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Properties and Appearance
Select a control to edit it in Properties. Changes apply as you type valid values; an invalid value turns the field's border red and isn't applied. With several controls selected, Properties shows the first one.
Every section (Identity, Layout, Appearance and so on) folds: click its heading to close or open it. Arcadia Studio remembers which ones you closed, so a long panel stays the way you left it. Ask Agent stays at the top whatever is folded.
| Field | Meaning |
|---|---|
| Id | Unique on the screen: lowercase letters, numbers and underscores, starting with a letter. Actions, scripts and conditions refer to controls by Id. New controls get numbered IDs like button1. Rename with F2, a double-click in Layers, or here: panels' children and every action that targets the control are updated for you; scripts are not, and the Output panel lists any script that still uses the old ID. |
| Name | Optional human-friendly label, shown as the Layers tooltip. |
| Field | Meaning |
|---|---|
| X, Y, Width, Height | Position and size in Minecraft GUI pixels, measured from the screen's top left. Changing X or Y of a panel moves its contents too. |
| Parent panel | The panel or scroll panel this control sits inside. See [[Panels and parenting |
| Horizontal / Vertical anchor | How the control reacts when its parent or the screen changes size. Orange guide lines on the canvas show it. See [[Anchors and responsive layouts |
| Minimum width / height | Stretched controls never shrink below this. |
Colors. Click a color swatch to open the color wheel, with brightness and opacity sliders, or type #RRGGBB or #AARRGGBB (with alpha). The preview updates as you type.
| Setting | Meaning |
|---|---|
| Text color | Color of the text (for a Progress Bar, the bar). |
| Fill enabled / Fill color | The control's background. Turn fill off for text with no box behind it. |
| Border color / Width (px) | Outline, 0–32 px. 0 hides it. |
| Corners → Radius | Rounds the fill, border and skin, up to half the control's smaller side. |
| Opacity | 0 (invisible) to 1 (solid). |
| Color swatches | One-click fill colors under Fill color (they also remove any skin). |
| Skin image → Choose PNG… | Uses an image instead of the fill color. Works on buttons, panels, labels and other boxed controls; choosing one turns Fill enabled on, because the skin is drawn as the fill. Use color only removes it. |
| Texture (Image, Texture Region) | Which image to show. |
Text.
| Setting | Meaning |
|---|---|
| Typeface | Pick from the list. Minecraft has three: minecraft:default (the default), minecraft:uniform and minecraft:alt. Web and desktop apps can also use a built-in family or your own font — see Typefaces below. |
| Size scale | 1 is normal, up to 8. |
| Bold, Italic, Underline | Styles. |
| Alignment | Left, center or right: how the text sits inside the control. |
| Text shadow | On/off, with Shadow color, opacity, Offset X / Y (px) and Blur (px). Minecraft approximates blur, so soft shadows look slightly different in-game. |
The editor approximates Minecraft's font rendering; exact glyph shapes are only seen in the game.
- PNG images up to 8192 × 8192 pixels and 32 MiB each (256 MiB per project).
- Choosing a skin imports the image into your project automatically. Manage all images in the Assets panel.
- Resource-pack images work too: set Texture to an ID such as
minecraft:textures/gui/...png. - Resource packs can override your project's images, because Minecraft checks resource packs first.
Minecraft draws its own fonts, so a Minecraft screen can only use its three. Web pages and desktop apps can use more:
| Built-in family | Looks like |
|---|---|
web:sans |
The system's interface font (Segoe UI on Windows) |
web:serif |
Georgia or Times |
web:mono |
Cascadia Mono or Consolas |
web:rounded |
A rounded sans such as Nunito or Trebuchet |
web:condensed |
Arial Narrow or Roboto Condensed |
web:display |
Impact or Arial Black |
web:handwriting |
Segoe Script or Comic Sans |
These need no import: they use fonts every computer already has.
For anything else, click Import a font… under Typeface and choose a .ttf, .otf, .woff2 or .woff file (up to 8 MiB). It's copied into the project, travels inside every web and desktop export, and the text is drawn in the real font. Make sure its licence lets you ship it.
A misspelled font name is a validation error rather than a silent fallback, and Validate lists every non-Minecraft font as something Minecraft can't run.
| Field | Meaning |
|---|---|
| Visible | Whether the control is shown when the screen opens. (Same as the eye in Layers.) Hidden controls appear faded in the editor. |
| Enabled | Whether it responds to clicks and input. |
| Tooltip | Text shown on hover. Supports ${variable}. |
| VisibleIf / EnabledIf | Conditions that show or enable the control based on variables. Empty means always. |
Visibility and enabled state apply to everything inside a panel: hiding a panel hides its contents.
Conditions compare screen variables:
fuel > 0
mode == 'flying' AND NOT locked
(level >= 5 OR vip) && !banned
- Values are variable names, numbers,
true/false, or quoted strings ('text'or"text"). - Comparisons:
==,!=,>,<,>=,<=. Numbers compare as numbers. - Combine with
AND/&&,OR/||,NOT/!and parentheses. - A bare variable is true when it's
trueor a non-zero number. - No arithmetic, function calls or JavaScript. Up to 1024 characters.
The server checks conditions too: a hidden or disabled button can't be triggered by a modified client.
With nothing selected, Properties shows the screen's settings (ID, title, size, Main screen, variables, display options). See Projects and screens.
Arcadia Studio 1.2 manual · Minecraft 1.21.1 / NeoForge · Home · Keyboard shortcuts · Troubleshooting
Getting started
Designing
- Projects and screens
- Controls
- Canvas editing
- Properties and appearance
- Layers and groups
- Panels and parenting
- Anchors and responsive
- Align and distribute
- Components
- Assets and items
- Pixel art and sprites
- Music and sound effects
- Item lists
Behavior
Shipping
Extras