#JSON-UI General
1 messages · Page 53 of 1
You need to change offset of the nested controls of exp_progress_bar_and_hotbar
It seems a bit confusing to me
But you can get the current text box content like this-
{
"binding_type": "view",
"source_control_name": "display_text",
"source_property_name": "#item_name",
"target_property_name": "#text"
}
It'll not work properly if multiple text box have the same text control name (display_text)
well i did. but the problem is that the other content (form body/any other element) cant be scrolled
on controller
You only need to modify exp_progress_bar_and_hotbar
But instead of modifying it, better do it from scratch. Like, what's the need to add 3 hotbars and 3 horse, dash, and locator renderers mojang 😭🥀
tf is this 😭
average bedrock sample
And that's not all, for each exp_progress_bar_and_horbar there are 3 hotbars (xp, no xp, locator) and there are also centered_gui_elements_at_bottom_middle, same but with '_touch', and not_centered_gui_elements,Each of those has an exp_progress_bar_and_hotbar, which means there are like 9 hotbars on your screen 😭
I never found out what this exp_progress_bar_and_hotbar_pocket is for
it's not even used for pocket layout
its a resizable hotbar
ig they'll start using it soon as they added control customization for touch users
real big brain move by nesting everything
mojang doing hacky things
ig
well, actually the version with the locator bar is okay, but still why add 9 hotbars lol, 1 is enough
what about the one used in exp_progress_bar_and_hotbar_pocket :)
it's added in root_panel so total 10 hotbars lol
For the inventory screen is it possible to eliminate the whole tabs thing and force 1 configuration?
yes
include this to the inventory screen
"toolbar_panel":{
"ignored":true // or visible: false
},
I don't suppose there is also a way to "split" the UI?
I had cool concept a while back but my knowledge on Json UI is lacking to say the very least
I didn't understand
I want the center to be unoccupied and inventory/hotbar on the sides
Yes, it's certainly possible.
By anyone but me probably
I have tried for years and still hate Json UI
I have the concept for most of it already drawn
Just not coded
Hii, Is there a way to read the chat text and paste it onto the screen using hud_screen?
could you please show it?
or at least a simple scheme of it
Sure
It's not to scale and a few elements are missing atm
It's a concept not a definite yet
Is this suppoed to appear in the hud screen or in the inventory screen?
In either case, I think you could change the anchor point of player_inventory in inventory_screen.json
It's pretty much a sidebar inventory
With extra info
yeah but is it supposed to appear when you open the inventory or is it supposed to be visible in normal gameplay?
the issue I think that may arise is that the recipe book panel will probably go wherever it wants
does anyone know how to shift down the coords a little
i know i got to offset it i the hud screen but im tryna figure out how though
yes but i was tryna see if anyone already knew the code for coords
in the hud screen
https://discord.com/channels/523663022053392405/1252224040433614958
I am trying to use this feature, but there is a problem where it starts from the right. I heard that it can be solved with animation, but I'm not sure how.
Applying offset won't work
Do this-
"root_panel/chat_stack": {
"modifications": [
{
"array_name": "controls",
"operation": "insert_before",
"control_name": "player_position",
"value": [{"spacer": {"type": "panel", "size": [0, 10]}}]
}
]
}
Thank you so much
it didnt work
Oops, It has an error
Is there anyone who can let me know?
Hey, I see someone with a tooltip at the top of HUD screen. When they looked at a specific block, it displayed that block’s renderer in the tooltip. How did they do it?
How do I retrieve group-specific values in display_text? Or is it impossible because I've tried many things and it didn't work?
Mostly scripts
Uses actionbar to show it on top
Unless it's a custom edit box, you don't really need display_text. They have a binding that holds the value of the edit box. Just use that
Do you have any examples?
You can check any text box implementations in bedrock-samples. You'll see a variable like this $text_edit_box_content_binding_name
This variable holds that binding
Sometimes, the binding might be under a collection. There will be variables defined for those too
I'm trying to hide the first 2 buttons with indices 0-1, but because the type is grid, I don't know how to do it. My current code looks like this, and if anyone knows how to do it, please help me.
I can hide the first two buttons, but the rest don't move, and that's why there's an empty space
Is It Possible There Is A Way That You Can Put Like A Scoreboard At The Bottom Left Of You Screen
can You share a screenshot of how it looks
My form is only returning undefined as the selection index, even if I have selected something. What am I missing?
#1067535608660107284 + share your code
I don't think it's a script API thing tho, my code is literally just:
form.show(player).then(({selection, canceled, cancelationReason})=>{
if (cancelationReason == FormCancelationReason.UserBusy) return openSellMenu(player)
console.log(selection)
})
``` for the form functionality, which makes me think JSON UI. I'll post the files here in a sec
I just have these two, and this snippet from server_form.json:
{
"[email protected]_binding":{
"$size":[350, 250],
"$form_name":"§c§u§s§t§o§m§r§l§fLucent Prisons §r§7- Sell",
"$form_id":"sell_form.sell_form"
}
}
which are then used to make this form:
make sure that { "binding_type": "collection_details", "binding_collection_name": "form_buttons" } is in the button
it is not in any of my forms... do you know where I'd put this at?
I mean obviously in the button, but
I think it’s there
Do you get any errors?
I didn’t see your json but are your buttons generated with a factory?
Or are you using collection index?
I have collection index on my buttons
I do not get JSON UI errors in my console, not for that form at least
its for hud_screen json, a different matter altogether
You’re using a the form_buttons collection in hud screen??
I don’t think that’s possible
no no im saying the errors that I get are from hud screen json which im not working in rn
np
is there any way for a button added via JSON UI to trigger a script event? I added a button to the chat screen and want it to trigger a /scriptevent, but I haven't been able to figure out how
Not directly
sad
are there any workarounds or is it pretty much impossible?
gawd damn
https://discord.com/channels/523663022053392405/1410877945291214908
There's a website to make custom command buttons for this pack
How can you even do this😅
A bit of a hacky process. Ofc there's no normal way xD
i have a hud ui showing but i really wanna know how to connect it to the health bar and other bars to scoreboards please let me know
woah this is awesome
has anyone ever made scrollable textareas? like multiline text box that wraps and scrolls vertically? I've been trying but can't get around the scroll intercepting my taps to place the cursor within the text, so if i click off and then back on it just puts the cursor at the start
In chat_screen.json, I have an edit_box used as a tooltip slot inside messages_text. The #visible binding reads #text correctly per-row. But inside a child label control, #text always reads the first row only. Using source_control_name: "display_text" reads the correct row but returns input box content instead of the chat message. How do I read the correct per-row #text inside a child control?
{"[email protected]_box_slot":{"$_flag":"§h§o§v§i§7","controls":[{"reader":{"type":"label","text":"#item_name","visible":false,"localize":false,"bindings":[{"binding_type":"view","source_control_name":"display_text","source_property_name":"#item_name","target_property_name":"#raw"},{"binding_type":"view","source_property_name":"(#raw - '§h§o§v§i§7')","target_property_name":"#data"},{"binding_type":"view","source_property_name":"(('%.20s' * (#data - ('%.0s' * #data))) - '\t')","target_property_name":"#money"},{"binding_type":"view","source_property_name":"(('%.20s' * (#data - ('%.20s' * #data))) - '\t')","target_property_name":"#gold"},{"binding_type":"view","source_property_name":"(('%.20s' * (#data - ('%.40s' * #data))) - '\t')","target_property_name":"#exp"},{"binding_type":"view","source_property_name":"('§eMoney: §f' + #money + '\n§6Gold: §f' + #gold + '\n§aExp: §f' + #exp)","target_property_name":"#item_name"}]}},{"[email protected]_text":{"layer":29,"property_bag":{"#hover_text":""},"bindings":[{"binding_type":"view","source_control_name":"reader","source_property_name":"#item_name","target_property_name":"#hover_text"}]}}]}}```
Hmm, anyone has gotten an idea why some images are more pixelated than others?
I have genuinely no idea why. Settings for the entire CDN are all the same. Could the banners file contents be at fault here?
maybe something's compressing it?
Not really. Firefox shows the images just fine. Nginx doesnt compress them either.
I had this issue like few months ago with the same image. Could be maybe that the image is weirdly made? As long as it works ig imma leave it be
Does anyone know if there are any problems with caching the chat screen or any other screen with a factory?
Like will this cause issues for clients
https://youtu.be/_J5Bi-krhw8?si=7X_sU9CIpe4aQ06o does anyone know if theres a updated script to this video?
Code: https://github.com/LeGend077/json-ui-resources/blob/main/custom_progress_bar.json
Preserve Title Text: https://wiki.bedrock.dev/json-ui/preserve-title-texts.html
Music:
Sweden, Minecraft - C418
#minecraftbedrock
can someone tell me how do i add a formatting code like "§l" to this ->( "text": "#form_button_text" ) via json ui?
It should still work
The hud does its the script that doesnt work any more sadly
You only need a script that can send a title with hp: prefix
hp:<progress>
Nah a script that connects the hud to the hp
Someone please help. 😭😭
Tbh it's quite hard to read
yo, how do i use anims for elements that arent a screen inside a form?
(with the play and end events of a screen)
You want to reuse screen animations for other elements?
I want to create my own animation but need to use events for it to play (or at least i think)
basically just slide in or out a specific element inside my form
for form exit animations end_event would be screen.exit_end and play_event would be screen.exit_pop
Don't think you need play or end event for starting animations
yup but it doesnt play at closing anim with the end event
The play event might be screen.exit_push
Only one works for server form screen. It was probably the exit_pop but I don't remember correctly
{
"slide_out_animation": {
"anim_type": "offset",
"easing": "in_cubic",
"play_event": "screen.exit_push",
"from": [
"0px",
"2px"
],
"to": [
"200%",
"2px"
]
}
imma try with pop tho
Yeah pop should work
Oh it works
Thanks
But the anim has one issue tho
The form closes before the anim finishes
Any way to delay the closing of the form?
No idea about that
Damn I will just shorten the end anim
thanks for the help
anims were never my good side
lol
I wish exit_push worked for server forms. It would be possible to make smooth screen transitions
is there a difference between them?
exit_push is the event when a new screen pushes the previous screen to the left. You've seen it quite a lot. exit_pop is the regular one like server form
Ohh I think I know what it is
That is what I wanted to achieve at first haha
but im finee with what i have now
dynamic size W
In chest screen, how do I conditionally render the small chest panel with the $container title, it just don't work like the variable is empty
Store this in another variable first. Then use that variable for conditions
Thank youu
hey is there a way to do this type of graph?
You're asking for too much 😭
(btw only option I can think of is through player model)
Haha yea i know, mm probably i will have to use bars for statistics
you can use either an entity or a CDN image
what do you mean with cdn image?
you cant load images dynamically into a pack
Yesn't.
Using endstone, yes.
URL images can be used with forms
I am currently deploying an endstone plugin to enable Script API to use URLs in button textures.
mm but im trying to do it script api only
It is possible but it would require alot of work
this is what i have so far
but im having troubles with filling it
but i will ask for help in addons channel, thanks btw, CDN seems like my best option but i really dont like on depending in external softwares
Btw how I’m just curious?
Do you have an example?
Regarding JSON UI: Bedrock Samples
Regarding URL images using Script API: Script API only allows paths, so you will need to use Endstone and some plugin (currently on mine has been made and is public). I recommend mine.
Regarding using my plugin: Just type in the link of the image you want to show inside the button instead of the path like: form.button("Test", "https://cdn.example.com/example-file.png")
:0
Endstone has gotten a plugin like Viaversion.
It can support future version until the actual endstone software gets updated.
Cool alright, then I’m using this I guess
stack_panel
maybe with entity renderers
ignore element
alr
$touch if you want the input type
or $pocket_screen if yu want to check what screen they have
checkout the entire list to see what fits you the best
whats the name?
endweave
thank you
np
Is it worth it to make an add-on that uses json-ui ?, i heard it will get deprecated soon and add-on will break when that time comes
i personally dont think it will be deprecated any time soon
Ok
Hello is someone experienced in json ui here can help me ?
@weak cape
No
I am currently working
-# profile status
Sad : (
I was trying to make 3 system , but when i override title elements just disappear
Thanks
Why do you have "JSON UI artist" in bio 😭
-# no offense (it sounds kinda aggresive)
I mean that’s art
What?
Idont know im french
Maybe it has à different feeling/meaning😅
fair enough
like not that im aggressive to you lol
Oh
Oh , thank u
Overwhelmed : (
Someone knows why this doesnt show the texture
This dosen't work anymore:
Ofc it works. You might be doing something wrong
Not work for me
It doesn't even filter the text
Or nothing : (
I tried for 8 hours
Nothing works
Even though i am making something too smol
What are you trying to do?
And for that i need a bar
And icon that moves , or exactly icons that flags visible property
But when i do title
/Title @s effect:loss
As example the perceived_text dosen't keep the old text
And i am struggling to make it work since 8 hours for now
Can you help me to fix it by any chance : ( @manic dragon
Can I see your code?
does anyone know how to connect a scoreboard to your hud_screen, im talking about in a progress bar to have it move when you have a certain score amount
hello, someone knows why i cant select the buttons on the corners with an xbox or ps controller?
Make sure they have focus_enabled: true
How do yall set a control element on specific grid slot col and row
Using grid_position
Thanks, I'll try it
yea i have them like that
pndjo no sabe usar un wheel
XD
what emoji?
pretty sure you can put more or less than 6
Current emote screen uses 4 but I'm not sure about adding more. You might be right
completely possible ig
AND maybe it can be used as a circular button?
Ooh noice
I messed with the code quite some time ago. So forgot many of the details lol
-# 56 tabs?
XD
This was under small_chest_panel/root_panel, I'm trying to hide the original chest panel but says "must define source property name in bindings":
"chest_panel": {
"type": "panel",
"layer": 5,
"controls": [•••],
"$text_name": "$container_title",
"$_prefix": "example",
"bindings": [
{
"binding_type": "view",
"source_property_name": "(($text_name - $_prefix) = $text_name)",
"target_property_name": "#visible"
}
]
}
a
Sorry if it looks dumb lol, I'm not very smart at json ui
sorry i got bussy
You dont need bindings
remove bindings and add "visible": "($text_name - $_prefix = $text_name)"
Thankss, it worked fine
It’s in what screen?
What’s your code?
And what you’re trying to achieve
Hud
One min i ll send za code
"anim_type": "alpha",
"easing": "linear",
"from": 1,
"to": 0,
"duration": 2
}, ...
{
"gain@honor_pkg.icon_template": {
"texture": "textures/ui/honor_gained",
"offset": [22.7, -60],
"anims": ["@honor_pkg.fade_out"],
"bindings": [
{
"binding_name": "#hud_title_text_string",
"binding_name_override": "#text"
},
{
"binding_type": "view",
"source_property_name": "(#text = 'effect:gain')",
"target_property_name": "#visible"
}
]
}
}, ... ```
those two parts
i want it when i send "effect:gain" , it will starts to fade but it dosen t ,
Hmm I don’t see anything wrong but I’m no animation expert
I might know why
Is it a chat message?
?
No
And icon
That get s triggered by that title
And then it appears because visible is on
Oh title
And after that it fade out
I don’t entirely see the code on my phone
Oh.. hmmm
Welp , ok
Is there a limit for the maximum chars I can set for $max_text_edit_length?
Ig it'd be the 32-bit integer limit
makes sense
top_left
top_right
left_middle
right_middle
bottom_left
bottom_right
top_middle
center
bottom_middle
is it possible to transfer bindings to children?
like
parent - #test
- child: can also use #test
Yeah
Use the name of parent in source control name and add resolve_ancestor_scope: true
how do I make a animation for main menu?
does this work for collections?
Yeah should work
like form button collection..?
What are you doing? Collection in parent and the child should be able to access it without using collection binding again?
yes
It should work but make sure you add the resolve ancestor thing
hm alright ill give it a try in a little
how would i pass a binding to another child?
like lets say one child has a binding but i want another child to also have access to it
is it just resolve_sibling_scope?
Yeah if they are siblings
ahhhhh alright
my bindings are just being weird
it wasnt letting me use a source_control if it wasnt a child as well
i was trying to do a panel i just call with bindings but it HAS to be a child of the one thats calling it i guess
is it possible to disable hotbar slot?
You mean it has to be impossible to reach by scrolling or hotkeys, right?
It is possible but kinda complicated
Also I assume you'd have to lock the slot with an locked invisible item
Not really necessary. But ig it can be done for extra safety. Basically, you can make the slot completely unreachable with JSON UI
yes
So you have to detect which slot is currently selected. If it's the slot before the one you want to disable, then you have to map the button.inventory_right to the hotkey of the slot after the disabled slot
Same thing for the slot after the disabled one. There, you have to map button.inventory_left to the hotkey of the previous slot from disabled one
Is that also what soulsteel uses for their hotbar skill, moving the selected skill slot to the weapon slot after using the skill?
I'm not sure but I think it's done from scripts
Hey
Should i do json ui or script as my first menu?
script
you wanna get to know forms before you learn json ui forms
is custom sidebars and title customization all json?
Howdy guys , how to make an animation that make an element fades and whenever i send a title the fade out animation plays again
You'll have to generate that element using title factory. Which will make the animation play each time you send title.
BUT if you send any title before the animation finishes that element will disappear. There's no way to prevent this
Thx
how do i bypass safezone without screen_bg_content?
Why would you wanna do that?
i want to put an image in hud, like the fibonacci spiral
or should i use screen bg content?
Like why do you want to ignore the safe zone?
using an image like a grid for screenshot referencing or something like that i dont know how to explain it well
like on camera theres a grid for better photo smt like that
You can use that. Otherwise, you'd need to do some modifications to base_screen in ui_common.json
Now that I think of it, you can just do insert_front or insert_back operation directly in the screen element to add your image. It will be outside safe zone
How to destroy an element?
You... don't. — I don't know why would you bypass something that is literally, right there.
screen_bg_content works exactly like screen_content except it ignores safezone. you can always move the vanilla element to a new element. i.e root panel.
screen's root element by default does not have a safezone.
it's also the lowest element you could ever mess, kinda like messing the kernel side of things.
yes
@cunning bridge
Does anyone why this weird artifact appears at the end of the image? I created it by overlapping a progress bar texture and its outline texture
Like why is there a small green part at the end of it?
are these two separated image elements?
yes
This is what I've done in trade_2_screen.json ```json
"empty_progress_bar":{
"tiled": true,
"texture": "textures/ui/trading/progress_bars/tiled_empty_progress_bar"
},
"blue_progress_bar":{ // It's been changed to green
"tiled": true,
"texture": "textures/ui/trading/progress_bars/tiled_filled_progress_bar"
},
"white_progress_bar":{
"tiled": true,
"texture": "textures/ui/trading/progress_bars/tiled_preview_progress_bar"
},
"progress_bar_nub":{
"visible": false
},
"exp_progress_bar/empty_progress_bar":{
"layer": 2,
"modifications":[
{
"array_name":"controls",
"operation":"insert_front",
"value":{"outline_empty_bar@quartz_gui.outline_empty_bar":{}}
},
{
"array_name":"controls",
"operation":"insert_back",
"value":{"outline_preview_bar@quartz_gui.outline_preview_bar":{}}
}
]
},
"exp_progress_bar/empty_progress_bar/blue_progress_bar":{
"layer": 5
},
"exp_progress_bar/empty_progress_bar/white_progress_bar":{
"layer": 3
}```
Meanwhile these are my element definitions:
"outline_empty_bar":{
"type":"image",
"texture": "textures/ui/trading/progress_bars/empty_progress_bar",
"visible": true,
"layer": 1
},
"outline_preview_bar":{
"type":"image",
"texture": "textures/ui/trading/progress_bars/preview_progress_bar",
"layer": 4,
"bindings": [
{
"binding_name": "#exp_possible_progress",
"binding_name_override": "#clip_ratio",
"binding_type": "global",
"binding_condition": "always_when_visible"
}
]
}```
try adding "size": ["100%-1px", "100%"] to blue_progress_bar
Which is the best website/app to texture icons like this
seems pretty ai
You should adopt a more pixelated style
And do it with blockbench
How to do this in blockbench
How to check if a player is using pocket UI
They literally asked what software they can use to achieve this lol
$pocket_screen
Thanks
Guys is it possible to make a bar above xp bar and above that bar sits xp level , hunger armor etc.... ?
Yes
lol, maybe it's the image quality, but that texture is 100% human
Yes it's from core craft i think
How to create this kind of texture
R u replying to me
Most likely
Where to texture icons for health bar
textures/ui folder
Search for heart
I know these but i don't know where to texture the icons/health bar to replace the vanilla one
Yes, I know, I programmed that life bar
I know these but i don't know where to texture the icons/health bar to replace the vanilla one
these files within textures\ui\
No dude i don't know where to draw the texture to replace these
Sry i ma weak at English
You mean a drawing program?
Drawing texture
What language do you speak?
Libresprite works quite well; I personally use paint.net
Oh kk thanks
Tamil
Yes
Why
Oh i will try that also
Oh, nothing, I didn't know it
But Thanks vm
C:\XboxGames\Minecraft for Windows\Content\data
:v
Thanks, I'll try that when I have time
To see if the player is on a mobile device, is it the pocket_screen or something like that?
yes it is
tenkiu
Because the UI is designed for a PC screen, and on a mobile phone the interface appears very large.
here is the list of variables you might need
tnks for the info
Do note that $pocket_screen tells you if the player is using pocket edition UI or classic UI. It does not guarantee that the player is on mobile
Interesting, I'll see what I can do and how I fix this UI issue, I made it too big jiji
Well, it seems that if I use classic mode, the UI comes out large, but if I switch to pocket mode it gets smaller and fits well on the phone.

Wait, it only comes large when using the classic ui?
yes
With that, if you use the classic one, the large one comes out, and if you use the "pocket" one, the small one comes out.
😔
Ohh I thought you meant something different haha
XD
$touch exists, well. unfortunately this does not tell if the player is mobile or not. this is rather than a touch screen detection.
it worked by subracting it by 2 pixels instead of 1. Thank you
oh nevermind 1 works as well
Not really. You can have touch with hardware on a pc without actually changing the UI type
Or at least this is what I presume
Does anyone how is this padding between the two toggles in the villager screen called?
and also, am I going crazy or this semi-transparent strip didn't exist before? Why did they add it? How is it called?
they probably added it for the same reason they added the spacers to the json-ui settings screen
They’re trying to make us hate the old ui to have excuses to introduce new ore uis
touch screen detection.
its a fix 🙌
of course... no but seriously does anyone know how it's called?
Ok I might've found it
it's either tab_content/tab_content_search_bar_panel/items_panel/shadow_stack/shadow_container/top_shadow or tab_content/tab_content_search_bar_panel/items_panel/shadow_stack/shadow_container/top_overlay
Ok it's actually both of them so we must go to complain to the parent, which is shadow_container
Nevermind, we can can complain with the grandpa and eliminate it (shadow_stack)
Clcik
Windows + R, minecraft:
I didn't know you could open it like that XD
in your browser type "minecraft:" in the url bar and hit enter
is this entity or json ui? this is so cool!
Looks like both but more likely entity
But definitely doable in JSON UI
this is the coolest ui I’ve seen so far this year
From the scaling of text it's likely an entity
Also if it's a marketplace pack, then I'm quite sure it's an entity
pretty cool but lots of work to do
https://youtu.be/Le7EmbX_4GY?si=DpsvXcCs6MibLQdJ&t=127 it's a marketplace pack
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Woah the animations are super cool
And it's definitely entity
ikr! it's so clean
it is attachable most likely
i worked with that kinda of stuff
Oh I thought it was entity as it was being controlled with w a s d
you can do that with attachables
Then it's most likely that I'm wrong. Attachables didn't come to my mind when I first thought about it
It is a highly entity. depending on how interaction works, you can get near to no delay without JSON-UI.
Since this is an add-on, JSON-UI is not allowed there.
What do you mean?
This is a marketplace addon, is it not?
You said it’s an add-on. You didn’t say a marketplace one…
But you would be partially correct
JSON UI “modifications” are allowed but only for npc screen (and maybe some other screen that I cannot recall)
Ah yeah i forgot about that.
It would be an npc screen and form if i remember correctly. but you can't go full JSON-UI with that either.
Other than that, i already examined the said marketplace addon, they're all attachables. It doesn't seem to have any entity behind it. and is seems to be fully script-side.
Nope. Forms are definitely banned from changing.People tend to ask for help for NCP screen.
Then my memory has been hazy as I don't do anything minecraft related for the past few months. that's all i can say.
No problem 👉 😈
This attachable UI looks interesting though, i might look into it in the future.
It does have fancy animations that seem to be easy to implement.
"[email protected]_text": {
"ignored": "$default_state",
"bindings": [
{
"binding_name": "#form_button_text",
"binding_type": "collection",
"binding_collection_name": "form_buttons"
},
{
"binding_type": "view",
"source_property_name": "(#form_button_text - ('%.40s' * #form_button_text))",
"target_property_name": "#hover_text"
}
]
}
Does anyone know how I can make the hover text not show the first 40 characters? I tried this but it doesn't work, and in fact, it doesn't show anything when I hover over the button.
Someone please help me, I would really appreciate it
hi, someone knows the original texture of the server form button?
i know the form panel is textures/ui /dialog_background_hollow_3.png
textures/gui/newgui /ButtonWithBorder.png looks like it, but the hover is not green 🤔
i was looking if it that color is managed by json ui, but i can't found anything that changes its color on hover
Ok so im new to addon development and i am wondering is it worth even learning json ui. If they are replacing it with ore ui soon
I have seen amazing things made, if you have the time and some notion of design/art you can go ahead, we been waiting ore UI for a along time and no one knows when JSON ui will be deprecated
Personally i prefer commissioning people
Hello
What do I do if I suck at Json UI and can't afford to commission? Just give up?
(I've tried learning a lot)
Well thats motivating
Hey, I have a question: where can I see the textures for Ore UI?
data/gui/dist/hbui/ folder of the games internal files
There's a menu atlas where you can see the button textures and stuff
textures/ui folder
button_borderless_light
button_borderless_lighthover
button_borderless_lightpressed
but note that these are used almost everywhere in the game
tenkiu
Is it possible to display player armor in the chest_screen
where can i modify messageform?
I think it’s in the dialog_common
The panel two button
But I’m really not sure
okay imma check ty
Thank youuu
Hi, I’m looking for help with Minecraft Bedrock JSON UI for a custom server shop.
I want a left scrollable item list and a fixed right panel with buy/sell buttons, similar to premium server UIs.
I’m using a resource pack for the UI and a PMMP plugin for the shop logic.
Does anyone here work with server_form.json, custom layouts, and JSON UI buttons/bindings?
I guess yeah
What do you need help with exactly?
I need a developer to make all my jsonUI
Hey, when I create a search bar in the server_form, why does it only work when I start the word with a capital letter? For example, in my UI I have something called "House" and it only works if I type it exactly like this, because if I type "house" it doesn't find it.
The search function is case sensitive
You'll have to write the exact characters
there is a way to make it case-insensitive but i's recommend not doing that
-# performance impact
And what is that?
I mean it works well enough for small texts
As long as you don’t spam characters it works fine for us
I think using that the better option will be to provide a lowercase version of texts that's not shown in the form
and it will be compared with the lowercased search text so only the text from text box needs all the hard work
also limiting total length of the text will help too
Won’t it be possible to make the search bar static (not update every frame) but add a search button to update the form and the searches?
You put the whole alphabet
XD
I would test it but can’t do that
But you say that can affect performance, right?
I think it would be possible. Have to test when i get time
yes
it can affect performance if used too much
;c
Well, I used it, and so far everything's working fine. I'll see how it goes with several players in a bit.
and I'll reduce the text on the buttons :v
you can do this. should give you better performance
Let me see how I can do it, hehe
Use the static version and add a button with a non functional button mapping
And I also see that if my text has a "§" before the word, it doesn't search for it.
that's a 2 byte character
it only works for 1 byte characters
mm, okei
I have low memory, how do I pass the variable value from one element to another
Well, that "§" thing is already done.
how do i make a kind of ui that shows simple numbers like "Lefting enemies" and "score"
In my case I use the actionbar xd
I know, but this case i need it instead using the scoreboard xd
Search on mcpedl and based on that, see what you're doing and do it manually.
Otherwise, you create your text and add a texture that moves the text's position to wherever you want;v
https://bedrock-resources.vercel.app/
and type in the search bar “TopBars”
A curated collection of Minecraft Bedrock resources, Entity behaviors, and Molang examples.
It uses title
i see
how is this done?
i know its an entity
but how do they do it?
It seems like one that takes up a whole screen, but how beautiful it looks!
as i said before, attachable
Is it possible to control a variable or global variable through a slider/dropdown/toggle etc.?
Without making a completely new subpack
No.
Sweaty Minecraft performance
how so
Animations
it is just entity animation
why would that affect performance
Nice stuff
I know
Really
anyone have a free server form ui texture pack?
what server form ui texture pack?
just something that changes the actionform/modalform design but not the layout
like ui texture pack
cant find anything on mcpedl
oh so like recoloring and stuff?
yeah something like that
why does this error mean?
[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 | On Control Path: /hud_screen/variables_button_mappings_and_controls/safezone_screen_matrix/inner_matrix/safezone_screen_panel/root_screen_panel/root_panel/{ui_control} | Type not specified (or @-base not found) for control:
Hey everyone, I'm an addon creator, and I don't understand anything about JSON UI. Could someone help me with that?
Type not specified (or @-base not found)
elements either have to have a type or refer to another element that have it
"example1": {
}, //throw that error
"example2": {
"type": "panel"
}, //doesn't throw that error
"[email protected]": { //current is the current namspace or where you are calling it from
} //doesn't throw that error
Anyone there?
read the wiki
Also, if your element is in another json file make sure that’s its loaded by the _ui_defs.json
This also call this error
Can someone guide me?
Is it possible to change the state of another toggle by pressing one? For example: I have 5 toggles, but only one can be activated at a time, or none at all.
This is how I remove my panel from the normal minecraft one. How do I do it for subtitle?
"hud_title_text/title_frame": {
"bindings": [
{
"binding_type": "view",
"source_control_name": "title",
"source_property_name": "(#text - '§r§0§r' = #text)",
"target_property_name": "#visible"
}
]
},
is it subtitle_frame?
you need to add them to the same group
https://discord.com/channels/523663022053392405/1280301965271896124
this does use that if you want to take a look
each tab is a toggle
Yes, if unsure. look up vanilla's hud screen.
yes it was subtitle_frame thanks
thanks work, but its possible to hide when you click again?
I don't use #hover_text because I want it to be easy to use on mobile
i don't think so
unless you want to add another toggle that covers everything
or maybe animation that hide the text after a bit of time
Thanksssss
hi there, have someone ever made a scrollable panel where the size inherit from child (buttons) and limit to a max_size?
how do i remove the first index on a grid collection of buttons?
like i need the index 0 to be a back button
i need to make some uis, but i've never done this before, are there any good docs? i need mainly a way to reimplement the UI of an enchanting table
If you hide one button, the grid will not rearrange itself so that will cause a gap
If you know how much items will be in the x axis, you can generate a full line in the script that doesn’t do anything and offset the scrolling content by the height of an element.
Yeah thats the problem i am facing, and when i do stacked stack papans, the scroll bar still extends longer than it has to because the other buttons are just being hidden
Wrap your grid in a panel and then reference the panel in your scrolling panel
@valid ridge
Then offset the grid in the panel
You can also set the height of the panel to 100%c - <height of grid child>
That will prevent the scrolling panel from having a scroll bar excess
Didn't you say you were retiring? SJSKJSKS
Hey does anyone know a #1072983602821861426 that allows me to put a piece of text before a localised string in a multiple lang files all at once. Like for example if I wanted to paste §c§b§a§f before the localised string for entity.villager.leather in all lang files?
how can I hide a preseved text ??
based on the preserved text
the hide works but when i change the text to something back it dousnt appear back
"$update_string": "update_dialogue:",
"type": "label",
"text": "#text",
"size": ["100% - 12px", "default"],
"text_alignment": "left",
"color": [1, 1, 1],
"layer": 900,
"max_size": ["100% - 22px", 80],
"controls": [
{
"data_control": {
"type": "panel",
"size": [0, 0],
"property_bag": {
"#preserved_text": ""
},
"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) = #hud_title_text_string))",
"target_property_name": "#visible"
}
]
}
}
],
"bindings": [
{
"binding_type": "view",
"source_control_name": "data_control",
"source_property_name": "(#preserved_text - $update_string)",
"target_property_name": "#text"
},
{
"binding_type": "view",
"source_control_name": "data_control",
"source_property_name": "(not (#preserved_text = 'update_dialogue:reset'))",
"target_property_name": "#visible",
"resolve_sibling_scope": true,
"binding_condition": "always"
}
]
}```
its the last binding
when its "update_dialogue:reset" it hides and thats good
but when i change it back to something else the text is still not visible
okay i managed to make it work
Tilin, send me where I said that
That's what Diego told me, that you had left just like shxdow
Is there a way to remove this explanation other than changing the lang?
/gamerule showtags false
Can Json UI lock / unlock the mouse?
does chat support color1 and color2? or only color
Searching for an inventory that doesn't exist
How to make a gradient renderer from a color to transparency?
What do I need to put in color1 or color2 to be transparent?
Ohhhh
This really helps thanks
Not really
I think world generation is the slowest
how would i change the ui in a sciprt {
"Cursedtechniques_slot_0@Cursedtechniques_sidebar.technique_slot_panel": {
"$technique_slot": 0
}
}, {
"Cleave_image@Cursedtechniques_sidebar.technique_panel": {
"$icon_texture": "textures/ui/technique_icons/Cleave_technique_icon",
"$technique_id": "Cleave"
}
}, these are my things i would like to add on to each other
entering ddui
Sadly there isnt an alternative for what I need
I've already managed to accidentally delete my inventory while trying to add a panel
I mean it's client based, so I won't switch until DDUI becomes client based
What do you want to do with that?
See if it's possible to move while the inventory is open
It is possible
But you'll lose the ability to interact with the inventory on PC or consoles
?
Wouldnt it be possible to hook a binding to a toggled state?
Mouse on -> mouse off -> mouse on
Nope
It's the gradient_renderer that uses color1 and color2
And you can use it anywhere
How can I attach it to an image?
I couldve sworn there was conditionals for this kinda stuff
Then again I am the same person struggling to add a visible panel to the inventory screen
Not sure why I think this is within my capabilities
You can't
You can use a white background image and the gradient renderer on top
It's not about your capabilities but about what JSON UI can or cannot do
Hmm so
type: custom
texture:...
color1...
color2..
And so on?
Its just an example
No I meant two different elements layered on top of another
At the bottom layer there will be type image
And on top of that the gradient renderer
Oh ok
I dont want to have to touch Json UI but it's the only way for me to make the QoL changes I desire
There might be a different way to achieve what you want
Not via resource packs only
For example, keep the inventory open all the time. You can still move that way and when you need to interact with it, open another screen on top (T1M0THY made a resource for this) so that your mouse gets enabled again
I haven't tested this so just a speculation
I planned on trying to shift most UIs away from the center of the screen
(The whole move while open thing was an afterthought)
I am aware some of these aren't possible now but the idea was mainly the inventory screen
The layout doesn't seem impossible at all to me
A lot of the values can't be grabbed from inventory screen
I've been talking to ambro about this and while they can't teach they did put me on the right track
Oh yeah heart values
My problem is even after browsing the Json UI docs so many times I cant figure it out
Can't blame, the inventory system is a bit tricky to navigate around
I mean I'm more talking about general formatting
Plan was to make a seperate panel and move inventory grid onto it as a starting point
I've gotten as far as making my inventory screen disappear
I just don't get how I would add a new panel to the same screen
okay i was able to get the move there but now how do i get it to say and add another one technique_slot_${slot}:${techniqueId} this is the title command
@manic dragon
Like do I need to create it as a seperate UI and somehow reference the inventory screen instead?
Don't modify the inventory screen directly
does anyone know how to hide the world seed?
Look for its screen content variable and modify the element specified there
The what?
$screen_content variable
Modify the element specified there or just set it's value to use your own element
Also don't change the default namespace
So
"[email protected] _inventory_screen_content"?
do you know how to hide the world seed? @manic dragon
Or I need to modify common screen background?
Sorry I don't
I really dont get this
You can remove that text box from JSON UI settings
ummm...
I found it in world_section but it doesn't work on oreui, only on old_ui. I have no idea what the problem is.
Something like
$screen_content: crafting.custom_panel
And you make the custom_panel in the inventory_screen file
Wait so I need to copy the entire original UI file?
It won't work on the ore UI settings as that's a different system itself
No
Just the parts you modify should be in your file
Because I'm now lost what I even reference for the element name
how can I edit it in oreui?
Are there any documents about it?
for now you can't
I removed the modifications array cause that broke things but now I need like 5 different pointers to different parts of common UI?
The reason I'm adding new rather than moving is cause I have 0 clue how to separate inventory background from the children elements
I'm trying to this 1 step at a time
Move BG
Move itemgrid
Move armor slots
Etc.
okay i was able to get the move there but now how do i get it to stay and add another one techniqueslot${slot}:${techniqueId} this is the title command
dont forget pocket ui LOL
I am not changing pocket ui
you HAVE TO
They can keep their janky system
mobile players will miss out 😡
Don't care
deviceist
I can't even do PC rn
I've made my inventory disappear 4 different ways at this point
what are you trying to do again?
Alt layout
try this way. don't remove or modify any default code yet (including the namespace. don't modify that)
{
"inventory_screen": {
"$additional_screen_content": "crafting.custom_panel"
},
"custom_panel": {
"type": "image",
"texture": "..."
}
}
when you think your UI is good enough just change $additional_screen_content to $screen_content
Doesn't every UI file need a name space tho?
ya, its like the rest of the properties in the file
if they are untouched they default to vanilla
Doesnt need a texture?
i have something to ask
It doesn't change anything but at least I can see my UI now
that's your job to add things to the custom_panel. I just gave you a structure
Oh
what do you want to ask?
it's left_middle
im using the tittle to show icons in my move hot bar but when i try yo add more then one it gets rid of the other one and it also shows the tittle on the screen
you need a factory to add more dynamically. or the easy way is to add multiple in a stack panel and only show selectively from title data
can i show you the code and can you tell me what to change man
because that's wrong
you need to get familiar with the code structure more
Oh I see my error now
do it this way
"custom_panel": {
"type": "stack_panel",
... other properties
}
change the namesapce to crafting or just remove that line
Hate how the game likes to merge inventory and crafting
it won't be a few lines of change tbh
not sure how I can help with that
Changed it tho and it's still not showing
it has nothing in it so you won't see anything
ah i see
what should i look up on the wiki then
for i can learn
I need controls right?
yeah you can try that
This is gonna be fun..
is there a prash the i should look up
All I know is that controls is an array
I assume I also need fully working bindings for it to show up
i think you should see the conditional rendering section
I just want to see visual feedback atp
So I know I'm not just writing redundant code
you can use debug colors
It won't show up no?
Like you said there's nothing in it
And I dont know what to put in it
you will see the color you put in it
"debug": "<color>"
like red, yellow, black, blue etc.
yeah
Or is default to full screen
It's weird
I specified vertical
And it's still horizontal
i cant find it im only finding aninmtion thing
I need to actually choose a non % size at some point tho
see the documentation for the available size formats and their use
you can send the code if you want
I'll take a look
here the js file import { world } from "@minecraft/server";
function setTechnique(player, slot, techniqueId) {
player.onScreenDisplay.setTitle(technique_slot_${slot}:${techniqueId});
}
export { setTechnique };
i can send json
that's what i meant actually
the json
I can just adjust size to fit my needs
How can I actually make it render the panel tho?
i see
you should use multiple preserved texts for this
or use one preserved text to send all the info for the slots instead of sending them in different titles
is there away to get around changing it
didn't get what you meant
"common_panel"?
change language mode to JSON with comments
I know
that has the texture
it there away to not change the ui json and still make it work
It won't error in game regardless
Is that the right 1 tho??
okay what will be easy thing to do then
I want to use the same background texture the inventory uses
you have to use #preserved_text binding from preserved title text instead of #hud_title_text_string binding
use image type and use that texture. i forgot the name tho
So I just change the #hud_title_test_string yo the #preserved_text
That change won't be enough. You have to use the preserved title from wiki for it to work
It's not a simple change
Ok
Let's go
Now I need to somehow move the inventory there
Im pretty sure it's type grid
@manic dragon
Would I need another additional screen content var if I'm making the grid next?
No add your grid in controls array
And this applies even if I'm just trying to move the existing inventory?
I'm not sure if a rotate function exists so I'll either have to remake the grid entirely or somehow move and rotate
You can't rotate
Just reverse row and column count
I need to find the docs on how to make a grid
I don't have auto complete for most stuff
I cannot find any examples
@manic dragon like this right?
And then fill in info?
Yes but you should see how the inventory grid is made
Or just use that code with modified row column count
I tried adding it, removed it and now my original code isn't working
Restarting the game
Ok the debug is working but not the texture
Ok it's fixed
Do you have the content log enabled?
Not really but I've been making it work
Yes then you try to solve it. Also it’s better when you have a lot of json lines
Also are anchors relative to object parents?
Yes
Helpful info
Offset is in percentage too right?
Not exactly but honestly I can probably fit some UIs at the bottom anyways
Anyone know the texture by chance?
For inventory slots
Check ui_common.json
« cell_image » try this
Oh
Well that didn't work
I don't think I'm cut out for this
There's definitely something wrong with my grid because it only shows on debug
You don’t have anything in your grid so nothing will show up 😵💫
Debug is just a colored rectangle the size of your element that get rendered at its layer. This doesn’t affect any behaviour of the grid
It’s to debug the layout
Am I missing like the most important part of a grid? I thought you just define size and texture
No texture in a grid
It’s a layout handler if I can say it like this like stack panel and panels
I never really worked with inventory but I think you could just copy the already existing grid with the factory in inventory screen
And change some values
I don't have the original files to just copy paste hence why I've been building from nothing
I mean your missing tools then
It was never going to work anyways
If it didn't work the 127 other times I tried why would it now yk?
Why does Json UI have to be like 60 different UI systems layered on top of each other
You want an inventory? You're going to need slots
You want slots? You're going to need a grid
You want a grid? You're going to need a background
You want a background? You're going to need a PhD in BS formatting
You want a PhD in BS formatting? You're going to need a therapist
Mais c’est quoi le problème ?
@patent bramble try this
"custom_grid": {
"type": "grid",
"size": [ "70%", "70%" ],
"offset": [ 10, 18 ],
"grid_dimensions": [ 9, 3 ],
"anchor_from": "top_left",
"anchor_to": "top_left",
"grid_item_template": "inventory.grid_item"
},
"grid_item": {
"type": "image",
"texture": "textures/blocks/lava_flow",
"size": [ "100%", "100%" ]
}
Merci beaucoup ! Chaque fois que j’ai essayé de trouver une référence aux textures de grille, je n’y suis jamais parvenu, probablement parce que je l’ai survolée sans en comprendre l’intention.
Welcome ❤️ and check the inventory file:
(thanks to try french haha)
I got most of the info i needed from your snippet thanks a lot
Am I missing something?
I just wanted to turn this into something I'd prefer
I wish I could commission people sometimes
have you inserted custom_panel in an entry point?
Can you elaborate?
Is custom_panel inserted somewhere, as a child of another control?
I had the location of the grid working at some point
can I see your full code?
Might need 2 images, is that ok??
As long as they're readable
I don't even have hope of this working in the first place
Cause I'd have to offload all the original inventory logic to my new objects
And the ONLY reason I'm not just running a modifications array is because it sounds like hell to decraft the old UI (seperate children from parents) and Frankenstein it all back together in my preferred layout
Maybe try just doing the modification in the the root panel to insert custom_panel
Again it's less about extra panels and more about reconstruction of the entire inventory layout
F U N
But your method of inserting it through that variable should have worked as well
It's probably just not worth my time
Even if I have been on and off trying to make this for around 6 years atp
I was 17 when I started this
Im 23 now...
and yet I still sound like a child with all my complaints
maybe I'm crazy, but I think that you shouldn't use a child control as a value for grid_item_template
Im just following what they did
I can't guarantee anything, but I might understand it now
Don't worry about it
Just a quick question. Is this supposed to be the new inventory that overrides the vanilla one or a completely new one that works with the other (therefore doubling the slot size)?
I think I should finally start listening to my 6 years of failed attempts at give up
It's meant to be an override but I am still a complete bot when it comes to Json UI
The problem I gave with the original inventory is how it takes up so much of the middle of your screen
In this case it shouldn't be that complicated
So I'm trying to stick items / armor and stuff on the left and crafting and stuff on the right
1 at a time
Or hell I just put crafting below the inventory on the left
Try this
{
"custom_panel": {
"type": "panel",
"size": [ 88, 83 ], //change this size
"anchor_from": "bottom_middle", // change the anchors
"anchor_to": "bottom_middle", // change the anchors
"controls": [
{
"custom_grid": {
"type": "grid",
"size": [ 162, 54 ], // change the size
"anchor_from": "bottom_middle", // change the anchors
"anchor_to": "bottom_middle", // change the anchors
"offset": [ 0, -26 ], // change the offsets
"grid_dimensions": [ 3, 9 ],
"grid_item_template": "common.grid_item_for_inventory",
"collection_name": "inventory_items"
}
}
]
},
}```
The problem is going to be decoupling everything
just change custom_panel. Things like the variable def in inventory_screen leave them as you did
Wouldn't this create a new panel that mimicks the inventory layout but isn't interactive?
Even then
This is supposed to be the updated code
{
"namespace":"crafting",
"inventory_screen":{
"$additional_screen_content": "crafting.custom_panel"
},
"custom_panel": {
"type": "panel",
"size": [ 83, 88 ], //change this size
"anchor_from": "left_middle", // change the anchors
"anchor_to": "left_middle", // change the anchors
"controls": [
{
"custom_grid": {
"type": "grid",
"size": [ 54, 162 ], // change the size
"anchor_from": "left_middle", // change the anchors
"anchor_to": "left_middle", // change the anchors
"offset": [ 0, 0 ], // change the offsets
"grid_dimensions": [ 3, 9 ],
"grid_item_template": "common.grid_item_for_inventory",
"collection_name": "inventory_items"
}
}
]
}
}
Oh I didn't think about that. Not sure, I think it could work
It's been over half a decade, I dont know if this is even worth it anymore
Try it at least
So the only part that's different is the bottom right.
Yeah exactly
because how is it supposed to use a child control as a template?
Maybe it can but not as far as I know. I'm quite a beginner for now
No changes
I updated the anchors, sizes and offsets. Maybe try with the updated code
That wouldnt affect anything
You can confirm it's not with
debug:color
what?
This is the first time I hear about it
I just shows the bounding box
The documentation doesn't show anything about it
Maybe try to see if the game gives you any error in the main menu
Completely unrelated, but the new user interface breaks the translation for example, in the .lang file, "container.custom_ui" was previously "custom ui", now it displays "container.custom_ui".
Do you have a solution ?
Like that
under settings > global resources > your pack > see if there is a red rectangle
No clue as to why it happens this to you
There will be cause of null object references elsewhere
This pack is also home to my brush UI
maybe you have to set localize: true
@manic dragon
Apologies if you're busy but when using the modifications array is it possible to extract part of the UI while not dragging it's children along with it?
@patent bramble wait but the « orientation » should not only be on a stack panel
What do you mean?
This hasn't been a problem for making the panels show up thus far
Normally, orientation only works on a "stack_panel" type and not an "image" type.
It renders regardless but ok
Can you give me your code so I can test it?
I can't do that directly cause my PC doesnt have wifi but all the snippets should be in images to reconstruct it
@patent bramble 😅
That didnt show up for me
And tbh I realized a big problem anyways
This is going to need to replace the inventory screen
Not be separate from it
Why
Cause that's what I'm trying to eventually make
Redesign of the inventory screen
Ok
{
"namespace": "crafting",
"inventory_screen": {
"$additional_screen_content": "crafting.custom_panel"
},
"custom_panel": {
"type": "image",
"anchor_from": "left_middle",
"anchor_to": "left_middle",
"size": ["20%","50%"],
"texture": "textures/ui/dialog_background_opaque",
"controls": [
{
"custom_grid": {
"type": "grid",
"size": [ "70%", "70%" ],
"offset": [ 10, 18 ],
"grid_dimensions": [ 9, 3 ],
"anchor_from": "top_left",
"anchor_to": "top_left",
"grid_item_template": "crafting.grid_item"
}
}
]
},
"grid_item": {
"type": "image",
"texture": "textures/ui/cell_image"
}
}
Try this
I don't understand what's different
Maybe the //"debug"
Or the « orientation » 👀
I don't know, but this code is correct.
Now we need real slots 😅
I'll suggest a version tomorrow if I have time.
Yeah but that would likely be a lot of modifications I don't think I'm ready for
I made this thing that renders the "Numerical Item IDs" to render them in the UI, because I saw that Herobrine's chest form used that, so I made a list to update if new items are added.
Although these items aren't loaded like redstone variants and such, I think it's unnecessary.
Did you figure this out, I just noticed my previous seed hiding addon just stopped working
If you notice, you can't see that in realms; I suppose they remove that option there so only the owner can see it.
,
{
"message_label_form": {
"type": "label",
"font_type": "MinecraftTen",
"font_size": "normal",
"shadow": true,
"anchor_from": "center",
"anchor_to": "center",
"text": "#raw_data",
"bindings": [
{
"binding_type": "view",
"source_property_name": "($textType - $prefix)",
"target_property_name": "#text"
},
{
"binding_type": "view",
"source_property_name": "(#text - '%.192s' * #text - '\t' - $prefix)",
"target_property_name": "#raw_data"
},
{
"binding_type": "view",
"source_property_name": "($is_form)",
"target_property_name": "#visible"
}
]
}
}
how do I fix this error?
| JSON UI parse failure: Must define a source property name in the binding!
its because of this line but Its important to have
{
"binding_type": "view",
"source_property_name": "($is_form)",
"target_property_name": "#visible"
}
means it needs to be a binding not a variable
if your just trying to make it visible if $is_form is true then you should do
"visible": "$is_form"
Ok thanks
yo i need so help with #preserved_text i cant figure it out
yeah, i realized that editing the JSON only works for the old UI. With OreUI, it's completely different; no matter how I change it, it just doesn't..
I've tested it on multiple devices, and in short, it doesn't work at all if it's OreUI..
yeah i lowkey dont understand at all
is there a property you can change to let you walk around with a server form open?
how do i hide specific commands in chat screen? (visually)
"auto_complete_panel_contents_with_item/text": {
"bindings": [
{
"binding_type": "collection",
"binding_name": "#auto_complete_text",
"binding_name_override": "#text",
"binding_collection_name": "auto_complete"
},
{
"binding_type": "view",
"source_property_name": "((#text - 'gv') = #text)",
"target_property_name": "#visible"
}
]
}
i tried hiding it with this one but it doesnt hide in the list not unless i complete the text 'gv'
😭
okay so i put the pervesed title data thing into my json ui do i need to update every single one that needs the title but also its not keeping it when i do the right thing ```json
"preserved_title_display": {
"$update_string": "update",
"type": "label",
"text": "#text",
"controls": [
{
"data_control": {
"type": "panel",
"size": [0, 0],
"property_bag": {
"#preserved_text": ""
},
"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) = #hud_title_text_string))",
"target_property_name": "#visible"
}
]
}
}
],
"bindings": [
{
"binding_type": "view",
"source_control_name": "data_control",
"source_property_name": "(#preserved_text - $update_string)",
"target_property_name": "#text"
}
] ``` the command I do is /title @s title hi update I even switched it around and everything
One question: can I use different animations in different UIs?
Screen based?
You just need to create a new common screen for each ui, idk if it gets laggy quickly tho
Maybe try put the most optimised booleans on
server_form
Yeah I mean are you meaning screen animations, like how a server form slides in and out
left side is beautiful
whoever did that right side needs to lock in
Is it possible to create a UI that functions like accessory slots, accessible via an item?
Possible