Reshape the Settings window players open with Esc — rename tabs, hide controls, or lock one to a value.

In-Game Settings Panel

Every player opens this window: it's what Esc brings up in the game. It holds seven tabs — Gameplay, Graphics, Audio, Interface, Accessibility, Controls and Account — and it works out of the box without you touching anything.

You'd come here when your world needs it to say something different. A permadeath survival game might lock damage numbers off. A world with no guilds has no use for a guild-tag toggle. A world that calls combat "duelling" wants the tab named that way.

Where to author it

Settings → UI / HUD → Panels → Settings.

The editor has three columns: the tab list on the left, the controls in the selected tab in the middle, and a live preview of the rail a player will see on the right.

Renaming, reordering and hiding tabs

1. Click a tab in the left column to select it. 2. Type into Rename to change what players see. Leave it empty to keep the built-in name. 3. Use and to move it. The order here is the order in the player's rail. 4. Hide this tab removes it entirely, along with everything in it.

Accessibility and Account show an always on badge and cannot be hidden or renamed. Players must always be able to turn on reduced motion, and must always be able to log out.

The three things you can do to a control

Each row in the middle column has three switches.

ColumnWhat it does
ShowOff removes the control from the panel completely. Use it when the setting is meaningless in your world — not to force a value.
LockKeeps the control visible but read-only, badged "Set by world" in amber, fixed at whatever Starts at says.
Starts atWhat a player who has never touched this setting begins with. It never overwrites a choice somebody already made.

Lock and Show answer different questions. Locking says "this is how this world works" — the player can see the rule and understand it. Hiding says "this does not exist here". Reach for Lock when the setting still means something; reach for Show-off when it doesn't.

A locked value also wins over anything a returning player already had saved, so turning on a lock takes effect immediately for everyone, not just newcomers.

What each tab holds

TabControls
GameplayAbility aiming, damage numbers, XP and silver gains, drop confirmation, default zoom, auto-decline invites, hide whispers from strangers
GraphicsDisplay mode, start in fullscreen, quality preset, lighting, weather, FPS cap, frame-rate counter
AudioMaster / music / effects / ambient volume, mute on focus loss
InterfaceUI scale, chat text size, player names, health bars, guild tags, hover tooltips
AccessibilityReduced motion, high contrast, large text, colourblind mode, language
ControlsYour world's key bindings — the same editor as the standalone Control Bindings window
AccountWho the player is signed in as, reset settings, character select, log out

Rows tied to a feature flag disappear on their own when that feature is off — guild tags vanish in a world without guilds, and the tooltip block vanish without worldHoverTooltips. You don't need to hide them by hand.

Display mode and fullscreen

Graphics → Display is the only place the game window itself is controlled, and what a player gets depends on where they're playing:

  • In the desktop app all three modes are real — Windowed, Maximised and Fullscreen — plus Start in fullscreen, which is remembered between launches.
  • In a browser tab only Windowed and Fullscreen exist. Maximised and Start in fullscreen are dropped from the control automatically, because a browser cannot honour them.
F11 toggles fullscreen from anywhere in the game, whether or not the panel is open, and the control always shows the state the window is actually in — so a player who leaves fullscreen with Escape sees the panel agree.

Your export's fullscreen setting in the desktop build still decides what the very first launch looks like. After that, the player's own choice wins.

Gotchas

  • Hiding a tab hides everything in it. Hiding Graphics takes fullscreen away too. Hide individual controls instead if that isn't what you meant.
  • Locking without setting a value locks in the engine default. Lock reads from Starts at — set that first, then lock.
  • "Starts at" is not retroactive. Players who already changed the setting keep their choice. Only Lock reaches back and overrides it.
  • Hiding the search box only makes sense once you've cut the panel down to a handful of controls. With the full set, players use it.
  • The Controls tab reflects World → Player Controls. If your world sets allow player overrides to off, the bindings show read-only — you don't need to hide the tab, though you can. On a phone the tab also carries Action bar on a touch screen, where players reassign what tap, hold, double tap and double tap and hold do to an action-bar slot (see Changing the action bar gestures).
  • Save is publish. Like the rest of the UI editor, saving live-syncs to the running server and connected players see it without reconnecting.