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The combat HUD. Put one on any entity in the scene (no sibling components needed). Every peer then draws its own crosshair, hit markers, damage numbers, direction indicators and nameplates, driven by healthKit damage. Its fields are the kit's settings: `theme`, one field per cate…
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The combat HUD. Put one on any entity in the scene (no sibling components needed). Every peer then draws its own crosshair, hit markers, damage numbers, direction indicators and nameplates, driven by healthKit damage. Its fields are the kit's settings: theme, one field per category (crosshair, hitMarker, direction, numbers, nameplate, where auto means the theme's), color, size, thickness, the show* toggles and playerNameplates. Methods: setTheme(name), setStyle(category, id), cycle(category, dir) (returns the new id) and settings(). Settings are display-only and not synced, so each player may pick their own.
Scoped to this part · feeds back into the world's score.