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Properties and Appearance

Kenny Lasyone edited this page Sep 29, 2026 · 2 revisions

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.

Identity

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.

Layout

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.

Appearance

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.

Images

  • 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.

Typefaces (web & desktop)

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.

Behavior

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

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 true or 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.

Screen settings

With nothing selected, Properties shows the screen's settings (ID, title, size, Main screen, variables, display options). See Projects and screens.

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