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module · drop-in viewer
asset⌬ modulemoduleprimary: init.luau·part ofpackage navUiKit.package·originates fromworld 5ce1729b-6…

hud

One HUD for one viewer: the minimap, compass, waypoint markers, objective tracker, toasts, the map screen and the in-world beams and rings. It lays them out inside the phone-safe area, reflows them for portrait and landscape, and redraws each widget only as often as it needs.

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

hud

One HUD for one viewer: the minimap, compass, waypoint markers, objective tracker, toasts, the map screen and the in-world beams and rings. It lays them out inside the phone-safe area, reflows them for portrait and landscape, and redraws each widget only as often as it needs.

Every number on it is measured from its own viewer, so two players' HUDs share nothing but the world's points of interest. The NavHud component makes one for the local player. Use Hud.new({ key, prefix, avatar, camera, box, isLocal, world3d, theme }) for a split view or a stand-in viewer: tick it with hud:update(dt) and remove it with hud:destroy(), which unregisters every screen and despawns every beam, ring and camera it made.

Interface

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

conforms to

zero/source-extract/v2

navUiKit.hud — one HUD for one viewer: minimap, compass, waypoint markers, objective tracker, toasts, the map screen and the in-world beams/rings, laid out inside the phone-safe area and redrawn only as often as each widget needs. Every number on it is measured from that viewer, so two players' HUDs never share anything but the world's points of interest. Worlds don't call this directly: `Nav.start()` makes the local player's HUD (through the NavHud component). `Hud.new` is public for split views, picture-in-picture stand-ins and the gallery.

Camera

canvas(id: string, cmds: { any }, w: number, h: number) → any

argtypedescription
idstring
cmds{ any }
wnumber
hnumber

holder(id: string, x: number, y: number, w: number, h: number, children: { any }, click: string?) → any

A screen root resolves at the safe area's corner and ignores its own left/top, so the widget is an absolutely placed child of a pass-through root.

argtypedescription
idstring
xnumber
ynumber
wnumber
hnumber
children{ any }
clickstring?

new(opts: any?) → any

Make a HUD for one viewer.

argtypedescription
optsany?{ key (viewer key, default local player), avatar (entity/id/fn the HUD centres on), camera (entity id or fn; default the active camera), box ({x,y,w,h}: draw into this rect instead of the safe area), viewBox ({x,y,w,h}: the rect the camera's picture fills, for projecting waypoint markers; default = box, so a picture-in-picture box projects into itself — pass the full screen when the box is only a layout region over the main view), isLocal (reads this peer's input; default true for the local key), world3d (spawn beams/rings; default = isLocal), theme / variants (per-HUD overrides) }

acquire(owner: any, opts: any?) → any

The local player's one HUD, shared by everything that starts it. A NavHud component, Nav.start() and any number of copies of either all hold the same HUD instead of each making their own; the first holder draws it, and it is removed when the last holder lets go (Hud.release).

argtypedescription
owneranyany value naming the holder (a NavHud instance uses a private table)
optsany?the Hud.new options for the HUD if none exists yet for that key

release(hud: any, owner: any) → void

Let go of a HUD taken with Hud.acquire. The last holder to let go removes it.

argtypedescription
hudany
ownerany

drives(owner: any) → boolean

Whether this holder is the one that ticks and draws a shared HUD (the first still holding it).

argtypedescription
ownerany

rekey(key: string) → void

Move a HUD to another viewer key (the local key changes once this peer is connected and named).

argtypedescription
keystring

themeName( ) → string

The theme this HUD draws with (its override, else the world setting).

variant(family: string) → string

The variant of a family this HUD draws (its override, else the world setting).

argtypedescription
familystring

resolve(v: any) → any

argtypedescription
vany

viewerPos( ) → void

Where the viewer stands: their avatar, else the camera.

cameraPose( ) → void

The camera this HUD projects through: position, rotation, fov.

poiList( ) → void

The points of interest this viewer sees, with positions and waypoint flags.

_markerSafe(L: any) → void

Rects for every widget in screen points, from the safe area (or the box).

argtypedescription
Lany

layout( ) → any

_put(name: string, tree: any, layer: number) → void

argtypedescription
namestring
treeany
layernumber

_drop(name: string) → void

argtypedescription
namestring

screenNames( ) → void

The UI screen names this HUD currently owns.

_pressed(id: string, down: boolean) → boolean

argtypedescription
idstring
downboolean

_input( ) → void

onCallback(id: string) → boolean

Handle a UI callback id; true when it was this HUD's.

argtypedescription
idstring

openMap( ) → void

Open the full map.

closeMap( ) → void

Close the full map (and free the satellite picture).

toggleMap( ) → void

Open the full map if it is closed, close it if it is open.

mapOpen( ) → boolean

Whether this HUD's full map is open.

_freeSatellite( ) → void

_satellite(m: any) → void

Photograph the world from straight above once, sized to the map rect.

argtypedescription
many

_drawMap(L: any, t: number, view: any) → void

argtypedescription
Lany
tnumber
viewany

pushToast(toast: any) → string

Queue a toast on this HUD.

argtypedescription
toastany

dismissToast(id: string) → boolean

Dismiss a toast by id.

argtypedescription
idstring

_styleSig(L: any) → string

argtypedescription
Lany

update(dt: number) → void

Advance and redraw. The NavHud component calls this every frame.

argtypedescription
dtnumber

resetSession( ) → void

Forget the last session: toasts, waypoint markers, beams and rings, the open map. The HUD itself, its screens and its holders stay. Called by C.resetSession.

destroy( ) → void

Remove everything this HUD made: screens, beams and rings, the satellite picture.

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.

48+items
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module · born here
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# minimap The minimap family: `square`, `round`, `headingUp` (turns with the camera), `fog` (per-player fog of war), `radar` (icons only, with a rotating sweep) and `pixel`. Every variant draws into a box from the same inputs, so a world swaps them with one setting. It is all vector. The level's baked footprints are transformed and clipped each frame, so there is no extra camera and no texture, and the cost stays a fraction of a millisecond. Called by `navUiKit.hud` through `Minimap.build(cmds, ctx, variant, x, y, w, h)`; `Minimap.variants` lists the variants. Size, zoom, range and corner come from `Nav.configure({ minimap = { ... } })`.
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# mapScreen The full-screen map. `rooms` outlines the areas and the level's footprints with their names. `fog` is the same map covered where the viewer has not been yet, with a percentage explored. `satellite` shows the real world from straight above (a render the HUD takes once when the map opens) with the markers laid over it. All three share the frame, legend, scale bar, north arrow, viewer arrow and close hint. Called by `navUiKit.hud` when the map is open (`Nav.openMap`, `Nav.toggleMap`, M, Select, or a tap on the minimap). `MapScreen.layout(x, y, w, h)` and `MapScreen.fit(core, x, y, w, h)` return the frame and the world-to-screen fit as tables. `MapScreen.build(cmds, ctx, x, y, w, h)` draws it.
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# tracker The objective tracker family: - `list`: progress bars, with shared and personal sections. - `line`: one line under the compass showing the current objective. - `checklist`: boxes that tick and strike through. - `questCard`: a card with a big 3/5 and a bar. Every variant reads the same objective records, so swapping the variant changes only the look. Worlds use `Nav.objective`, `Nav.progress` and `Nav.complete`. The HUD calls `Tracker.build(cmds, ctx, variant, x, y, w)`, which returns the height it used, plus `Tracker.visible` and `Tracker.animating`.
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# geom The maths every widget shares: headings (degrees clockwise from north, where north is world −Z and east is +X), quaternion yaw, camera projection (`view`, `project`), pinning a point to the screen edge (`edgePin`), polygon and segment clipping to rectangles and circles, easing (`easeOutCubic`, `easeOutBack`, `damp`, `lerp`) and the distance label (`distanceLabel(d)` gives "12 m" or "1.4 km"). A pure module with no engine state. It is used by every navUiKit renderer, and a world can use it for its own HUD maths.
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# world3d Waypoints in the world itself: a beam of light rising from the target and pulse rings spreading on the ground under it. In the last few metres the beam thins and the rings shrink away, so they never swallow the player. They are local-only entities, named `nav_*` and never synced, made for one viewer's HUD, so each player sees beams for their own waypoints only. The HUD calls `World3d.step(state, pois, opts, t, vx, vz)` every frame and `World3d.clear(state)` when it goes away, which leaves nothing behind. `World3d.count(state)` reports how many parts are live.
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# markers Waypoints on the screen. A waypoint in view gets its icon over the target with the distance in metres under it. One that is off screen or behind the camera gets an arrow pinned to the screen edge, which glides along the edge as the player turns. The look follows the theme. Called by `navUiKit.hud` every frame with the viewer's camera. The glide state lives in a table the HUD owns, so each viewer's arrows move on their own. The parts can be switched off one by one with `Nav.configure({ waypoint = { icon, edgeArrow, distance } })`.
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# compass The compass family, four genuinely different shapes: - `bar`: a strip along the top of the screen that scrolls with the camera heading. Its frame follows the theme (sci-fi tape, ornate fantasy scroll, cartoon pill, pixel box, minimal ticks). - `dial`: a round compass rose whose card turns with the camera. - `ring`: a bezel on the minimap's own edge, round or square to match it. North-up with a notch that swings to the heading, or turning with a heading-up or radar minimap. Tracked places sit on the rim, and the nearest waypoint's distance just inside. - `arrow`: no cardinal points. One arrow turns to point straight at the nearest waypoint, with its name, distance, how many others there are, and an up/down cue when it is above or below the viewer. Called by `navUiKit.hud` (and the gallery) through `Compass.build(cmds, ctx, variant, x, y, w, h)`, which draws into a canvas command list. `Compass.variants` lists the variants, `Compass.labelH` the strip each one reserves under its drawing, and `Compass.RING_W` / `Compass.RING_GAP` the band the ring adds round the minimap. Worlds pick one with `Nav.setVariant("compass", "ring")` and never call this module directly.
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# toasts Notifications that slide, pop and fade by themselves: - `slide`: cards that slide in from the right and stack. - `banner`: a band across the top, one at a time. - `pixel`: stepped motion and typewriter text. - `achievement`: a medallion pop with a shine. - `minimal`: a quiet pill. - `prompt`: a controlsKit button glyph and an action, such as "Press E to open". Each variant has a visible cap. Extras queue, and on a short phone screen the cards wait for room under a banner instead of overlapping it. Worlds call `Nav.toast(text, opts)`. The HUD owns one state per viewer: `Toasts.newState()`, `Toasts.push(state, toast, now)`, `Toasts.step(state, now, max)` and `Toasts.build(cmds, ctx, state)`.
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# core The kit's shared state: settings, points of interest, map areas and shapes, objectives, per-viewer fog and waypoints, toast routing, and the baked map picture. Everything that differs between players is keyed by a viewer key: the player's userId in play (`C.localKey()` for this peer), or any string for a stand-in such as the gallery walker or a test viewer. The renderers read this module; `navUiKit.nav` writes it. Useful calls: `C.localKey()`, `C.keyOf(who)`, `C.posOf(target)`, `C.reveal(key, x, z, r)`, `C.exploredShare(key)`, `C.objectivesFor(key)`, `C.deliverToast(to, toast)` and `C.bake()`. Set `C.relay = { send = fn(kind, payload) }` to carry shared objectives and toasts to other peers, and feed received messages to `Nav._receive(kind, payload)`.
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# theme The five looks (`scifi`, `fantasy`, `cartoon`, `pixel`, `minimal`) and the drawing helpers every widget uses, so one setting reskins all of them. A theme is a palette plus a few shape rules: corner style, edge weight, drop shadow and font. Widgets never pick colours themselves. They ask the theme for `panel`, `accent`, `text` and so on, and draw with `T.panel`, `T.text`, `T.bar`, `T.ring`, `T.check`, `T.badge` and `T.pixelBox`. Use `T.get(name)` to read a theme and `T.register(name, def, base?)` to add your own, which `Nav.setTheme` then accepts. `T.textWidth` and `T.fit` measure text and shorten it to fit.
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# glyphs Button prompts drawn with controlsKit's prompt glyphs, so a "Press E" in a toast or the map-screen hint matches the keyboard, the gamepad family (Xbox, PlayStation, Switch) or the touch screen the player is using right now. The module tracks the last device itself, with the same rule controlsKit uses, so drawing a prompt never starts a controlsKit player or its overlay. It is called by `navUiKit.toasts` (the prompt variant) and `navUiKit.hud` (the minimap's "M Map" hint and the map screen's close hint).
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# navUiKit 1.1.0 Wayfinding and notification HUD for any Zero world: minimaps, a full map screen, compasses, waypoint markers, objective trackers and toasts. There are 28 styles in five looks, every player gets their own view, and one setting changes the style. ## Install and use Install the package from ZeroMind (search "navUiKit" or use the **Wayfinder Studio** world). It brings the two `controlsKit` modules it draws button glyphs with. Then paste this into your scene's `entrypoint.luau` (in a new world, `scenes/main.scene/entrypoint.luau`) and press Play: ```lua local Nav = require("navUiKit.nav") function onLoad() Nav.start() -- round minimap, compass bar, objectives, toasts -- mark anything: an entity, an entity id, or a point { x, y, z } local chest = entity.find("Chest") or { 8, 0, -12 } Nav.mark(chest, { icon = "chest", color = "#FFB300", label = "Treasure", waypoint = true }) Nav.objective("find", "Find the treasure") Nav.toast("Follow the beam", { title = "Quest started", icon = "quest" }) end function onUnload() Nav.stop() end ``` That gives a round minimap at the top right, a compass bar, an objective list and a waypoint on the treasure (an entity called "Chest" if your scene has one, otherwise a spot 14 m from where you spawn): an icon over it, an edge arrow when it is off-screen, the distance in metres, a light beam and ground rings. Toasts slide in and fade. Press **M** (or Select, or tap the minimap) to open the map. `onLoad` runs when play starts, so nothing appears while you author. **Every play starts clean.** Each time you press Play (and each time you stop), the kit forgets what the last session declared: markers, waypoints, objectives and their progress, map areas and shapes, explored fog, queued toasts and `Nav.on` listeners. Your `onLoad` then declares them again. So the example gives the same result on every play: one Treasure, one fresh objective, one toast. Settings (`Nav.setTheme`, `Nav.setVariant`, `Nav.configure`) are configuration and stay. Declare your game's markers and objectives in `onLoad` (or with PointOfInterest components), not once from the console. Prefer no code? Add the **NavHud** component to any entity, and the **PointOfInterest** component to anything you want on the map (tick `waypoint` to guide players to it). Doing both is fine: a scene's NavHud, `Nav.start()` (once or many times) and extra NavHud copies all share one HUD per player. Change the whole look with one line. Nothing else in your code changes: ```lua Nav.setTheme("fantasy") -- scifi, fantasy, cartoon, pixel, minimal Nav.setVariant("compass", "arrow") -- or Nav.use("compass.arrow") ``` ## Styles Every style works in every look. `Nav.catalogue()` returns these rows as data, `{ id, family, variant, description, tags, themes, apply }`, for a world or an agent to pick from, and `Nav.use(id)` applies a row. Filter by tag or family with `Nav.catalogue({ tags = { "round", "phone-friendly" } })` or `Nav.catalogue({ family = "compass" })`; a row matches when it carries every tag you ask for. | id | what it is | tags | |---|---|---| | `minimap.square` | Square north-up minimap with the area plan, POIs and the player arrow. | square, north-up, map-plan, classic, phone-friendly | | `minimap.round` | Round north-up minimap; the default. | round, north-up, map-plan, classic, phone-friendly, default | | `minimap.headingUp` | Round minimap that turns with the camera so forward is always up; the N badge orbits the rim. | round, heading-up, map-plan, open-world, driving | | `minimap.fog` | Round minimap whose plan is hidden until the player has been near it (per-player fog of war). | round, north-up, fog-of-war, exploration, per-player | | `minimap.radar` | Icon-only radar: no map picture, range rings and a rotating sweep that lights blips as it passes. | round, heading-up, radar, sci-fi, icons-only, animated, combat | | `minimap.pixel` | Low-resolution pixel minimap sampled from a 1 m grid of the world, chunky icons. | square, north-up, retro, low-res, map-plan | | `map.rooms` | Full map screen with every area outlined and named, a legend, scale bar and north arrow. | full-screen, north-up, areas, labelled, indoor, default | | `map.fog` | Full map screen hidden under fog that clears where this player has explored; shows % explored. | full-screen, fog-of-war, exploration, per-player | | `map.satellite` | Full map screen showing the real world from straight above (an orthographic camera) with markers on top. | full-screen, realistic, top-down, open-world | | `compass.bar` | Compass strip across the top: N/E/S/W, degree ticks, tracked POIs with distances. Its frame follows the theme (sci-fi tape, ornate fantasy scroll, minimal line, cartoon pill, pixel tape). | strip, heading, bearings, distance, open-world, phone-friendly, default | | `compass.dial` | Round compass dial at the top centre, card turning with the camera, POI pips on the rim. | round, heading, bearings, classic, nautical | | `compass.ring` | Compass bezel round the minimap's own edge (round or square): N/E/S/W and degree ticks, a notch that swings to your heading (or a ring that turns with a heading-up map), tracked places on the rim. Frees the top of the screen. | ring, round, square, heading, bearings, minimap, compact, phone-friendly | | `compass.arrow` | No cardinal points at all: one arrow at the top that turns to point straight at the nearest waypoint, with its name, distance and an up/down cue when it is above or below you. | arrow, single-target, waypoint, distance, height, minimal, compact, phone-friendly, kid-friendly | | `objectives.list` | Objective list with progress bars, shared and personal sections. | list, progress, shared, personal, default | | `objectives.line` | One-line tracker under the compass showing the current objective and its count. | strip, compact, minimal, phone-friendly | | `objectives.checklist` | Checklist whose boxes tick and strike through as objectives complete. | list, checkbox, progress, cozy | | `objectives.questCard` | Quest card: title, the steps, a big 3/5 progress counter and bar. | card, quest, progress, rpg | | `toasts.slide` | Cards sliding in from the right edge, stacking upward, fading out on their own. | card, stack, notification, animated, default | | `toasts.banner` | Wide banner across the top centre, one at a time, the rest wait in a queue. | banner, wide, announcement, one-at-a-time | | `toasts.pixel` | Pixel-font toast box with a stepped slide, in any theme. | card, retro, typewriter, notification | | `toasts.achievement` | Achievement pop: large icon medallion, title and text, a shine sweep, one at a time. | medal, reward, animated, one-at-a-time | | `toasts.minimal` | Small text-only pill near the bottom centre. | pill, minimal, subtle, phone-friendly | | `toasts.prompt` | Button prompt ("[E] Open") using controlsKit glyphs for the player's device; stays until dismissed or it times out. | prompt, button-glyph, keyboard, gamepad, touch, phone-friendly | | `waypoint.icon` | Icon floating over the target on screen. | icon, on-screen, waypoint | | `waypoint.edgeArrow` | Arrow pinned to the screen edge that glides round it when the target is off-screen or behind. | arrow, on-screen, off-screen, waypoint | | `waypoint.distance` | Distance label in metres beside the icon or arrow. | label, distance, waypoint | | `waypoint.beam` | A beam of light rising from the target in the world. | in-world, 3d, light, waypoint, visible-from-afar | | `waypoint.ring` | Pulsing rings on the ground around the target. | in-world, 3d, ground, waypoint, animated | The looks are rows too (family `theme`, applied with `Nav.use("theme.pixel")` or `Nav.setTheme("pixel")`): | id | look | tags | |---|---|---| | `theme.scifi` | Sci-fi: dark glass panels, cyan neon edges, condensed display type. | look, sci-fi, neon, dark, futuristic, default | | `theme.fantasy` | Fantasy: leather and brass, serif type, diamond ornaments. | look, fantasy, medieval, ornate, rpg | | `theme.cartoon` | Cartoon: white cards, thick black outlines, drop shadows, bold rounded type. | look, cartoon, bright, playful, kid-friendly, chunky | | `theme.pixel` | Pixel: chunky pixel boxes and a built-in 3x5 bitmap font, stepped motion. | look, retro, pixel-art, 8-bit, chunky | | `theme.minimal` | Minimal: soft translucent panels, hairlines, plain sans-serif type. | look, minimal, clean, subtle, realistic | The waypoint parts are switches that combine (`Nav.configure{ waypoint = { beam = false } }`); the other families pick one variant each. **Tag vocabulary.** Shape: round, square, strip, ring, arrow, card, list, pill, banner, medal, icon, label, full-screen, in-world. Behaviour: north-up, heading-up, fog-of-war, radar, exploration, single-target, waypoint, notification, prompt, progress, one-at-a-time. Look: sci-fi, fantasy, cartoon, retro, minimal, realistic, animated. Fit: phone-friendly, compact, kid-friendly, default. **The four compasses.** `bar` is a heading strip across the top. `dial` is a compass rose whose card turns with the camera. `ring` puts the compass on the minimap's own edge: round or square to match it, N/E/S/W and degree ticks on the band, a notch that swings round to your heading (on a heading-up or radar minimap the ring turns instead and the notch stays on top), tracked places as pips on the rim and the nearest waypoint's distance just inside. It frees the top of the screen. `arrow` has no cardinal points at all: one arrow that turns to point straight at the nearest waypoint, with its name, distance, how many others there are, an up or down cue when it is more than 3 m above or below you, and a tick when you arrive. With no waypoint it points north and says so. Icons for POIs and toasts (`Nav.icons()`): pin, star, flag, skull, chest, door, gem, home, quest, exclaim, coin, key, sword, heart, player, ally, enemy, beacon, tent, eye, trophy, check, shop, portal. ## Multiplayer The kit runs on every peer. Each peer draws one HUD for its own player, centred on their character and measured from where they stand. Nobody sees another player's minimap, fog, map, arrows, waypoints or personal objectives. Shared objectives stay shared. - **One HUD per player.** However the HUD is started (a NavHud in the scene, on the player prototype, `Nav.start()`, any mix, any number of times), each peer has exactly one HUD for its player. The first holder draws it and the others stand by. It goes when the last holder goes, or with `Nav.stop()`. - **Players are sessions.** A player key is `"<userId>#<peerId>"` while connected (`"<userId>"` offline). The relay gives every connection its own peer id, so two machines signed in to the same account are two players to the kit. `require("navUiKit.core").localKey()` is this peer's key. A player object or avatar entity is accepted wherever a key is, and names that one session. - **Addressing.** A full key, a player object or a body reaches one session. A bare `userId` reaches every session of that account. `"all"` reaches everyone. - **POIs** are marked on every peer by the same script (or by the PointOfInterest component). Pass `player` to `Nav.mark` or `Nav.setWaypoint` for one player only. - **Objectives** are shared by default: progress and completion are relayed to every peer. Pass `player = ...` for a personal one. Every peer can declare the same objectives in its own `onLoad`: declaring an id that already exists keeps its progress (pass `count` to set it on purpose), so a second player joining never resets the group's progress. - **Late joiners catch up.** When a peer's HUD starts it calls `Nav.sync()`, and the peers already playing answer with the shared objectives as they stand. Ones finished before the joiner arrived don't toast again. - **Toasts** go to the local player by default. `to = "all"` sends one to everyone, and `to = player` sends one to a single player. A toast for someone on another peer is relayed to their peer and shown only there. When every peer runs the same script (a trigger that fires everywhere), the target would get the toast twice, from its own call and from the relay. The same toast arriving both ways within 2.5 s shows once. - **Per-player state for someone else** is relayed too: `Nav.setWaypoint(id, on, player)`, `Nav.clearWaypoints(player)` and a personal objective's progress reach that player's peer, and each peer applies only what is addressed to its own player. - Waypoint beams and rings are local, temporary parts each peer draws for its own player. They never replicate and never land in a saved scene. Neither does the `Nav.start()` host entity. - Messages travel on the `navUiKit` multiplayer channel. To use your own transport, set `require("navUiKit.core").relay = { send = function(kind, payload) ... end }` and call `Nav._receive(kind, payload)` where it arrives. ## Phones and performance - Widgets lay out inside the safe area (notches, rounded corners) and reflow in portrait and landscape. Under 560 pt of width the minimap shrinks, the compass narrows, the objective list drops rows it has no room for, and toasts stack from the top under the compass. - The minimap and map pictures are baked once from the world's colliders (`Nav.rebake()` after moving level geometry). Per frame, only the small icon layers and the compass are redrawn, and static canvases are only rebuilt when they change. - **What one HUD costs.** Measured in the playground scene on the native desktop editor (one player, five POIs, four objectives, toasts, round minimap, compass bar): `hud:update` takes a median 0.83 ms per frame (p90 1.5 ms, p99 4.0 ms, over 300 frames), and the profiler's average for NavHud was 0.78 to 1.2 ms. Drawing the HUD's screens adds about 2.4 ms to the engine's UI render pass (2.44 ms with the HUD, 0.04 ms with it stopped, averaged over 15 frames). Together, about 3.5 ms of CPU a frame. Starting the HUD several times costs no more: four holders measured 0.88 ms of script. - The satellite map's camera exists only while that map is open. - `Nav.stop()`, removing the last NavHud, or `hud:destroy()` removes every screen, beam, ring and camera the kit made. ## Known limits These come from open issues on the engine's GitHub tracker. Each one says what you would see. - **Two machines on one account (#14448).** Two sessions of one account in the same play room collide, and the engine can refuse one player's spawn. The kit tells the two sessions apart (each connection has its own peer id), so a toast, waypoint or personal objective meant for one machine reaches only that one. But on the machine whose spawn was refused there is no body to centre on: its minimap, compass and distances are measured from its camera instead, and other players see no avatar for it. What was checked: on one machine, connected, the kit gave this session its own key (`userId#9`), and a toast for another session of the same account was sent and not shown here. Nobody has run it on two real machines yet. - **No picture-based round or heading-up minimap (#19181, #19182).** A viewport widget draws nothing inside a fully rounded panel, and rotating one is ignored. So the minimaps are vector drawings baked from the world's colliders rather than a live camera picture, and the `map.satellite` view, the one real picture of the world, is a north-up rectangle on the full map screen only. If you put the satellite view from the lower-level builders into your own rounded panel, it comes out blank. - **Simulated notches only work in edit mode (#19179).** In the editor, `ui.simulateSafeArea` does nothing while playing, so the HUD won't move away from a simulated notch in play. Check notch layouts in edit mode with NavHud's `previewInEditor` on. Real phones report their safe area normally. - **`{PlayerName}` over the gallery walker (#19201).** The NavGallery component's walker is an avatar nobody owns, and such an avatar shows a literal `{PlayerName}` label. This world's gallery scene removes it in its entrypoint (it despawns the walker's `NameLabel` child). If you use NavGallery in your own scene with an avatar as the walker, do the same. ## Reference All calls are on `local Nav = require("navUiKit.nav")`. `player` arguments are optional: leave them out for the local player. ### Life cycle | call | does | |---|---| | `Nav.version` | `"1.1.0"` | | `Nav.start(opts?)` | Puts the HUD on screen for the local player. Makes (once) a runtime-only entity `navUiKit_hud` carrying NavHud; it is never saved or replicated. If a NavHud is already in the scene they share the one HUD. `opts` is applied as `Nav.configure(opts)` first. Returns the entity. | | `Nav.stop()` | Removes every HUD on this peer (screens, beams, rings, satellite camera) and the host entity. NavHud components already in the scene stand down until `Nav.start()` or a new NavHud. POIs and objectives stay until the session ends (the next press of Play or Stop), so you can hide the HUD and bring it back mid-game. | | `Nav.reset()` | Clears POIs, areas, objectives, fog and settings back to defaults, now. (Pressing Play or Stop does the same for everything except settings by itself.) | | `Nav.hud(player?)` | The HUD object for a viewer, for split views and tests. | | `Nav.on(event, fn)` | Listens for `poiAdded`, `poiRemoved`, `waypoint`, `objective`, `toast`, `mapOpened`, `mapClosed`, `styleChanged`, `hudStarted`, `hudStopped`. Listeners last for one session: register them in `onLoad`. | | `Nav.sync()` | Asks the other peers for the shared objectives as they stand. NavHud calls it once when this peer's HUD starts in play; call it yourself after swapping in your own relay. | ### Style and settings | call | does | |---|---| | `Nav.setTheme(name)` | `scifi`, `fantasy`, `cartoon`, `pixel`, `minimal`, or a theme added with `require("navUiKit.theme").register(name, def, base)`. | | `Nav.setVariant(family, variant)` | `family` is `minimap`, `map`, `compass`, `objectives` or `toasts`. Unknown names throw. | | `Nav.use(id)` | Applies a catalogue id (`"compass.ring"`, `"toasts.achievement"`, `"waypoint.beam"`, `"theme.pixel"`) or a theme name. | | `Nav.configure(opts)` | Merges settings (nested tables merge). | | `Nav.settings()` | The live settings table (read only; change it with configure). | | `Nav.styles()` | `{ themes, minimap, map, compass, objectives, toasts, waypoint }` with the variant names. | | `Nav.catalogue(filter?)` | Every style and look as a row: `{ id, family, variant, description, tags, themes, apply }`. `filter`: `{ tags = { ... } }` (rows with all of them), `{ tag = "..." }`, `{ family = "..." }`. | | `Nav.icons()` | Icon names. | Settings and their defaults: ```lua { theme = "scifi", variants = { minimap = "round", map = "rooms", compass = "bar", objectives = "list", toasts = "slide" }, -- compass: bar, dial, ring, arrow minimap = { show = true, size = 180, zoom = 1, range = 45, corner = "topRight" }, -- corner: topRight, topLeft, bottomRight, bottomLeft map = { key = "KeyM", pad = "select", tapMinimap = true }, compass = { show = true, span = 180 }, objectives = { show = true, max = 5 }, toasts = { show = true, duration = 4, max = 4 }, waypoint = { icon = true, edgeArrow = true, distance = true, beam = true, ring = true }, fog = { cell = 4, radius = 14 }, autoToasts = true, -- a toast when an objective completes units = "m", } ``` With `compass = "ring"` and `minimap.show = false`, the ring draws on its own in the minimap's corner, round a dark face. ### Points of interest and waypoints | call | does | |---|---| | `Nav.mark(target, opts?)` | `target` is an entity, an entity id or a `{x, y, z}` point. `opts`: `icon`, `color` (`#RRGGBB`), `label`, `waypoint`, `height` (marker height above the target, m), `player` (only that player sees it), `compass` / `minimap` / `map` (false hides it there), `id`. Returns the POI id. | | `Nav.unmark(id)` | Removes it. Returns whether it existed. | | `Nav.update(id, changes)` | Changes any of the mark options, or `hidden = true` to hide it everywhere. | | `Nav.get(id)` | A copy of the record, or nil. | | `Nav.list(player?)` | POI ids; with `player`, only those that player can see. | | `Nav.setWaypoint(id, on, player?)` | Makes it a waypoint, or not, for everyone or one player. | | `Nav.isWaypoint(id, player?)` | Whether it is one. | | `Nav.clearWaypoints(player?)` | Clears all waypoints, for everyone or one player. | | `Nav.distance(id, player?)` | Metres from that player to the POI, or nil. | **PointOfInterest component** fields: `icon`, `color`, `label` (empty uses the entity name), `waypoint`, `height`, `onCompass`, `onMinimap`, `onMap`. Its POI id is `"poi_" .. entityId`. Removing the component or the entity unmarks it. ### Map content | call | does | |---|---| | `Nav.addArea(name, {minX, minZ, maxX, maxZ}, opts?)` | Names an area: the rooms map outlines and labels it. `opts.id`, `opts.color`. Returns its id. | | `Nav.addShape({ {x, z}, ... }, opts?)` | Draws an extra polygon (a road, a wall) on the minimap and map. Returns its id. | | `Nav.removeShape(id)` | Removes an area or shape. | | `Nav.setBounds({minX, minZ, maxX, maxZ})` | Fixes the map extent instead of fitting the world. | | `Nav.rebake()` | Re-reads the world's colliders into the map picture. | | `Nav.explored(player?)` | Share of the map that player has uncovered, 0..1. | | `Nav.reveal(x, z, radius?, player?)` | Clears fog around a point (normally automatic). | ### Objectives | call | does | |---|---| | `Nav.objective(id, text, opts?)` | Adds one, or updates it. `opts`: `total` (above 1 shows 3/5), `count`, `shared` (default true unless `player`), `player`, `quest` (questCard title), `icon`. Re-declaring an existing id keeps its progress, total, quest and icon unless you pass them. Returns the id. | | `Nav.progress(id, n, add?)` | Sets the count, or adds to it with `add = true`. It completes at the total. Returns the new count. | | `Nav.complete(id)` | Ticks it off; it fades from the tracker. | | `Nav.removeObjective(id)` | Removes it. | | `Nav.objectives(player?)` | What that player sees: shared plus their own. | ### Toasts | call | does | |---|---| | `Nav.toast(text, opts?)` | `opts`: `variant` (default the toasts setting), `title`, `icon`, `color`, `duration` (seconds), `to` (nil = local player, `"all"`, or a player / key), `key` + `pad` + `action` for prompts (`key = "KeyE", pad = "south", action = "Open"`), `id` (reusing an id updates that toast in place). Returns the id. Toasts queue, stack, slide and fade on their own. | | `Nav.dismiss(id, player?)` | Fades one out early (e.g. a prompt whose door went away). | ### Map screen | call | does | |---|---| | `Nav.openMap(player?)` / `Nav.closeMap(player?)` / `Nav.toggleMap(player?)` | Opens, closes or toggles the full map. Players also use M, Select, a tap on the minimap, or the close button. | | `Nav.isMapOpen(player?)` | Whether it is open. | ### Components - **NavHud**: puts the HUD on screen for the local player. Its fields override the world settings: `theme`, `minimap`, `map`, `compass`, `objectives`, `toasts`, `corner`, `previewInEditor`. On a player prototype it runs only for the copy this peer controls. Any number of NavHuds share one HUD. - **PointOfInterest**: see above. - **NavGallery**: the style gallery used by this world's startup scene. Fields: `walker`, `camera`, `path`, `page`, `theme`, `speed`, `showInEditor`. ### Lower level The widget builders take a command list and a box, so a world can draw them into its own screens: `navUiKit.minimap`, `navUiKit.compass`, `navUiKit.markers`, `navUiKit.tracker`, `navUiKit.mapScreen` and `navUiKit.toasts`. Each module's README lists its calls. `navUiKit.hud`'s `Hud.new{ key, avatar, camera, box, viewBox, isLocal, world3d, theme, variants }` makes an extra HUD into any rectangle, such as a split-screen view or a picture-in-picture. A HUD with `isLocal = false` is not ticked for you: call `hud:update(dt)` each frame and `hud:destroy()` when done. `Hud.acquire(owner, opts)` / `Hud.release(hud, owner)` share one HUD between several holders, which is how NavHud does it. ## Tests `navUiKitTests` (47 tests) covers every call above. That includes every play starting clean (the README example run over three plays), one HUD however it is started, session keys and toasts for one machine on a shared account, echo suppression, the ring and arrow compasses and their layout, the catalogue tags and filters, the cross-peer messages, the HUD life cycle (nothing left behind after destroy or stop), per-viewer isolation, the toast queue and band, the waypoint 3D parts, every builder in every theme, opaque 8-digit colours, and one version number everywhere. Run it in edit mode with `tools.use("tests", "run", { suite = "navUiKitTests" })`.
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