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boredape874/mcbejsonuimasterai/mcbe-json-ui-hud-and-chat

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PublishedNovember 8, 2026 at 07:08 PM
Content Hashsha256:7e0cf62ff4d26112...
Git SHA527276c024ec
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name: mcbe-json-ui-hud-and-chat description: Build, analyze, and debug Bedrock HUD and chat driven UI. Use when Codex must work on hud_screen.json, chat_screen.json, scoreboard injection, title overlays, actionbar driven UI, bottom chat panels, hidden chat protocol messages, Java-style locate chat helpers, clickable chat command shortcuts, desktop/touch HUD menus, chunk or minimap overlays, or message-protocol-based HUD behavior in Minecraft Bedrock JSON UI. metadata: version: "1.0.2"


MCBE JSON UI HUD And Chat

Use this skill for the real-time UI layer.

Evidence first, skill second

Research the real evidence before applying anything written in this skill, and say which step answered:

  1. The target pack itself: its _ui_defs.json, manifests, the files the request names, and the current Content Log.
  2. Pinned official vanilla evidence: references/official/bedrock-samples-ui at the revision in references/official/bedrock-samples-ui.lock.json, node tools/vanilla-name-check.mjs <name> for any control, #binding, $variable, button id, renderer or screen file, the full local mirror under references/upstreams/bedrock-samples when present, and docs/83-vanilla-ui-1.26.50-diff.md for names that moved or disappeared.
  3. Registered upstream sources and their cards: node tools/design-library.mjs sources --source ID and node tools/design-library.mjs patterns --source ID for the official docs, Wiki snapshots, schemas and sample addons pinned in config/design-research-lock.json (commit-pinned raw URLs for every file), then the repository docs/.
  4. Only when steps 1–3 do not answer: this skill's own references. Label such guidance "inferred from skill guidance", never "confirmed".

A name, offset, selector or rule found in steps 1–3 overrides this skill. Older third-party references and example packs stay valid pattern evidence; do not delete or rewrite them because a vanilla name moved. Without this repository checkout, follow the same order with the official samples and docs you can reach and report which steps were unavailable.

Contract

  • Input: HUD/chat entry files, message or scoreboard protocol, device targets, and sender code when dynamic.
  • Output: insertion and data-flow trace, exact protocol contract, changed files, and runtime checks.
  • Success: sender and receiver formats agree, hidden protocol text does not leak, and desktop/touch behavior is tested or explicitly pending.

If data/skill-tool-profiles.json exists, read only the mcbe-json-ui-hud-and-chat entry. Run only confirmed commands and do not claim that a static preview exercised live HUD bindings.

Workflow

  1. Read references/hud-chat-map.md.
  2. Decide the subsystem:
  • scoreboard injection
  • title display
  • actionbar conditional UI
  • chat panel
  • bottom chat or mobile split
  1. Inspect hud_screen.json and chat_screen.json together when both exist.
  2. Inventory every sender that writes title, subtitle, actionbar, chat, or scoreboard state. One singleton factory/channel does not accumulate independent sends.
  3. For fixed-width payloads, route byte framing to mcbe-json-ui-logic; for pack/script ownership, add mcbe-json-ui-addon-integration.
  4. Preserve any server-side protocol assumptions and the exact pending Bedrock scenario in the answer.

Important rule

If a feature is keyed off title text or actionbar text, document the exact expected string format. That format is part of the system, not incidental text.

Do not close HUD/chat work from a validator or static PNG. Channel arbitration, per-row sibling scope, chat lifetime, collection correlation, and normal actionbar/chat recovery require Bedrock interaction evidence.

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