Re-skin and rearrange the in-game interface, panels, nameplates, and top bar.
UI & HUD Editor
The UI editor is where your game stops looking like the engine and starts looking like your game. It controls the whole interface, from the first screen a player ever sees to the last: the login screen, the theme, scale, where elements sit, the minimap, how every panel is chromed, what the top bar contains, how names float over characters' heads, the loading screen, and reusable presets.
Opening, saving, publishing#
Open it from Settings → UI / HUD in the studio. It's one window with fifteen tabs (below). Everything writes into a single project setting.
- Save is publish — there's no separate step. Saving writes the config and live-syncs it to the running game server, which pushes it to connected players immediately.
- Publish carries it too. If your game server was offline when you saved, or it runs on its own database (a managed or self-hosted server), the next Publish sends the saved document along with your world. Until then the server keeps the copy it read when it started, and the save tells you so.
- An Unsaved / Saved pill shows state; Ctrl/Cmd+S saves, Esc closes. Closing with unsaved changes prompts you to discard.
- Revert restores the last-loaded version; Reset to default clears theme overrides.
The tabs: Theme · Scale & Density · Layout · Bars · Top Bar · Nameplates · Indicators · Hover Cursors · Minimap · Panels · Custom Menus · Loading Screen · Login Screen · Onboarding · Presets.
Onboarding is the controls introduction new players walk through on their first minute in your world. It has its own page — see Player Onboarding.
One tab, one job. Layout is where things sit. Bars is how the health / mana / stamina / XP bars look. Indicators is the marks drawn on the ground in the world. Bar colors and the target ring used to be buried inside the Layout inspector; they now have their own tabs, and Layout carries placement only.
Theme#
One accent-driven theme flows through the entire HUD — panels, bars, buttons and highlights read theme tokens rather than hardcoded colors, so changing one value re-skins the game. A live mock-HUD preview updates as you edit.
- Quick palettes — one click applies Default, Ember, Verdant, Royal, Frost, or Rose Gold.
- Tokens, grouped and each with a swatch + free CSS value + reset:
- Brand — Accent, Primary, Glow
- Surfaces — Background, Panel 1/2/3, Border, Border (strong)
- Text — primary, secondary, muted
- Status — Success, Warning, Danger, Modal overlay
- Style — corner radii (sm / base / lg), panel background, panel border
- Details — the smaller surfaces and inks: bevel shade and light, inset well, item socket,
text on accent, dropdown rows, world map backdrop and sidebar, and the equipment card colours
- Panel Images (global) — a background image for every panel (Cover / Contain / Stretch / Tile) and a 9-slice frame with an adjustable slice size.
Fonts aren't set here — assign them in the Font Manager.
The Details group#
These 12 colours cover the parts of the HUD that are not a panel or a text line. Leave one blank and it keeps the engine default.
| Field | What it colours | Default |
|---|---|---|
| Shade (bevel dark end) | The dark end of button and chip bevels, and text shadows | #000 |
| Light (bevel light end) | The light end of accent bevels, and plain white text over art | #fff |
| Inset well | The deepest inset surfaces: the minimap backdrop, item and shop art wells | #0a0e17 |
| Item socket | The rim around an item icon (tinted by the item's rarity) | #141c2b |
| Text on accent | Text drawn on an accent- or amber-filled chip or button | #0a0f19 |
| Dropdown rows | The rows of a dropdown list when it is open | #101622 |
| World map backdrop | The full-screen world map behind the map image | #070a10 |
| World map sidebar | The region list beside the world map | #0a0f19 |
| Equipment title | Headings on the equipment / character card | #f7d1cc |
| Equipment label | Stat labels on the equipment card | #f6c9c3 |
| Equipment label (dim) | Secondary stat labels on the equipment card | #d9a8a0 |
| Equipment value | Stat values on the equipment card | #f2dfdc |
How to set one
- Open UI → Theme.
- Scroll to Details.
- Click the swatch to pick a colour, or type any CSS colour (
#1b2233,rgba(0,0,0,.6)) in the box. - Press Save, then Publish so players on a hosted or managed server get it.
Gotchas
- Quick palettes don't touch Details. A palette only changes Accent, Primary and Glow, so a
dark Details setup survives switching palettes.
- Text on accent must contrast with your Accent. If you pick a dark Accent, set Text on accent
to a light colour or chip labels become unreadable.
- The swatch only shows solid colours. An
rgba(…)value works in game, but the colour pickershows it without its transparency.
Scale & Density#
Four controls for overall HUD sizing, in UI Editor → Scale:
| Control | Range | What it changes |
|---|---|---|
| UI scale | 75–150% | Zooms every HUD window as a whole — frame, icons and text together. |
| Font scale | 75–150% | Resizes HUD text everywhere. Small fixed-size labels (slot badges, prices) do not follow it. |
| Item text | 75–200% | Resizes only the text on items — see below. 100% is the engine's own size. |
| Density | Compact / Cozy (default) / Comfortable | Tightens or opens up the spacing inside windows. |
Making item text bigger#
If item names, stack counts or prices are hard to read — common with long item names or a high-resolution screen — raise Item text on its own instead of scaling the whole HUD.
- Open UI Editor → Scale.
- Drag Item text up (125–150% suits most games).
- Save. Players already in the game get the new size straight away.
Item text changes three things:
- Item windows — the text inside the bag, bank, chest, shop, crafting, market, trade and
loot-roll windows: item names, stack counts, item-level badges, prices and the lines around them.
- The item tooltip — the whole card grows, icon included. Where the same card is shown inside
a window (the crafting window's Item details), its text grows with that window.
- Names over items on the ground — the label above a dropped item or a coin pile. Nothing
else can resize this one: it is drawn in the world, not in a window.
Things to know:
- It stacks with the other two. A window at 120% UI scale with 150% item text shows item text
at 180% of its original size. Start with one knob.
- Icons and slots keep their size. At 175–200% a three-digit stack count can crowd a bag
slot; check a full stack before you settle on a value.
- Window titles and tabs keep their size — use Font scale or UI scale for those.
- Items already lying on the ground keep their old label size until they are picked up or
the player changes map. New drops use the new size.
- Reset scale puts Item text back to 100% along with the others.
- Running your own game server? Update it as well (re-export from Studio and redeploy). A
server from before this setting existed does not pass the value on, so players keep the old size even though the editor shows the new one.
Players have their own UI Scale under Settings → Interface, which multiplies whatever you set here, and Large text under Settings → Accessibility, which enlarges HUD text by 15%.
Layout#
Where every always-on HUD element sits. Live preview embeds the real game HUD so you drag the actual elements; it falls back to a simple 16:9 canvas (with an amber banner) when the client isn't reachable. Use ⛶ Edit layout for full-screen, real-aspect editing, and Snap for grid alignment.
The Top Bar, Minimap and Menus tabs carry the same real HUD as a read-only live preview above their controls, so a change shows the way players will see it — on Menus the selected menu is held open over the HUD, even one that normally waits for a hotkey or an event. It needs your game client exactly like the Layout tab's live mode; without it the tab says so and offers Retry (the Top Bar keeps its sketch strip underneath).
Placeable elements include: Top Bar, Minimap, Ability Bar, Health / Mana / Stamina bars, XP bar, Territory panel, Level Badge (off by default), Survival bars, Status Effects, Stealth indicator, Quest tracker, Achievement tracker, Chat, and Mount button. Your custom menus appear here too.
Per-element inspector: Anchor (7 positions), X / Y offset, Scale (50–250%), Visible toggle, and per-element show/hide. (A Lock toggle exists but only protects the editor canvas — players can't move the HUD in game, so lock has no in-game effect.)
Anchors — the thing to understand#
An anchor is the corner or edge an element's X / Y are measured from. Bottom-right, 48, 16 means "48 px in from the right edge, 16 px up from the bottom" — on every screen, at every resolution. That's the whole point: players don't all run 1920×1080, and an element measured from the nearest corner stays put while one measured from a far corner drifts.
The editor makes this visible and hard to get wrong:
| Behaviour | What it does |
|---|---|
| Anchor marker | Selecting an element draws a ring on its anchor point and a dashed tether to the box, in both the live preview and the canvas — you can see what the offsets are measured from |
| Changing the anchor doesn't move the element | Pick a different anchor and the element stays exactly where it is; only the X / Y numbers change to measure from the new corner |
| Auto anchor (on by default) | Drop an element and it re-anchors to the region of the screen it landed in, keeping it where you put it while shrinking the offsets to a short hop. Turn it off in the toolbar to keep an anchor you picked deliberately |
Small offsets are good offsets. A box anchored top-left but dragged to the bottom-right carries offsets near 1900 × 1000, and every screen that isn't 1920×1080 lands it somewhere else. Auto anchor exists so you never have to think about that.
What you place is what ships. Elements are positioned by their real measured box, so a right-anchored element's right edge lands exactly the distance you set, whatever that element's true width happens to be. The live preview is the exact article; the simple canvas draws each element at the size it last measured in the live preview (falling back to a nominal size for elements it has never seen).
Bar colors aren't here — a bar's placement is Layout, its look is the Bars tab, and the inspector links straight across.
Phone layout#
Phones get their own HUD layout. A layout arranged for a 1920×1080 monitor, squeezed onto a phone held upright, piles the minimap onto the health bars and runs the hotbar off both edges — so the Desktop / Phone switch at the top of the Layout tab gives you a second, separate arrangement for phones.
Where: UI Editor → Layout → Phone.
- Switch the toolbar from Desktop to Phone. The canvas becomes a phone screen.
- Set Orientation to the way up your game is played (see below). This decides whether you arrange one phone layout or two.
- Pick a device (iPhone 15, iPhone SE, Pixel 8, Galaxy S, iPad mini) to check your layout against.
- Drag HUD elements exactly as on Desktop — anchor, X / Y, scale and visibility all work the same way.
- Drag, resize or hide the touch buttons on the same screen (they're listed under Touch buttons on the left).
- If players can rotate, switch to Landscape and arrange that screen too.
- Save. Both phone layouts and the touch buttons save together.
| Field / control | What it does |
|---|---|
| Desktop / Phone | Which layout you're arranging. Players on phones get Phone, everyone else Desktop |
| Orientation | Which way up your game is played: Portrait only, Landscape only or Free rotate |
| Portrait / Landscape | Which phone layout you're arranging. Only offered when your Orientation lets a player reach it |
| Device | Preview only — the screen you're checking against. Nothing about the device is saved |
| X / Y (Phone) | Distance from the anchor in phone pixels. The same distance holds on every phone, rather than growing on a bigger one |
| set (element list) | This element has a phone placement of its own. Reset to phone default removes it |
| Touch button X % / Y % | The button's centre, in percent of the screen above any hotbar |
| Touch button Size | The button's diameter in phone pixels (32–96) |
| Reset phone layout | Clears every phone placement; the engine's phone defaults take over |
Orientation#
Where: UI Editor → Layout → Orientation.
| Setting | What players get |
|---|---|
| Portrait only | The game is held upright. You arrange one phone layout |
| Landscape only | The game is held sideways. You arrange one phone layout, on a sideways screen |
| Free rotate | Players turn the phone whenever they like, and you arrange both |
Locking an orientation does two things: it stops players rotating into an arrangement you never designed, and it tells an installed game which way up to launch.
The lock is reliable once your game is installed, and best-effort in a browser tab. An installed game (Add to Home Screen) is locked by the phone itself at launch. In an ordinary mobile browser tab, browsers only honour an orientation lock in fullscreen, and iOS Safari ignores it entirely — so a player in a tab can still turn their phone. That is a platform limit, not a setting you've got wrong. Your HUD should still read correctly both ways, which is exactly what the second layout is for.
Choosing Free rotate gives you a second layout, not a stretched one. A portrait arrangement is 393 px wide and tall; landscape is the same phone on its side, 852 × 393. An arrangement tuned for one rarely reads well in the other — the hotbar that fits across the bottom in portrait leaves two-thirds of a landscape screen empty. Arrange Landscape separately and each gets the screen it was designed for.
An unarranged Landscape falls back to your Portrait layout, not to Desktop. If you never open the Landscape tab, players who rotate keep the phone work you did — just laid out on a wider screen. Open the tab only when you want to tune it.
What phones get before you touch anything. The engine ships a phone arrangement: minimap top-right under the bag and map buttons, survival bars and the mount button beneath it, status effects and chat down the left, quest and achievement trackers off (players still have the quest log). An element with no phone default of its own uses its desktop placement, scaled to the phone.
The hotbar fits itself. On a narrow screen the ability bar shrinks its slots, then stacks — equipment abilities on one row, the hotbar split evenly underneath — instead of running off the screen. Your slot size (UI Editor → Panels → Hotbar) is the largest it will ever draw. Phones don't show the keyboard key under each slot.
What counts as a phone: any screen narrower than 768 px, plus a touch screen shorter than 500 px (a phone held sideways). The touch buttons follow exactly the same rule, so a player who sees touch buttons always gets the Phone layout.
The notch and the home bar are kept clear for you. Modern phones reserve strips of screen the game may not draw in — the notch or status bar at the top, the home indicator at the bottom, and in landscape a strip down the side the notch has rotated to. Your phone layout is arranged inside what's left, so an element anchored 16 px off the bottom sits 16 px above the home bar rather than underneath it. The editor canvas shades those strips so you can see the room you actually have, and every device preset reserves the right amount for that device.
Gotchas#
- Touch buttons are World settings. They're the same buttons as World → Controls → Touch — editing them here changes them there. The Phone layout only edits their position, size and visibility; which movement mode and which actions exist stay on the Controls page.
- Changing Orientation can hide the tab you're on. Switch from Free rotate to Portrait only while arranging Landscape and you'll be moved back to Portrait — there's no landscape screen left to arrange. Your landscape work is kept, and comes back if you allow rotation again.
- The hotbar hides when the touch buttons carry it. If any Hotbar touch button is visible, phones hide the ability bar and the buttons are the hotbar — the element list shows the bar struck through. Hide every hotbar touch button to use the bar on phones instead.
- A visible hotbar pushes the touch buttons up. When the bar is on screen in the lower half, the touch layer (d-pad included) ends at the bar's top edge, so the buttons stand above it rather than on it. That's why touch X / Y are measured "above any hotbar".
- Hidden on Desktop means hidden on Phone — unless you give the element a phone placement and turn it on there.
- Custom menus aren't on the Phone layout. A custom menu has one position for every screen, so arrange it on Desktop.
- Live preview needs your game client, exactly like Desktop; without it you get the simple canvas, which draws the touch buttons itself.
Bars#
How the health, mana, stamina, XP and territory bars look. Pick a bar on the left, style it on the right, and the preview above the controls draws it at its authored size in the exact layer order the game uses.
Every field is an override on top of the engine default — an untouched bar renders exactly as it always has, and Reset style puts any bar back.
| Control | Options |
|---|---|
| Use theme accent | Fill the bar with the theme accent, so it tracks the theme |
| Dynamic color by value | Green → amber → red as the value drops |
| Fill / Track color | Flat fill and background colors |
| Gradient fill | From / To colors (overrides flat fill) |
| Shape | Flat / Rounded / Pill / Segments |
| Segments | 2–20 (when shape = Segments) |
| Height / Width | 4–128 px / 40–960 px |
| Border | Color + width (0–8 px) |
| Fill texture | An image drawn over the fill |
| Texture fit | How that image sits on the fill — see Fitting art to a bar below |
| Label | Value/Max, Value, Percent, or None |
| Opacity | 10–100% |
Bar art#
The controls above style a rectangle. These take a bar to authored art — an ornate frame over the fill, a crest or portrait on the end, a slanted body — without touching code.
| Control | What it does |
|---|---|
| Frame | Art drawn over the bar, 9-sliced so ornate corners keep their shape at any width. The middle stays transparent and the fill shows through |
| Frame slice | The 9-slice inset of that art, in source px (0–128). Set it to the width of your frame's decorated border |
| Fill inset | How far the bar body sits inside the frame art (0–48 px) — ornate frames usually need a few px so the fill doesn't cover the border |
| Track art | Art for the empty part of the bar, drawn under the fill |
| Track art fit | How that image sits on the track — see Fitting art to a bar below |
| Pixel art | Draws the frame, track and texture with hard pixel edges instead of smoothing them. Turn it on for pixel-art bar art, which browsers otherwise blur at any size but 1:1 |
| End cap | A crest, portrait or heart medallion at one end of the bar |
| Cap side / size / overlap | Which end it sits on, its box in px (8–192), and how far it laps over the bar body (negative pulls it away) |
| Fill direction | Left → right, right → left, bottom → top, or top → bottom. The fill gradient follows, so a vertical bar isn't shaded sideways |
| Slant | Skews the bar into a parallelogram, −35° to 35°. The label stays upright |
| Glossy highlight | The engine's built-in sheen over the fill. Turn it off when your own art already carries the lighting |
Fitting art to a bar#
Track art fit and Texture fit decide how one image covers the space it is given. The same picture reads completely differently depending on the answer, so pick it to match how the art was drawn:
| Fit | Use it when |
|---|---|
| Stretch to the bar | The art was cut to the bar's exact shape. One copy is squashed to fill the whole space — a repeating motif smears |
| Tile along the bar | The art is a small repeating pattern (links, scales, hatching). It keeps its natural size, is scaled to fit across the bar, and repeats along its length — down a vertical bar, across a horizontal one |
| Fit inside (keep shape) | The whole image must stay visible and undistorted, with empty space at the ends if the proportions differ |
| Fill and crop (keep shape) | The image must cover everything without distorting, accepting that its edges are cropped |
Track art defaults to Stretch and the fill texture to Tile, which is what each did before they were authorable — so existing bars look exactly as they did.
To build a framed bar with a crest (the common MMO look): set Frame to your border art and Frame slice to its border width, nudge Fill inset until the fill sits inside the frame, set End cap to the crest with Cap size ≈ the bar's height plus a bit, and turn Glossy highlight off. Set a slant if the art is angled.
The XP bar always shows its exact progress on hover — percentage to one decimal, plus XP into the level and what the level costs — regardless of the Label setting. A thin rail has no room for a label, and "Value" or "None" hides the percentage entirely, so the reading players ask for most lives one hover away instead of being styled out.
Gotchas#
- Art is media, not an upload field. Frame, track, cap and texture all pick from the Media Manager — upload there first.
- A frame with no slice looks stretched.
Frame sliceat 0 stretches the whole image across the bar; set it to your art's border thickness. - Cap art can overflow the element's box. That's intended (a medallion should hang off the end), but leave room on the Layout tab so it doesn't collide with a neighbour.
- Height and width are the bar's, not the art's. Frame and track art stretch to fit; the cap uses its own size.
Top Bar#
The strip of buttons across the top. The preview shows players' exact render order.
- Built-in buttons — reorder, show/hide, and per button: Label override, Icon (a 29-icon grid or your own image), and keep in the "More" (⋯) menu.
- Add custom buttons — with a label, icon, group, and a When clicked action: open/toggle a panel, run a chat command (e.g. /who), or do nothing.
- Bar chrome — Height (28–96 px), Background (any CSS color/gradient/image), Border color, Floating buttons (drops all bar chrome and chips each button), and Show button labels (default is icon-only).
- Chip backgrounds behind text — appears once Floating buttons is on, and is on by default. It gives the text clusters (player name, GUEST tag, Silver/Gold, the PvP badge, weather and clock) the same translucent chip the buttons wear, so they stay readable over bright grass, sand or snow. Turn it off for bare drop-shadowed text.
- Bar info clusters — toggle Silver, Gold, PvP badge, Weather, Time of day, Latency individually.
Feature flags always win. A button for a system that's disabled (or a panel that's off) never appears, no matter the config — so you can't accidentally show a dead button.
A floating bar with unreadable text? Turn the chips back on, or give the bar a faint Background like
rgba(10,14,26,0.55)— a floating bar still honours a fill, it just drops the blur, border and shadow.
Nameplates#
Authored per entity type — a base for all entities plus overrides for Players, Enemies, NPCs, and Pets — all sharing one renderer. Boolean options are tri-state (Inherit / Show / Hide) so overrides layer cleanly.
| Module | Options |
|---|---|
| Visibility | Nameplate, name text, health bar, level, guild line, alliance tag |
| Placement | Plate vertical offset, name offset, and "hide beyond N tiles" |
| Name text | Font size, color mode, color, outline, and a per-scope font family (including uploaded fonts) |
| Relation colors | One color per relationship — Yourself, Party, Guild, Alliance, Attackable, Neutral (players only) |
| Bars | Width / height, Smooth pill vs Segmented cells, HP color mode (single, by-percent, or by relation), and — for players — mana & stamina bars plus module reorder |
| Cast bar | Overhead progress + ability name while casting/channeling, with its own color |
| Crest / badge | Content (initial letter / level number / uploaded image), shape (Shield, Circle, Diamond, Tag, Hexagon, Banner), body & ring colors |
| Frame / plate | None / Match HUD theme / Soft slab / Ornate |
| Off-screen players | Screen-edge plates for players approaching from off-camera — who they show for, what each one says, and how far in from the edge they sit |
| Skins | Save the whole assembly as a reusable skin and apply it elsewhere |
Mana and stamina bars over players#
UI Editor → Nameplates → Players → Bars → Mana & stamina (players) adds a mana bar and a stamina bar under a player's health bar. The mana bar is on by default; Stamina bar is off.
| Whose bar | What it shows | How often it moves |
|---|---|---|
| Your own | Exactly the number in your HUD stamina bar | Together with the HUD bar |
| Another player's | Their stamina to the nearest tenth of the bar | About once a second while they run, every two seconds or so while they recover |
Things to know:
- Other players' bars are coarse on purpose. Stamina changes many times a second while someone runs. Sending every change to everyone nearby would cost far more than a bar a few pixels wide is worth, so the server sends whole tenths. Your own bar is always exact.
- Leave it off and it costs nothing. The server only sends other players' stamina while Stamina bar is switched on.
- Running your own game server? Update it too (re-export from Studio and redeploy). On an older server your own bar is right and everyone else's stays full.
- It follows everything that moves stamina — running, resting, food and potions, an ability's Stamina cost, abilities that drain or convert stamina, stamina regen effects, Recover All and an event's Change stamina command. A player has one stamina: the one the HUD shows.
Relation colors — telling friend from foe#
A player's nameplate is colored by how that person stands toward the viewer, so "can I fight them / are they on my side" is answerable without opening a panel. Every player sees these relative to themselves: the same character reads green to their guildmate and red to an enemy at the same moment.
Set them in UI Editor → Nameplates → Players → Relation colors:
| Relation | Default | Means |
|---|---|---|
| Yourself | Light blue | Your own plate |
| Party | Cyan | In your party or raid |
| Guild | Green | In your guild |
| Alliance | Violet | In a guild allied with yours |
| Attackable | Red | You and they can both damage each other right now |
| Neutral | Parchment | Everyone else — no tie, not attackable |
Two mode dropdowns decide where these colors land:
- Name text → Name color mode — Single color (always the Name color), By relation, or Match the health bar.
- Bars → HP color mode — Single color, Green → amber → red by %, or By relation.
Both default to By relation for players, so a red health bar always comes with a red name. Choose Match the health bar if you'd rather keep the bar on percent coloring and have the name follow it down from green to red.
Gotchas
- Ties beat hostility. Relations are checked in order — Yourself, Party, Guild, Alliance, Attackable, Neutral — so a guildmate in a lawless zone still reads as a guildmate rather than a target. That matches the server, which refuses to let you damage them.
- Attackable means mutually flagged. A player who just crossed into a PvP biome is still inside their entry grace and reads Neutral until it expires — attacking them would be refused anyway.
- Relation colors are players-only. Enemies, NPCs and pets have no relationship to the viewer and use their Name color / HP color mode as before.
- Set colors on the Players scope (or All entities); the card is hidden on the Enemies / NPCs / Pets scopes.
The guild line#
Below a player's name, their guild reads out. Guild shows picks the form: full name (the default), tag only, full name + tag, or the uploaded badge image. Guilds don't need a tag — one without a tag always shows its full name.
If that guild belongs to an alliance, the alliance tag trails it:
Aldric Vane
Ironhold Covenant > [DAWN]Turn it off with Alliance tag, or recolor it with Alliance tag color. It appears in every guild display mode, so switching between name and tag doesn't lose it.
Off-screen players#
Someone walking up on you from outside the view gets a compact plate pinned to the edge of the screen, with an arrow pointing their way — so an approach is something you notice, not something you discover when it arrives.
The plate mirrors your Players nameplate — the crest, frame, font and relation colors you author under Nameplates → Players are exactly what shows on the edge, so a red plate on the edge means exactly what a red plate over someone's head means, and restyling your nameplates restyles the edge plates with them. This card only adds the edge-specific parts: the guild/distance line, the arrow, and the fade.
Setting it up
- Turn on World → Features → Proximity Awareness. Without it the server never tells the client about anyone off-camera and nothing here draws.
- Open UI Editor → Nameplates and scroll to Off-screen players.
- Under Who and when, set Show for — everyone, enemies and strangers, or only players who can attack you right now.
- Under What each plate shows, pick the rows you want: name, guild tag, distance, arrow.
- Save. Like every UI change, saving publishes it to players already online.
Who and when
| Field | Default | What it does |
|---|---|---|
| Edge indicators | Show | The master switch for the whole thing |
| Show for | Everyone | Everyone, Enemies and strangers (skips party, guild and alliance), or Only players who can attack me (mutually flagged only) |
| Hide beyond (tiles) | 60 | Stop warning about anyone further out. 60 is as far as the server looks, so a higher number changes nothing — lower it to shorten the warning |
| Most plates at once | 8 | Nearest first. Caps how much of your screen edge a large group can occupy |
What each plate shows
| Field | Default | What it does |
|---|---|---|
| Name | Show | The player's name |
| Guild tag | Show | Their guild tag in brackets, e.g. [DAWN] |
| Distance in tiles | Show | How far out they are, e.g. 42t |
| Direction arrow | Show | A small arrow outside the plate pointing at them |
| Fade the far ones | Show | Distant plates draw dimmer so the nearest threat reads first. Never fades past half — a plate you can't read is the same as no plate |
| Guild/distance line size (px) | 12 | 6–32. Sizes only the small guild · distance line — the name itself follows your Players nameplate font and size |
| Distance from the screen edge (px) | 44 | How far in the plate sits. Raise it to clear a HUD that hugs the edges |
Gotchas
- The feature flag is the real switch. Everything on this card is styling for something the server has to be sending. With Proximity Awareness off, the settings still save and still do nothing.
- It only ever shows players. Enemies, NPCs and pets never get an edge plate — this is about someone coming for you.
- Stealth still works. A player the server is hiding from you isn't announced, so an invisible player can't be found by watching the edge of the screen. Corpses and players in other zones are skipped too.
- A blip is not a scouting tool. The plate carries a name, guild and rough distance and nothing else — no health, no gear, no idea what they're doing. Health bars appear only once they're close enough to render normally.
- Position is rounded to whole tiles. Far-away plates step rather than glide. That's deliberate: it's an arrow, and it keeps a standing player from costing anything.
- Zoomed out, the plates get rarer. They fire when someone is off-screen; the further out you zoom, the more of the world is on-screen already.
- Players can't turn these off separately. The Settings → Interface nameplate toggles cover overhead plates. If you don't want edge indicators in your game, turn off the flag.
Indicators#
The marks the game draws on the ground in the world rather than on the HUD frame. They follow an entity or the cursor, so there's nothing to place — styling only. All three are fully optional: Reset clears a block entirely and the engine default comes back.
Selection indicator — the mark under the NPC or enemy a player has targeted.
| Field | What it does |
|---|---|
| Enabled | Off removes the mark entirely |
| Style | Pick from the picture grid. The large preview at the top shows your color, thickness and animation live. |
| Animation | None (a still mark), Pulse (breathes in and out), Spin (the mark turns on the ground), Bob (bounces) |
| Color | The mark's color |
| Opacity | 20–100% |
| Size | 0.5×–2× |
| Line thickness | 1–6 px, for the outlined styles |
| Also outline the target | Traces the target's sprite in the same color, on top of whichever mark the style draws |
| Style | Looks like |
|---|---|
| Ground ring | A flat ring under the feet (the default) |
| Outline | A glowing line traced around the target's own sprite, and no ground mark. Pulse makes the line breathe |
| Double ring | Two rings, the inner one fainter |
| Dashed ring | A ring broken into dashes — good with Spin |
| Glow pool | A soft pool of light, no outline |
| Tile diamond | The tile's own diamond, outlined |
| Corner brackets | Only the four corners of the tile diamond, like a targeting frame |
| Crosshair | A ring with four ticks and a center dot |
| Rune circle | Two rings with eight runes and an inner triangle — made for Spin |
| Light beam | A pillar of light rising from a glow pool, visible above the target's head |
| Overhead marker | A small chevron above the head |
| Overhead arrow | A bigger block arrow above the head — good with Bob |
Spin has no effect on the overhead styles or the light beam (there's nothing to turn), so it makes them breathe gently instead. The outline follows the target's silhouette as it animates. Only Pulse moves it; Spin and Bob leave it still. Targets drawn as a plain placeholder (no sprite art yet) and building-style towers have no silhouette to trace, so they only show the ground mark. Big targets get a bigger mark, because it scales with the creature's footprint.
Ability range indicator — two marks drawn while a player hovers or keyboard-focuses an ability on the action bar: a reach ring showing how far it can be used, and an area footprint showing what it hits. The footprint is traced from the ability's own AoE shape, so a cone shows as a cone.
| Field | What it does |
|---|---|
| Enabled | Off hides both marks |
| Style | Ring (outline + faint wash) / Filled (solid wash) / Dashed (outline only) |
| Color | The reach ring's color — a per-ability color overrides it |
| Outline / Fill opacity | The ring's line (10–100%) and wash (0–60%) |
| Thickness | Ring line width, 1–6 px |
| Also show while casting | Keeps the marks up during the cast, not just on hover |
| Show area footprint | Turns the AoE shape off, leaving just the reach ring |
| Harmful / Helpful color | The footprint is colored by intent, so a player reads danger without parsing it |
| Footprint outline / fill | The shape's line (10–100%) and wash (0–70%) |
Mount wait ring — the ring drawn on the ground around your player's own mount or rideable pet while it waits for them (see Mounts & Rider Fit). Only the rider sees it.
| Field | What it does |
|---|---|
| Enabled | Off hides the ring. Nothing else changes — see the gotchas |
| Color | The ring's color. The default is cyan |
| Opacity | 10–100% for the line (default 90%). The faint wash inside the ring fades with it |
Gotchas
- Off hides the drawing, not the rule. The mount still waits where your player left it, and still stops waiting when they go further than its Despawn Distance. Players just can't see where that line is.
- You can't size the ring here. It is exactly as wide as the mount's or pet species' Despawn Distance. Change that number to change the ring.
- Your game server has to be up to date. The setting travels with your UI on Publish and reaches players without a reconnect, but a game server from before this release drops it on the way. If the ring keeps its default look after a Publish, update the server.
Quest marker — the symbol that floats over an NPC with a quest for the player, and the ? over one waiting for a hand-in. The preview at the top of the card shows both at your size and colors.
| Field | What it does |
|---|---|
| Size | 8–64 px (default 14) |
| Quest available | The color of the symbol over an NPC offering a quest (default amber) |
| Ready to hand in | The color of the ? over an NPC you can turn a finished quest in to (default blue) |
Which symbol an NPC shows while it has a quest for you is set per NPC, in the NPC editor's Quest Available Indicator: ! (the default), ?, a star, or None (the NPC still gives the quest, it just shows nothing over its head).
- Old game servers show "!" on every NPC. The NPC's chosen symbol reaches players through the game server, so after updating, Publish and roll your server. Until then every quest giver shows the default !.
Hover Cursors#
The cursor is already pointing at the thing, so it is the cheapest place to say what that thing is: a sword over an enemy, a hand over an NPC, a pick over a rock.
Author it in UI Editor → Hover Cursors. A shared cursor applies everywhere, and each kind — Players, Mobs, NPCs, Pets, Mounts, Resource Nodes, Dropped Items, Portals, Crafting Stations — can override it.
| Field | What it does |
|---|---|
| Enable hover cursors | Off keeps every authored image but uses the system cursor in game |
| Image | The cursor art. 32×32 or smaller reads best; anything much larger is refused by browsers |
| Hotspot X / Y | Which pixel of the image actually points, measured from its top-left. A sword tip at the bottom-left wants (0, 31); a crosshair wants its centre |
| Use shared | Drops a kind's override so it inherits the shared cursor again |
Overrides inherit field by field: set one shared image and nudge only the hotspot for the kind whose art sits differently. The preview beside each row marks the hotspot with a red dot, which is the part that is easy to get wrong.
Gotchas#
- A hotspot outside the image is rejected by the browser and the cursor silently falls back to the default. Values are clamped to 0–128 on save, but keep them inside your art.
- Leave a row empty for the ordinary cursor. An un-authored project uses the system cursor everywhere — nothing to turn off.
- Cursors are part of the UI customization document, so they reach players on the next UI config publish, like nameplates.
Minimap#
The minimap is the one piece of HUD a player looks at all day, so it is the one that should look least like anybody else's. Everything about it is authored here: its shape and frame, how far it zooms and which way is up, what it marks, and what it reads out.
Where to author it: UI / HUD Editor → Minimap. The same tab has a second view, World map, for the whole-world screen — see World Map & Overworld.
Set it up#
- Open UI / HUD Editor → Minimap. The live preview at the top is your real HUD with your unsaved changes.
- In Appearance, pick the Shape. For your own outline choose Custom cut-out and pick a Cut-out image in the next card.
- In Shape, cut-out and frame, pick Frame art if you have a rim to draw over it, and set Border thickness to 0 so the plain border does not show through.
- In Zoom and rotation, choose how far players can zoom and Which way is up.
- In Markers, go down the list: switch off the kinds your game does not use, and give the rest your own drawing, color, size or icon.
- In Readouts, choose which of the map name, coordinates and world clock show, and where.
- Save, then publish the UI config so players get it.
Appearance#
| Field | What it does |
|---|---|
| Minimap | Show or hide the whole minimap. |
| Shape | Square (a diamond in isometric worlds), Circle, Rounded box, or Custom cut-out (your own image). |
| Anchor | Which corner or edge of the screen it sits against. Fine offsets live in the Layout tab. |
| Size | 80–480 px. Phones cap it so it never swallows the screen. |
| Opacity | 20–100%. |
| Border color / Border thickness | The plain rim. Thickness 0 removes it. |
Shape, cut-out and frame#
| Field | What it does |
|---|---|
| Corner radius | Only for Rounded box. |
| Cut-out image | Only for Custom cut-out. Where your image is solid the map shows; where it is see-through the map is cut away. Use a PNG with transparency — a shield, a gear, a torn scrap of parchment. |
| Frame art | A picture drawn over the minimap's rim. It never turns with the map. Use a PNG with a see-through middle. |
| Frame size | How much bigger than the map the frame is drawn, 100–200%. |
Background and tint#
| Field | What it does |
|---|---|
| Background color | Shows wherever there is no terrain. |
| Background image | The same, as a picture — parchment, a star chart, a brass plate. |
| Tint color / Tint strength | Washes the whole map in one color: sepia for an old chart, blue for night. 0% = no tint. |
Zoom and rotation#
| Field | What it does |
|---|---|
| Base zoom | Tiles per pixel. 0 fits the whole map in the minimap and keeps it centred on the map; anything else follows the player. |
| Furthest zoom out / Closest zoom in | The range the + and − buttons move through, as multiples of the base zoom. |
| Zoom stops | How many steps that range is cut into. One stop removes the zoom buttons. |
| Opens at | The zoom the minimap starts on. |
| Which way is up | Match the game view (north-east up in isometric worlds, north up in top-down ones), North always up, or Heading up — the map turns so the way the player faces is always up, and stays centred on them. |
| Compass letters | The N E S W letters. Under Heading up they ride around the rim with the map. |
| Zoom and open-map buttons | Hide the three buttons beside the minimap. The map key still opens the map. |
Blips and blip colors#
A blip is a plain dot for something nearby: players, party members, mobs, NPCs, resource nodes, portals. Blips switches each class on or off; Blip colors gives each its own color, plus one for the player's own dot.
Markers#
A marker is for the things that matter to this player in particular. The same set is drawn on the minimap and on the map screen.
| Marker | What it marks |
|---|---|
| Quest objectives | Where an accepted quest wants the player next: the NPC to talk or deliver to, the location to reach, the nearest of the creatures to hunt. Finished objectives drop off. |
| Quest turn-ins | The NPC to hand a finished quest in to. Appears once every objective is done. |
| Quest givers | NPCs holding a quest the player can take right now — the right level, prerequisites handed in. |
| Party members | Party members in view. Replaces their plain blip. |
| Exits and portals | Portals, doors that lead to another map, and border crossings. Replaces the plain portal blip. |
| Shops | NPCs that sell things. |
| Services | NPCs with a role (banker, trainer, guard…) that are not shops. |
| Points of interest | Locations the player has discovered — see Locations & Discovery. |
Each marker kind has the same fields:
| Field | What it does |
|---|---|
| On the map | Show or hide this kind for everyone. |
| Drawing | One of twelve built-in shapes: dot, ring, diamond, square, triangle, star, cross, exclamation, question, doorway, coin, flag. |
| Color | The drawing's color. |
| Size | 6–40 px. |
| Your own icon | A picture that replaces the drawing. Small square PNGs read best. |
| Reach | Whole map — arrow at the rim: when the marked thing is outside what the minimap shows, the marker is pinned to the edge with an arrow pointing toward it, and a target on another map is shown at the exit that leads there. Minimap range — only when in view: the marker is drawn only where it really is. Quest objectives, turn-ins and the party default to the whole map; quest givers and everything else to minimap range. The map screen always shows every marker on the map. |
For a trail on the ground to the same places, see Waypoints & Guidance.
Quests on another map. When a quest's target is on a different map, the marker moves to the exit that leads toward it — the nearest one on the shortest route, however many maps away the target is — and is always pinned to the rim with an arrow. The player follows the arrow out of the map, and the next map points them on.
Let players switch marker kinds off for themselves adds a Markers menu to the map screen. A player's choice is theirs alone and is remembered in their browser. A kind you hide is hidden for everyone and does not appear in their menu.
Readouts#
| Readout | Default |
|---|---|
| Map name | Shown, along the diamond's edge (above the minimap for other shapes). |
| Coordinates | Shown, over the bottom of the map. |
| World clock | Hidden. |
Each has Show / Hide and Where: Engine default, Above the minimap, Below the minimap, Over the top of the map, Over the bottom of the map. Two readouts in the same place stack.
How the map is drawn#
| Field | What it does |
|---|---|
| Draw the map | Simple colours (fast) — flat color per kind of ground, the default. As drawn in game — the real ground and objects, as the game draws them. |
| Players may choose for themselves | Adds Draw the map to the player's Settings → Interface → Maps (World default / Simple colours / As drawn in game). |
This one choice covers the minimap, the map screen and the World view.
As drawn in game does not draw the world a second time. Each 64×64-tile block of map the game has finished drawing is copied once into a small picture, and the maps reuse those pictures. So:
- it shows the real map for everywhere the player has been this session, and simple colours for the rest until they get there;
- the pictures stay after the player walks on, and after they change maps, up to a memory cap (about 12 MB on a computer, 4 MB on a phone — the least recently seen go first);
- there is no cost per frame, and moving does not redraw the map.
Maps painted from a tileset show their picture even in Simple colours. Simple colours paint each tile by its biome. A map drawn straight from a tileset (an RPG Maker style town, say) often has no biome, or one you created, which has no colour of its own. Every tile of it would come out the same grey. So a block of map like that uses its As drawn in game picture whichever style is chosen, and maps painted by biome keep their colours.
Fog of war#
Reveal mode — Always visible, Reveal as explored, Reveal by discovery, Explored + discovery or Event-driven only — with the fog color, fog opacity and explore radius. Fog is also driven by the "Reveal Map" / "Set Map Fog" event commands. Explored tiles are saved on the game server as part of the character, so the map a player has uncovered follows them across reloads, browsers and devices — the browser only keeps a local copy as a cache.
Gotchas#
- Frame art and the isometric diamond. The diamond is a square turned 45°, so it is about 41% taller and wider than its size. A frame for it wants Frame size near 145%, or pick Circle or Rounded box, which a frame fits at 110–120%.
- A cut-out has no border. A plain border cannot follow your image's outline, so it is not drawn for Custom cut-out. Use frame art for the rim.
- Quest markers follow tracked quests. If the player has pinned quests to their tracker, only those are marked; with nothing pinned, every accepted quest is.
- Some objectives have no place. Collecting, crafting, using an item and objectives advanced by an event get no marker, because there is no single spot to point at.
- A "reach this place" objective needs a placed Location marker (or names a whole map). A location that is found by biome has no single tile, so the marker can only point at the map.
- Exits out of a map need the world to know them. Portals, border crossings, and events that run Transfer Player to a fixed tile on another map all count. A transfer whose destination comes from a variable cannot be read ahead of time and is not marked.
- Fixed markers stay hidden under fog. Exits, shops and services are not drawn on tiles the player has not uncovered. Quest and party markers always are.
- Shops and services away from the player come from the server's list of where those NPCs stand, refreshed about once a minute, so a wandering merchant's far-off marker can lag behind them. Up close it follows them exactly.
- The minimap is part of the UI customization document, so changes reach players on the next UI config publish.
Panels#
Around 55 catalogued panels — Inventory, Character, Skills, Abilities, Loadout, Bank, Chest, Market, NPC Shop, Mail, Trade, Guild, Party, Quest Log, Achievements, Crafting, Build, Settings, Boss Bar, and more — each with per-panel appearance:
| Control | Effect |
|---|---|
| Panel enabled | Turn a panel off entirely (hides it and its top-bar button) |
| Accent color | Borders, highlights, emphasis inside the panel |
| Corner radius | 0–28 px |
| Opacity | 35–100% (ignored when a background image is set) |
| Background image | With a Fit mode (Cover / Contain / Stretch / Tile) |
| 9-slice frame | A scalable ornate border with an adjustable slice |
A Reset appearance button puts any panel back; untouched panels render exactly as before. Panels gated by a feature flag say so in their inspector.
Deep inspectors — a few panels expose gameplay-shaping options with a live preview:
- Inventory — inventory & guest slot counts, bag columns, a drag-arrange equipment layout (show/hide slots, custom slots, placeholder art), slot size, card layout, and the equipment / bag split described below.
- Hotbar — slot count, slot size, accent, background skin.
- Party / Raid frame — width, max members, compact cards, and which sub-bars show.
- Enchanting / Upgrading — the rune table and the forge's own knobs: pip track, before → after stats, risk strip, socket ring or row, meter style, drag from bag and the bag shortcut. See Enchanting & Upgrading.
Window & header (every panel)#
Every catalogued window — the bag, the forge, the bank, the social panel, the store, the settings sheet, even the full-screen world map and the pet-battle stage — renders through one shell, so the same Window & header card appears on every panel's inspector. Two games built on the engine should not open the same panel and look alike; this card, the Sections list under it and the Vocabulary strings are how you get there.
| Field | Options | What it does |
|---|---|---|
| Header | Bar (default) · Sigil · Banner · Minimal · Hidden | The title treatment. Sigil is the forge's glyph-and-small-caps look; Banner centres a large title over a hairline; Minimal is one quiet line; Hidden drops the header and leaves a floating close button. |
| Title align | Left · Center | Where the title sits inside the header. |
| Header icon | Media | Replaces the panel's built-in glyph beside the title. |
| Width | 280–1400 px, 0 = built-in | The window's width. Docked and full-screen windows ignore it. |
| Density | Compact · Cozy (default) · Spacious | Scales the panel's inner spacing without touching the global UI scale. |
| Buttons | Filled · Outline · Ghost · Pill | The style of every button inside the panel. |
| Ornaments | Default · On · Off | The corner filigree. Default follows the panel's own preference. |
| Entrance | Fade · Rise · Zoom · None | How the window animates in. |
| Section labels | On · Off | The small-caps captions above each section. |
| Dividers | On · Off | The hairlines between sections. |
Steps:
- Open Settings → UI / HUD → Panels and pick any panel.
- Set the Window & header fields. Nothing is required — every field left blank keeps the built-in look.
- Under Sections, untick a block to hide it or use the arrows to reorder. Each panel lists its own blocks (the bank's Toolbar and Grid, the settings sheet's Rail / Pane / Footer, the social panel's guild and friend blocks…). Reset puts them back.
- Save — saving publishes, and connected players see the new window on their next open.
Gotchas:
- Docked windows keep their dock. The bag, the build bar and the pet-battle command card sit where the game needs them; placement offsets don't apply to them, everything else does.
- Hidden sections are hidden, not disabled. Hiding the bank's toolbar removes the Deposit buttons; players can still drag items in. Hide what your world doesn't need, not what it needs to work.
- A hidden header still closes. The close button floats in the corner, and Escape still works.
- Width is clamped. Anything under 280 px or over 1400 px is pulled back into range, and on a phone the window never exceeds the screen.
Every window, not just the big ones#
The Panels tab used to list the windows players open on purpose — the bag, the character sheet, the shop. The windows the game opens at them were not there at all: the loot roll, the taming prompt, the death recap, the confirmation dialog, the reconnect overlay. You could not so much as recolour them. Now every one of them is in the list, with the same Window & header, Sections and Appearance cards as the rest.
Where to author it: UI Manager → Panels → pick a window from the list on the left.
| Window | What it is | Sections you can hide or reorder |
|---|---|---|
| Death Recap | The card shown when a player dies | Killed by · Respawn / spectate · Where you respawn |
| Loot Roll | The Need / Greed / Pass prompt on group loot | Countdown bar · Need / Greed / Pass · Vote tally |
| Taming | The prompt to tame a creature | Tame / cancel · Requirement hint |
| Instances | The dungeon and match browser | Match found · Current instance / queue · Instance browser · Advanced: enter by id · Lockouts |
| Pet Battle Results | The rewards card after a pet battle | Rewards · Items received · Pet progression · Trainer dialogue · Close button |
| Split Stack | The "how many?" picker when moving items | Slider & amount · Half / All presets · Confirm / cancel |
| Confirm Dialog | The "are you sure?" prompt | Message · Confirm / cancel |
| Event Message Box | Show Text, Show Choices, Input Number, Select Item | Face portrait · Message text · Continue indicator |
| Connection Overlay | Shown when a player's connection drops | Status icon · Status message · Retry progress · Reconnect button |
| Exit Countdown | The 5-second countdown before leaving the world | Countdown ring · Warning line · Cancel / exit now |
The event message box#
This is the one most worlds will touch first. Show Text, Show Choices, Input Number and Select Item all share a single skin called Event Message Box, so a line of dialogue and the choices under it read as one window instead of two mismatched ones.
The speaker's name is the window title. That means the Header knob is your name plate: pick Bar for a classic title row, Sigil for an icon tile beside the name, Banner for a centred, underlined plate, Minimal for small caps with no rule, or Hidden for no plate at all. A message with no speaker simply has no header, and a choice list never shows one.
| Knob | What it does to the message box |
|---|---|
| Header | The style of the speaker's name plate |
| Title align | Name on the left, or centred |
| Header icon | Replaces the built-in glyph beside the name |
| Width | How wide the box is (280–1400 px); the default is 640 |
| Density | Padding inside the box — Compact, Cozy or Spacious |
| Entrance | How the box arrives — Fade, Rise, Zoom or None |
| Accent color | The speaker's name and the blinking continue arrow |
| Panel opacity | How much of the scene shows through the box |
| Corner radius | How round the box's corners are |
| Background / Frame | Your own message-window art, with a 9-slice border |
| Sections | Hide the face portrait, or put the continue arrow above the text |
Two things a message command still decides for itself, because they are authored per line and should win over a global skin: its position (top, middle or bottom of the screen) and its background (window, dim or transparent). Dim and transparent drop the window glass on purpose — your opacity setting still applies to the tint.
Surfaces that keep their own shape#
Some parts of the HUD are not windows and never grow a title bar, but they take your colours all the same: Chat, Touch Controls, the Event Timer, the Arena overlays, the Party / Raid Frame, the Hotbar, the Target Frame, the Boss Bar and the Territory Panel. Each has an Appearance card with accent, opacity and, where the surface actually has a body to paint, corner radius, background image and 9-slice frame. Touch Controls is the exception: they are round buttons with no window body, so that card offers accent and opacity only. The Party / Raid Frame gained a card it never had — the party and raid views share a single skin.
Controls that could not do anything are gone#
If a knob is on the Panels tab, it does something. Three changes you may notice:
- Touch Controls no longer offers a corner radius, background image or 9-slice frame. They are round buttons with no window body, so those never applied; only accent and opacity are shown.
- Event Message Box, Connection Overlay and Exit Countdown read Always on where other windows show a Panel enabled switch, and each says why it in particular cannot be hidden: an event that shows text blocks until the player dismisses the box, a disconnected player has to be told they are disconnected, and a timed exit has to show the time it is counting. Restyle them instead.
- Confirm Dialog and Split Stack now say what "off" means before you flip the switch. Turning a prompt off does not cancel the action, it skips the question: with the confirmation dialog off the game never asks and the action goes ahead — including destructive ones — and with the split-stack picker off, moving a stack always moves all of it.
Inventory: the equipment / bag split#
The in-game inventory runs the full height of the screen, divided between the equipment paperdoll on top and the bag underneath. Equipment share decides how that height is spent.
| Field | Range | Default | What it does |
|---|---|---|---|
| Equipment share | 20–80% | 50% | The share of the panel's height the paperdoll takes. The bag gets the rest and scrolls whenever it can't show every slot at once. |
Steps:
- Open Settings → UI / HUD → Panels and pick Inventory.
- Drag Equipment share under Equipment / bag split. 50% is an even split; push it up for a gear-forward game, down for a loot-hoarding one.
- Watch the preview on the right — it divides its height the same way the game does.
- Save — saving publishes, and connected players get the new layout immediately.
Gotchas:
- The share never starves the bag. The bag always keeps the remaining height and scrolls, so a large share means more scrolling, not fewer slots.
- Slot size overrides the fit. Equipment cells normally size themselves to fill the share you authored. Setting Slot size in the Appearance card pins them to that exact size instead.
- Very small shares still show a paperdoll. Equipment cells never shrink below 44px; if your share is shorter than that the paperdoll scrolls inside its own card rather than being cut off.
- On a very tall screen the paperdoll stops growing. Equipment slots are square, so on a tall monitor the grid runs out of panel width before it runs out of height. Once the paperdoll fills its card the card stops growing too, and the surplus height goes to the bag — so a 50% share can render as less than half on a tall screen. That is deliberate: the alternative is an empty band under the paperdoll. Pinning Slot size does the same thing at whatever size you pinned.
How the Panels tab is laid out#
Pick a window in the list on the left (type in Find a window… to narrow it). The middle column is that window's settings, in the order you would think about them: whether it exists, its frame and title, where it opens, what is inside it, and how it looks. The right column is a live preview that redraws as you change things.
- A window you have changed shows a changed tag in the list, and the top of its settings lists what you changed in plain words — Look changed, Sections changed, Slots rearranged, and so on.
- Reset to default at the top right undoes everything for that window. Each card also has its own smaller reset.
- Save publishes. Connected players get the change immediately.
Sections: reorder, hide and give one its own background#
Every window is made of named blocks — the Inventory is Purse & load strip, Equipment paperdoll and Bag grid. The Sections card lists them top to bottom.
- Open Tools → UI / HUD Editor → Panels and pick a window.
- In Sections, drag a row by its handle (or use the ▲ ▼ arrows) to move the block.
- Untick a row to hide that block from players.
- For the Inventory and the Character window, click Background on a row to give that block its own look.
| Field | What it does |
|---|---|
| Background colour | A flat colour behind the block. Empty = the built-in look, which follows your theme colours |
| Background picture | An image behind the block, from your media library |
| Picture fit | Fill (crop the edges), Fit inside, Stretch, or Repeat as a pattern. Shown once a picture is picked |
| How solid | 100% shows the colour or picture as it is; lower lets the window behind show through. 0% makes the block see-through |
| Outline colour | The colour of the block's border |
| Clear background | Removes everything above and returns the block to the built-in look |
The Inventory's equipment area used to be a fixed dark red in every game. It now takes its colour from your theme (your panel surface with a faint tint of the accent colour), and its Background row lets you recolour it, put your own art behind it, or fade it.
Gotchas:
- Background is only offered where the game paints it — today the Inventory's three blocks and the Character window's blocks. Other windows show the Sections list without it.
- A picture and "How solid" work together. With a picture, lowering "How solid" fades the picture toward the window behind it.
- Hiding a tab strip leaves only its default tab reachable.
- The equipment area's text follows your text colours. Its title, slot labels and "Empty" use your theme's primary, secondary and muted text colours, so recolouring your text recolours them too. To set them apart, use Theme → Detail colours (Equipment title / label / value); a colour set there always wins. Item names are never affected — they keep their rarity and quality colours.
Inventory: equipment layout and which side it docks#
Equipment layout decides where each equipment slot sits.
- Pick Inventory, find Equipment layout.
- Choose a starting arrangement under Start from.
- Drag any slot to a new square. Dropping it on another slot swaps the two.
- Click a slot to select it, then use Column / row for an exact square, Shown to players to hide it, or the picture field to change what an empty slot shows.
| Start from | What you get |
|---|---|
| Classic block | Three columns, four rows — the built-in arrangement |
| Two sides | Armour down the left, weapons and extras down the right, the middle left open |
| Wide strip | Six across, two rows — a short band that leaves more room for the bag |
| Four columns | Four across, three rows |
| Your own arrangement | Shown once you have dragged a slot by hand |
Where it sits decides where the whole inventory goes.
| Inventory sits | What you get |
|---|---|
| Docked to the right edge | The built-in spot: full height of the screen along the right edge |
| Docked to the left edge | The same, along the left edge |
| Anywhere — choose the spot below | A floating window. A Where it opens card appears under it: pick a corner or edge and a distance in |
Wherever it sits, the stats and pets drawers open toward the side with more room.
##### Your own equipment slots
You can add slots the engine does not ship — a ring, a trinket, a relic — and items equip into them like any other gear.
- In Equipment layout, click + Add your own slot, name it, and drag it where you want it.
- With the slot selected, open Accepts and tick the kinds of item it takes. Tick none and it takes any item that names it.
- Save the UI editor.
- Open Items, edit the item, go to Advanced → Custom Equipment Slot, and choose your slot under Equips into. Save the item.
- In game, the item now equips into your slot — by right-click, by double-click, or by dragging it onto the slot.
| Field | Where | What it does |
|---|---|---|
| Slot name | Equipment layout → your slot | The name shown on the slot and in the item editor |
| Accepts | Equipment layout → your slot | The item types the slot takes. The game server checks it on every equip |
| Shown to players | Equipment layout → your slot | Hides the slot without deleting it |
| Picture shown while the slot is empty | Equipment layout → your slot | Your own outline for the empty slot |
| Equips into | Items → item → Advanced → Custom Equipment Slot | Sends this item to your slot instead of the slot its type would use |
Gotchas:
- An item only goes into your slot if you tell it to. Adding the slot is half of it; Equips into on the item is the other half. The Custom Equipment Slot section only appears on items once your world has at least one slot of its own.
- An item the slot does not accept cannot be equipped at all. It does not fall back to its type's normal slot — the item editor warns you when the two disagree.
- Stats, passives and durability work as on any gear, and the worn item is saved with the character.
- Your slots also show on the Character window and when inspecting a player, in a row under the paperdoll.
- Deleting a slot, or narrowing Accepts, returns the worn item to the bag the next time that character loads. Nothing is lost.
- A slot holds one item. Two rings need two slots.
Gotchas:
- Equipping, unequipping and tooltips work the same wherever a slot sits. Moving a slot only moves it.
- Two slots on one square are outlined red in the editor. Drag one away so players can reach both.
- The grid can be up to 6 columns by 8 rows. A wide arrangement makes each slot smaller, because the inventory keeps its width; slots never go below 44px.
- A preset only moves slots. Slots you hid stay hidden and keep their pictures; slots you added yourself are placed on the first free squares.
- Reset layout returns to the built-in arrangement.
Character window: paperdoll, stats and placement#
The Character window (default key P) takes the same treatment.
- Pick Character in the Panels list. The preview on the right now shows the window — it used to have none.
- Where it opens — choose a corner or edge and a distance in from it, or leave it on the built-in spot.
- Sections — reorder or hide Identity row, Tabs, Equipped (paperdoll), Stats table, Account, Combat, Lifetime XP, and give any block its own background.
- Stats shown — untick a stat to leave it off the sheet, drag to change the order.
- Paperdoll layout — pick a starting arrangement and drag the gear slots and the Portrait where you want them.
| Paperdoll: start from | What you get |
|---|---|
| Portrait in the middle | Armour on the left, portrait in the centre, held items on the right — the built-in look |
| Portrait on top | A wide portrait across the top with every slot in a block underneath |
| Portrait on the left | A tall portrait on the left with the slots in two columns beside it |
Select the Portrait to set its Width / height in squares.
Gotchas:
- Clicking a worn item to unequip it works wherever its slot sits, and the stat numbers are unchanged — these settings only change what is shown and where.
- Warmth and Heat Resist only ever show in worlds with survival on, and Cooldown Reduction, Cost Reduction, Lifesteal and the two Healing stats only once something grants them — ticking them does not force them onto the sheet.
- The key shown in the window's title is the real one. If you or the player rebinds the Character key, the title shows the new key.
- The portrait is the real character. The middle of the paperdoll shows the character as the world draws it — its own sprite with the gear and cosmetics it is wearing — in the Character window and when inspecting a player, an NPC or a mob. A character with no sprite (or a device that cannot draw it) shows the first letter of its name instead.
- Inspecting another player uses the same paperdoll. The Inspect window follows the arrangement you made here, shows your own equipment slots, and its four blocks (Power, Vitals, Roles, Equipped) take a Background in their own Sections list. It is read-only, and it has no stat table to rearrange — the server only tells a player what another is wearing, never their stats.
- Equipment slots take your item-slot look. If you styled item slots under Panels → Item slots, the equipment slots in the Inventory, the Character window and Inspect draw with the same shape, border, fill and rarity treatment as bag slots.
Where a window opens#
Floating windows have a Where it opens card.
| Field | What it does |
|---|---|
| Position | Built-in spot, or a corner / edge / the centre of the screen |
| Distance from that edge (across / down) | How far in from the chosen corner, on a 1920 × 1080 screen. It scales with the player's window |
The card is not shown for windows that are fixed by design — full-screen screens such as the World Map and Pet Battle, and prompts the game centres such as the Confirm Dialog. The Inventory has it under Where it sits → Anywhere. The game always keeps a window on screen, even if a distance is too large.
Pickup popups#
The small popup a player gets when an item lands in their bag — from a pickup, a harvest, a craft or a quest reward.
Where: Tools → UI / HUD Editor → Panels → Pickup popups (top of the list, under Popups).
By default pickups now stack up the left edge, just above the chat box. They used to stack in the centre of the screen, on top of the player's own character.
- Open Pickup popups. The preview shows your screen with the character in the middle, the chat box, and a sample stack where it will sit.
- Under How pickups are shown, choose how they appear.
- Under Where they appear, choose what the popups are Pinned to. A spot on the screen takes a corner or edge and a distance in (the editor warns you if the spot is over the character). The player's character makes them follow the character instead — see Popups that come from the character below.
- Tick what each popup says under What each one says.
- Set how long one stays and whether repeats merge under Timing.
- Save.
| Field | Default | What it does |
|---|---|---|
| Show as | Popup card | Popup card (icon and name on a card), Compact line (one small line, no card behind it), Chat only (a line in the chat's System tab, nothing pops up), or Off |
| Pinned to | A spot on the screen | A spot on the screen, or The player's character (the stack follows the character) |
| Where around the character | Above the head | Character only. Above the head (popups rise), At the feet (popups drop down), Beside — left or Beside — right |
| Clear space from the sprite | 8 px | Character only. The gap kept between the character's sprite and the nearest popup |
| Nudge left / right (or up / down) | 0 | Character only. Slides the stack along the other axis, 400 px either way |
| Corner or edge | Bottom left | Screen only. Which corner or edge the stack is pinned to |
| Distance in (across / up-down) | 12 / 232 | How far in from that corner, on a 1920 × 1080 screen |
| New popups are added | Above the older ones | Whether the stack grows up or down |
| Most showing at once | 4 | When more arrive than fit, the oldest leaves first |
| Size | 100% | Scales the whole stack, 50–200% |
| Item icon / Item name / How many | On | The facts each popup states. At least one always stays on |
| Rarity colour | On | Tints the popup with the item's rarity colour, in worlds whose loot colours come from rarity |
| Total you now own | Off | Adds "You have 12" — the count in the bag after this pickup |
| Stays on screen | 3 s | The whole time a popup is up, 0.6–15 s |
| Merge the same item into one popup | On | Picking up more of an item while its popup is fresh turns ×3 into ×5 instead of opening another |
| …if it arrives within | 0.6 s | How long a popup stays "fresh" for merging |
##### Popups that come from the character
Set Pinned to to The player's character and pickups rise from the character instead of sitting at a fixed place on the screen.
- Set Pinned to → The player's character.
- Pick Where around the character: above the head, at the feet, or beside it.
- Raise Clear space from the sprite if you want more air between the character and the first popup.
- Save.
The popups are placed against the character as it is actually drawn — the real height and width of its sprite with gear on, at the player's zoom — not against an assumed size. A tall character pushes them further up; a short one keeps them close. The stack only grows away from the character, so a popup never covers it, whatever sprites your world uses.
##### Which editor wins: this page or the Notifications tab
Two places can shape a pickup. They do not overlap silently:
| Setting | Decided by |
|---|---|
| Show as — card, compact line, chat only, off | This page, always. Chat only and Off hide a card you built too |
| Merge the same item | This page, always |
| Where the Loot channel sits, how many show, size | This page, always |
| Look, wording, icon, timing of the popup | Your card, if you built one for Item looted on the Notifications tab. Otherwise this page |
When a card of yours is answering pickups, a note at the top of this page names it and says which settings below it replaces. The card's own page carries the matching note.
Gotchas:
- A card from the Notifications tab wins over the built-in popup. Its look, wording, icon and timing are used, and What each one says, Compact line and Stays on screen on this page stop changing anything. Delete or switch off the card to get the built-in popup back.
- A card in another channel is not moved by this page. If your card's Channel is not Loot, Where they appear does not place it.
- Pinned to the character needs clear space for nameplates. The popups clear the sprite, not the name and health bar drawn above it. Raise Clear space from the sprite until they sit above the nameplate.
- Before the character is on screen (the first moment of a new map) a character-pinned stack uses the screen position instead, so a pickup is never lost.
- Chat only does not double up. Picking up, harvesting and crafting already write their own chat line; Chat only adds a line just for the gains that had none (quest rewards, yields).
- Total you now own waits a moment. The popup appears a fraction of a second later so the count includes the item you just picked up.
- Off only hides the popup. The bag still updates and pickup sounds still play.
- Reset to default puts the stack back above the chat and clears every setting here.
Custom layout (advanced)#
Everything above rearranges and restyles the window the game already draws. Five windows — Skills, Quest Log, Character, Enchanting, Upgrading — go one step further: you can replace what is inside the window with blocks you place by hand.
It is the last card of those windows, called Custom layout, and it explains itself in the editor. You never need it to hide, reorder, recolour or rearrange — use the cards above for that.
- Pick one of the five windows and scroll to Custom layout.
- Click Open the builder. It uses the preview's space while it is open.
- Add blocks from the row of buttons: text, a value, a bar, an icon, an image, a slot grid, a button, a Repeat List (one row per skill, quest, stat or worn item), or Stock Body.
- Drag a block to move it, drag its corner to resize it, click it to choose what it shows.
- Save. Players see your layout as soon as it holds at least one block.
| Term | What it means |
|---|---|
| Stock Body | The window's built-in contents, placed as one block — with everything in it still working. Add it to keep the normal window and decorate around it |
| Repeat List | A list that draws one row for each skill, quest, stat or worn item |
| Players see | The line that tells you whether players currently get the built-in layout or yours |
| Back to the built-in layout | Removes your blocks and returns the window to normal |
Gotchas:
- It is opt-in. A window only switches to your layout once it has at least one block; removing every block returns the built-in one.
- Without a Stock Body block, only what you placed is there. Buttons and lists the built-in window had are gone unless you add your own.
- Sample values on the canvas are stand-ins. The game fills in the player's own.
Context Menus#
The menus that open on something: right-click (or long-press) another player, long-press your own character, or open your pet's ring. You choose how each one looks, how it arrives, and which actions it offers.
Where: Tools → UI / HUD Editor → Context Menus (the tab after Panels).
Pick a menu on the left — Player menu, Quick actions or Pet ring — and a dot marks the ones you've customized. Reset menu puts any of them back.
Reaching them on a phone#
Phones have no right-click, so every one of these menus used to be unreachable — a mobile player could not trade, duel, invite or inspect anybody. Now a long press does what a right-click does:
| Gesture | What happens |
|---|---|
| Tap an entity | The normal action — select, attack, harvest, talk |
| Press and hold an entity | Its context menu opens |
| Press and hold your own character | Your quick actions ring opens |
Hold for about half a second. Sliding your finger more than a few pixels cancels it, so dragging the camera never opens a menu by accident.
Tapping resolves when you lift your finger, not when you touch down. It has to: otherwise a long press that opens a mob's menu would already have started attacking it. A tap is short, so it still feels immediate — and mouse clicks are unchanged.
Quick actions — the phone's way to the panels#
Long-pressing your own character opens a ring of the panels the top bar carries: Bag, Character, Skills, Quests, Map, Social, Settings. It exists because a phone's top bar is small, far from the thumbs, and often hidden entirely when touch buttons carry the hotbar.
It's phones only — on desktop the real top bar is right there. A panel you switched off in Panels is dropped from the ring rather than shown greyed out: a ring is small, and a dead slot costs a real thumb target.
Style#
| Field | What it does |
|---|---|
| Desktop style | List, Radial or Grid under a mouse. Default List |
| Mobile style | List, Radial or Grid under a finger. Default Radial |
| Open animation | None, Fade, Pop, Bloom, Stagger or Sweep |
| Ring radius | How far the buttons sit from the centre, 48–160 px (Radial) |
| Button size | Button diameter, 32–96 px (Radial and Grid) |
| Show labels | Draw each action's words as well as its icon |
Style is set per input on purpose. A ring of thumb-sized buttons is right under a finger and wrong under a mouse, where a dense labelled list is quicker to read and hit — so the engine defaults to radial on phones and a list on desktop, and you can override either.
The animations are all short (about a fifth of a second). This menu opens on every right-click and long-press in your game, so anything statelier becomes a tax by the hundredth time. Bloom flies the buttons out from the centre, Sweep spins them around the ring, Stagger brings them in one after another, Pop springs the whole menu up, Fade eases it in. Players who've asked their device to reduce motion get a plain fade whatever you pick.
Actions#
Drag to reorder, hide the ones your game has no use for, and rewrite any label or icon. A PvE world hides Duel; a solo world hides Invite to Party; a game with its own vocabulary renames Trade to Barter.
| Menu | Actions you can author |
|---|---|
| Player | Inspect, Add Friend, Invite to Party, Invite to Raid, Form Raid + Invite, Invite to Guild, Trade, Duel, Pet Battle |
| Quick actions | Bag, Character, Skills, Quests, Map, Social, Settings |
| Pet | Style only — its actions depend on what your pet can do right now |
Gotchas#
- The pet ring stays a ring on desktop unless you say otherwise. It predates this setting and players know it by its shape, so it defaults to radial on both inputs rather than to the list default.
- Actions you never touch keep the engine's order and wording. Reordering one action doesn't scramble the rest, and an action added by a future engine version appears on its own rather than being silently hidden.
- Hiding an action here hides the button, not the ability. Hiding Duel doesn't disable duelling — a player can still be challenged. Turn the system itself off in World → Features.
- Conditional actions still obey their conditions. Invite to Guild only appears if you lead a guild, whatever order you give it.
- An emptied menu doesn't open at all rather than opening blank.
- Something lying at your feet wins the press. Holding on your character while you stand on a dropped item opens the item, not your quick actions — tapping yourself always reaches what's underneath you, so you can still pick things up. Step off it to open quick actions.
Custom Menus#
Author entirely new in-game windows from the same widgets (Panel, Text, Stat Value, Progress Bar, Icon, Slot Grid, Button, Image). Drag them onto a canvas, then in Menu settings choose:
- Trigger — Always on, a Hotkey, or an Event (health/mana/hunger/thirst low with a threshold, on death, on level up, or on entering a zone, with an auto-close timer).
- Placement — anchor + X/Y offset.
Widgets can bind to live data (HP%, mana, silver/gold, level, name, hunger/thirst/stamina, zone name…), and buttons can open/toggle a panel, toggle another menu, close the menu, or run a chat command. A custom menu can also be opened by a top-bar button you add or an event command.
Loading Screen#
The splash players see while the world loads (the client holds it until the map is actually rendered, so no one sees a half-drawn scene):
- Branding — Title, Tagline, Logo.
- Background — image + Fit + a scrim slider over it.
- Indicator & colors — spinner style (Ring / Progress bar / Dots / None), accent & text colors, and an optional live phase line.
- Rotating tips — a list of tips/tricks/lore with per-tip category and icon, a rotate interval, shuffle vs in-order, and a category badge toggle.
Login Screen#
The sign-in page is the one screen every player sees before anything else, so it's the first thing worth making yours. Untouched, it uses your theme colors automatically — the rest of this tab is how far you take it.
The preview beside the controls is the real login screen, drawn by your game client with your unsaved changes — every tab, button and link responds, nothing signs in. Full size opens it over the editor. While the client is starting, or if it can't be reached, a sketch stands in and says so.
- Start from a look — four one-click starters (Classic, Cinematic, Codex, Quiet). Fastest way off the default.
- Layout — the headline choice, picked from thumbnails:
| Layout | Feel |
|---|---|
| Centered card | The engine default — form floats mid-screen |
| Left / Right panel | Full-height column of controls, your art fills the rest |
| Bottom bar | Art-dominant: wordmark up top, form docked low and wide |
| Minimal | No card chrome at all — the fields sit straight on the art |
- Backdrop — theme color, a two-stop gradient, an image (Cover / Contain / Stretch / Tile, with optional slow zoom), or a looping muted video. A darken slider and blur keep text readable, and the drifting particle field can layer over any of them.
- Brand — a logo image, or a two-tone wordmark (title + an accent-colored second part), plus tagline, font, glow, and the divider flourish.
- Card — panel image, 9-slice border frame, corner radius, opacity, accent, and the sign-in button's fill.
- Wording — every label on the screen: tab names, both button labels, field labels and placeholder, the guest button and its note, plus small print under the card.
- Links — a repeatable list (Discord, wiki, rules) shown under the card.
- Show or hide — toggles for the guest button, register tab, social sign-in row, Discord sign-in, remember-me, the version stamp, and the language picker. Each social button (Discord, Google, GitHub) only shows when that provider is switched on for your world's sign-in, so a player never meets a button that can't work. See Discord for Your Players.
Translating the screen. If your project has more than one language turned on (Settings → Localization), the Wording section gets a Language menu:
- Pick a language in Language. The fields now hold that language's version; each one shows your default-language text as a grey hint.
- Type the translated Title, Title accent, Tagline, every label, and each link's label.
- Leave a field blank to use your default-language text for it in that language.
- Switch Language back to your default language to edit the original wording.
Players choose their language from the language picker in the top-right corner of the login screen. Their choice is remembered on that device and carries into the game. Turn the picker off in Show or hide and the screen stays in your default language (or whichever language the player last chose in game).
- The picker only appears with two or more languages. With only your default language turned on there's nothing to pick, so it stays hidden even when its toggle is on.
- Engine-built text follows the language too. Labels you never changed (like the default Sign in) use the engine's own translation for the chosen language, where it has one.
The visibility toggles are cosmetic. Hiding the guest button hides a button — it does not disable guest accounts. Your world's auth mode decides which sign-ins are actually accepted, and the guest button only ever appears if your world genuinely allows guest play. For the same reason, the Google / Discord / GitHub buttons can't be relabelled or re-iconed: a sign-in button that lies about which provider it is would be a phishing tool.
Like the loading screen, this is delivered to the client before anyone logs in, so it paints on the very first frame rather than flashing the engine default first.
Minigames#
UI editor → Minigames sets how every minigame window looks — lockpicking, fishing, Timing Strike and the twelve library kinds. The preview on the right is the real minigame: play it at any difficulty and skill while you change it.
- Pick a Starter look: Default, Rustic (wood, iron, parchment), Arcane (violet on midnight)
or Clockwork (brass and steam). It sets the colours and font for every kind.
- Leave Editing on Every kind to change all of them, or pick one kind to change only
that one (it then reads "(changed)"; Reset puts it back).
- Change any Colour (↺ puts it back on the look), the Font, the Window size, a
Background picture and how much it Shows through.
- Give each moment a Sound from Game Sounds, Silent, or leave the built-in blip.
- Save, and publish.
| Field | What it does |
|---|---|
| Starter look | Colours and font for every kind in one click. Anything you change below sits on top |
| Editing | Every kind, or one kind's own changes on top of every kind's |
| Colours | Background, tracks & slots, target zone, perfect / highlight, needle & cursor, hit, miss, text, quiet text |
| Font | Default, Serif, Monospace, Rounded or Display |
| Window size | 75–150% of the normal window |
| Background picture / Shows through | A picture behind the playfield, and how strongly it shows (0–100%) |
| Sounds | A hit, a perfect, a miss, something right, something wrong, a small click, a warning. Built-in blip keeps the engine sound; Silent plays nothing |
- The window's frame, accent, corners, opacity and position are the Minigame Window panel on
the Panels tab, like every other window. It is always on: events wait on it.
- Sounds play for the library kinds and for locks. Fishing and Timing Strike keep their own.
- Needs the Minigames feature flag.
Presets & sharing#
- Apply a shipped template (Forge, Arcane Table) as a starting restyle.
- Save current captures your theme + scale + layout + panels + custom menus as a named preset you can re-apply, rename, or delete.
- Export / Import code shares a whole look as JSON between projects.
- Reset everything to engine default starts over.
Almost everything here is live. The only editor control that has no in-game effect is the Layout Lock toggle (it protects the editor canvas only, since players can't move the HUD). One advanced field — a fixed on-screen position for a floating panel window — exists in the data model but isn't yet surfaced as a control.