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HUD editor

The editor shows your HUD over the live game, with an outline around every enabled module. Drag to move, scroll or drag the corner to scale. Positions are stored relative to an anchor, so they hold when the window size or the GUI scale changes.

Open it with Edit HUD in the settings screen. In a world, the game stays visible behind a light tint. Outside a world, and for modules that have nothing to show, sample values are drawn ("60 FPS", "24 ms", "128, 64, -256", iron armor with sample durabilities, "Speed II 1:30").

If no HUD module is switched on, the editor says: "No HUD modules are enabled. Turn some on in Settings."

Moving

Press on a module and drag. The module cannot leave the screen. While you drag, it snaps; see Snap guides. Releasing the mouse re-anchors the module; see Anchors.

Clicking a module selects it. The selected module has an accent-coloured outline and a label above it with its name and scale, for example "Keystrokes 100%". Clicking empty space clears the selection.

Scaling

How Step
Mouse wheel over a module, or anywhere while one is selected 5% per notch
Drag the small square handle at the module's bottom right corner Snaps to 5%

The range is 50% to 300%. The label shows the current value.

Corner dragging is in the build but has not yet been exercised in a running game; wheel scaling has.

Snap guides

While you drag, the module's near edge, centre or far edge snaps to the closest line within 4 pixels, separately for the horizontal and the vertical direction. A mint guide line is drawn along the line it snapped to.

Snap lines
The screen edges 0 on every side
The default inset 4 pixels in from each edge, which is where modules sit by default
The screen centre One vertical and one horizontal line
Every other enabled module Its left edge, centre and right edge; its top, middle and bottom

Distances are in GUI pixels, the unit Minecraft's interface uses at the current GUI scale.

Anchors

A position is stored as one of nine anchors plus an offset pointing inward from it.

Left Centre Right
Top top left top centre top right
Middle middle left middle centre middle right
Bottom bottom left bottom centre bottom right

When you drop a module, the editor keeps it exactly where it is on screen but re-expresses that position from the nearest anchor: the screen is divided into thirds each way, and the third that contains the module's centre decides. A module dropped near the bottom right corner therefore keeps its distance from the bottom and right edges when the window is resized or the GUI scale changes, rather than its distance from the top left.

On every frame the position is clamped so the module stays on screen, even if the window has become smaller than the saved offset allows.

Keys

Key Action
Left Right Up Down Nudge the selected module by one pixel. It is re-anchored after each step.
R Reset the selected module to its default anchor, offset and 100% scale
Tab Move the toolbar between the upper and the lower part of the screen, so it can never cover a module you need to reach
Esc Close the editor

Toolbar

A small panel, in the upper third of the screen by default.

Control Action
< layout name > Switch to the previous or next layout. Disabled when there is only one.
Reset Reset the selected module. Disabled with no selection.
Reset all Reset every HUD module in the active layout
Settings Save and go back to the settings screen
Done Close the editor

Under the buttons: "Drag: move Scroll or corner: scale" and "R: reset Arrows: nudge Tab: move this bar". A press on the toolbar never starts a drag of a module underneath it.

Default positions

Module Anchor Offset (x, y)
FPS Top left 4, 4
Ping Top left 4, 20
Coordinates Top left 4, 36
CPS Top left 4, 52
Session timer Top right 4, 4
Resource packs Top right 4, 20
Armor and held item Middle left 4, 0
Potion effects Middle right 4, 0
Toggle sprint Bottom left 4, 4
Keystrokes Bottom right 4, 4

Zoom, Custom crosshair and Chat appearance have no HUD element and do not appear in the editor.

What is saved

Positions and scales belong to the active layout and are saved when the editor closes. See Layouts, export and import.