ImmersiveHud

A fully dynamic and customizable HUD experience that makes exploration, combat, and survival feel more immersive. Keeps your screen clean by showing HUD elements only when gameplay actually needs them.
Immersive HUD cover

Immersive HUD cover

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Config Profile

Config Profile

Config Visibility dynamic component

Config Visibility dynamic component

Config Visibility static components

Config Visibility static components

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


Profile selector


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


Visibility configuration - Dynamic Components


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


Visibility configuration - Static Components


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…


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

The ImmersiveHud Team

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