing applies to chat screen, effect screen, inventory screen etc but it's kinda bannable if you're playing on servers.
i see
So basically, I let the pause screen running, but make it not capture any buttons. How do I make it invisible whenever player closes it?
Im trying to figure out json-ui, what is the standard way to get two elements to stick together? Like I want an image next to some text, but I'm not sure how to make sure they are next to each other.
use stack panel
and place these two in controls
Add actual close button somewhere else.
Hey friend, could you write me privately and I'll send you my code so you can help me ;c?
I tried to use a stack panel, but it wasn't behaving well with anchoring. What would you use to position it?
use a panel and inside that panel the element, either image or text
so it is in the middle if you mean that
I was trying to put the stack on the side of the screen, but it wouldn't leave the center.
Maybe I could put the stack into a normal panel and anchor that one to the right side
what is the size of the stack panel
I don't think I set it, should probably be 100%cm?
Oh wait, I think I set it to 100%, which would have just filled the whole screen, meaning the anchoring did nothing since the right side was already touching the right side of the screen.
Right?
Someone who can help me with something please ;c, write me a private message and I'll explain what I need help with. It's with the hud_screen
You can ask here or make a post in #1067869374410657962
That's it, friend
Correct
Sure
what are common reasons that UIs crash your game? mine is crashing rn and I'm not sure why
grid without item template
bindings
no screen where screen is necessary
I solved the crashing issue by deleting some unneeded stuff, but now I have some elements not showing up. do you mind having a look? #1420896430985449612 message
#1420952688413118494 Need help
when publishing 🗣️
I forgot about that lol
Also I later found an issue. The dynamic one works well but the static string for some reason misses the last character. In the video, there was supposed to be a full stop at the end.
tbh i just want to know (if you did it) turned string into a binding
It's more like replacing the characters of the string with something else, all using string formatting
also i forgot that too but i still haven't found a fix for that stuff on my end, well. too busy for other stuff of course.
i kinda fixed and not fixed it as it works only certain chars and other than that, it's back to spamming.
Does ( work for you?
) works for me but not (
Yeah it works.
both of them.
but for whatever reason if i type something like, h or s, it just spams all over again like usual
there's not much i can do so i go to work other stuff.
If I do "#(": "(", this doesn't add anything
But "#(": "a", this adds a
So ( doesn't get added for some reason
These are operators related things, so you gotta have to turn them into string if possible.
but it will be hard considering that it turns into value/operator instantly in cases like these. but I don't think it's needed anyways.
Huh, looking at it. it's almost identical to mine tbh
except that my output is something that bugs me alot
('%.' + (#iterator + 3) + 's') * #output + <char> this is the part that prevents spamming
it makes sense why if you think about it
anyone here knows how to use "animated_gif_renderer"? seems it only supports absolute file paths and not relative to resource packs
that's not a good sign
needing absolute path?
i need relative paths (so i can put gifs inside resource packs)
do it using stack_panel/grid and offset anim
the gif renderer doesn't work with relative paths
i know it
I didn't mean to say you don't
sorry if it sounded like that
but using gifs makes everything easier, and better performance overall
#1421013800512917524 message
Do y'all think he used titles to transfer block position and color?
But the title would've been massive
When I make an element invisible in Grid (form), a hole appears in the place where the invisible element was. Since ignored doesn't work with bindings, is there a way to fill in the element?
fill it with what?
fill was wrong. Basically what I want to do is to eliminate the white space caused by hidden elements.
Add a background image behind the grid
I want to eliminate this unnatural space.
ohhh
When exactly do the elements become invisible?
Not possible in grids
Yo question rq
My third button goes over the border of the background image on the right side
This is because there is no scroll wheel there
How can I detect if the scroll wheel exists or not?
What this does is add tabs to the form (you can see them a little on the right side of the screen).
The trick is to place a scolling_panel on each tab, and then place a collection of buttons on all of them, just like you would on a normal form. Then, you hide any elements you don't want in the tabs with #visible.
{
"binding_type": "view",
"source_property_name": "$condition",
"target_property_name": "#visible"
}
Why not separate each tab into its own form with its own buttons + persistent tab buttons?
Does that mean specifying the positions of all buttons etc. on the resource side?
Is it possible to change the element generated by the form button factory from a grid? Also, what type of element can achieve this?
That's not really needed either
If you have 6 tabs, then the first 6 buttons you add to the custom form should be treated as tab buttons (OR you can identify tab buttons via the button's name)
And you position accordingly
And the rest of the buttons you show normally on the left side
Once you click one of the tab buttons, it closes the form and opens a new one containing the same first 6 tab buttons + a new set of buttons related to the tab that was clicked
I think that's a good method, but I'd prefer to complete it in one form if possible.
I used a boolean value for the condition to set false to 0 and true to normal size, but for some reason all the buttons ended up in one place.
When I tried to use #size_binding_ it crashed, so I put the bound value into the normal size
One message removed from a suspended account.
One message removed from a suspended account.
Is there any way to customize the new ui in mcpe or revert it to old ones, i tried so many other packs and none of them are overriding or showing ( i need the custom ui to take effect on the world selection screen)
Do you mean the OreUI?
In that case you can override the textures
and temporary turn the OreUI off using some methods
but using RP's you can do anthing else yet
So this type of ui is not possible for now?
Stacked up worlds, then the cover pic is in the right side
How to make a screen like that?, Can you teach?
idk what im looking at
is that a custom spyglass
How can I do that?
Add "$scrollbar_always_visible": true
Can someone tell me when Minecraft added the "An error has occurred" message? It's kinda ruined the custom disconnect text message
you can just remove it in lang
or go the route with JSON UI
is it on every language?
"[email protected]_screen_text": {
"text": "#text",
"modifications": [
{
"array_name": "bindings",
"operation": "insert_back",
"value": [
{
"binding_type": "view",
"source_property_name": "(#title_text - '<insert lang key here>')",
"target_property_name": "#text"
}
]
}
]
}
yes
I think something like that should work
although you need to find the specific lang key for the "An error has occurred."
ok
bro i freaking hate it when i leave one comma in a wrong spot and my whole game crashes cuz of it
would anyone know how to add padding between elements in a controls array
i know it relates to size and panels
but ive tried myself and couldn't understand
depends what the type of the parent is
panel has a different way to use paddings than a stack panel
well im using panel
whats the difference in use between stack panel and panel?
stack_panel is a list, panel is a container that has the same placement for all its children. stack_panel displays all children in a specific orientation.
You can set the offset, anchor_from or use a panel to set it in a specific way.
i see
i dont want that "same placement"
i am kind of trying to separate the elements
What do you want to achieve?
You would need to either explain or show
Or just try it yourself
Try using offset or anchoring like i said earlier
Is there a way to use a custom animation (will show in full screen) ingame that uses frame images that has custom duration and starting point frame for looping when reached the end frame for all png files?
(120 images)
Starting from image 1 to 120 with a customizable duration to control all images and when reached the end image it will start from a specified image number instead of going back to 1
i have labels that contain 1 text of letter, and they are in the same controls, but a panel contains these controls
i want to space them out
pad between them
In that case you can actually use a stack_panel
alr
{
"stack_panel": {
"type": "stack_panel",
"size": [
"100%",
"100%"
],
"controls": [
{
"first_label_panel": {
"type": "panel",
"size": [
"50%",
"100%"
],
"controls": [
{
"label": {
"type": "label",
"text": "Left Side"
}
}
]
}
},
{
"second_label_panel": {
"type": "panel",
"size": [
"50%",
"100%"
],
"controls": [
{
"label": {
"type": "label",
"text": "Right Side"
}
}
]
}
}
]
}
}
Something like this
ohhh
thank you i will try
You could say that, how do you make the UI appear "/tag @s add iris", how do you make it?
This is not possible, only using server forms
There is no way with UI alone
You can do it by sending a title to the player if player has the tag. And make the UI visible depending on that.
But you can't detect on UI side if player has the tag.
Is it possible to make animated textures on screens?
Flipbook anim/aseprite anim
So yes it is possible
Great! im gonna learn how to add a texture into json ui screens now 😅
type image
no no
"my_image": {
"type": "image",
"texture": "textures/ui/mytexture",
"size": [24, 24]
"anchor_from": "top_middle",
"anchor_to": "top_middle"
}
and the best easy way to reference this element would be putting it in another element's controls
Oh! Thank you! This will be very useful, does this have support with flipbook animations too? Hang on i should read the entire page first 😭🤣
yeah i did something like that before, still had no idea why until i rewrite everything and uses regular lowercased chars instead of unicode chars, turned out. this is unicode issue.
got it working by myself though after few hours today, even funnier thing is my output looks even more identical as yours somehow
though the length ones is different still.
I have unicode that I put in a label control
When I change size to something smaller than 16x16, I want the unicode to look smaller as well but that doesn't happen
What do I do?
is there any current documentation for Ore UI, at this point in time, currently?
i know there is a github repo
yeah, was looking at that, but the initial GitHub link links to basically the software or coding language or whatever used, which seems to be mostly based on react, but I'm trying to figure out if there's a way to use the new Ore UI, to make every source pack, similar to how you would make one for JSON UI, but not really sure where to look
I have documentation for the API, not sure if that's helpful in this case or scenario or not
The second one(referring to that two links on their GitHub) is for contributions it seems like
afaik there is no oreui documention on how to use it in minecraft
: (
it is not released/published yet
have there not been any leaks as to usages and such?
technically the new worlds/servers/realms screen
This looks interesting...
https://github.com/QYCottage/ForceCloseOreUI
I meant like usages as in bits of code that can be used by people other than the Minecraft developers
nope
sadge
tbh I didn't expect the static string to work like that. I was trying everything that came to mind for the loop condition. Until that one worked. I didn't even realize it wasn't including the last character for some reason. And I still don't have a better way lol
I don't think I was using length for any of the two
You can either use font_size or font_scale_factor
Actually I just want to make a bar costume, So I want to learn that.
the length is required all right. though there's another issues that i don't bother fixing atleast anymore.
- Unicode does not work and causes length value to cease exist. — Somehow deleting them by backspace does randomly allow them to render output properly.
- Emojis, Glyphs and etc add length by 3 instead of 1 and do not render output.
don't know if it was the same as yours but yeah.
I didn't really try glyphs but if a character doesn't render, it stops the loop right there and ignores everything following that. But I don't feel like working on it anymore
I had another one that is unicode exclusive that works but unfortunately the moment you put \n or any 1-3 chars, the thing crashes the game lmao
I don't even remember how many times my game crashed because I put some number wrong lol
but yeah i don't think it's worth it
if the game crashes it's probably the value going below minus.
Yeah I figured that out later
these %.<thing>s does not like negative value
also there's another issue
apparently deleting chars just, make it not update properly?
and sometimes it'll just double delete and return to normal
not sure if you have that issue too.
Yeah it sometimes deletes more characters
though the length value are unaffected.
But typing another character fixes everything
And deleting too many characters at once causes some lag
not for me i suppose.
It freezes the game for a bit
i never have any freezes or stutters whatsoever when typing or deleting too fast tbh, on a low-end laptop (2019) btw.
But it doesn't happen if you delete normally
Windows does that too
It mainly happens if I try to delete it all at once using Ctrl A
I tried it with 100 chars
And my game freezed for 2 seconds or so
i test it by pasting the entirety of placeholder html string and delete it using ctrl+a.
but yeah
i do test on my phone while working on yesterday and it doesn't have any performance issues whatsoever
no freeze or stutter too since i do spam placeholder stuff from my clipboard.
tbh the freezing is the only performance issue I've seen so far
And it doesn't even happen when typing normally
Only when deleting too much at the same time
I tried pasting really long strings before no issues whatsoever
yeah it doesn't seem to have any issues.
though gotta remember that output runs about 10 or 15 times instantly when changing something.
i suppose this might be the case if you're deleting chars.
Is it even possible to stop that from happening
If binding conditions worked for view type bindings I would try to optimize that
But I don't want to bother with it much tbh
Unfortunately no, well. kinda, you need to use bindings condition thing but that is kinda buggy the way you think about it.
you can go with once, which the output will only run one time, literally after that it does nothing.
then there's "when visible" thing which i don't think that gonna work either
visibility_changed also not gonna work aswell since i tried.
but yeah every bindings runs at 10-15 times when there's changes. which probably explains why my chars are spamming exactly that amount.
bindings condition do work on view type if i remember correctly.
but it's just insanely buggy to mess with.
In my case it was 20 every time so all characters spammed 20 times
It didn't work when I tried not once or visibility_changed or anything
{
"center_image": {
"type": "image",
"layer": 1,
"alpha": 0.8,
"texture": "textures/ui/hud_tip_text_background",
"size": ["100%c + 10px", "100%c + 10px"],
"offset": ["0px", "0px"],
"anchor_from": "top_middle",
"anchor_to": "top_middle",
"controls": [
{
"middle_text": {
"type": "label",
"alpha": "@hud.anim_actionbar_text_alpha_out",
"layer": 31,
"variables": [
{
"requires": "(not $title_shadow)",
"$show_shadow": false
},
{
"requires": "$title_shadow",
"$show_shadow": true
}
],
"shadow": "$show_shadow",
"anchor_from": "top_middle",
"anchor_to": "top_middle",
"text_alignment": "center",
"offset": ["0px", "2px"],
"color": "$tool_tip_text",
"text": "§h§lT E S T"
}
}
]
}
}
How I can make, that if there is no text in label, then background image won't be showed?
How are you setting the text
Using bindings or variables?
"text": "('%.1000s' * $atext - '\t')"
$atext = $actionabrtext
Probably it's wrong, because it's old code, but I wanted to re-do it
It worked in scripts as a splitting text
Use variables array to detect if the text is empty
And set visible false using variable
I've tried using parts from title/subtitle, like this:
"variables": [
{
"requires": "($atext = '')",
"$hide_background": true
},
{
"requires": "($atext != '')",
"$hide_background": false
}
],
"ignored": "$hide_background",
But it's showing an issue that there is no $hide_background in ancestor tree
Use visible not ignored
yeah it is buggy sometimes.
it certainly does work before and is required for a certain UI system of mine to work.
Okay, it didn't worked as I assumed. Now, whenever text is presented or not, it is not visible:
{
"center_image": {
"type": "image",
"layer": 1,
"alpha": 0.8,
"texture": "textures/ui/hud_tip_text_background",
"size": ["100%c + 10px", "100%c + 10px"],
"offset": ["0px", "0px"],
"anchor_from": "top_middle",
"anchor_to": "top_middle",
"controls": [
{
"middle_text": {
"type": "label",
"alpha": "@hud.anim_actionbar_text_alpha_out",
"layer": 31,
"shadow": true,
"anchor_from": "top_middle",
"anchor_to": "top_middle",
"text_alignment": "center",
"offset": ["0px", "2px"],
"color": "$tool_tip_text",
"variables": [
{
"requires": "($atext = '')",
"$hide_background": true
},
{
"requires": "($atext != '')",
"$hide_background": false
}
],
"visible": "$hide_background",
"text": "('%.1000s' * $atext - '\t')"
}
}
]
}
}
You do realize that you're hiding the text here not the background, right?
And there is no != operator in json ui
Yeah, I found it like 2 min ago... My brain not braining today
"(not ($atext = ''))", is not working either
Okay make sure you defined $atext
And check if true and false is swapped or not because it's swapped here
$atext is defined in parent panel like this: "$atext": "$actionbar_text",
And I've tried both combination with true/false,
"variables": [
{
"requires": "($atext = '')",
"$hide_background": false
},
{
"requires": "(not ($atext = ''))",
"$hide_background": true
}
],
"visible": "$hide_background",
This combination worked, but still as a screenshot show, there is this little thing...
Is there a way to check which slot the player is holding via resource pack only?
Yes
But it's not simple
Oh how?
I thought it was impossible
I'm guessing it's not simple because the hotbar is a renderer?
#slot_selected and collection stack panel
Exactly
It's just not straight forward
You'll have to make a stack panel with collection_name: hotbar_items
And inside that will be 9 panels for 9 slots and you'll have to use #slot_selected to see if a slot is selected or not, for all 9 slots
Then you can get the value using source_control_name
#slot_selected is either true or false
So you might have to do some calculations to get "which slot" is selected
Understood
i need some concept for WarpUI. can someone give some refs?
how can I do this using controller?
erm, that is their problem hihi
jk, havent tested this but i guess you can do that with focusable buttons
i dont want to show the location
wdym the location
I don't want it to be visible on the map as a whole, but that it's a good concept
W T F
how is that even
possible
draggable panel, big panel size with clip child, offets, and also some bindings
i think it may use contained as well
is there a way to make my server forms to be compatible with all other addons too?
Correct
Where can I find it?
Hey yall quick question how do we use json ui to change the textures of items in the inventory like enchanted books
no items in the ui use renders, and that one is hard coded
Oof i could of sworn it's been done before
I think you can change it but the only thing you will have is the item uid
That is used for the item renderer
But you I think you can change the overall item
Hey someone know the perfect size for ui ? For mobile PC ,console .....
Actually mine IS likes 426 x 200
100% x 100%
The problème with background is actually i cant use 100% he doesnt want to be visible
bad code
just check your parent panels
most likely the one thats 426x200 has a parent panel thats 100%c or some sort
I tell to my dev this because im texture Maker
thy
370x200
Thy bro
If I create multiple elements using a factory and #collection_length and I want to destroy one of them, what will I have to put in destroy_at_end?
'
"gui_hotbar_grid_item/hotbar_parent": {
"modifications": [
{
"array_name": "controls",
"operation": "insert_back",
"value": [
{
"item_icon_deselected": {
"type": "panel",
"size": [12, 12],
"layer": 3,
"controls": [
{ "icon@hotbar_hud_item_icon": { "layer": 3 } }
],
"bindings": [
{
"binding_name": "#slot_selected",
"binding_type": "collection",
"binding_collection_name": "$hotbar_collection_name"
},
{
"source_property_name": "(not #slot_selected)",
"target_property_name": "#visible",
"binding_type": "view"
}
]
}
},
{
"item_icon_selected": {
"type": "panel",
"layer": 3,
"size": "@hud.icon_size",
"offset": "@hud.icon_offset",
"animation_reset_name": "button.reset",
"controls": [
{ "icon_selected@hotbar_hud_item_icon": { "layer": 3 } }
],
"bindings": [
{
"binding_name": "#slot_selected",
"binding_name_override": "#visible",
"binding_type": "collection",
"binding_collection_name": "$hotbar_collection_name"
}
]
}
}
]
}
]
},
"icon_offset": {
"anim_type": "offset",
"from": [0, 0],
"to": [0, -4],
"easing": "out_cric",
"duration": 0.2
},
"icon_size": {
"anim_type": "size",
"from": [12, 12],
"to": [20, 20],
"easing": "out_cric",
"duration": 0.2
},
Could you help me with animation? I don't know how to make the animation restart when I select the item.
Is there any way I can set up an event so that when I run a title, it takes a screenshot?
huh
help
Yea at least give suggestions like how to reduce lag or is there a more efficient way, I also still don't really understand about this.

Nobody was under the obligation to help you, you know. can't just go spam the question post under 24 hour like that.
if nobody is willing to help, you gotta figure yourself out instead of relying on someone else.
otherwise you'll just be stuck like this.
k, I'm here too looking for ways to become more developed.
A gatekeeper introduces gatekeeping
Searching here for lag problems cause may help
It is probably binding
The problem is the project seem big, you waited to this point to ask for such a problem
I don't think anyone is willing to look through ton lines of code
Anyone ^
I don't think you can do that easily. My guess is if your collection length is based on a variable, something might work
Yes I'm controlling it using a number from title
Well you can probably name your collection items like "($title_here + '_item')": {} then u can do "destroy_at_end": "($number_here + '_item')
title is a binding
How am I going to make it a variable
nvm
I got it
No variables needed
yeah i don't make the rules lmao
thats not begging 🗣️
if posting the link to that question post 3 times within 24 hours in this empty chat isn't "begging" i don't know what else LMAO
thats spam
not begging
You dont beg by sending a link to no particular person
Doesn't seem that way to me.
His requests do not seem urgent or very strong.
His mesages are simple links
no pings, replies or questions
just simple link to his post
Unfortunately that is still not it.
But sure, whatever helps you sleep lol.
the link itself include a question, and posting it here is asking for a favor
This is a helping community, his post doesnt seem to beg to fix his code hes just asking what can make his code avoid lag
What happened to you
The found out you were scamming or something and you just disappeared
I disagree, but yeah.
lets ignore that cross posting is not allowed here for a second, he posted the post link 3 times in a row in the same chat, that is just spamming at that point, if someone can help, he will
Does anyone know where the (collection?) that renders the items is at on the json-ui side?
I cant seem to spot anything in inventory_screen.json that seems like it would be it?
wait nvm recipe_book threw me off cus of the name, but its probs just that
Why do I have to move the camera for the inventory to open? It doesn’t open unless I move the screen
you need two fingers to click that button
add "prevent_touch_input": true to it
Ok, tks
I want to make mutiple texts on the screen
but why it doesnt get the string?
if Ore UI is replacing JSON UI, what does that mean for making custom UI?
u got like 5 more years to worry about that
A very accurate statement
Can someone help me with json UI? Im trying to make a UI element that is only visible if the player has a score o <0 on a scoreboard, if someone could help me, I'll appreciate it (also I don't have experience with JSON UI, I'm just a JS guy)
Wait I think that's impossible
What a lame
I'll try using titles
i don't see why will that be impossible
It is possible?
How?
Sorry for bothering btw
pure json ui:
possible
non performant
weird
json ui + scripts:
performant
easy
yes
How to fix this guy's I want the "from_button_id": "$fromButton" change dynamically depends on the /title @p title condition is it possible?
No
Just make different buttons and make them visible conditionally
Ohh nevermind I think I found the best way
I need use though the other title not just the /title @p title
I think this method you can dynamically change even size in my theory using only title
yes that is possible, it's even possible to change offset and some other stuff dynamically
we got JSON-UI bug fixes before GTA6 gang
Was trying negative numbers the othe day there
Wonder if they still crash
I've faced that a lot
But it doesn't say length shorter than multiplied string
Never crashed for that reason ig
finally 🙏
now official documentation pls 🙏
But how exactly, if you could summarize, I can search what I didn't understand
when random change log is more documented than official docs
sadly we wont be seeing another if the problem isn't affecting any marketplace projects
how can i substring a string? like for example my $atext is "hello" i would want it to be "ello"
"Alright, I did the calculations. Here you go:
· Base Framework: $50
· Absolute Performance: $20 (Trust me no crashes)
· Hover Animation: $30
· Scrollbar: $1
· Emotional Damage Waiver: $100
Subtotal: $201
'Not a Scam' Fee: $99
Total: $300 (Payment accepted in unmarked bills only)"
bruh you forgot the 5 year early access fee
right mb
network and electricity fee as well
Has anyone tested this? If so lmk!
very cool website
https://theoristmc.github.io/JSON-UI-Dumper/
Dumps all latest JSON-UI properties.
why do i keep reading terrorist?
everytime i see "theorist" i read "terrorist"
how can i substring a string? like for example my $atext is "hello" i would want it to be "ello"
still doesnt seem to work let me show you
"hud_actionbar_text_modified": {
"type": "panel",
"controls": [
{
"actionbar_message_default": {
"type": "label",
"$atext": "($actionbar_text - ('%.1s' * $actionbar_text))",
"text": "$atext",
"anchor_from": "bottom_middle",
"anchor_to": "bottom_right",
"offset": [ "-15%", "-2%" ],
"color": "$tool_tip_text",
"enable_profanity_filter": true,
"layer": 31,
"localize": false,
"alpha": "@hud.anim_actionbar_text_alpha_out"
// "visible": "(not (($atext - '§g§a§o§r') = $atext))" // if gaor, visible
}
}
]
},
i tried doing this but still doesnt work
"$atext": "($actionbar_text - 'h')",
it just display the whole actionbar
you cannot put it like this in properties
this works only for variables
you have to use bindings: []
Some special character must be added in front, otherwise words like paper will become aer
so the action bar should be §zhello?
yes
Don't do operations directly on $actionbar_text
Save it in some other variable and do operations on that
oh alright
ups i made a mistake, the bindings thingy i meant was for visible
I gotta ask also whats the difference between $ and #
"bindings": [
{
"binding_type": "view",
"source_property_name": "($actionbar_text - 'h')",
"target_property_name": "#atext"
}
],
oh wait let me put the actionbar text to a variable
$ is a variable, and # is a binding.
Variables can be used in variables: []array and can be set in the element.
Bindings can be grabbed from the bindings: [] array and only changed in that specific binding.
If you want to set any binding without bindings: [] you can set a binding in property_bag: {}
"text": "#atext",
"$text2": "$actionbar_text",
"bindings": [
{
"binding_type": "view",
"source_property_name": "($text2 - 'h')",
"target_property_name": "#atext"
}
],
idk if this is correct tho
you can just do: "text": "($actionbar_text - ('%.4s' * $actionbar_text))"
-# you can use variables inside properties, but you cannot use bindings.
it said json ui parse error because it expected a string, I'll try adding actionbar_text to another variable then use that variable as the value of text
Are you sure the $actionbar_text was §zhello?
yeah
player.onScreenDisplay.setActionBar(`§zhello`)
"$a_text": "$actionbar_text",
"text": "($a_text - ('%.4s * $a_text')",
``` this showed an output but it doesnt deduct anything
you did not close the parenthesis
"$a_text": "$actionbar_text",
"text": "($a_text - ('%.4s' * $a_text))",
wait no
^ now
still the whole hello lol
ohh finally its donee, thank you so muchhh
perfect
i got the wrong placement of the quote
yup
thank you so much againn
np
This is now part of 1.21.113 stable hotfix release.
feels like this might be urgent?
Soulsteel (a noxcrew new featured server that is still rolling out globally) certainly uses alot of JSON-UI for sure, including the hud screen that looks like marketplace contents.
honestly idk but here's gameplay screenshot
i don't know, don't have the access yet and don't want to bother with weird vpns.
so you sent this without any reason
yeah, also here's more ig lmao
Good. 😭🙏
yoo i took part of this, im very excited to talk about this soon
There's a bugged animation (gold coins) here, which disappears suddenly after the animation is complete
still haven't got access to it yet but by the look of it — honestly imo, it looks alright-ish for me.
it works that's all it needs but visually, it's just meh and felt like pixel paradise level of design to me.
Some menus are bugged for me, but not sure if this from the ui or script
The one that appears when you exit portal challenge just don't show sometimes, and you have to press escape to close it
is it a regular java based server that disguised to be a bedrock server like the rest of featured server does (except hive?) or BDS?
How do i tell
does it have like, bedrock bugs on it.
low tps or whatever that is, which somehow is a normal occurrence to any BDS servers even event server apparently.
let me enter the server and see if i notice any
even mojang's testing server has an exact issue too.
Where are they hosting this. The only server with low ping for me
The server is no longer in my list
oh.
I can dm you there pack if you want to pock around
yeah no thanks lol, even though since it's a featured server, it's encrypted anyways.
also i do not wanna to, you know risk that.
Not all of them are but yeah.
also i went poking around which server is java in disguise and uh
is this just me or this looks like galaxite UI
yeah it is but a recreation.
i see that featured server peeps still stealing each other UIs as usual.
Kinda
yeah i already saw, only differences is that the border is more tricker and top bar/close button has 2 pixels on bottom left and top right.
and obviously no gradient shaded.
Looks cleaner imo
it looks i guess vanilla form in mix.
but it looks okay for me nonetheless, just surprised that this featured servers peep still stealing each others UI look and designs as some trends.
I wouldn't say surprise
we already have lifeboat over here stole the whole hive status bar.
not actually recreate or anything
just stole it.
Mineville was bought for like couple hundred thousands so it was clearly bought to make cash
the screens it seem to use
yeah im aware.
and it is geyser server
funny that the server still haven't changed a bit.
Mineville?
yeah, except that uh. brainrots.
im seeing "6767676767" on mineville rn
what is this
Yeah they added a couple new gamemodes (or have planned on creatjng) after my leave
"i have 67 kills" - mineville
for me honestly mineville still the same even someone bought it.
still designed to be cash grab if possible.
its just that the guy who bought it seems... brainrotten.
He seems like a businessman
ain't no way im seeing brainrot stuff on a featured server list
That is what makes real dough
yeah also isn't mineville used AI on server background before?
that was after someone bought the server too if i remember correctly.
Yeah they did use AI to translate chat messages
Unless you mean something else
the server background in their server tab along with screenshots are AI generated.
yeah, figured. i saw it casually and noticed something very AI off the bat instantly
though they changed it after people backslash.
honestly by the look of it, i guess nothing changed except. well them trying to milk more than previous owner that is.
🙂↕️
anyways i think enchanted dragon or whatever that server is still has the least unnecessary detailed UI i ever seen
Didn't they say they are f2p but still have a paywall?
yep.
Lol
i tried playing it when they announced that it's f2p
guess what, it does not. only thing that f2p is... tutorial
literally tutorial after that, pay up.
I would say that Microsoft not doing anything is crazy but as long as they make money Microsoft wouldnt care
holy content logs error im getting from that server LMAO
That's the norm of all features servers
i think this one beats all of them.
it has entities errors, UI errors, material errors for some reason and particles errors.
this are bp errors right?
It is, yeah.
wait actually
doesn't seem like bp since it's missing geometry.
which that's RP thing.
yeah, but the geo component is server side
yeah looks like it
was going to blame geyser, but i am not sure now
U designed it, correct?
I coded it correct
Design was entirely by someone else
Ah ic
And now I do it :p
W
Wasn't sure who designed it until now tho lol
Mineville wasn't really my thing
Ah
you should join my network for unpaid labour!
Hello, is this code okay?
"root_panel": {
"notifications": {
"type": "panel",
"factory": {
"name": "hud_actionbar_text_factory",
"control_ids": {
"hud_actionbar_text": "notifications"
}
}
}
}
Hello, could you help me?
[UI][error]-UI Control: hero_dynamic_notications | UI Control: actionbar_check | On Control Path: /hud_screen/variables_button_mappings_and_controls/safezone_screen_matrix/inner_matrix/safezone_screen_panel/root_screen_panel/root_panel/hud_actionbar_text_area/hero_dynamic_notications/actionbar_check/{ui_control} | Type not specified (or @-base not found) for control:
[UI][error]-UI Control: hero_dynamic_notications | UI Control: notifications | On Control Path: /hud_screen/variables_button_mappings_and_controls/safezone_screen_matrix/inner_matrix/safezone_screen_panel/root_screen_panel/root_panel/hud_actionbar_text_area/hero_dynamic_notications/notifications/{ui_control} | Type not specified (or @-base not found) for control:
Is this AI generated?
I didn’t do it
Well I'm a beginner on JSON UI but this doesn't looks right
What are you trying to do?
I was replacing the actionbar and joining the original part and the modified part with a color code at the end of the text example if the text has Hero§m§a the §m§a at the end
Thank you, I see that you added the visible question, was that the mistake?
He continued with the same problem bro
[UI][error]-UI Control: hero_dynamic_notications | UI Control: actionbar_check | On Control Path: /hud_screen/variables_button_mappings_and_controls/safezone_screen_matrix/inner_matrix/safezone_screen_panel/root_screen_panel/root_panel/hud_actionbar_text_area/hero_dynamic_notications/actionbar_check/{ui_control} | Type not specified (or @-base not found) for control:
[UI][error]-UI Control: hero_dynamic_notications | UI Control: notifications | On Control Path: /hud_screen/variables_button_mappings_and_controls/safezone_screen_matrix/inner_matrix/safezone_screen_panel/root_screen_panel/root_panel/hud_actionbar_text_area/hero_dynamic_notications/notifications/{ui_control} | Type not specified (or @-base not found) for control:
add "namespace": "hud"
Oh
It doesn’t keep giving this error
[UI][error]-UI Control: hero_dynamic_notications | UI Control: actionbar_check | On Control Path: /hud_screen/variables_button_mappings_and_controls/safezone_screen_matrix/inner_matrix/safezone_screen_panel/root_screen_panel/root_panel/hud_actionbar_text_area/hero_dynamic_notications/actionbar_check/{ui_control} | Type not specified (or @-base not found) for control:
[UI][error]-UI Control: hero_dynamic_notications | UI Control: notifications | On Control Path: /hud_screen/variables_button_mappings_and_controls/safezone_screen_matrix/inner_matrix/safezone_screen_panel/root_screen_panel/root_panel/hud_actionbar_text_area/hero_dynamic_notications/notifications/{ui_control} | Type not specified (or @-base not found) for control:
Is it possible to make a UI of a chest?
Or he is editing the wrong file lol
UI
Uh?
…
what i mean is maybe you are editing the file from another resource pack, add "hud_screen": { "ignored": true }, if it doesn't crash then most likely you are not editing the correct file
Do you want to modify the codes of §?
No
Okay
I want to modify the actionbar
It's very easy, in fact I modified it too.
are you testing It in a world?
What exactly do you want to achieve?
That’s right
open that world's folder, then open the resource_packs folder
is there a folder of your RP there?
I will eliminate the world and create it again
yes
Help me to set the offset button to the center of the blue color,Because I'm too lazy to go in and out of Minecraft.
Offset button in the image
100×-100
No haha it’s still the same haha
Where?
Oh, what a brute
?
[0, 0] ?
Does anyone know the name of the JSON file for this image?
If it's zero it's just on the side
then [-15, 0]
That the image is not visible if it does not contain §m§a or that the original actionbar is not visible if the text contains §m§a
Well, like in this picture @placid geode
Use size “20%” x “20%”
Offset?
Also in the background
??
The world is closing
Maybe by detecting a hidden item
Hmm?
Does anyone know how I can remove the fade animation from my form?
turn off screen ui animations in ur settings 👍
Hehe yes but how could I add that function to my UI?
🤷♂️
add custom screen anims with a duration of 0 or somethin ig
Can you give me an example bro?
😿
glorp
"@server_form.screen_exit_animation_push_fade"
]```
so add somethin like that to ur root or whatever, at the base screen or whatever
👀okey
"anim_type": "offset",
"easing": "out_cubic",
"duration": 0,
"from": [
0,
0
],
"to": [
0,
0
],
"play_event": "screen.exit_push",
"end_event": "screen.exit_end"
},```
Then realistically u add somethin like this prolly
That's all?😿
i mean thats an example
These are all the default ones in ui_common, ig just go through and make custom ones, or check the play events and end events, blah blah blah
If you dont care about like, ALL screen anims, then just go to _global_variables.json and edit these
obv it will change every UI that uses the anim, but.
or you can just add this to your server_form.json
"third_party_server_screen": {
"$screen_animations": [],
"$background_animations": []
}
Bro, but where exactly should I put it? In the form content? Or inside long?
like this
👀
{
"namespace": "server_form",
"third_party_server_screen": {
"$screen_animations": [],
"$background_animations": []
},
...
}
But that will count for all the forms, right?
yes
Ok thankkkkkkks
ah, wasnt sure if that removed them lowkey
i never mess with the anims so i lowkey didnt know 😂
🥀
🥀
🥀
noob json ui'er over here
🥀
Well actually ☝️🤓
Got access to the server now and looks like they're BDS.
I seen the UIs now and yeah. same opinion.
though what i did not expect is they modify basically any UI except chat screen.
one of the folders in the rp is named geyser
Setting's tab buttons is now MinecraftTen font for some reason, inventory screen literally looks like minecraft console minigame inventory screen
Server forms UI is, quite buggy as some tabs would display nothing often times.
Huh, I don't see it.
though all i got is geyser folder from enchanted dragon and that one called "Block Hero"
don't know where did that came from tbh
though im seeing BDS jankyness here rn like rubberbanding
ah yeah alot of server hopping too.
how do i join
??
idk, it's just casually rolling out for me i guess ¯_(ツ)_/¯
Under textures folder
Maybe i clicked the wrong rp
oh is it a featured server
yeah i find nothing. even with search
only enchanted dragon and "Block Heros"
Yeah, it's definitely worth a try though honestly. It is sand of time with rpg element in mix.
Playing for 2 hours now and i don't see anything that requires p2p yet.
it's really does looks like open world rpg.
it hasnt rolled out for me yet 💔
It looks like this is actual good featured server ngl
it wasn't paywalled like enchanted dragon
it doesn't seem it have any p2p but you'll have to grind alot for gears
looks a little on the rushed side
Quick question, is there a way to hide an actionbar? If it contains a text or prefix
yes
Ik you can use
"hud_title_text/title_frame": {
"$update_string": "prefix:",
"bindings": [
{
"binding_type": "view",
"source_control_name": "title",
"source_property_name": "(#text - $update_string = #text)",
"target_property_name": "#visible"
}
]
}```
But idk how to use this on actionbar (didn't work by changing title to actionbar)
Skill issue 🤔
Yikes
It’s not like that, bro, it’s like that
"hud_title_text/title_frame": {
"$update_string": "prefix:",
"bindings": [
{
"binding_type": "view",
"source_control_name": "title",
"source_property_name": "((#text - $update_string) = #text)",
"target_property_name": "#visible"
}
]
}```
Thanks, but is there a way using actionbar?
I haven’t gotten it bro
"hud_actionbar_text": {
"$atext": "$actionbar_text",
"visible": "($atext - '<string>' = $atext)"
}
Thx
okay people this is a JOKER post, jesus christ STOP DIRECT MESSAGING ME WHENEVER IF I ASK COMMISSION OR NOT
im getting 4 people asking me if i still asking for commission ffs
lol, you asked for it
i posted joker image like meme ffs man
now im getting 4 people asking
even more confusing is how will they do it anyways
there's even a guy with a light theme asking me for a commission 😭
light theme in 2025
crazy
"hello hallowen may I give you this ui I found somewhere that's basically empt exe file, dw the price is just 1K"
Does anyone know how to make those menu buttons, emotes, etc.?
Type a button on the interactive screen on the screen
The most I managed to do was this, but what do I do to make a form appear when I click on it?
do you know where's that ui that modified ActionFormData UI so the button icons use beacon item renderer iirc
that ui is located in the ui/ folder
sorry im talking about the addon already, someone made it
can #clip_ratio bind with float?
I have already made preserved title with it but It show full of hpbar
like this
Can someone help me with my button? It's a button on the screen ,And I need you to open a form
Or open a control how do I do it?
#clip_ratio is a float value from 0.0 to 1.0
Make sure you're not doing integer division. Just multiply 1.0 to the integers you're dividing
I found the problem when I preserved string only with number(ex:"0.52" or "52"), it would be none
I used label to show it, but there was nothing appeared when text only with number
Labels can only show strings
So you need to convert the int to string in order to show it using label
By adding any character or string in front of the number
It doesn't work for float tho
Why would you change the namespace? It must be hud for hud_screen
A form can be made to remain as long as you can perform actions.So while you walk you have an active form?
To my knowledge there is no way to display floats right?
if you do weird things with bindings, yes
Hello. How can I start using OreUI?
You can't kinda.
Not yet?
You can change textures some but you cannot use it or manipulate OreUI in any other way yet.
Thanks
np
yeah if 😢
I just realised how wrong this section of the wiki is...
This doesnt even work like wiki says.
your always so active bro ;sbo
sadly I made JSON UI my whole personality
😢
Yeah and ur doing commissions as well
yeah
need money for that green thing
I was able to get ambro to do the json ui for the server project im working on
ik
you told me that alr
lol
oh 😭 I forget things soo fast
i am the last one that edited that section, what's worng in it?
^^
yeah that was like that from the start, not sure who is the op
does that make sense?
It is 15 why is there a space at the end?
Nvm these are 14
but this doesnt make sense
no space at the start
what the in game behaviour
I need ideas, where have 1 +, will add +1 in value, where have 2 + (++) will add +10. I need ideas for the texture of (++) 😭
I think Mojang did something with that
It's working a while ago, it was even used for one of the most important thing in json-ui
but it doesn't work anymore
they mentioned about these methods one time in changelog, however did they broke it or what's wrong with it btw
noo
instead of returning 0, it just returns the string with a singular space at the start for some reason
mhm sounds like they swapped methods
This is a JSON UI editor.
goodluck
this is the 5th time seeing an attempt of a json ui editor
all of them stopped or discontinued, just saying
All of them are good until they move to the complex stuff
- It's time consuming to develop
- JSON-UI is deprecated in favor of ore UI
- No support
That's just me
what does "No support" mean
What do you mean by complicated things?
Maybe it's more in the general definition. No one really cares about progress unless there's already a result, that's why often times devs gets discouraged
Oh, i understand it now. I thought you meant support of the JSON UI or smth not the community support.
Well, It's not like nobody will support it.
I would love to see something like that.
There's a lot you can do with JSON UI
A json editor might be good for the layout. But it's not always great for the technical stuff.
But yeah with enough effort you can actually pull that off
Fr
IS it a pack 😍?
I created it just today xd
OMG really cool! 😍
The truth is I'm thinking of putting it as public code on this server when I'm done and see that it has no errors lol
Ok if i forgot @ me
Pls
Okei
hi there, do someone know where can I edit the chat panel (when opened) back ground color/opacity? (I know it can be set on the settings, but I need to find which file it is indeed defining it)
chat_screen.json
You can use a custom background by changing $screen_bg_content
Is there any other way to bring back the Xbox profile picture?
who in the hell was thinking this was a good change
that just the fallback
it is a bug in there api or something
"a": {
"type": "image",
"texture": "textures/ui/White",
"size": [90, 90],
"color": "#color",
"property_bag": {
"#1": [
1.0,
0.0,
0.0
]
},
"bindings": [
{
"binding_type": "view",
"source_control_name": "toggle",
"source_property_name": "(#toggle_state * 1)",
"target_property_name": "#toggle"
},
{
"binding_type": "view",
"source_property_name": "('#' + #toggle)",
"target_property_name": "#color"
}
]
}
does anyone know why this isnt working? I tried changing the color of the image using property_bag, or is that not possible?
I havent ever changed an images color using the color property
I didn't see color as a listed property for image types in the wiki documentation, is it a valid property?
idk xd
add another 1.0
1, 0, 0, 1
like this should work
"a": {
"type": "image",
"texture": "textures/ui/White",
"size": [90, 90],
"property_bag": {
"#1": [
1,
0,
0,
1
]
},
"bindings": [
{
"binding_type": "view",
"source_property_name": "('#' + #toggle_state * 1)",
"target_property_name": "#color"
}
]
}
thank you! It's working now
@balmy crow look ;v
WOW INSANE
my personal pack is like that actually
oh wow;o
classic vec4 trick
Hi, can we able to set the text of a modal input to a texture with binding to preview the selected image? For example, the image is displayed while you are typing the text "textures/ui/Black"
I think you can
But you'll need the correct collection index
{
"binding_type": "collection",
"binding_collection_name": "custom_form",
"binding_name": "#custom_input_text",
"binding_name_override": "#text"
}
Idk if it can get value after text box content is changed (ig it can't ;-;)
is this Vi from league of legends?
Whether I put '§a' when the splitting text only have number?
I don't know bro, I don't like it lol
when I use title input a string, how to split string only has numerical value,I also find that it doesnt appear when str only has numerical value
it can't caculate in bindings because of that
\n like splitting text?
just like a range of splitting
ex: 0~200 201~400 401~600
using script to format that
it the string starts with a number add to the string §z at the beginning
how to change it to integer in json_ui by multiplication?
shall I need to remove '§z'?
or just simply multiply(I tried that but it crash)
change what into an integer
better to look at this
String to Number
Number to String
https://wiki.bedrock.dev/json-ui/string-to-number
Is there a way to make the mouse ignore an element?
i have an element ontop of a button and i want it to ignore the element and click the button below it
does chest_grid_item have something different for the overlay bg?
just make it part of it controls i think
How can I make such an element, text on left and image on right
and what If want to do like this with text as well instead of the image
that sound simple enough, i think just reading the wiki will give you and idea on how to do so
I have already seen that, I just want to know why my text has gone and multiplied it was nothing when it only has numerical value
oh I make it
like this
guys
kan some one make iu for me for minecraf tbedrock eith a buton with texttp to spawn en than it gives a tag to you named s and another but on the same but the text is tp to hub and then it gives you a tag named h and above evrything it sayd menu and a item to open that menu
Iser unterfaces?
wause inteaersda?
Sí
any idea about this one
trying to remove the bg overlay but nothing work
kan some one make iu for me for minecraf tbedrock eith a buton with texttp to spawn en than it gives a tag to you named s and another but on the same but the text is tp to hub and then it gives you a tag named h and above evrything it sayd menu and a item to open that menu
idk i used "$background_images": "common.empty_panel" and worked fine for me
kan some one make iu for me for minecraf tbedrock eith a buton with texttp to spawn en than it gives a tag to you named s and another but on the same but the text is tp to hub and then it gives you a tag named h and above evrything it sayd menu and a item to open that menu
bruh how old are you
Does sb know how to make custom Block interfaces
item cell?
please help me ;c
https://discord.com/channels/523663022053392405/1428538706582568970
Ok ty! I will try
hijo de tu madre jaja multiplicas el valor de la division en 10000 jaja yo ya me habia fastidiado cuando solo multiplicaba el valor a 1000
oh no
<@&1065713026369593434> Spam begging and suspicous links over all channels.
Pretty sure it's a keyword dump. Hmm…
Oh, no. Huh.
At first, I thought they were a bot. Now I just think they were young and going about things the wrong way.
yeah even more sad is they got an account disabled.
like minutes ago.
i wonder why.
download?
Project paused until i am done with a marketplace project
I just wanted the minimap part, could you send it to me?
I want to put a minimap on my PocketMine-MP server
It would help a lot if you could send it to me, I just wanted to see how you did it so I can replicate it
@oak verge
It is not in a usable state
Tps drop to 5
How did it get unpinned?!
👆
@green grail can you pin the general post for this channel
Thanks!
okay wait, so quick question...
is the main menu screen, before you hit play, or marketplace or whatever, on Android, is that able to be changed appearance-wise and stuff, via JSON UI?
or is that now governed by ORE UI?
yeah you are able to change that
Sweet, I can make a resource pack that changes the main menu and removes and moves a couple of things, lol
might get back into messing around with that
a while back I tinkered with it and removed marketplace, and added a button that you could use to sign in and sign out without having to go to settings or your profile, you just press a button on the main menu, which would perform the same action as pressing the button that signs you out in the settings
can't remember if I got it actually working back then, though