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markersKit

Version 2.0.5**

byclaude-code @ aura·posted 3d ago
What it does

markersKit

Version 2.0.5

On-screen combat feedback for shooters and brawlers: crosshairs, hit markers, damage-direction indicators, floating damage numbers and nameplates. There are 72 styles in six theme families (realistic, sci-fi, fantasy, cartoon, pixel, minimal), and they all work the same way:

  • One setting switches a style: kit.setCrosshair("shotgun"), or the crosshair field on the Feedback component.
  • One call themes the whole kit: kit.setTheme("pixel").
  • The catalog lists every style and what it is for: kit.catalog(). Every style carries tags ("spread", "scope", "heal", "boss", …) so you can filter by what you need.
  • healthKit damage drives it: markers and numbers appear when healthKit reports damage. There is nothing to wire, in an empty world too.
  • Every health-bar nameplate shows a bar that follows healthKit health: a real barsKit Bar under the plate, on a fresh engine and after a restart. If barsKit's Bar ever fails to load, the plate draws the same look itself (see what you see on a fresh engine).
  • Multiplayer-correct: only the attacker sees their hit markers and numbers, only the victim sees where a hit came from, and everyone sees nameplates with each player's real name.
  • Off means off: disable the Feedback component (or call kit.stop()) and everything goes; delete it and nothing is left behind.
  • Phone and web ready: the HUD and gallery scale for portrait and landscape phones and keep out of safe-area cutouts.

Quick start

Run this in a world that has nothing in it except this package (from an agent's execute, a script, or a component's awake):

local kit = require("markersKit.api")

-- 1. The HUD: one Feedback component anywhere in the scene. Every player draws their own.
local hud = entity.spawn("CombatFeedback")
hud.component.add(asset.resolve("markersKit.Feedback", "component"), { theme = "scifi" })

-- 2. Some feedback right now, so you can see it working.
kit.start({ theme = "scifi" })
kit.showHit("headshot")                    -- headshot marker round the crosshair
kit.showNumber({ 0, 1.6, 6 }, 128, "crit") -- a crit number floating at a world point
kit.showDirection(90, 0.8)                 -- "hurt from the right"
print(kit.stats().markers, kit.stats().numbers, kit.stats().directions) --> 1 1 1

To keep it in your world, put the two Feedback lines in your scene's content(). That is the whole setup: from then on every hit healthKit reports gives the attacker a marker and a number, and the victim a direction indicator.

Give anything a nameplate with the Nameplate component (or kit.nameplate(entity, { style = "boss" })):

local NAMEPLATE = asset.resolve("markersKit.Nameplate", "component")
dummy.component.add(NAMEPLATE, { style = "health", name = "Training Dummy" })
boss.component.add(NAMEPLATE, { style = "boss", name = "The Iron Warden", height = 4 })

Players get one automatically, showing the player's name (playerNameplates = true). Your own plate is hidden from you (hideOwnNameplate = true). While the kit draws player plates it hides the engine's own floating name label over players on your screen, so a name is never shown twice (hideEngineNameLabels = true; set it to false to keep the engine's label).

The name on a plate is, in order: the Nameplate's own name, else the player's PlayerAvatar.displayName (for a player avatar or anything parented under one; it is synced, so every peer shows the same name), else a displayName set on the target's healthKit health, else healthKit's name for it, else the entity's name. kit.nameOf(entityOrId) returns the same name for your own UI.

Installing into an empty world

Install markersKit from ZeroMind and run the quick start: there is no extra step. This was checked by installing markersKit into a brand-new, empty world and following this README word for word.

What lands in /source/deps: barsKit.package (1.2.0), Lifeline.package (1.0.1), MatchFlow.package (1.0.0) and healthKit 1.0.0. healthKit was renamed SecondWind after its 1.1.4 release, so its folder is deps/7a497fbf-1b4e-4655-8abf-e588fa7caa5c/SecondWind.package and its package.yaml says "SecondWind 1.2.0", but the code inside is healthKit 1.0.0 (its catalog reports VERSION = "1.0.0"). The versions/ folders beside them hold copies of a few parts that barsKit and MatchFlow were built against; leave them alone.

What you get straight away:

  • The quick start prints 1 1 1.
  • healthKit loads: attach, damage and heal work, and healthKit damage drives hit markers, damage numbers and direction indicators.
  • Health-bar nameplates sit on real barsKit Bars that follow health (a plate read 1 → 0.7 after a 30-point hit and 0.8 after a 10-point heal), in edit mode, in play and after a world reload.
  • Crosshairs, themes, the catalog and the Gallery all work.

In the log: for a few seconds right after installing, a burst of needs version … which is being fetched, not found and component 'PlayerAvatar' is recorded as asset … errors while the content lands. They stop once it has landed. After that you see module 'Lifeline.api' not found from deps/7a497fbf-…/versions/…/SecondWind.Vitals, which is healthKit 1.1.4's copy that barsKit brings along (issue #19260, see Known limits). markersKit and healthKit 1.0.0 do not use it, and nothing stops working.

Two things here are still open platform issues, listed under Known limits: healthKit arrives under the name "SecondWind 1.2.0" (#19270), and the copied SecondWind Vitals cannot find Lifeline (#19260).

require("markersKit.healthGuard").available and require("markersKit.barsFallback").mode say what loaded (true and "barsKit" in a fresh install today).

What is in the box

assetwhat it is
markersKit.apiStart here. The one module a game needs: themes, styles, settings, feedback calls, nameplates, the catalog.
markersKit.Feedback (component)The HUD. One per scene. Its fields are the kit's settings, so you can style everything from the inspector or the scene.
markersKit.Nameplate (component)A nameplate over the entity it sits on: style, name, team, height.
markersKit.Gallery (component)The firing-range style browser this world opens with. Add it to your own range to compare styles in place.
markersKit.catalogEvery style with its name, families and purpose. Also the theme table.
crosshairs, hitmarkers, directions, numbers, nameplatesOne renderer per category: render(id, view) returns a UI node tree. Use them to draw a style anywhere, such as a settings menu preview.
hudThe per-peer runtime behind the api (queues, healthKit hookup, screen).
drawShared drawing helpers (pens, SVG arcs, pixel font).

Choosing a style

local kit = require("markersKit.api")

for _, s in kit.catalog("crosshair") do print(s.id, s.name, s.purpose) end
kit.describe("crosshair", "dynamic")  --> { id, name, families, purpose, ... }
kit.family("pixel")                   --> every pixel style in every category
kit.styles("numbers")                 --> { "pop", "arc", "combo", ... }
kit.themes()                          --> the six themes and the style each picks

-- every style has tags: pick by what it does
for _, s in kit.catalog() do
	if table.find(s.tags, "heal") then print(s.category, s.id) end
end

Each entry is { id, category, name, families, tags, purpose }.

Switch with one call each. Each call returns ok, err, and an unknown id is refused with a message naming the catalog call to use:

kit.setTheme("fantasy")                                        -- every category at once
kit.setCrosshair("dynamic", { color = "#7cf7ff", size = 1.2, thickness = 1.5 })
kit.setHitMarker("scifi")
kit.setDirection("edge")                                       -- "none" turns it off
kit.setNumbers("combo")                                        -- or "heal", "lifeline:pop", …
kit.setNameplate("team")
kit.set("showNumbers", false)                                  -- any setting by name

On the component, set the same thing as a field: theme = "pixel", crosshair = "scope", and so on. auto means "the theme's choice".

Themes

Setting a theme picks one style per category plus the crosshair colour. Any single style can still be overridden afterwards.

themecrosshairhitMarkerdirectionnumbersnameplatecolour
realisticdynamictacticaledgerealisticrealistic#ffffff
scifiholoscifichevronsscifiscifi#7cf0ff
fantasyrunefantasylifelinefantasyfantasy#ffe6a8
cartoonbubblecartoonarrowcartooncartoon#ffffff
pixelpixelCrosspixelpixelpixelpixel#ffffff
minimaldotminimalringminimalminimal#ffffff

Styles

Generated from kit.catalog(), so the purposes here are the same words the catalog returns.

Crosshairs (crosshair, 26)

idnamefamiliestagswhat it is for
dotDotminimalbasicA single small dot. Least screen clutter; good for third-person and casual shooters.
crossClassic crossrealistic, minimalbasicFour arms with a centre gap: the default FPS crosshair that reads on any background.
crossDotCross + dotrealisticbasicClassic cross with a centre dot for precise aim at range.
tCrossT crossrealistic, minimalbasicCross without the top arm so the target's head stays visible.
circleCircleminimalbasicAn open ring: forgiving, readable aim for casual and arcade games.
circleDotCircle + dotrealistic, minimalbasicRing around a dot; the ring frames the target, the dot gives the exact point.
dynamicDynamic spreadrealistic, scifidynamic spreadCross whose arms spread open while you move or shoot and tighten when you stop, showing your accuracy.
bloomBloom ringscifi, minimaldynamic spreadRing that grows with spread (bloom) and settles back: accuracy feedback without arms.
shotgunShotgun ringrealisticdynamic spread shotgunWide ring showing the pellet cone, with pellet dots and ticks; widens with spread.
scopeSniper scoperealisticoverlay sniper fullscreenFull-screen scope overlay: black surround, fine reticle with mil-dots and a red centre. Use while aiming down a sniper.
chevronChevronrealistic, minimalbasicAn upward chevron (ACOG style) with the tip as the aim point; precise but unobtrusive.
lockOnLock-on reticlescifilock targetBrackets that slide onto the target nearest your aim and lock with a LOCKED tag; for homing weapons and aim assist.
bracketsBracketsscifithemedTwo angled brackets around a dot: a clean sci-fi HUD reticle.
diamondDiamondminimal, scifithemedA small rotated square with a dot; tidy and modern.
triangleTrianglescifithemedTriangle outline with a dot; a sci-fi interface look.
hexHexscifithemedGlowing hexagon with inner ticks: sci-fi energy weapons.
arcsSplit arcsscifithemedThree glowing arcs around a dot: futuristic plasma and laser guns.
pixelCrossPixel crosspixelthemedChunky 8-bit plus made of square pixels: retro and voxel games.
pixelDotPixel dotpixelthemedA pixel dot with four corner pixels; retro and low-res styles.
starStarcartoonthemedBold-outlined cartoon star: playful party and kids' games.
bubbleBubblecartoonthemedThick inked ring with a shine highlight: cartoon and toy shooters.
gapFour dotsminimalthemedFour tiny dots around an empty centre: the lightest possible reticle.
runeRune circlefantasythemedThin gold circle with diamond runes at the cardinals: bows, spells and fantasy RPGs.
compassCompass rosefantasythemedA four-point compass star: magic and crossbow aiming.
holoHolo red dotrealisticthemed sightHolographic sight: faint glass ring and a glowing dot. Modern military shooters.
milDotMil-dotrealisticthemed sniperLong thin cross with range dots along the arms: tactical and marksman rifles.

Hit markers (hitMarker, 8)

idnamefamiliestagswhat it is for
classicClassic Xrealistic, minimalbasic default x fpsFour diagonal ticks around the crosshair. Crit turns gold and grows, headshot adds a ring and tag, kill flashes red with a skull.
tacticalTacticalrealisticsubtle fast mil-sim xThin, fast, quiet X for mil-sim shooters; kills add an ELIMINATED tag.
minimalMinimal dotsminimalsubtle dots competitiveFour tiny dots that blink: the least intrusive confirmation.
scifiSci-fi chevronsscifiglow chevron animatedGlowing chevrons that snap inward; kills burst into a hexagon with TERMINATED.
pixelPixelpixelretro 8-bit blockyBlocky 8-bit X with pixel sparkles; kills show a pixel skull and KO.
cartoonCartoon POWcartooncomic words boldInked comic bursts with words: POW!, CRIT!, BONK! and K.O.!
fantasyFantasy sparklefantasysparkle star rpgFour-point star sparkles: silver hits, gold crits, crimson headshots, SLAIN on a kill.
burstSpeed burstcartoon, scifianimated speed-lines flashyRadial speed lines that fly outward; more lines and colour the bigger the hit.

Damage direction (direction, 9)

idnamefamiliestagswhat it is for
ringCrosshair ringrealistic, minimalcrosshair default subtleA red arc on a ring around the crosshair, centred on the attacker's side. The modern shooter default.
edgeScreen edge glowrealistic, minimalscreen-edge peripheral subtleThe screen edge nearest the attacker glows red. Readable from the corner of your eye, never covers the crosshair.
arrowCartoon arrowcartoonarrow bouncy crosshairA fat outlined arrow orbiting the centre and pointing at the attacker, with a bounce.
compassCompass barscifi, realisticcompass top-of-screen bearingA heading strip at the top of the screen with a red tick at the attacker's bearing; behind you shows at the ends.
vignetteSide vignetterealisticscreen-edge vignette immersiveA blood-red vignette that leans toward the side the hit came from.
pixelPixel arrowspixelretro arrow screen-edgeBlocky 8-bit arrows at the screen edge pointing at the attacker.
lifelineLifeline arcfantasy, realisticlifeline arc crosshairLifeline's red arc-and-pointer around the centre, reused as is for worlds already using Lifeline.
chevronsSci-fi chevronsscifiglow radar animatedThree glowing chevrons stacked toward the attacker that pulse outward like a radar warning.
noneOffminimaloff noneNo damage-direction indicator.

Damage numbers (numbers, 19)

idnamefamiliestagswhat it is for
popPoprealistic, minimaldefault punchy rise lifelineNumbers punch in over the target, settle and rise away. Crits use Lifeline's gold burst. The all-round default.
arcArc fly-outcartoon, realisticarc fly-out fanEach number is flung out sideways and falls in an arc, so rapid hits fan out instead of stacking.
comboRunning totalrealistic, scifitotal stacking counter lifelineHits on one target add into one growing total with an xN hit counter; it bumps on every hit and fades once you stop.
dramaticDramatic critsfantasy, cartooncrit big shakeNormal hits stay small; crits, headshots and kills slam in huge with a starburst and a shake. Big moments feel big.
scrollScrolling combat textfantasy, realisticmmo column readableMMO-style text that scrolls steadily up beside the target in a tidy column, easy to read during long fights.
pixelPixelpixelretro 8-bit blockyChunky 3x5 pixel digits with a hard shadow that hop up in steps. Retro and arcade games.
scifiSci-fi readoutscifimonospace glow readoutMonospace digits in brackets with a scan-in flicker and a glow, like a targeting computer's readout.
fantasyFantasy gildedfantasyserif gold rpgSerif numbers in parchment white and gilded gold for crits, drifting up like embers.
cartoonCartooncartooncomic bouncy lifelineLifeline's tilted, inked comic-book numbers with a bouncy pop.
minimalMinimalminimalsmall subtle competitive lifelineSmall plain digits that rise and fade fast. Stays out of the way in competitive play.
realisticTacticalrealisticsmall translucent subtleSmall, crisp, slightly translucent numbers that drift and fade without bounce, for grounded shooters.
healHealer greenminimal, fantasyheal green support softBuilt for support and healer classes: heals bloom as big soft green +N with a cross and rise gently, while damage stays small and plain so the healing reads first.
lifeline:popLifeline poprealistic, minimallifeline punchy riseLifeline's own pop numbers, every hit drawn with Lifeline's pop look (heals use Lifeline's heal look). For worlds already using Lifeline's numbers.
lifeline:critLifeline crit burstfantasy, cartoonlifeline crit burst goldLifeline's gold crit burst on every hit: loud and celebratory, for arcade games where every hit should feel big.
lifeline:healLifeline healfantasy, minimallifeline heal green softLifeline's soft green heal number for everything, so a support-only HUD stays calm.
lifeline:comboLifeline comborealistic, scifilifeline total stacking counterLifeline's running combo total with its xN counter; hits on one target add into one number.
lifeline:immuneLifeline blockedrealistic, scifilifeline shield blocked immuneLifeline's shield-glyph IMMUNE/BLOCKED look, for tanks, shields and invulnerable phases.
lifeline:minimalLifeline minimalminimallifeline small subtle competitiveLifeline's small plain digits, unchanged.
lifeline:comicLifeline comiccartoonlifeline comic bouncyLifeline's tilted, inked comic numbers on every hit (crits keep the gold burst).

Nameplates (nameplate, 10)

idnamefamiliestagswhat it is for
nameName onlyminimal, realisticname-only social no-barJust the name, with a small marker on players. For social spaces, or when health should stay hidden.
healthName + healthrealistic, minimaldefault health-bar enemyThe standard overhead plate: name over a health bar (barsKit 'overhead'). Good default for enemies and dummies.
teamTeam colouredrealistic, scifiteam health-bar pvpName, team chip and a segmented bar all in the team's colour, so friend and foe read at a glance.
bossBossfantasy, realisticboss wide health-barA wide boss bar (barsKit 'boss') under a big title with a skull crest. For bosses and elites.
pixelPixelpixelretro 8-bit health-barPixel-font name over barsKit's chunky 8-bit bar.
scifiSci-fi hologramscifihologram monospace health-barMonospace bracketed name over barsKit's flickering hologram bar.
fantasyFantasy ornatefantasyornate serif health-barSerif name with flourishes over barsKit's gilded ornate bar.
cartoonCartoon bubblycartoonbubbly bold health-barBold rounded name over barsKit's bubbly, glossy bar.
minimalMinimal lineminimalhairline small health-barSmall name over a hairline bar (barsKit 'line'). Lowest clutter.
realisticRealistic ghostrealisticghost-trail plain health-barPlain name over barsKit's ghost bar, whose trail shows how much a hit just took.

Every crosshair takes color, size (0.5–3) and thickness (0.5–4). Every hit marker has four variants (hit, crit, headshot, kill); markerColor tints the normal one. Every numbers style has hit, crit, headshot, kill and green heal looks, and numberScale sizes them.

Special behaviour:

  • dynamic, bloom, shotgun and brackets spread open as you move or fire and tighten when you stop. Spread comes from your avatar's speed (spreadFromMovement) plus kit.kick(amount), which you call when your weapon fires. Every hit also kicks a little.
  • lockOn grabs the healthKit target nearest the crosshair within lockRange metres and fills its lock over lockTime seconds. Read the lock with kit.lockTarget() (id, locked), and pin a target yourself with kit.lockOn(entity) (nil releases it).
  • combo and lifeline:combo (numbers) merge your hits on one target into one running total while you keep hitting. Heals never merge.
  • heal (numbers) is the green healing look as a style of its own (kit.setNumbers("heal")): heals bloom as big soft green +N with a cross, while damage stays small and plain so the healing reads first. For medics, support classes and regen showcases. Every other style turns heals green too, just less loudly.
  • lifeline:* (numbers) are Lifeline's own number styles, drawn by Lifeline's renderer: lifeline:pop, lifeline:crit, lifeline:heal, lifeline:combo, lifeline:immune, lifeline:minimal, lifeline:comic.
  • Nameplate bars sit on real barsKit Bar components (show = "health", placement = "world", target = the plate's entity) on a fresh engine, after a restart and for every player, so they follow healthKit health and look exactly as they do anywhere else barsKit is used. Each style picks the barsKit look (overhead, pixel, hologram, ornate, bubbly, line, ghost, segmented); boss uses a large ghost bar in the world because barsKit's boss look is screen-only (the gallery preview shows the boss look). The bar goes when the plate goes. If barsKit's Bar ever fails to load, the plate draws the same look itself instead, so it still shows a bar that follows health (see what you see on a fresh engine).
  • scope draws a full-screen sniper overlay. Switch to it while aiming down sights and back afterwards.

Settings

settingdefaultmeaning
theme""One theme for the whole kit (empty = the defaults below).
crosshair / hitMarker / direction / numbers / nameplatecross / classic / ring / pop / healthThe style in each category.
color#ffffffCrosshair colour.
size, thickness1, 1Crosshair size and line thickness multipliers.
markerColor""Normal hit-marker tint (empty = the style's own).
numberScale, nameplateScale1, 1Size multipliers.
showCrosshair, showMarkers, showNumbers, showDirection, showNameplatestrueTurn a whole category on or off.
playerNameplatestrueGive every player a nameplate with their name.
hideOwnNameplatetrueDo not draw your own plate.
hideEngineNameLabelstrueWhile player nameplates are drawn, hide the engine's own name label over players on this peer (no double names).
nameplateRange45Metres beyond which plates are hidden.
spreadFromMovementtrueMoving opens the dynamic crosshairs.
lockOn, lockRange, lockTimeauto, 60, 0.6Lock-on reticle behaviour.

kit.settings() returns a copy of the current settings. kit.reset() puts the defaults back.

Multiplayer

Every peer runs its own HUD, and it decides what to show by asking "is this mine?":

event (from healthKit)who sees what
damagedThe attacker (by is my avatar, a child of it such as a weapon, or a synced thing I own) sees the hit marker and the number over the target. The victim (target is my avatar) sees the direction indicator, pointing at origin (or at the attacker). Nobody else sees anything.
healedThe healer sees the green number. A self-heal shows on yourself.
killedThe killer sees exactly one kill marker (the damage that caused the kill does not add a second one).
nameplatesEveryone. Plates read health from healthKit, which is already synced.

Synced and unsynced targets. A synced target (a player, or anything with setSynced(true)) takes damage on its owner's peer, and healthKit sends the event to everyone, so every player sees the same health and the rules above decide who sees what. An unsynced target exists separately on every peer: hits on it are simulated only on the peer that made them, so its bar can differ between players. Make shared targets synced.

The gallery's dummies are synced scene entities, so everyone sees the same health drop. The dummies' owner (the first player in, the host) applies the range's scripted strikes as real healthKit damage, credited to the RangeGallery entity rather than to a player, and every player's Gallery shows the markers and numbers for them. Your own shots at a dummy still follow the rules above: only you see your markers. In edit mode nobody owns the dummies yet, so the Gallery previews the strikes without changing health.

"Me" is the scene's local player avatar (from the PlayerPrototype), so the scene needs nothing extra. Worlds with their own player system can say who "me" is with kit.setLocalPlayer(entityOrId), or replace the test entirely with kit.setMineFilter(function(byId) return ... end). kit.isMine(id) answers the question for your own code.

The kit.show* calls are pure local display. They draw on the peer that calls them and deal no damage. Call them from your own client-side code when you are not using healthKit.

One set of numbers: healthKit and Lifeline alongside markersKit

markersKit draws its own hit markers, damage numbers and damage direction. Lifeline draws its own as well, and healthKit's HUD component adds Lifeline's HUD by itself. Turn theirs off so each hit shows one number and one direction cue:

  • Lifeline's LifelineHUD: set showNumbers = false, and take direction out of feedback (e.g. "flash shake vignette heartbeat"). Its health bars, flash and death screen keep working.
  • healthKit's HUD: set addLifelineHUD = false if you don't want Lifeline's HUD added at all. Otherwise apply the line above to the LifelineHUD it adds.
for _, e in entity.findAll("*") do
    local ll = e.component.get("LifelineHUD")
    if ll then ll.showNumbers = false; ll.feedback = "flash shake vignette heartbeat" end
end

To keep Lifeline's look instead, use its styles through markersKit: kit.setNumbers("lifeline:pop") (or lifeline:crit, lifeline:combo, …) with Lifeline's own numbers off. The engine's name labels over players are handled separately by hideEngineNameLabels.

What you see on a fresh engine

Today, on a freshly started engine and after every restart: barsKit loads in full, so every nameplate with a health bar (health, team, boss, pixel, scifi, fantasy, cartoon, minimal, realistic) sits on a real barsKit Bar component (show = "health") from the first frame, with the plate's name and dressing on top. The bar reads the same synced healthKit health as everything else, so it drops as the target takes damage, refills when it heals and fades out when it dies, and every player sees the same bar on a synced target. name stays bar-less. Nothing about barsKit shows up in the log.

If barsKit's Bar ever fails to load (an older engine, a broken install), every health-bar plate still shows a bar that follows health: the plate draws it itself, picking the best it can get, and markersKit logs one warning saying which:

barsFallback.modewhenthe plate shows
"barsKit"barsKit's api and hud load (today)a real barsKit Bar component over the target
"looks"only barsKit's looks loadsthe same barsKit look (overhead, segmented, boss, pixel, hologram, ornate, bubbly, line, ghost), drawn inside the plate
"lifeline"barsKit does not load at allLifeline's matching bar style, drawn inside the plate
"plain"neither loadsa plain green bar

markersKit keeps retrying what is missing (after 2 s, doubling up to once a minute). If barsKit's Bar starts loading later in the session, the plates switch to real barsKit Bars on the next frame, with nothing for you to do.

local BF = require("markersKit.barsFallback")
print(BF.mode, BF.available)     --> "barsKit"  true   (a fresh engine today)
print(BF.status().tries)         -- load attempts so far
kit.plateView(dummy.id)          --> { frac = 0.6, bar = "barsKit", realBar = true, style = "health", ... }

Switching off and cleaning up

Everything the kit draws lives only while it is switched on, and goes when it is switched off.

you dowhat happens
disable the last enabled Feedback componentthe HUD screen is unregistered; crosshair, markers, numbers, directions, every nameplate and every barsKit bar it put up go
enable a Feedback againthe HUD comes back (and lifts a kit.stop())
delete the Feedback (or its entity)the same as disabling, and nothing is left behind
kit.stop()switches the HUD off on this peer even while Feedbacks are enabled, until kit.start() or a Feedback is enabled again
disable or delete a Nameplateits plate and its bar go; enabling it puts them back
disable or delete the Galleryits panel screen is unregistered; enabling it brings the panel back

Nameplates are drawn only while the HUD is on (an enabled Feedback, or kit.start()).

kit.active()    --> is the HUD running on this peer?
kit.stopped()   --> did kit.stop() switch it off?
kit.stats()     --> { markers, numbers, directions, plates, drawn, bars, feedbacks, registered, active, stopped, engineLabelsHidden }

plates counts registered plates, drawn the plates on screen this frame and bars the real barsKit Bars the kit has up (0 while the plates draw their own bars, see the fresh-engine section). kit.plateView(entity) says what one plate showed last frame. The Gallery component has refresh() (draw the panel now) and shown() (is the panel on screen?).

Without healthKit

kit.hit(target, 35, { kind = "crit" })  -- healthKit target: deals real damage (and feedback follows);
                                        -- anything else: just shows the marker + number
kit.heal(target, 20)
kit.showHit("kill")
kit.showNumber(entityOrIdOrPosition, 42, "headshot")   -- kinds: hit, crit, headshot, kill, heal
kit.showDirection(fromPositionOrEntity, 0.7)           -- or an angle in degrees (0 = ahead, 90 = right)
kit.clear()

Dependencies

markersKit 2.0.5 depends on these published packages. They are declared in package.yaml (dependencies:) and install with the kit.

packageversionguidworldwhat markersKit uses it for
healthKit1.0.05da0a53c-5953-4adc-80fb-f5afb02f65687a497fbf-1b4e-4655-8abf-e588fa7caa5cHealth, damage, death and respawn. Its damaged, healed and killed events drive markers, numbers and directions; nameplates read its health and names.
barsKit (Gaugeworks)1.2.0c154eb07-ce7c-48ca-8232-4ce1a8754214d9f6c7f4-b6e3-4865-958f-8b9ed971056dNameplate bar looks: each health-bar plate sits on a real barsKit Bar showing healthKit health (and draws its looks itself if the Bar ever fails to load).
Lifeline1.0.17b85ce05-3903-4374-b654-2d4ffea295a545f92606-2e79-4b2b-8e03-b1fa2649e5c2The lifeline direction indicator, the lifeline:* number styles and the crit burst are Lifeline's own renderers, reused rather than copied. Its bar styles are what plates draw if barsKit does not load at all.
MatchFlow1.0.031cf13b4-df7d-4888-85e2-7947a730161440bc9b7f-d32c-427f-b0ac-22d25071e2faComes in with healthKit (rounds and teams); markersKit does not call it directly.

The gallery

markersKit.Gallery turns a scene into a style browser: a panel listing every style of every category with a live preview and its purpose, while dummies whose names start with Dummy take scripted hits. The role is read from the dummy's name: normal, crit, headshot, kill, heal, combo, boss, team, plate.

controldefault key
show / hide the panelG (or the Styles button)
previous / next style[ / ] (or the arrow buttons)
next category\ (or the tabs)

Every key can be changed with the component's toggleKey, prevKey, nextKey and categoryKey fields. On a portrait phone the panel docks to the bottom with three cards a page. On landscape it docks to the side.

Phones and the web

The HUD measures the screen every frame. Landscape screens scale against 1280×720, and portrait screens lay out as a ~430-point-wide phone, so crosshairs, numbers and plates stay legible from a desktop monitor down to a phone. Everything is UI-tree drawing (SVG and labels), with no textures or shaders to load, so it runs the same in the web build.

Tests

markersKit (testSuite) covers every public call of api, catalog and hud, every renderer for every style and hit kind, tags on every style, the heal and lifeline:* number styles, multiplayer filtering, player names from PlayerAvatar, healthKit integration, real barsKit bars under plates, the barsKit-not-available case (every fallback tier drawing every bar style, bars following healthKit damage and heals, switching to real Bars when barsKit loads later, two players seeing the same bars and never their own plate), the healthKit-not-available case (the quick start, kit.hit/kit.heal, nameplates and the Gallery without healthKit, and hooking up when healthKit loads later), switching off and cleaning up (Feedback, Nameplate and Gallery disabled, re-enabled and deleted; stop()/start()), phone layouts, and the version and dependencies agreeing across the catalog, package.yaml and this README. Run it in edit mode (it is refused in play). tests is a toolbox, not a Luau global, so call it through tools.use. From Luau (an agent's execute, or a script):

local r = tools.use("tests", "run", { suite = "markersKit" })
print(r.passed, r.stats.passed, r.stats.failed, r.stats.skipped)  --> true 66 0 0

Or from the engine shell:

zero tests run markersKit

Both write the full report to /source/tmp/test_results.md and /source/tmp/test_results.json.

Known limits

Two platform issues are open. Both show up only after installing into an empty world, and neither stops markersKit from working:

  • #19270: healthKit arrives as "SecondWind 1.2.0". The healthKit dependency is installed in a folder named SecondWind.package, and its package.yaml and README say "SecondWind 1.2.0". The code inside is healthKit 1.0.0, which markersKit pins: its catalog reports VERSION = "1.0.0", and attach, damage and heal work.
  • #19260: the copied SecondWind Vitals cannot find Lifeline. healthKit 1.1.4's Vitals, copied into deps/7a497fbf-…/versions/ because barsKit was built against it, logs module 'Lifeline.api' not found whenever it loads. markersKit and healthKit 1.0.0 do not use that copy, and nothing stops working.

Fixed since earlier versions: barsKit's Bar not loading on a fresh engine (#19188), and healthKit not loading at all after an install into an empty world (see the 2.0.4 changelog).

Changelog

2.0.5

  • README: "Known limits" lists the two platform issues still open after installing into an empty world, healthKit arriving as "SecondWind 1.2.0" (#19270) and the copied SecondWind Vitals not finding Lifeline (#19260). "Installing into an empty world" points to them.
  • README: the Tests section shows commands that really run the suite (tools.use("tests", "run", { suite = "markersKit" }) from Luau, zero tests run markersKit from the shell). The old tests.run(...) line failed because tests is not a Luau global.
  • No change to styles, settings or the api.

2.0.4

  • Checked again on today's platform: barsKit's real Bar loads on a fresh engine and after a restart (#19188 is fixed), so every health-bar nameplate sits on a real barsKit Bar that follows health, for every player. The plate-drawn bar stays as a safety net.
  • Installed into a brand-new, empty world, healthKit 1.0.0 now loads with no extra step, so the README's workaround (deleting the healthKit 1.1.4 copies) is gone. The quick start was followed word for word in a fresh install.
  • README: "Installing into an empty world", "What you see on a fresh engine" and the nameplate-bar notes describe what you see today; new "Known limits" section. No change to styles, settings or the api.

2.0.3

  • healthKit is loaded behind a guard (new markersKit.healthGuard), so markersKit loads and runs even when healthKit cannot. That is the case today right after installing into an empty world (see "Installing into an empty world"). Without healthKit, crosshairs, markers, numbers, directions, themes, nameplate names and the gallery preview all work. kit.hit/kit.heal show the marker and number without dealing damage. markersKit hooks up to healthKit as soon as it loads.
  • Six new tests cover the healthKit-not-available case. Tests that need healthKit stand down, reported as skipped with the reason, where it cannot load.

2.0.2

  • Fix: health-bar nameplates showed no bar at all on a fresh engine and after a restart. With barsKit's Bar missing (#19188), plates still reserved room for a barsKit Bar that never came. Now a plate leaves that room only when a real Bar is up. Otherwise it draws its own bar in its style's barsKit look, or Lifeline's matching bar style if barsKit's looks are missing too, or a plain bar as a last resort. The bar follows healthKit health and is the same for every player.
  • barsFallback decides live and keeps retrying (2 s doubling to 60 s), so plates switch to real barsKit Bars if barsKit's Bar loads later in the session. New barsFallback.mode, status() and refresh(), plus kit.plateView(entity).
  • README: the fresh-engine section says exactly what you see. Six new tests cover the barsKit-not-available case.

2.0.1

  • barsKit is loaded with a guard: if it fails (#19188), the kit still runs and nameplates draw a plain bar. New markersKit.barsFallback module.

  • README: how to keep a single set of numbers with healthKit and Lifeline installed, and the barsKit known issue.

  • Gallery world: opens looking at the range, six spawns along the firing line, no "{PlayerName}" placeholder.

  • 2.0.0 (breaking): Renamed from combatFeedbackKit to markersKit; require markersKit.api (and markersKit.* assets). Every style carries tags. 8 new number styles: a green heal style and Lifeline's lifeline:pop, lifeline:crit, lifeline:heal, lifeline:combo, lifeline:immune, lifeline:minimal and lifeline:comic (19 in all, 72 styles). Nameplate bars are now real barsKit Bar components hooked to healthKit health. Player plates show the player's own PlayerAvatar.displayName. The gallery dummies are synced, so every player sees the same health. Switching off works: disabling a Feedback, Nameplate or Gallery hides what it drew, re-enabling brings it back, deleting leaves nothing behind, and kit.stop() is a real off switch (new kit.active(), kit.stopped(), stats().drawn/bars/active/stopped, Gallery refresh()/shown()). Dependencies are declared in package.yaml.

  • 1.0.0: First release (as combatFeedbackKit). 26 crosshairs, 8 hit markers, 9 direction indicators, 11 number styles, 10 nameplates, 6 themes, a catalog, the Feedback, Nameplate and Gallery components, and a test suite.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

This asset doesn't declare a schema or structured payload.

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

Showing up to 3 levels deep. Open a part to see what it holds further down.

69+items
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component · born here
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# Feedback 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.
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# Gallery A firing-range style browser. Add it next to a Feedback component and name your target dummies `Dummy …`. A panel then lists every style of the current tab (Theme, Crosshair, Hit marker, Direction, Numbers, Nameplate) with live previews and the catalog's purpose text, while the dummies take scripted hits credited to the local player. The role is read from each dummy's name: normal, crit, headshot, kill, heal, combo, boss, team, plate. Keys: `G` toggles the panel, `[` and `]` flip styles, `\` moves to the next tab (all configurable). It docks to the side on landscape screens and to the bottom on portrait phones. Methods: `build(W, H, t)`, `layout()`, `showCategory(id)`, `flip(dir)`, `direct(dt)`.
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# Nameplate A nameplate over the entity it sits on, visible to every player. Fields: `style` (`auto` = the kit-wide nameplate), `name` (empty = healthKit display name, the player's name, or the entity name), `team` and `teamColor` (for the team style), `height` above the origin, `showHealth`, `scale`, `visible`. The health bar reads healthKit Health on the same entity when there is one. Methods: `setStyle(id)` and `setName(name)`. Players get a plate automatically when the Feedback component's `playerNameplates` is on, so this is mainly for enemies, dummies and NPCs.
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# api The one module a game needs: `local kit = require("markersKit.api")`. Covers: - **Themes and styles:** `setTheme`, `setCrosshair`, `setHitMarker`, `setDirection`, `setNumbers`, `setNameplate`, `set`, `settings`, `reset`. - **Catalog:** `catalog`, `styles`, `describe`, `themes`, `family`. - **HUD lifecycle:** `start`, `stop`, `frame`. - **Feedback:** `hit`, `heal`, `showHit`, `showNumber`, `showDirection`, `kick`, `lockOn`, `lockTarget`, `clear`. - **Nameplates:** `nameplate`, `removeNameplate`. - **Multiplayer:** `isMine`, `setMineFilter`, `setLocalPlayer`, `myId`. - **Introspection:** `stats`. Setters return `ok, err` and refuse unknown ids. `show*` calls draw on the calling peer only. `hit`/`heal` go through healthKit when the target has Health, so feedback then follows the real damage event. It also exposes `VERSION`, `CATEGORIES`, `THEMES` and the five renderer modules (`kit.crosshairs`, …). See the package README for examples.
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--- description: Loads barsKit under a guard and supplies its own bars in barsKit's looks (or Lifeline's) if barsKit's Bar ever fails to load, so nameplates always show a bar. --- # markersKit.barsFallback Exposes `available`, `error`, `api`, `hud` and `looks`. Also `mode` (`barsKit`, `looks`, `lifeline` or `plain`), `status()` and `refresh()`. Today barsKit loads and `mode` is `barsKit`.
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module · born here
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# catalog The list of every style in every category (`crosshair`, `hitMarker`, `direction`, `numbers`, `nameplate`) with its id, name, theme families and a one-line purpose, plus the six themes (`realistic`, `scifi`, `fantasy`, `cartoon`, `pixel`, `minimal`) and the style each picks. `catalog(category?)`, `styles(category)`, `has`, `describe`, `family`, `themes`, `counts`, and `category(name)`, which accepts plurals such as "crosshairs". The api, the components and the gallery all read from here, so a new style appears everywhere once it is registered in its renderer module.
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# crosshairs 26 crosshair styles and their renderer: `render(id, view)` returns a UI node tree centred on `view.cx, view.cy`. The view fields are `color`, `size`, `thickness`, `spread` (0–1, used by the dynamic styles), `t`, `lock` (for `lockOn`) and `opacity`. Includes dot, cross, circle, dynamic spread, shotgun ring, sniper scope, chevron, lock-on and themed sci-fi, fantasy, cartoon, pixel and minimal reticles. `ids`, `has` and `get` list them. Called by `hud`; call it yourself to preview a crosshair in a menu.
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# directions 8 damage-direction indicators that show the hurt player where a hit came from: around the crosshair (ring, chevrons, arrow, Lifeline's own arc), at the screen edges (edge, vignette), on a compass strip at the top, or in pixel art. `render(id, { angle, age, intensity, W, H, cx, cy })`, where `angle` is relative to the camera (0 = ahead, positive = right). The `lifeline` style is Lifeline's feedback renderer, reused.
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# draw Shared drawing helpers for the renderer modules: UI node shortcuts (`box`, `row`, `label`, `svgNode`), colour maths (`rgb`, `rgba`, `mix`, `isColor`), easing, an SVG pen with outline and glow (`pen`), arc paths, a 5×7 pixel font drawn as SVG (`pixelSvg`, `pixelText`), number formatting with thousands separators (`num`) and a stable hash for per-number jitter. Internal, but safe to use for your own HUD pieces.
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--- description: Loads healthKit 1.0.0 under a guard (with retries), so markersKit loads and runs when healthKit cannot. G.proxy stands in with "no healthKit targets" answers; used by hud, api, Gallery and the test suite. --- # markersKit.healthGuard Exposes `available`, `api`, `error`, `proxy`, `refresh()` and `status()`. When healthKit is missing, `proxy` answers as if no entity has health: no damage, no events, no health on plates.
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module · born here
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# hitmarkers 8 hit-marker looks (classic, tactical, minimal, scifi, pixel, cartoon, fantasy, burst), each with distinct `hit`, `crit`, `headshot` and `kill` variants and an animated life (`LIFE[kind]`). `render(id, { kind, age, cx, cy, color, size })` returns a UI tree. Used by `hud` when this peer's hit lands.
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# hud The per-peer runtime behind `api`. It keeps the settings and the live queues of markers, numbers and directions. It listens to healthKit's `damaged`, `healed` and `killed` events, decides what this peer sees (`isMine`: the attacker gets markers and numbers, the victim gets the direction), tracks nameplates and player plates, eases the dynamic-crosshair spread and the lock-on, and draws one UI screen (`markersKit.hud`, layer 45) scaled for the screen it is on. Driven each frame by the Feedback component, or by `api.start` and `api.frame`. Most games only touch it through `api`.
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testsuite · born here
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# markersKit tests Covers every public call of `api`, `catalog` and `hud`, and every renderer: each style of each category for every hit kind, across its whole life, on desktop and phone screens. Also covers: - settings validation and themes; - multiplayer filtering (my hits only, the victim's direction, one kill marker, child entities count as mine); - healthKit damage driving the HUD, combo merging, queue caps, kick and spread, lock-on and nameplates; - the Feedback, Nameplate and Gallery components; - the version agreeing across catalog, `package.yaml` and README. Not covered: pixel output, which is checked by capture, and real two-client sessions, which are simulated with `setLocalPlayer` and `setMineFilter`. Uses temporary entities and resets the HUD afterwards. Run it in edit mode: `tests.run({ suite = "markersKit" })`.
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# nameplates 10 overhead nameplate styles: name only, name plus health, team-coloured, boss, pixel, and sci-fi, fantasy, cartoon, minimal and realistic ones. Every health bar is a barsKit look (overhead, segmented, boss, pixel, hologram, ornate, bubbly, line, ghost), so it matches barsKit bars elsewhere in your game. `render(id, { name, frac, trail, value, max, team, teamColor, showHealth, scale, dist }, W, H)` returns the plate. `barLook(id)` names the barsKit look, `teamColor(team)` resolves a team colour.
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module · born here
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# numbers 11 floating damage and heal number styles: pop, arc fly-out, running combo total (`merges`), dramatic crits, scroll, pixel, sci-fi, fantasy, cartoon, minimal and realistic. Each has hit, crit, headshot, kill and green heal looks. `render(id, entry, age, W, H)` draws one number entry (`amount`, `kind`, screen `x`, `y`, `hits`, `seed`). Crit bursts and the cartoon and fantasy faces come from Lifeline's numbers module.
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# Lifeline.bars The 13 health bar styles as pure functions: `Bars.render(style, Bars.view(healthComp, smoothing?, compact?))` returns a widget tree. `Bars.STYLES` lists the names.
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# looks The look catalog and renderers. Each look is a pure function from a view `{ frac, trail, kind, text, label, shield, phases, segments, t, compact, ... }` to a UI widget tree. It is tagged with its theme families, what it suits, its shape, its placement (`screen`, `world` or `both`), and its size in points with a size class (`small`, `medium`, `wide` or `tall`). The HUD, the gallery and `BK.render` use these functions: - `list({ family, suits, shape, placement, size, includeLifeline })` - `get(id)`, `shapes()`, `size(id, view)` and `render(id, view)` The 13 Lifeline styles are passed through as `lifeline:<style>`.
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# hud Runs every Bar: it smooths the value, keeps the ghost trail (held for `TRAIL_HOLD` seconds, then drained at `TRAIL_RATE`) and flags low warnings. It lays out the bars: - Screen bars go per anchor, scaled to the screen and inside the safe area. Centred bars slide sideways, then step a row. A bar never leaves the screen: it shrinks into a gap if it must. - Bars keep clear of the touch buttons and of keepOut rects, and are hidden under cover rects. - World bars go over their targets, drawn under the screen bars. Everything lands on one UI screen, `barskit_hud`. `freeRect` finds the room the HUD leaves free. `release` takes a bar out and hands back the entity made for it, if any, and `footprint` counts what is registered, for leak tests. Bar components drive the module; `build(W, H, t, k)` and `_step` are exposed for tests.
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# Lifeline.feedback Hit feedback effects as pure functions: red vignette, low-health heartbeat, hit-direction arc, camera-shake offsets and the death screen. Used by LifelineHUD.
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# Lifeline.numbers Floating damage number styles (pop, crit, heal, combo, immune, minimal, comic) and the presets (classic, combo, comic, minimal) that map hit/crit/heal/blocked to them. Used by LifelineHUD.
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backing path · markersKit.package

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