Features

How each part of oxide-multichar works in-game — the selection screen, scenes, info card, creation wizard, appearance editor, spawn picker, and more.

This page explains what each part of oxide-multichar does and how it behaves in-game, written from the player's point of view. Wherever a setting controls a feature, the setting name is shown in backticks like Config.MaxCharacters; the full list of settings is in Configuration.

The Selection Screen

When a player joins your server, instead of a plain list of names they see a rendered 3D scene — for example an apartment or a garage — with their existing characters standing in it as lifelike figures. The screen fades in once, smoothly, after everything is ready.

Here is how a player uses it:

  1. Hover a character. Moving the mouse over a character makes the camera react slightly toward them and shows a floating card above their head with their details.
  2. Click a character. The camera moves in and locks onto them. This selects that character but does not load them yet — the player can still back out.
  3. Press ESC or Backspace. This unlocks the camera and returns to the overview, so the player can pick someone else.

How many characters can stand in the scene at once depends on the scene (each scene defines a set of "spots"). If a player has more characters than there are visible spots, the extra characters are reached by cycling a focused spot with the on-screen arrows. If there is a free spot and the player is under their character limit, a dimmed "ghost" figure appears as the Create Character option.

The number of characters a player may have is controlled by Config.MaxCharacters and applies to everyone on the server. Specific players — VIPs, donators, staff — can be granted extra slots on top of that with Config.SlotGrants; see Configuration.

Scenes

A scene is the backdrop the selection screen is set in — the location, camera angle, time of day, weather, and any decorative vehicle. oxide-multichar ships with four:

SceneDescription
ApartmentA high-rise apartment interior at night. The default.
GarageAn underground garage with a sports car.
PierA seaside pier in clear daytime weather.
Sinner StreetA street corner with a parked motorcycle.

Players switch scenes from the menu, and their choice is saved on their own machine, so the next time they open the screen it remembers their favorite. The default scene for first-time players is set by Config.Scenes.default.

Each scene also defines the camera framing and standing positions for the characters in it. Server owners can edit, remove, or add scenes entirely in Config.Scenes — see Configuration.

The Info Card

When a player hovers or selects a character, a small card floats above that character's head. It follows the character on screen and gently shrinks as the camera gets farther away, so it always reads as part of the world.

The card shows:

  • The character's name
  • Cash and bank balance
  • Job (and rank, where the framework provides it)

The money and job details are read fresh each time the screen opens. If your framework cannot provide one of these values, that line is simply left off the card.

The card's height above the character's head and how it scales with distance are tuned by Config.HeadCard.

Creating a Character

New characters are made in a short wizard. The player enters:

  • First name and last name — Checked against Config.NameLength. Names may only contain letters, spaces, hyphens, and apostrophes, and the first character must be a letter. Names are automatically capitalized.
  • Date of birth — Checked against Config.AgeRange. The resulting age (based on the current year) must fall within the allowed range, and the date itself must be a real calendar date.
  • Gender — Male or female, which sets the base character model.

If anything is invalid, the player sees a clear message explaining what to fix and stays on the form.

What happens after the wizard depends on whether the built-in appearance editor is turned on and whether your clothing resource supports it:

  • Editor available — The appearance editor opens so the player designs their full look before spawning.
  • Editor not available — The character is created and the resource hands off to your framework's own first-time appearance editor instead, exactly as it normally would.

Character creation can also be paused server-wide, or limited to whitelisted players, with Config.AllowCreation and Config.CreationAce — see Configuration.

The Appearance Editor

When Config.CustomCreator is enabled and you are running a supported clothing resource, new players design their character's full look inside oxide-multichar itself, before they ever load into the world. The editor covers:

  • Face — Heritage (mother/father blend and skin blend), individual face features, and eye color
  • Hair — Style, color, and highlight
  • Makeup and overlays — Eyebrows, beard, blush, lipstick, blemishes, and similar layers, with color and opacity
  • Clothing and accessories — Tops, legs, shoes, bags, hats, glasses, and more
  • Tattoos — Added from collections and removable per body zone (only when Config.CustomCreator.allowTattoos is on)

Every change is applied live to the preview character as the player makes it. Players can:

  • Drag to rotate the character
  • Scroll to zoom the camera in and out
  • Use the camera buttons to jump to framed views (Full body, Upper body, Face, Feet), tuned by Config.Camera.creatorPresets
  • Randomize to generate a fresh look within the character's valid options

When the player confirms, the look is saved through your clothing resource and they move on to choosing a spawn point.

Supported clothing resources

The built-in editor only works with clothing resources that can store a full look:

  • oxide-identity
  • illenium-appearance
  • qb-clothing
  • fivem-appearance

On any other clothing resource (for example esx_skin), oxide-multichar automatically skips its own editor and uses your framework's native one instead — no configuration needed, and nothing breaks.

Choosing Where to Spawn

After a player selects an existing character (or finishes creating a new one), the screen fades into a high aerial view of Los Santos. Each place the player can spawn floats in the air as a glowing marker. This is the spawn picker, controlled by Config.SpawnSelector.

How a player uses it:

  1. Click a marker (or its row in the side list). The camera flies down to a sky view above that location.
  2. Click "Spawn Here" to confirm and drop in.
  3. Press ESC / Back to return to the aerial overview and pick something else.

The markers offered are:

  • Last Location — Where the character logged off, if Config.SpawnSelector.allowLastLocation is on.
  • Owned properties — Any house or apartment the character owns, pulled automatically from your housing system.
  • Public spawn points — The preset locations you define in Config.SpawnSelector.presets (Legion Square, LSIA, and Paleto Bay by default).

For an existing character, pressing Cancel sends the player back to character selection.

If you turn the spawn picker off (Config.SpawnSelector.enabled = false), players skip this screen entirely and spawn straight at their last location, or a default spawn point if they have none.

Starter Apartments

New characters can be given a free apartment to begin in, controlled by Config.StarterApartment. What happens depends on your housing system:

  • Housing systems that can list their apartments (such as qb-apartments and ps-housing) — The new player is shown an apartment picker and the chosen apartment is created and entered immediately. They do not see the appearance editor again — they already set their look during creation.
  • Housing systems that cannot list apartments (such as qbx_properties) — The single configured apartment is granted and the player is dropped straight inside.
  • Housing systems with no free-grant option (such as esx_property or bcs-housing) — The player falls through to the normal spawn picker instead.

This feature only runs when Config.StarterApartment.enabled is on.

Deleting a Character

Players can remove a character from the selection screen when Config.AllowDelete is on. When Config.RequireDeleteConfirmation is on, they must confirm first so a character isn't deleted by accident.

Deleting removes the character from your framework's tables through o-link, frees up the slot, and refreshes the scene so the figure disappears.

Logging Out

The /logout command returns a player to the character selection screen without disconnecting them from the server. The screen fades to black, the character is unloaded, and the selection scene re-opens.

This is controlled by Config.Logout:

  • It only exists when Config.Logout.enabled is on.
  • The command word can be changed from logout to anything you like with Config.Logout.command.
  • The fade timing is adjustable.

Announcements

You can show server news directly on the selection screen — restart notices, patch notes, rule changes, and so on — using Config.Announcements. Each announcement has a title, a body, a type that controls its color (info, update, or warning), and a date. Long bodies are shown as a short preview that the player clicks to read in full.

Accent Color

Players can recolor the menu's accent to their preference. The chosen color is saved on the player's own machine and re-applied the next time they open the screen, so each player can have their own look.