Fixed images not appearing in game on the DDUI profile. The generated runtime referenced textures the way the rest of Bedrock does — by extensionless path — but DDUI resolves an image as a literal file inside the pack, so textures/canvas_ui/logo matched nothing and both standalone images and button art drew nothing at all, with no error and nothing in the content log. References now carry the .png. Established by running every candidate form in a Preview client: the pack's header uuid and the full path with extension is the only combination that renders.
Dependencies between elements. An element can now show or enable itself based on another input in the same form — "show this field only while the toggle is on". On the DDUI profile these are live: the form updates as the player changes the input, through observables the generated pack subscribes to. On the stable profile, which can't change a form once it's open, the condition is resolved against the starting values and baked into the exported pack instead, and the lint says so. Available in the inspector, over MCP, and honoured by play mode.
Images in forms. A new image element places a picture in a form's body, sized as a percentage of the form width, decorative or clickable. Buttons can carry picture art too. Both use Bedrock's data-driven UI image API (CustomForm.image / button imageDetails), so they're on the DDUI (Preview) profile — the editor exports the picture into the resource pack for you and points the generated scripts at it.
Corrected the DDUI profile. The data-driven UI classes (custom forms, message boxes, observables, the close button) are stable as of @minecraft/server-ui 2.1.0 and need no experiment — Canvas previously treated them as beta. The DDUI profile now targets the 2.3.0-beta image API, and its runtime drives the real observable/callback model rather than the stable form's response model.
0.1.0 — first release
Visual form designer for Minecraft: Bedrock. Build action menus, modal input forms, and two-button message boxes as a vertical stack of elements, with a faithful in-editor preview of how each will look in game.
Logic without code. Give any button or submit an ordered list of actions — open another form, run a command, send a message, set a score, give an item, teleport, play a sound, add or remove a tag. Values the player typed can be piped straight into commands.
Play mode. Click through your form chain in the browser, with a console showing exactly what each action would do in game.
Export a working pack. One click produces an .mcaddon containing a behaviour pack with generated scripts, plus a resource pack when you use custom icons. A second click produces a test .mcworld with the packs already installed and activated.
Four ways in. Open the root form with a custom command (/canvas:open, no cheats needed), a held item, /scriptevent, or automatically when a player joins.
Validation catches the mistakes that are painful to debug in game: dead-end buttons, message forms without exactly two buttons, broken form links, missing icons, and DDUI features used on the stable profile.
Undo everything, with a labelled history you can jump around in.