#JSON-UI General
1 messages · Page 51 of 1
well i meant like
if you wanna have buttons on each of them
since forms are so unperformant
but without buttons probably no lag
Oh I see
i made that like a year ago so dont mind the poop code
I used 4 toggles for this and factory with some weird bindings to get the animations right
https://discord.com/channels/523663022053392405/1461668910041665576
yeah that was sick
The issue is when you try to add more items. It's really hard to scale because of the wrapping of the items
"[email protected]_renderer": {
"size": [ 32, 32 ],
"propagate_alpha": true,
"alpha": 0.9,
"layer": 100,
"property_bag": {
"#item_id_aux": 36503552
}
}``` whats up with this
it does not wanna render the item
even if i bind it
wait wth
yeah what
the netherstar aux id doesnt render
The items id aux are strange
my math was wrong
Is there a difference between blocks and item id aux??
nvm its still wrong
yeah im confused
it works for the shield but nothing else
and then blcoks
like what
i have no custom items
yeah it seems to only be working for blocks
I think it got like this after the update with the string multiplication thing
no im not even using the string stuff
I'm just referring to that specific update. String multiplication doesn't have anything to do with this
"[email protected]_renderer": {
"size": [ 32, 32 ],
"propagate_alpha": true,
"alpha": 0.9,
"layer": 100,
"property_bag": {
"#item_id_aux": 7602176
}
}```
works just fine
but the emerald one 36175872 doesnt
or any other item
Yea blocks work but not items
Idk if anyone has any fix for this
anyone knows why this isnt working?
what i want to do is that when you hover on the button the text goes down by 2 pixels
offset
worked for the image but not for the text its weird
Not really. MP just doesn’t want to waste money and time on JSON UI
Finding jobs like that on MP is hard af. But plenty of servers do need those devs
JSON UI is unnecessary most of the time when it comes to addons or templates. Stuff like RLCraft is an exception
Offsets on text is kinda weird, especially for MinecraftTen. Small offsets don't work on some resolutions
whats the texture for the Npc dialog buttons
this one
nah i just realize the anchored offsets only works if the parent has a fixed size
u.u
Do we have anything towards calculating auxID for custom items?
Does anyone know how the these cell images for the creative mode are called? I found textures/ui/recipe_book_item_bg, and @crafting.cell_image_recipe_default is the only control that references this texture. If I change the texture itself, I can see the changes, but not if I change the texture reference. Weirdly enough, I don't see this control referenced anywhere inside of any of the vanilla UI files
how can i switch between entrance and exit animation in a form with a binding in the title of the form?
where did you test it?
maybe its just a layer issue
it seems to be broken for forms only
its a form XD
but its outside the server_form_factory
ill test inside
but its weird
the code works on 1 form
breaks on the other
works on hud screen
just not that form or the one citicx tested
what version u on tho
working fine xd

ig its just a layerin issue
this
same json ui
different aux id
works with blocks and shield
not diamond or any other item
its at the root with zero other panels or anything else
weird bruh
only the grid
no i mean mine was at root
here it is with this code
maybe try with same layer 100? lol
XD
doesnt work with this
why just #id?
oh oops
.-.
hold on
it could be a layer issue weirdly
layer 100 hid all items...
then layer 4 is fine
😱
it makes sense for bugjang
did u get it showing properly??
meh 50/50
i put something like iron shovel and i got ink sack
so 🔥
do You have custom ítems or something?
nope
nope
or maybe item ids are outdated idk
nope, just grabbed the newest list
it works for blocks
items it fucks up
like WHAT
well yeah its a kelp
then it goes back to fine for this
🥀
wym??
same issue
shoudl be diamond but it shows a kelp lol
but look
that works
im about to call minecraft hq 😭 🙏
i even tried the custom render method
nothing works
tf
so it works if it's inside a collection or something
not really
it works for grids and stacks
inside of a collection
but not in my other collection
items dont work for directly defining aux ids, only blocks
and then it just shifts everything
but whyyyyy
no idea 😭
🥀
What a lively chat!
I saw some people saying about this issue and tried it myself and it didn't work
I didn't dig any deeper
nuke the whole game
{
"[email protected]_renderer": {
"size": [ 32, 32 ],
"property_bag": {
"#id_aux": "@21954560"
},
"bindings": [
{
"binding_type": "view",
"source_property_name": "(#id_aux - '@')",
"target_property_name": "#item_id_aux"
}
]
}
}
this works regardless of where it's put
-# and it's rendering as diamond for me not kelp
the game is allergic to direct data 🥀
yea np :)
actually wait, any idea why this isnt working?
"bindings": [
{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "('@' + (('%.112s' * #safe_text) - ('%.96s' * #safe_text) - '|'))",
"target_property_name": "#text"
},
{
"binding_type": "view",
"source_property_name": "(#text - '@')",
"target_property_name": "#item_id_aux"
}
]```
i even tried a method like this json "bindings": [ { "binding_type": "view", "source_property_name": "('@' + #id_aux)", "target_property_name": "#unsafe_text" }, { "binding_type": "view", "source_property_name": "(#id_aux - '@' )", "target_property_name": "#safe_text" }, { "binding_type": "view", "source_property_name": "#safe_text", "target_property_name": "#item_id_aux" } ] and it works
where's #safe_text coming from
i think it should be #title_text
oh oops yeah it should be
still wont work though
even something like this
"bindings": [
{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "((('%.112s' * #safe_text) - ('%.96s' * #safe_text) - '|'))",
"target_property_name": "#text"
},
{
"binding_type": "view",
"source_property_name": "('@' + #text)",
"target_property_name": "#unsafe_text"
},
{
"binding_type": "view",
"source_property_name": "(#text - '@')",
"target_property_name": "#safe_text"
},
{
"binding_type": "view",
"source_property_name": "#safe_text",
"target_property_name": "#item_id_aux"
}
]```
"bindings": [
{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "('@' + (('%.112s' * #title_text) - ('%.96s' * #title_text) - '|'))",
"target_property_name": "#text"
},
{
"binding_type": "view",
"source_property_name": "(#text - '@')",
"target_property_name": "#item_id_aux"
}
]``` both wont render items, only blocks
nope no idea why it behaves like this. it's most probably a bug
"bindings": [
{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "('@' + ('%.112s' * #title_text) - ('%.96s' * #title_text) - '|')",
"target_property_name": "#text"
},
{
"binding_type": "view",
"source_property_name": "(#text - '@')",
"target_property_name": "#item_id_aux"
}
]
would this work?
nope
yea thought so xD
I have 0 idea what it needs to work properly
{
"[email protected]_renderer": {
"size": [ 32, 32 ],
"layer": 50,
"bindings": [
{
"binding_type": "view",
"source_property_name": "('%.20s' * #form_text - '%.10s' * #form_text - ':' - '@')",
"target_property_name": "#item_id_aux"
}
]
}
}
@215::::::21954560::55::::::::
this worked
huh
im confused
this is this json ('%.106s' * #title_text - '%.96s' * #title_text - '|')
but if i minus the @ items still dont work only blocks 💀
textures/forms/backgrounds/dynamic/background_gray||||||||||||||form testing||||||||||||||||||||@3735552||§7Rate: §b1 / 10s §z|||||||||41.2||||§7Stored: §b412 / 1000||||||||§7None§g§e§n§e§r§a§t§o§r
"$ITEM_RENDER_PROPERTY": "('%.106s' * #title_text - '%.96s' * #title_text - '|' - '@')",
"$RATE_PROPERTY": "((('%.138s' * #title_text) - ('%.106s' * #title_text) - '|'))",
"$PROGRESS_BAR_PROPERTY": "(1 * (('%.146s' * #title_text) - ('%.138s' * #title_text) - '|')))",
"$STORED_PROPERTY": "((('%.178s' * #title_text) - ('%.146s' * #title_text) - '|'))",
"$ENCHANTMENT_PROPERTY": "(#title_text - ('%.178s' * #title_text))"```
everything lines up correctly
don't know, I'm doing similar thing and it's working
actually im gonna try something else
im using the factory method for forms so ive never used body text since it generates weird but i think i can do it
yeah nvm im confused
it grabs the body
but it wont use it
alright so
i got it displaying but its insanely shifted
quick question, what is @215::::::21954560::55::::::::??
just some random numbers. the middle one is aux id for diamond
oh 💀
that renders as an enchanted piston for me!
{
"binding_type": "view",
"source_control_name": "form_text",
"source_property_name": "('%.20s' * #body_text - '%.10s' * #body_text - ':' - '@' - '§z')",
"target_property_name": "#item_id_aux"
}```
```json
{
"[email protected]": {
"bindings": [
{
"binding_type": "view",
"source_property_name": "('§z' + #form_text)",
"target_property_name": "#body_text"
}
]
}
},```
.body(`@218::::::2195460::55::::::::`)```
huh
wait
nvm
yeah idk
how is it enchanted? 2195460-32768 doesn't even divide by 65536
okay so 2195456 is the correct one for an enchanted piston
yeah nvm what the freak
its just ALWAYS a piston...
trying 21987328 which is enchanted diamond
its still a piston 😭
i think those random numbers u have is messing it up
try seeing the item_id_aux through a label
because its doing
@218::::::2195460::55:::::::
218219546055
which isnt an aux id but its somehow getting it??
i think this part isn't working '%.20s' * #body_text - '%.10s' * #body_text
that is returning this
without removing @, : and §z
hold upppppppppppppppppppppppppppp
yeah nvm its just doomed bro
yea bugrock thing. subtractions sometimes don't work and causes the string multiplication to not work too
bedrock is so shit bro 😭
I remember trying to remove some color codes from a string, the moment I added - ' ' to remove spaces the whole thing stopped working
so i separated the expression into multiple binding objects to get it working
but like why does it work on some things? and not everything
they need to fire their whole json ui dev team
Hello Guys I Am Also Facing Same Issue
check the hud_screen.json code I wrote in this the recovery compass doesn't render at all but other ones do idk but item Renderer With It Too Doesn't Work
It's In Pack Of Mine I Made BetterMinecraft
Use this if you're not dealing with forms
{
"[email protected]_renderer": {
"size": [ 32, 32 ],
"property_bag": {
"#id_aux": "@21954560"
},
"bindings": [
{
"binding_type": "view",
"source_property_name": "(#id_aux - '@')",
"target_property_name": "#item_id_aux"
}
]
}
}
@marble horizon
It works for me...
Can You Just Send For Recovery Compass
I Don't Have It's Valid Aux Id
@manic dragon ?
wait a sec
Sure
{
"[email protected]_renderer": {
"size": [ 32, 32 ],
"property_bag": {
"#id_aux": "@45154304"
},
"bindings": [
{
"binding_type": "view",
"source_property_name": "(#id_aux - '@')",
"target_property_name": "#item_id_aux"
}
]
}
}
https://github.com/Herobrine643928/Chest-UI/blob/main/BP/scripts/extensions/typeIds.js
you can find the ids here
Oh Thanks Btw Some Guy Said This Is The Aux Id 4508871
Btw It's Ids Not Aux
@manic dragon
multiply the id with 65536 to get aux id
Uhh
@manic dragon
I Just Saw Code Now
And Bruh It's For Behavior Packs
NOT resource packs
yeah it's for a behavior pack. But I didn't tell you use any code. I said you can get the IDs from there. It's an updated list :/
Bro pings every message
Uh No :)
Is there a binding for the click sound for forms?
I Think I Had Something Like This
Nope
does anyone know what binding_collection_prefix is used for?
Can I control the ignored property with bindings?
nope only with variables
sad :(, thank you
What are the file names of the gray part on textures/ui folder? can't seem to find them
textures/ui/recipe_book_pane_bg
What Is The File Name Of Thing That Controls Loading Bar Chest White Part And All.
no but there is sound properties
for button
Why does my play screen server_form just copy the same button three times in three different positions. Also, how can I make it MinecraftTen font?
"stack_panel": {
"type": "stack_panel",
"size": ["100% - 4px", "100% - 4px"],
"orientation": "vertical",
"factory": {
"name": "buttons",
"control_ids": {
"button": "@equipe_form.simple_button_control"
}
},
"collection_name": "form_buttons",
"bindings": [
{
"binding_name": "#form_button_contents",
"binding_name_override": "#collection_length"
}
]
}
why does a header defined in my script appear as a button
export function openEquipeForm(p) {
const form = new ActionFormData()
.title("zenofia:equipe_form")
.header("1")
.button("2")
.button("3")
.button("4")
.label("Joueur 1")
.label("Joueur 2")
.label("Joueur 3")
.label("Joueur 4")
.label("Joueur 5")
form.show(p).then((r) => {
if (r.canceled) return
});
}
this is the green debug part
i want to do this but with dynamic headers / buttons / labels and referecing then to customs one
Does anyone know the texture path of this "text cursor"?
Impossible to make this?
don't see why not
most likely in the default8 glyph file
Found it, thank you
nice ui btw
Thank, but the art isn't mine. My pack is just a port of a Java resource pack.
Btw do you know the name of that control as well?
Yeah, I just want to change the text that blinks
oh, well i wanted to do this
in ore ui the hardcore toggle has a custom sound
different from the rest
You can just change the sound_name for that toggle
No need for bindings
if i have an elemtn referenced like "[email protected]" can i still resolve bindings from the parent of the referenced element?
but i dont want to use more controls
what i was trying to do is grab the sound name from the toggle text
There's no binding for the sound_name. You could do that only if the text was a variable
u.u
Guys
Can Anyone Tell Me Any Way To Render Lodestone Compass And Recovery Compass On hud_screen.json
For 1.21.132 Btw
Or Just Help
HELL YEAH I GOT IT
how to remove background of json ui?
what background
like a server_form
i just want it to show the buttons nothing else and change to minecraftten font, but i dont know json ui
https://github.com/Mojang/bedrock-samples/blob/main/resource_pack/ui/server_form.json
So you will either have to recode the entire form,
change the texture for all UIs to a transparent pixel of the same size,
or change somehow in the template of the long_form element, which is @common_dialogs.main_panel_no_buttons
Is it possible to make an element invisible while keeping its child elements visible?
I found a workaround by setting to 0,0 the size of the parent element
Is there a better way?
Set alpha to 0
oh right, that would work better thank you
Just make sure propagate_alpha is set to false
got it, thank you
How do json ui works
We change/delete/create new json in the ui folder to tell Minecraft instruction that the mc code understand to make custom ui
I responded as general as you question 😂
Restricted* but it works
It's not that bad tbh
JSON ui could be better in some way but thé parent/children system, the stack panel/panels is very well thought
Abandoned* but it works. mostly as unknown too.
Mojang does change JSON-UI causally at some point without releasing any changelog for it so, expect some stuff to be broken by some random minor update.
Also
But I mean even the mojang studio server is using custom json ui 😂
They could improve it but they abandoned it since 5 years ago so there's not much new ever since that 5 years ago.
well that's like only way to modify the UI obviously so
JSON-UI "docs" are mostly gatekeeped by mojang themselves to some extent maybe studios too.
That’s bad
and again, there's like absolutely nothing about the docs we have here.
only community docs.
all i can say — JSON-UI is abandoned asf.
it works but mojang causally change them so, it'll break at certain minor update and that's about it
This %.<number>s with numbers yeah
Huh?
It's really simple when you actually work with it
you just fetch certain point of string and that's how they display numbers
read wiki, it's there.
No but how do they get how many mine coins do you have
The server-net maybe
Soulsteel made by both mojang and that studio after all so yeah im not exactly surprised that much.
But yeah I wish json ui don’t become deprecated at 100% because I learned json before html/css 😂
Ore UI will probably also use JSON structure. I just hope we get customizability without too much restrictions
Anyways, is the inventory stuff going to change anytime soon? I had some plans
Not a very good question to ask lol
Hey everyone,
I've been struggling for hours trying to display item durability from a chest slot in a label on my custom UI, and I can't get it to work. The label displays fine with hardcoded values, but the binding just won't pull the durability data.
What I'm trying to do:
Display the durability (current/max) of an item in a specific chest slot as text in a label, separate from the item slot itself.
Try checking out this:
https://wiki.bedrock.dev/json-ui/string-to-number#number-to-string
is there any way to have a button mapping that is conditional to a binding?
Yeah
How?
How do I get an item's aux id to display to the item renderer?
https://github.com/Herobrine643928/Chest-UI/blob/main/BP/scripts/extensions/typeIds.js
You can get IDs from here and then multiply them with 65536 to get aux id
Contribute to Herobrine643928/Chest-UI development by creating an account on GitHub.
What should I do if I want a custom item?
Put that item in a slot and get the aux id using bindings and show it in a label
Oh I can get aux id from a binding? That makes it easier for what I'm trying to do. How do I get it from an inventory slot?
{
"binding_name": "#item_id_aux",
"binding_type": "collection",
"binding_collection_name": "$item_collection_name"
}
tysm
np
my ui has a ton of extra buttons that i didnt put in the code
add ts to ur button
"bindings": [
{
"binding_name": "#form_button_text",
"binding_type": "collection",
"binding_collection_name": "form_buttons"
},
{
"binding_type": "view",
"source_property_name": "(not (#form_button_text = '') )",
"target_property_name": "#visible"
}
]
show your code if seb didnt help
"ts" is a precise name for JSON UI 😢🙏
huh
like how you called the code snippet, is pretty precise
😎
your such a goat
it worked
tysm
yeah ty
......
my actionformdata is laggy as hell when you open it
dont know if you can help
Why do you need that many buttons in a simple looking form?
...
that was an error
that is now fixed
but its laggy ash
Try adding "binding_condition": "once" in the factory binding
"$hotbar_slot_image_size|default": [ 20,22 ],
"type": "image",
"texture": "#texture", //even if i remove this
"offset": [ 0, 0 ],
"size": "$hotbar_slot_image_size",
"layer": 1,
"alpha": 1,
"bindings": [
{
"binding_type": "view",
"source_property_name": "('textures/ui/hotbar_'+ 8)",
"target_property_name": "#texture"
}
]
}```
Why this is not working 😔
try
"hotbar_slot_images": {
"$hotbar_slot_image_size|default": [ 20,22 ],
"type": "image",
"texture": "#texture", //even if i remove this
"offset": [ 0, 0 ],
"size": "$hotbar_slot_image_size",
"layer": 1,
"alpha": 1,
"bindings": [
{
"binding_type": "view",
"source_property_name": "('textures/ui/hotbar_'+ '8')",
"target_property_name": "#texture"
}
]
}```
@polar frigate
why not just put it in texture proeprty?
or just that lmao yea
Doesn't it give you an error msg. One of the few glorified cases where you actually get an error msg
How did you do that? Now I'm curious.
Drop the items in specific slot
"card_temp_factory": {
"type": "panel",
"factory": {
"name": "hud_title_text_factory",
"control_ids": {
"hud_title_text": "[email protected]_temp"
}
}
},
"panel_perm": {
"type": "panel",
...
"bindings": [
{
"binding_type": "view",
"source_control_name": "card_data_control",
"source_property_name": "('textures/ui/cards/' + (#preserved_text - $card_perm_key))",
"target_property_name": "#texture",
"resolve_sibling_scope": true
},
{
"binding_type": "view",
"source_control_name": "card_data_control",
"source_property_name": "((('%.22s' * #preserved_text) = $card_perm_key) and (not ('%.23s' * #preserved_text - '%.22s' * #preserved_text = '')))",
"target_property_name": "#visible",
"resolve_sibling_scope": true
}
]
}
}
]
},
This works fine when I send the title tmc.c::show.card.perm.waiting_for_players
But when I send other titles that are not related to this, it makes the panel invisible which I understand why my code does that, but I don't want that to happen
🥀🥀🥀
Same result
Cause i want it controlled by another control/elements, but it's seems not working
because bread tastes better than key 🍞🔑
but how exactly? can you explain a bit more what you want to achieve?
🐰
{
"binding_type": "view",
"source_property_name": "('textures/ui/hotbar_'+ $collection_index)",
"target_property_name": "#texture"
}```
DANG BRU, i gotta use property_bag
('textures/ui/hotbar_'+ $collection_index) you're not using any binding or properties here. so why even need bindings array
Alright, i found it
WE CAN DO THIS⁉️❓‼️⁉️⁉️❓❓❓
why not
I'VE TRIED SOMETHING SIMILAR TO ANOTHER PROPERTIES AND IT'S NOT WORKING
A couple months ago i guess
Or weeks i forgor
"texture": "('textures/ui/hotbar_'+ $collection_index)"
this should work but if it doesn't
"$texture": "('textures/ui/hotbar_'+ $collection_index)",
"texture": "$texture"
this will work
Any ideas?
IT'S WORKING 😔😔
Dang it, thankyou
After i found the way 😭😭
It's been a couple days i've tried to figure it out LoL
You should have content log gui turned on
Because this code will give an error about source_property_name not having any property inside or something like that
add the panel_perm itself to your hud
without the factory
Okay thanks for the advice.. i know how useful it is.. but sometimes it's making my phone laggy 😔
It has to use factory because it contains animations that start playing when the factory shows it
Marketplace bug fix yay!!
there's not much you can do unless you find a way to use animations without using the factory
Custom Factory with some issues 🥀
ts just made me go
I guess I can just use popup text instead to show the card
so how?
for the button mapping thing
wouldnt that say that a binding is missing in the property name?
I'm trying to add a clip_ratio to create a cooldown panel when I use a spell, but for some reason the animation doesn't play and the image doesn't appear. Does anyone know why?
{
"cooldown@magic:main.variable_parse": {
"type": "image",
"$id": "($map + 12)",
"texture": "textures/ui/control_white",
"size": ["80%", "80%"],
"clip_direction": "up",
"$time": "#duration",
"anims": ["@magic:inventory.cooldown_animation"],
"layer": 4,
"bindings": [
{
"binding_type": "view",
"source_control_name": "objectives",
"source_property_name": "#inventory_slots",
"target_property_name": "#info"
},
{
"binding_type": "view",
"source_property_name": "$value",
"target_property_name": "#time"
},
{
"binding_type": "view",
"source_property_name": "(#time * 1)",
"target_property_name": "#duration"
}
]
},
"cooldown_animation": {
"anim_type": "clip",
"from": 0.0,
"to": 1.0,
"duration": "$time"
}
}
idk what that is icl
I meant in the binding object of your button factory
You can't use bindings for animations. Only fixed durations if you don't have a changing variable instead of a binding
which one? "bindings": [ { "binding_name": "#form_button_text", "binding_type": "collection", "binding_collection_name": "form_buttons" }, { "binding_type": "view", "source_property_name": "(not (#form_button_text = '') )", "target_property_name": "#visible" } ],
Hello
I dont think its worth it to make a new post for that so ill ask here
How can i render an image unconditionally? So its just there everytime
what screen?
we need some more info, like where do you want it to show
Just ingame next to the hot bar with hud_screen.json
just want to confirm, is it possible to use query.is_pack_setting_enabled() inside the bindings?
nope
got it
queries are molang only they don't work in json ui so No type of query would work
Try using modifications inside root panel or other elements
Ill try it rq
That did work, thanks
molang only in animation, animation controller, entity/client entity, attachables, render controller, particles, geometry/model (in certain versions)
{
"name": "rightitem",
"binding": "q.item_slot_to_bone_name(c.item_slot)",
"texture_meshes": [
{
"position": [ 0.0, -5.0, -3.0 ],
"rotation": [ 90.0, 0.0, -49.0 ],
"texture": "crossbow_pulling_0"
}
]
}
]
basically everywhere except jsonui
Ok 
You can parse the value and pass it to the ui
If the screen you are using allows it
Hey. Is it possible to display a player skin with their uuid?
Yes I’m able to get it
i found this in old profile card file
Ohh nice
But how could I pass uuid through binding through like button_text_label
is that xuid? persistentId, or just the id?
idk how to get that uuid
nope, it's like a normal uuid
fb1e73c4-fe4a-43d6-8e0c-8290392d94c5
like this
but there is no property in scripting to get that
oh i see
how do i make the npc screen allow me to anchor stuff to the bottom
One of your parent panels will be scaled to the screen size I’m guessing, just scale the child to the required size (like [“100%”, 50]) then put the anchor next to that
Never messed with it personally, doesn’t look fun from what I’ve seen lol
Just hate it when one panel reference another and you end up in a rabit hole that goes through all the files
To call an empty padding
it worked thank you
is it normal if the format I get is 8-4-4-4-8?
oh, nvm
it's already 8-4-4-4-12
what does that even do
Which ui pack are you using?
Sets alpha of children to the alpha of the element that has this property
I'm working on a port of GUI Revision with changes compared to the original.
Oh
teach me making original Style
?
** ** 😔
✋️ ** ** 🫳
🦵** **🦵
Could someone help me explain why my visual elements are always visible?
perhaps you didn't render them conditionally
I think you mentioned before it could be accessed from chat_screen
-# feels like a deja vu
hey! Where does the client render the attack damage indicator? Is that just being rendered as part of lore?
the hover text is the whole thing
they are not separate. i think they are the part of [#hover_text](#1067870274894172260 message)
Thanks! Shame to see that it won't be ease to hide that part then :(
there's a translation key for this, you can remove the value in the lang files
that would require editing all languages though, and i'd assume it wouldn't hide the actual value?
probably not, i don't remember correctly
The number (+8) still be visible for some reason afaik
that's a shame, would've loved to hide that entirely by just ignoring that specific bit; seems like i'll need to do something more complex
scoreboards.json
"scoreboard_sidebar": {
"anchor_from": "left_middle",
"anchor_to": "left_middle"
}
Do you know where the « list » display is located for the scoreboards because the pause menu ui changed?
get the old pause_screen.json file
Oh and it still works??
Like I mean Minecraft still give data through deprecated json uis?
Pretty sure it still works
https://learn.microsoft.com/en-us/minecraft/creator/documents/scripting/intro-to-ddui?view=minecraft-bedrock-stable
What is this for?
read the summary
does anyone have a template for switch type variable?
for example, I said "test in chat we set a variable to true, saying it again set it to false
does anyone have a sample??
lol, I am so rusty to ts now
https://discord.com/channels/523663022053392405/1468497705901883518
Is there way to fix this
Thank you
Is there anyone who can help?
what's the binding for this called?
Hello I was wondering if anyone here could potentially help me code some warden animations. Specifically the walking and attack animations if possible?
Wrong channel
which is the right one?
Anybody know how to fix potion hud? Because it's becoming invisible for me after 1.21.31 update
why is this custom bossbar not overlapping the vanilla one? All the other bossbars I have do it
i dont think the default bossbar is removable in vanilla
not sure tho
It is
lol
What do I need to do to make it drop the item I clicked on?
How do I make an animation run only once when an image is visible?
Or where can I find about play_event
No idea
I make form json ui
Item container have so much hardcoded things
Is there a way of doing translate with directly via a JSON UI label?
I've found out that the label string accepts expressions like %item.apple.name\n%item.diamond.name, but I haven't found a way to pass arguments to replace the %1, %2... keys like {translate: "", with: []} does
#1067870274894172260 message
Never seen translate anywhere in the UI files before
The texts that need translation get their values from bindings where the keys are already translated
e.g.- player position text or hover text
Hmmm... I see. Thanks
Does json UI support animations?
Ofc it does
Do you know why the images are displayed at the same time?
"scope": {
"type": "custom",
"renderer": "live_player_renderer",
"anchor_from": "center",
"anchor_to": "center",
"layer": -1,
"offset": [
0,
1000
],
"size": [
500,
800
]
}
Is there a way to make the paperdoll adjust to the screen size of the player? For example, I want to use a model that fills the entire player screen, but I'm having trouble getting it to adjust to the screen size.
wait, lemme guess... It's for showing a custom ui or something without actually doing ui and just entity models?
yes
I wanted to do a test to see how it turns out.
When I go full screen, it shows the unicode in a weird way (first image) but when I decrease the window size, unicode turns back to looking normal!
are you trolling us
probably one of the ugliest menus ive made
is this better
Better than vanilla 😂
do you think its bad
Noo
i think its just the text on the right
i would do hover text then just make it a grid
but what about mobile
Oh okk
Me too
Please ddui be more customisable and less hard coded pleaseee 🙏
factsss lmao
hey question could u make me something simple?
I mean it looks nice
Hey guys, does anyone know if there's a way to remove lag if I send a long title? I made a system that adds a lot of elements to my screen, easily exceeding 2,000 characters, and my game starts losing FPS. Is there a way to fix this?
You have a lot of things wrong here
- No braces in source_property_name
- Invalid operators
==and>=don't exist - Trying to get #collection_index without having collection_details binding
Also I'm not sure if you defined the collection_name in the parent
player.onScreenDisplay.setTitle(`${" ".repeat(2000)}`,{fadeInDuration:0,fadeOutDuration:0,stayDuration:0})
Hey guys, does anyone know if there's a way to remove lag if I send a long title? I made a system that adds a lot of elements to my screen, easily exceeding 2,000 characters, and my game starts losing FPS. Is there a way to fix this?
That alone causes the game to lag.
Is there any way to solve this?
Just don't show the title
Add ignored: true in the title text factory
but it's not showing
{fadeInDuration:0,fadeOutDuration:0,stayDuration:0})
Isn't this enough?
But the factory still generates the title
Just to know, if I do what you wrote, will I still be able to retrieve the information from the title?
tbh I worked with titles up to 1500 chars and never faced lag just for sending titles
Yes
#hud_title_text_string is a global binding
It can be accessed from anywhere in hud_screen
This is what I need to use to ignore the code.json { "hud_title_text_area": { "type": "panel", "factory": { "name": "hud_title_text_factory", "control_ids": { "hud_title_text": "[email protected]_title_text" } } } },
@manic dragon
?
"hud_title_text_area/factory":{
"ignored": true
}```
"root_panel/hud_title_text_area":{
"ignored": true
}```
I will test it.
It didn't work, it's still the same.
Now only one comes out, but it doesn't change whether it's first, second, or third
I even tested it with 1500 and it's still having some FPS drops.
Or isn't that how it should be?
I think the issue is somewhere else
You probably have a bad code or smth
I think you didn't understand, I'm literally just executing that in the script.
.
It's impossible that it's the code.
You don't have any code on the UI side?
I'm talking about that
Wait, I think you're right.
I want you to take a look at my code. Do you think it's that bad?
@manic dragon
By bad I mean you might have binding loops somewhere unknowingly
Which can reduce performance
Where can I find information about play_event?
This is the code I made.
Like this? Or isn't this how it's supposed to be?
I don't see any issues there
I made it the best way I know how, I don't know why it's glitching at 1500 characters.
https://wiki.bedrock.dev/json-ui/json-ui-documentation Press Ctrl + F and search for events.
But it just tells us that play_event is a string
"bindings": [
{
"binding_type": "collection_details",
"binding_colletion_name": "<collection_name>" // edit this
},
{
"binding_type": "view",
"source_property_name": "(#collection_index = 0)",
"target_property_name": "#visible"
}
]
Like this
Is there a way to make an image's animation only play once each time it's displayed? If so, how?
"root_panel/hud_title_text_area": {
"ignored": true
},```
I tested it by removing some of my code from the JSON UI, and it actually worked. I tested it with 10k characters and it's still running smoothly. Thank you very much, friend. @manic dragon
But why do the textures still appear at the same time? Or wasn't that what you were saying?
Why didn't you use any parentheses. That's necessary
ou
I added the parentheses and now my sidebar doesn't show up lol
how exactly is this relevant at this point, if I may ask?
like, at this point, there's not much someone can do if they wanted to make something that wasn't just different textures for blocks and entities, right?
okaaaaaaaaaaay its work
I had moved something
thxxx again
hey question how would i make the below thing so if it does not have the show_ui it does not show
cause my preserve title text replaces the normal title text
can I do something weird for JSON UI like "$child_control": "server_form.$form_type"?
One more question, do I absolutely have to manually set the collection index for each one?
You can't use >< at all?
For example, if the current position == 0, make it green (indicates the first) If the current position is > 0 and < 3, make it pink If the current position is > 2, make it red
You can use < >
<= and >= is invalid
but when I use >< my sidebar just disappears
can u answer my question
Maybe you're doing something wrong
Because these operators do work
You already have the binding for that
Set $show_ui value to what you want
If I was doing exactly what you told me not to do, I was using =><
thx again
?
I’m confused… No??
Was I not supposed to use unicodes to show the number??
@manic dragon Why did you react with 👀 broo I am so confused
Did I do something stupid?
Any reason to use unicodes instead of ASCII numbers
The number font I'm using is in glyphs
that's it
It looks vanilla no?
Changing the font size?
Also the thing is this happens even when I don't change the font size at all
it happens for all sizes
Oh I never saw fonts rendering that weird
It could be related to what glyph file you're using
The glyph files before glyphs_E0 seems to behave that way
Ohhh
How do I get aux ids for custom items
https://wiki.bedrock.dev/items/numerical-item-ids
All new custom items (1.16.100, 1.20.80+ format) have increasingly positive IDs, starting from an ID of 256. These WILL SHIFT VANILLA IDs that are higher than 256. For example, 'minecraft:golden_apple' (ID of 280) will be moved up to an ID of 281 if you have one of these custom items.
Aux = ID * 65536
ur a legend for that ❤️
yeah that's his name
a little better
What do you think is better for a spell system on the player HUD, used to execute spells and open an equipment menu?
Use ActionFormData buttons to execute spells:
- Advantages: New buttons for the UI, and support for PC hotkeys to use spells.
- Disadvantages: No console support, and it wouldn’t allow chargeable spells.
Move hotbar slots to be used for spells:
- Advantages: The add-on becomes global, with support for chargeable spells.
- Disadvantages: The player loses inventory slots.
why not console support?
There would be no way to select the buttons or use PC shortcuts.
you can't do it on the HUD
well youre rendering a form so its not on the hud...
if its a form and there are buttons then itll work
The HUD and the form are two different panels; they overlap, so when you try to use the hotbar, it doesn't work.
but if you have a form open then you can press the buttons
But I won't be able to interact with other Minecraft features on the console.
I asked a friend to test it with me on the console in my world, and he couldn't use the normal HUD, only the form.
then add console support to your buttons
and i dont really know what you mean by hud
not even pc can press buttons purely displayed on the hud, only mobile players
the only way youre pressing buttons on pc or console is through a form
hm...
the hud_screen and the server_form are two different panels, on mobile I can use custom_buttons from the form, but on PC and console I cannot.
bad code then i guess
'-'
i have working fully custom buttons on console and mobile for forms
ahh that
I used it here for testing, and it doesn't work on consoles because it's a different screen.
i believe its just keeping a form open 24/7 and ignoring form inputs other than buttons
I made something like this before for PvZ
Used the hotbars
ActionForm has too many limitations for this
Yup
That's why I asked the best method for using spells on the player's HUD..
.
I can only see the hotbar in this case
You could store the hotbar items in a db when player tries to use spells and then bring them back after that
I was looking into that, but they also won't be visible from the player's inventory, neither in the HUD nor in the inventory itself.
Another way is to not remove the items at all ig
Just see which slot was selected when an item was used
Maybe not a good idea 😅
Perhaps the most viable method is to remove the inventory slots along with the hotbar and use startItemUse and stopItemUse to activate the spells.
Make lower and upper case omegalul
i mean theres a template in #1072983602821861426 but i imagine its super laggy to support 32+ chars
Beyond like 10-15 chars it makes it laggy
(When you type it in th search bar)
yeah no thanks 😭
Is there a way to control previously cached fonts? Because whenever I replace a font file with another one, while keeping the same name and path, and then I close and reopen the game the old font still appears. I'm not talking about the default8 glyph
It works if I change the font name and path
Also, what other fonts does JSON UI support besides ttf and the default8 glyph?
MinecraftTen and the like enchanting table one
custom fonts work but only on global resource packs i believe
I meant types of fonts my bad, in global resource packs
I've seen some packs using otf but I lost the file
How do I hide this border? I tried setting false to $border_visible but it doesn't work
nvm I had to set $default_border_visible and $hover_border_visible
I would create my own button
@chilly yacht -5 slots in the player's inventory 🫠
You could technically use that character mapping to use custom fonts
The same thing for a search bar but yeah, it would lag a ton
best way to keep your inventory clean
they can just disable rp ahah
Best Inventory
Actually it doesn't lag much when used for static strings (not the search bar)
I've made another version so that operators could be displayed and used it multiple times in one UI. Loads just as fast as before
But doing it for too many strings will definitely cause lag :)
Oh didn’t know that haha
Is there a way for me to retrieve a number from the title and pass it to the alpha, so I can control the transparency level via the title?
[UI][error]-UI Control: hud_screen | UI Control: variables_button_mappings_and_controls | UI Control: safezone_screen_matrix | UI Control: inner_matrix | UI Control: safezone_screen_panel | UI Control: root_screen_panel | UI Control: root_panel | UI Control: bottom_right | On Control Path: /hud_screen/variables_button_mappings_and_controls/safezone_screen_matrix/inner_matrix/safezone_screen_panel/root_screen_panel/root_panel/bottom_right/{ui_control} | JSON UI parse failure: Must define a target property name in the binding!
Every time I try to pass an alpha via title, it gives this error.
{
"binding_type": "view",
"source_property_name": "($min * (#textbruto - ('%.7s' * #textbruto)))",
"target_property_name": "#alpha"
}```
That's correct, it's returning exactly one number in the title.
"$alpha|default": 1,
"alpha": "$alpha",
I added an aseprite animation to my hud_screen.json, but for some reason it only moves for a split second when I pause and resume the game
"sprite": {
"type": "image",
"texture": "textures/ui/charge_attack/full",
"uv": "@server_form.image_uv_animation",
"uv_size": [ 15, 15 ]
}
Did I do something wrong?
It does have the full.png and full.json files
Nvm, I just realized it's because the title is always reseting
I'm using switch_toggle as a template
Is it possible to bind a toggle's toggle state to another toggle's toggle state ? One toggle is a switch_toggle while the other is the recipe layout toggle
I'm trying to do it through the #is_recipe_book_layout binding
Im trying to figure out how
I'm doing it only resource pack sided
hello does anyone know why my binding not subtracting the form_text?
{
"text": {
"type": "label",
"anchor_from": "center",
"anchor_to": "center",
"text": "#testid",
"font_type": "default",
"font_size": "small",
"font_scale_factor": 0.7,
"size": [
"default",
"default"
],
"text_alignment": "center",
"layer": 32,
"color": [
1,
1,
1
],
"offset": [
0,
0
],
"bindings": [
{
"binding_name": "#form_text"
},
{
"binding_type": "view",
"source_property_name": "(#form_text - 'a')",
"target_property_name": "#testid"
}
]
}
}
input: 12345aaa
output: empty
because your string starts with a number, it's being converted into a number, and because the text property expects a string not a number, it's being ignored
i added "a" + text on my scripts part, but it still doesnt work
try to add a "b"
since you are removing the "a"s it's still being converted into 12345
{
"binding_type": "view",
"source_property_name": "(§z + #form_text - 'a')",
"target_property_name": "#text"
}
but this works for some reason
what does §z mean?
ohhh hold on
you can use §. to display texts that start with numbers
it makes the string start with an invisible character instead of a number
yeah i understand now thank you sm!
"source_property_name": "(b + (#form_text * '%.5s') - 'a')",
okay now this returns b.5s only
i recently saw some message before about splitting strings are now impossible?
is that right?
'b' not b
hmm, splitting texts still works, try ```
"('%.2s' * 'ABCD')"
still doesnt work
its empty
can i pay you to look on it and fix it? @cunning bridge
that's interesting... because this works in 1.21.130
ah, i see the issue
you didn't provide any variables to the source_property name, change the form body to ABCD and use #form_text instead
yeah it works, but when i do number it now doesnt
on form body
'1234'
try to add '§.' before the multiplication?
i mean ('%.5s' * ('§.' + #form_text)
my theory is that since your text starts with a number it's being treated like you are multiplying a string by that number
can i dm you? @cunning bridge
"recipe_toggle_survival@common_toggles.switch_toggle":{
"$default_border_visible":false,
"$hover_border_visible":false,
"$toggle_name":"recipe_toggle_survival",
"size": [15,20],
"$toggle_binding_type": "global",
"$toggle_state_binding_name": "#is_recipe_book_layout",
"$focus_id": "recipe_toggle_survival",
"$default_texture":"textures/ui/recipe/recipe_book_closed_default",
"$pressed_texture":"textures/ui/recipe/recipe_book_closed_hover",
"$hover_texture":"textures/ui/creative_icon"
},```
Does anyone know why I can't click it, but if I remove `$toggle_binding_type` and `$toggle_state_binding_name` I can, but it doesn't do anything.
Where can I find the DDUI document?
#1468350392826990624 message
"hud_actionbar_text": {
"anchor_from": "bottom_left",
"anchor_to": "bottom_left",
"offset": [0, 0],
"texture": "textures/qwo/background/scoreboard_background",
"text_alignment": "center",
"alpha": 1
}```
anyone know why my text alignement aint doing what it should
How to do a custom progress bar in the progress screen
I mean how to get the progress binding
what size is the parent panel
i need the Jose UI Edition
Do you know if it's possible to pass a number through the title to the alpha?
@manic dragon
Can you help me?
grab the hud title text string binding convert this into a nunber by multiplying it to one and set the target binding #alpha
It doesn't work; the most I could do was 1 and 0. I wanted to use a float number to control the visibility.
I'll make the code available for you to see. json "text_debug": { "type": "label", "text": "----------------------funcionou----------------------", "$percentage": 0.01, "$textbruto": "((('%.' + $number + 's') * ( #info - (( '%.'+ ( $number * $id) + 's') * #info))))", "$getText": "((('%.400s' * #textbruto) - ('%.11s' * #textbruto)) - '&')", // "$alpha_value|default": 0.1, "property_bag": { "#alpha": 0.01 }, // "alpha": "@core_elements.alpha_animation", "bindings": [ { "binding_type": "view", "source_control_name": "core_data", "source_property_name": "#core_data", "target_property_name": "#info" }, { "binding_type": "view", "source_property_name": "$textbruto", "target_property_name": "#textbruto" }, { "binding_type": "view", "source_property_name": "$getText", "target_property_name": "#text" }, { "binding_type": "view", "source_property_name": "((('%.10s' * #textbruto) - ('%.7s' * #textbruto)) * $percentage)", "target_property_name": "#alpha" } ] }, "alpha_animation": { "anim_type": "alpha", "from": "#alpha_value", "duration": 100, "to": "#alpha_value" }
I even tried with animation and property bags, either I'm doing it wrong or I don't know.
system.runInterval(() => {
const player = world.getPlayers()[0]
if (!player) return
player.onScreenDisplay.setTitle([
`core:active`.padEnd(400, "&") +
`active1000 muito bom wendrew você é o pika mestre`.padEnd(400, "&")
], { fadeInDuration: 0, fadeOutDuration: 0, stayDuration: 0 })
})```
hmmm... odd
theres no parent panel
i got it working tho
Oloko o mn e br
passei muita raiva com essa json ui slk
Does anyone remember which button showed the inventory?
E tem como não passar? kkkkkk
that's elipse... If you meant the three dotted button?
Thanks, I managed to do it here :^
eu não passo sufoco, e olha que eu sou mobile...
Guy
using ActionFormData (server_form)
is there a way to make the button the be on the same row?
guys how do I disable hotbar slots touch but still having elipse touch enabled
Whats elipse touch?
inventory button.
So u want to lock hotbar item from being moved but not the inventory item?
no. that's different.
you can't click anything in the hotbar slot at all
but you can still click the inventory button
"gui_hotbar_grid_item/hotbar_slot_button": {
"ignored": true
}
That means it's not converting to a float value
Make sure you have fetched the integer correctly (try displaying it in a label maybe)
Also try not to do the multiplication directly after string operations. Do it in a separate binding object
I mean it should work normally, but json ui can be weird sometimes
{
"wysiwyg_reset_modal_ok@library_modal.modal_button": {
"$button_mapping": "button.confirm_reset",
"$button_text": "hudScreen.controlCustomization.resetConfirm"
},
"wysiwyg_reset_modal_cancel@library_modal.modal_button": {
"$button_mapping": "button.cancel_reset",
"$button_text": "hudScreen.controlCustomization.resetCancel"
},
"wysiwyg_close_without_saving_modal_ok@library_modal.modal_button": {
"$button_mapping": "button.confirm_close_without_saving",
"$button_text": "hudScreen.controlCustomization.closeWithoutSavingConfirm"
},
"wysiwyg_close_without_saving_modal_cancel@library_modal.modal_button": {
"$button_mapping": "button.cancel_close_without_saving",
"$button_text": "hudScreen.controlCustomization.closeWithoutSavingCancel"
}
}```
wadahell is this
That's for the touch control customization screen
Is json ui still need to use vanilla ui to modify into our own looking ui?
Where can I find the file to customize it like in phone
{"[email protected]_item_details_factory": {}},
Which is in the common namespace screen how about the PC where I can find it
What does $toggle_group_forced_index do?
Not sure on the vanilla purpose but I use it to connect two toggles together (e.g. toggle that opens ui, second toggle inside it that closes it) . For something like that you would want index of 0 then 1 for second
Se já sofreu tanto que se adptou
nham
Nn só pelo fato de se progamar no mobile já da pra entender pq se acha mais fácil
morra infeliz
Kkkkkkkk
top
Anyone know if increasing the text limit of "#student_button_text" in NPCS is possible? pretty sure it's hardcoded but I figured I'd ask
possible in custom servers, no clue how it works though
hmm..
Hey can someone help me
@manic dragon question?
how do i fix this error
[UI][error]-UI Control: long_form | UI Control: long_form | UI Control: panel_indent | UI Control: inside_header_panel | UI Control: scrolling_panel | UI Control: scroll_mouse | UI Control: scroll_view | UI Control: stack_panel | UI Control: background_and_viewport | UI Control: scrolling_view_port | UI Control: scrolling_content | UI Control: wrapping_panel | UI Control: long_form_dynamic_buttons_panel | ----------------------------------------------------
Unknown properties found in def[] from namespace[]
- Unknown property [control_ids]
Don't know, there's no control_ids anywhere in the file
its coming from the "inside_header_panel@$child_control": {} i think
cause thats what renders the buttons without it i cannot see the buttons and the error goes away
i can try 1 more to but test where
"type": "stack_panel",
"size": [
"100% - 4px",
"100%c"
],
"offset": [
0,
0
],
"orientation": "vertical",
"anchor_from": "top_middle",
"anchor_to": "top_middle",
"factory": {
"name": "buttons",
"control_name": "server_form.dynamic_button"
},
"collection_name": "form_buttons",
"bindings": [
{
"binding_name": "#form_button_length",
"binding_name_override": "#collection_length"
}
]
},```
its this bit right here
do u know why this bit is sending that error
ima get off but someone @ me if u can help
also this channel
Hi all
whats wrong on it?
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
progress bar always 0
hi bro
D
Does anyone know why the custom font has this weird outline around it? It's the vanilla MinecraftFive font that is OreUI. This version is a ttf though, not an otf like the vanilla one
How to do ttf?
And what this even mean?
truetypefont, it's a font format. You can create custom fonts which aren't default8 by setting up font_metadata.json in the font folder
Thanks! Is this on the wiki?
Is font D0 smaller than font E0 for the same image size?
How can I make it so when I load into the game it shows an background with text for a loading screen, then make it fade out after a couple seconds? I'm new to JSON UI.
It would be like an actual screen when your in-game, not editing the loading screen.
I don't think so
I just realized all server resource packs go into the temp folder. and that's why I got a complaint about texture pack being broken 🤦
If I use the E1 font, the icon will look very large like this, but if I use the D0 font, it will be very small. Is there a way for me to adjust the display size of the icon without affecting its quality?
Just use E+ glyph for icon...
For icon... There's a lot issues if you're using the others... Like the size, the color, etc
So if I want to reduce the icon size, the only way is to directly scale the image of that icon, right?
Yeah? Make a bigger canvas, so you can make smaller image for every cells
I thought it would take the exact real size of that icon, since I tested it once already.
What r u trying to do actually
You should find them in your pc in C:\XboxGames\Minecraft for Windows\Content\data\gui\dist\hbui\assets. You just need to rename the assets accordingly and define their nineslice
Can I use bindings in the "ignored" property of bindings? Not the one in controls
{
"binding_type": "view",
"source_property_name": "(('%.90s' * #hud_title_text_string - '%.88s' * #hud_title_text_string) / 100)",
"target_property_name": "#block_scale"
},
Why does this not properly divide by 100?
It's a number (e.g. 20) so 20/100 should get 0.2
What happens is that it applies 20 instead of 0.2 even though I divided by 100
Thanks bro
{
"binding_type": "view",
"source_property_name": "(('%.90s' * #hud_title_text_string - '%.88s' * #hud_title_text_string) * 0.01)",
"target_property_name": "#block_scale"
},
Nope still not working...
how it's working, if it's already set $max_health 5.0 it's working correct. But when i get #max_health from string it's not working
"type": "image",
"size": ["100%", "100%"],
"layer": 1,
"$one": 1,
"$max_health": 5.0,
"#max": 5.0,
"clip_direction": "left",
"clip_pixelperfect": false,
"texture": "textures/ui/experiencebarfull",
"bindings": [
{
"binding_name": "#hud_title_text_string"
},
{
"binding_type": "view",
"source_property_name": "((('%.5s' * #hud_title_text_string) - ('%.4s' * #hud_title_text_string)) * $one)",
"target_property_name": "#health"
},
{
"binding_type": "view",
"source_property_name": "((('%.12s' * #hud_title_text_string) - ('%.10s' * #hud_title_text_string)) * $one)",
"target_property_name": "#max"
},
{
"binding_type": "view",
"source_property_name": "(($max_health - #health) / $max_health)",
"target_property_name": "#clip_ratio"
}
]
is it possible to make an outline block thicker?
No.. it's not even JSON UI related
Can you show code when it's not working?
Is it possible to dynamically add hud elements and have those elements dynamically move to not overlap?
Basically a custom status effect side bar.
yes
How would I push a new hud element to an existing panel?
I know you can render something with a specific title string, but I have no clue how could I make an element “aware” of its surroundings in order for it to move.
i recommend looking at my code snippet at https://bedrock-resources.vercel.app/
A curated collection of Minecraft Bedrock resources, Entity behaviors, and Molang examples.
search for "chat message notifications"
I’ll take a look, thanks!
Why I can't change the item names position despite modifying its offset?
Remove the binding
Do this
"bindings": []
it works! thx
hello
anyone knows why this does not work:
the default text
{
"logic@settings_common.option_text_edit_control": {
"offset": [5, 0],
"layer": 5,
"size": ["100%-6px", "100%-6px"],
"anchor_from": "center",
"anchor_to": "center",
"$option_label": "#custom_text",
"$option_enabled_binding_name": "#custom_input_enabled",
"$enabled": true,
"$text_background_default": "common.empty_panel",
"$text_background_hover": "common.empty_panel",
"$text_box_text_color": [1.0, 1.0, 1.0, 1.0],
"$place_holder_text_color": [0.6, 0.6, 0.6, 1.0],
"$text_edit_box_content_binding_name": "#custom_input_text",
"$text_edit_box_binding_collection_name": "custom_form",
"$text_edit_box_binding_type": "collection",
"$place_holder_text": "#custom_placeholder_text",
"$text_edit_box_placeholder_content_binding_name": "#custom_placeholder_text",
"$text_edit_box_placeholder_content_binding_type": "collection",
"$text_edit_box_placeholder_binding_collection_name": "custom_form",
"$text_edit_box_grid_collection_name": "custom_form",
"$text_box_name": "custom_input",
"$text_box_enabled_binding_name": "#custom_input_enabled",
"$text_edit_box_enabled_binding_type": "collection",
"max_length": 32767
}
}
i just found out than you can use "orientation": "vertical" on flipbook animations to make it vertical lol
??
What
apparently flipbook anims only defaults horizontally which is inconvenient since blockbench only supports vertical flipbooks.
and on documentation it doesnt says it supports orientation but this works
"tail_animation": {
"anim_type": "flip_book",
"orientation": "vertical", //makes the flipbook to cut vertically
"initial_uv": [
0,
0
],
"frame_count": 100,
"frame_step": 18,
"fps": 30,
"reversible": false,
"easing": "linear"
}
i learned so much i love you guys for helping me
Using our code and our textures? 
Bedrock addons json channel in a nutshell 💔
When I render stuff using #hud_title_text_string, the mob status effect bar stops showing :b
is there a way to prevent this?
Oh cool
don't ask to ask
no one is going to commit to an unknown request/question, and even if they did no guaranties that they know the answer
so just ask you qustion
🗣️
Je pense avec le ddui tu pourras faire bcp plus de chose sympa
Ouais mais honnêtement le json ui c’est vraiment pas mal
J’espère juste qu’ils vont pas enlever json ui
Car pour l’instant ddui c’est moins performant + le seul truc qui change c’est un rafraîchissement continue
Mais reste à voir les majs qui arrivent
A la toute fin le json ui va être obsolète (mais vraiment a la toute fin quand on pourra fait dure ore ui)
Ouais
Tu fais quoi en ce moment?
Honnêtement rien je fais surtout la partie behaviors parcontre j’ai posé une question dans json ui si tu peux me la résoudre sa serai bien
what is the anchored_offset_value_x/y's type? Is it string or others?
Number
how can i prevent this?
i want just the sword
"sword_anim": {
"anim_type": "flip_book",
"orientation": "vertical",
"initial_uv": [0, 0],
"frame_count": 4,
"reversible": true,
"frame_step": 16,
"fps": 6,
"next": "@hud.sword_anim"
},
How many frames do you have and what's their height?
try removing the next part
I’ll try
"sword_anim": {
"anim_type": "flip_book",
"orientation": "vertical",
"frame_count": 4,
"fps": 6
},
and in your image element add this "uv_size": [16, 16]
thanks!!!
it works
my offset still can't pass into #anchored_offset_value_x/y,is there something wrong in my code?
anchored offset doesnt work with "center" anchor, also anchored offset it's a percentage based on the size of the parent, 1 = 100%, 0.25 = 25%, 2 = 200%, so basically #anchored_offset_x/y = 0.3 and 1.7 it's the same as "offset": ["30%", "170%"]
again, based in the size of the parent
When I render stuff using setTitle, the mob status effect bar stops showing
is there a way to prevent this? Xd
idk lol it happens to me too, maybe it's a bug
your bindings should be fine, Even so, there are some recommendations i want to give you, don't use font_type and font_scale_factor at the same time, only use one (font_size is ok but font_scale_factor is better, so use font_scale factor lol), also you don't need to declare it in every label if you plan to use scale 1 as 1 is the default, Finally, try to format your bindings and use as few parentheses as possible; this will prevent errors (especially the "Must define a property bla bla bla" error) and if something goes wrong, you'll be able to find the problem faster
it worked. thx!
Huh.
Recently Inventory UIs are having really a lot of changes lately.
All of the existing elements and references are now just moved to common UIs.
Basically for those who have badly modified inventory screens. well it's gonna take quite a while to update.
Most of the stuff doesn't exist on the inventory UIs file anymore, just somehow moved to common file.
Is it possible to detect a villager's profession and biome in its trading screen, only resource pack side?