Description
ImmersiveHud (iHUD) shows only what matters, when it matters, delivering a cleaner and more immersive experience without losing critical information.
Dynamically hides and reveals HUD elements based on player actions and gameplay context.
Fully customizable and easy to use.
Commands
/ihud config: Open ImmersiveHud Config UI
đź’ˇ Tip: Select one of the base profiles to quickly apply a base configuration

đź’ˇ Tip: Toggle components visibility and/or add or remove rules to customize your personal experience

đź’ˇ Tip: Use trash icon to quickly unselect all rules and filter icon to view only the rules selected

Profiles
| Profile | Description |
|---|---|
balanced |
Balanced. Shows HUD components only when relevant |
immersive |
Minimal HUD, maximum immersion |
vanilla |
HUD always visible (vanilla-like) |
Supported Components
| HUD component | Group | Type |
|---|---|---|
| reticle | Core | DYNAMIC |
| hotbar | Core | DYNAMIC |
| compass | Core | DYNAMIC |
| health | Bars | DYNAMIC |
| stamina | Bars | DYNAMIC |
| mana | Bars | DYNAMIC |
| oxygen | Bars | DYNAMIC |
| statusicons * | UI | DYNAMIC |
| ammoindicator | UI | DYNAMIC |
| inputbindings * | UI | STATIC |
| notifications | UI | STATIC |
| speedometer | UI | STATIC |
| utilityslotselector | UI | STATIC |
| chat | Social | STATIC |
| requests | Social | STATIC |
| killfeed | Social | STATIC |
| playerlist | Social | STATIC |
| eventtitle | Panels | STATIC |
| objectivepanel | Panels | STATIC |
| portalpanel | Panels | STATIC |
| sleep | Panels | STATIC |
| buildertoolslegend | Builder | STATIC |
| buildermaterialsslotselector | Builder | STATIC |
| blockvariantselector | Builder | STATIC |
- See Known Issue section
đź’ˇ Tip: When activating any rule bar _NOT_FULL, you can use Threshold to specify the bar % below which the component becomes visible. By default it's below 100%
Rules
| Rule | Trigger condition |
|---|---|
HOTBAR_INPUT |
Player changes hotbar selection |
CHARGING_WEAPON |
Player is aiming or charging a weapon |
CONSUMABLE_USE |
Player is consuming food or potion |
TARGET_ENTITY |
Player is targeting an entity |
INTERACTABLE_BLOCK |
Player is looking at an interactable blocks |
PLAYER_MOVING |
Player is moving |
PLAYER_WALKING |
Player is walking |
PLAYER_RUNNING |
Player is running |
PLAYER_SPRINTING |
Player is sprinting |
PLAYER_MOUNTING |
Player is mounting |
PLAYER_FLYING |
Player is fying |
PLAYER_GLIDING |
Player is gliding |
PLAYER_JUMPING |
Player is jumping |
PLAYER_CROUCHING |
Player is crouching |
PLAYER_CLIMBING |
Player is climbing |
PLAYER_IN_FLUID |
Player is in fluid |
PLAYER_ON_GROUND |
Player is on ground |
PLAYER_FALLING |
Player is falling |
PLAYER_SITTING |
Player is sitting |
PLAYER_ROLLING |
Player is rolling |
PLAYER_IDLE |
Player is idel |
PLAYER_SLEEPING |
Player is sleeping |
HOLDING_MELEE_WEAPON |
Player is holding a melee weapon |
HOLDING_RANGED_WEAPON |
Player is holding a ranged weapon |
BLOCKING_ATTACK |
Player is using a weapon to block an attack |
IN_COMBAT |
Player is in combat (Hostile mob attacking or spoted) |
HEALTH_NOT_FULL |
Health bar is not full |
STAMINA_NOT_FULL |
Stamina bar is not full |
MANA_NOT_FULL |
Mana bar is not full |
OXYGEN_NOT_FULL |
Oxygen bar is not full |
đź’ˇ Tip: multiple rules can be combined to alter component behaviour. For example: Hotbar rules=HOTBAR_INPUT, CHARGING_WEAPON -> when changes hotbar slot and when aiming.
đź“– How it works
ImmersiveHud combines two visibility models.
🅰️ Static visibility
Static HUD components are always hidden or visible.
Example: Input bindings, Notifications, Player list, Chat,…
🅱️ Dynamic visibility
Dynamic HUD components are normally hidden and become visible when specific gameplay triggers occur.
- Dynamic HUD component behaviour is defined by the dynamic rules assigned to it.
- Different rules can be applied to same component to react to different triggers.
- If no rules are assigned to the dynamic component, it will behave as a static component.
Examples:
- showing the hotbar when changing the slot selected
- showing health bar when damage is taken
- showing the reticle when looking at a workbench or aiming with a bow
Known Issues
- Input Bindings: Due to limitations in the Hytale API, visibility for this HUD component cannot be reliably controlled by the plugin. To fully hide it, use the in-game settings.
- Status Icons: Due to limitations in the Hytale API, this HUD component's visibility cannot currently be controlled by the plugin, and there is no available way to hide it.
Roadmap
Possible future improvements:
GUI configuration menu[DONE]Additional dynamic triggers:[DONE]PLAYER_FLYING[DONE]PLAYER_GLIDING[DONE]IN_COMBAT[DONE]
- Import / export config profiles
- Support for future Hud components
Credits
I created this mod from scratch, but obviously it's not the first of its kind and I couldn't have done it without those who came before me, so thanks to…
- psimk - DynamicHud for the inspiration.
- all the contributors of Hytale-Template-Plugin for the starting point.
- all the contributors of HytaleModding for the Hytale API documentation.
One last thing
This is my first mod for Hytale, so please….
- Be kind. I'm trying to do my best but I'm still learning.
- Accept my appologies in advance for any issue and please, report it to me so I can try to fix it ASAP.
- All suggestions are very welcome.
Please, use the github issues page




