Oxide HUD
Free player HUD creator for FiveM — every player builds their own HUD in game with a drag-and-drop editor, 66 pieces of data, 13 styles, 42 templates, vehicle clusters, share codes and a panel host for other resources.
oxide-hud is a free player HUD that every player builds for themselves in game. They pick what to show (health and needs, speed and fuel, street and compass, voice and radio, cash and bank, their weapon, aircraft and boat instruments and more), pick how it looks, and drag it where they want it, or start from one of 42 ready-made templates and change it from there.
The editor (/hud) works like a design tool: drag and snap, resize, align and space, group and ungroup, lock and hide, undo and redo, keyboard shortcuts, a layers list and an inspector that shows every option of what is selected. Players keep one layout on foot and one in a vehicle, and can give each kind of vehicle its own, so a car, a boat, a helicopter and a plane each get the instruments that fit them. Layouts travel as share codes, and server owners can hand every new player a HUD of their own design and lock editing if they want everyone on the same one.
Oxide HUD is also the place the rest of the server puts its on-screen panels. Notifications, progress bars, job timers, stage cards and alerts from resources that support it are placed clear of the HUD, follow it when it hides, and can be moved or switched off by each player in the same editor.
oxide-hud is framework-agnostic through o-link and runs on QBCore, Qbox and ESX.
Key Features
- In-Game Editor —
/hudopens an editor with drag and snap to a grid and to other blocks, resize, align and distribute, marquee selection, group and ungroup, lock and hide, 50 steps of undo and redo, and keyboard shortcuts - 66 Pieces of Data — Health, armour, hunger, thirst, stress, oxygen and stamina; speed, RPM, gear, fuel, engine and body health, throttle, odometer and 14 vehicle lamps; airspeed, altitude, height above ground, vertical speed, attitude, heading, landing gear, rotors and stall and pull up warnings; boat speed, anchor, depth and wind; cash, bank, server ID and character name; weapon, ammo and clip; street, area and heading; voice and radio; the clock; and the player's own text
- 13 Styles — Ring, bar, shape, dial, value, indicator, compass, tape, artificial horizon, scale, voice, image and decor panels, lines and brackets, each with its own options
- Rules on Every Block — Hide above or below a value, warning and critical levels, and a pulse, starting from your server's auto-hide settings
- Groups — Lay blocks out in rows, columns, grids, honeycombs, rings inside rings or stacks, with frames behind them, closing the gap when a block hides
- 42 Templates — Status sets, player and finance cards, location boxes, ID cards, weapon panels, and speedometers for cars and bikes (Sweep, Ghost, Instrument, Rail), boats and submarines (Helm) and aircraft (Glass), plus a folded-away Classic set of eleven more
- A Cluster per Vehicle — New players get Sweep in cars and on bikes, Helm on water and Glass in the air
- Layouts per Mode and Vehicle Type — On foot, in a vehicle, and per vehicle type (car, bike, boat, submarine, helicopter, plane), each following the one above it until the player changes it
- Sample Data — Driving, flying, boating, armed, underwater, low needs, on the radio and more, to place and style blocks without leaving the editor
- Theme — Your server's accent colour (
Config.Theme), optionally locked, plus each player's own accent and a colour per piece of data - Saved Layouts and Share Codes — For the whole HUD or one group, checked before use and free of any web addresses
- Server Default HUD — Every new player starts on a HUD you design (
Config.DefaultLayout), with an optional editing lock (Config.LockEditing) - Every Resolution — Everything is pinned to an edge or corner and sized to the screen height, so a HUD looks the same at every resolution, including ultrawide screens
- Hides by Itself — At character select, in the pause menu, while dead or downed, while a menu has the mouse, or when another resource asks. GTA's own street and area names return while it is hidden
- Panel Host — Other resources' notifications, progress bars, job timers and cards are placed clear of the HUD, the minimap and each other, shown as movable placeholders with live previews in the editor, and can be hidden per player
- Extras — An optional server logo, reserved screen areas for third-party HUD elements, speed units (mph or km/h) and units for boats and aircraft
- Developer API —
olink.hud.AddPanelplaces any resource's panels around the HUD (see the API Reference) - Works Offline — Fonts, icons and weapon pictures ship inside the resource
- Translatable — Every HUD and editor text is in
locales/en.json
Requirements
Required
| Resource | Purpose |
|---|---|
ox_lib | Translations and shared utilities |
o-link (1.12.0 or newer) | Connects the HUD to your framework: needs, money, character name, death state, fuel, seatbelt, voice and notifications. Other resources also use its hud namespace to place their panels |
Optional
| Resource | Purpose |
|---|---|
pma-voice or SaltyChat | Voice range and radio channel. FiveM's built-in voice chat is used without either |
A fuel resource supported by o-link | The fuel gauge. GTA's own fuel level is used without one |
qbx_seatbelt or qb-smallresources | The seatbelt lamp |
Without the optional resources the HUD still works. See Optional Resources.
There is no database to set up. Each player's HUD, saved layouts, theme and panel positions are stored on their own computer. Nothing loads from the internet: share codes are plain text that players copy and paste, and nothing is uploaded. The only exception is the optional server logo, which can be a web address you set in config.lua.
Supported Frameworks
| Framework | Support |
|---|---|
QBCore (qb-core) | Full |
Qbox (qbx_core) | Full |
ESX (es_extended) | Full |
The framework is detected automatically through o-link. There is nothing framework-specific to configure. Stock ESX has no stress and no "downed" state, so on ESX the stress block stays hidden and the HUD hides only when a player is fully dead.
Quick Start
Claim Oxide HUD for free and download oxide-hud from your assets on the Cfx.re Portal.
Remove your framework's own HUD (qb-hud, qbx_hud or esx_hud) so two HUDs are not drawn on top of each other.
Place the oxide-hud folder in your resources folder.
Start it after your framework and o-link in server.cfg:
# 1. Framework — everything your framework requires (qb-core, es_extended, qbx_core, etc.)
ensure <framework>
# 2. Scripts — your other resources (voice, fuel, seatbelt, phone, etc.)
ensure <your-other-scripts>
# 3. o-link — the bridge. Starts after your framework/scripts, before any Oxide resource.
ensure o-link
# 4. Oxide resources — keep these together, ideally in a folder named [oxide]
ensure oxide-hudRestart the whole server. The HUD streams its own minimap files, which only load when the server starts.
Join, pick a character, and type /hud to open the editor.
See the Installation Guide for the full step-by-step setup.
What's In The Folder
| Path | Purpose |
|---|---|
config.lua | All the settings you can change: the default HUD, the editing lock, the accent colour, units and more |
locales/*.json | Translation files |
docs/ | The guides |
stream/ | The HUD's minimap files |
client/, server/, shared/, web/dist/ | The resource's own code and its pre-built interface. These are locked and do not need editing |
The interface ships pre-built in web/dist, so there is nothing to compile or build. Every text the HUD and the editor show can be translated in locales/ (see Translations). Text a player types into their own HUD, such as a label or the word on a warning lamp, stays as they typed it.
Resources do not need Oxide HUD to run. A resource that supports it places its panels around the HUD when it is running, and keeps its own positions when it is not.
Documentation
Installation
Download, start order, removing your old HUD, optional resources and updating.
Configuration
Every setting in config.lua, translations and choosing providers.
Features
Blocks, styles, templates, the editor, share codes and when the HUD hides.
API Reference
For developers: place your resource's panels around the HUD.
Troubleshooting
Fix a HUD that does not show, overlaps or reads the wrong data.
Third-Party Assets
The interface bundles these fonts and icons under their own licenses:
- Inter, Roboto Mono and Barlow Semi Condensed fonts: SIL Open Font License 1.1 (license texts in
web/dist/fonts/) - Font Awesome Free: CC BY 4.0 (icons), SIL Open Font License 1.1 (fonts) and MIT (code)