Oxide StudiosOxide HUD

Free FiveM HUD creator / Oxide Studios

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Oxide
HUD

Make it yours.

Type /hud and every player builds their own HUD in game: drag any of 66 pieces of data onto the screen, give it one of 13 styles, or start from one of 42 templates.

Free

Free · Delivered to your Cfx.re Portal assets

/hud / the editor, in game

Templates, drag and snap, and rules. Shots from the launch film.

Built for FiveMQBCoreQboxESXPowered by o-link

66

Pieces of data

13

Styles

42

Templates

6

Vehicle types, a layout each

The film

See it in motion.

The launch film: a HUD built from an empty screen, in game, one piece at a time.

01The editor

Built in game.
By every player.

Type /hud and the screen becomes a canvas. The editor works like a design tool, and every change shows on the HUD as it is made.

/hud / the editor, on foot
The Oxide HUD editor open on foot in a Los Santos park: the layers list on the left, the Health ring's options in the inspector on the right, and the status rings, location box and heading strip on screen
  • Snap · Align · Group · Lock
  • 50 steps of undo
  • Layers and inspector
  • Keyboard shortcuts

Pick the data

Health and needs, speed and fuel, cash and bank, the weapon, the street, voice and radio, the clock, or the player's own text.

Pick a style

A ring, a bar, a dial, a plain number and nine more, each with its own options and colours.

Put it anywhere

Drag it and it snaps to the grid and to everything around it. Resize, align, distribute, group, lock and hide, with keyboard shortcuts.

Rules

Hide a gauge when it is full, warn when it is low, pulse when it is critical. Rules start from the server's auto-hide settings.

Groups

Rows, columns, grids, honeycombs, rings inside rings or stacks, with a frame behind them, closing the gap when a block hides.

Sample data

Preview the HUD driving, flying, boating, armed, underwater or on the radio without leaving the editor.

02Data and styles

66 pieces of data.
13 styles.

Pick what to show, then how it looks. Each style has its own options, from tick marks and glow to segments and a red zone.

Status
Health, armour, hunger, thirst, stress, oxygen and stamina.
Vehicles
Speed, RPM, gear, fuel, engine and body health, throttle, odometer and 14 vehicle lamps.
Aircraft
Airspeed, altitude, height above ground, vertical speed, attitude, heading, landing gear, rotors, and stall and pull up warnings.
Boats
Boat speed, anchor, depth and wind.
Player and world
Cash, bank, server ID and character name; weapon, ammo and clip; street, area and heading; voice and radio; the clock; the player's own text.
  • The Ring style showing health
    RingHealth
  • The Bar style showing fuel
    BarFuel
  • The Shape style showing armour
    ShapeArmour
  • The Dial style showing speed
    DialSpeed
  • The Value style showing cash
    ValueCash
  • The Indicator style showing seatbelt
    IndicatorSeatbelt
  • The Compass style showing heading
    CompassHeading
  • The Tape style showing speed
    TapeSpeed
  • The Horizon style showing attitude
    HorizonAttitude
  • The Scale style showing rpm
    ScaleRPM
  • The Voice style showing voice range
    VoiceVoice range
  • The Image style showing weapon
    ImageWeapon
  • The Decor style showing bracket
    DecorBracket

One block in each style, drawn by the HUD with the editor's sample data

03Templates

Start from
42 templates.

Eight families: status sets, player and finance cards, location boxes, ID cards, weapon panels and speedometers, plus a Classic set of eleven more. Every preview is live, and any template breaks apart so a player can change one piece at a time.

The template gallery on Status: Circles, Pills, Hex, Columns, Diamonds and Radial, with Circles picked

04Layouts

A layout for
every situation.

One layout on foot, one in a vehicle, and one for each type of vehicle. Each follows the one above it until the player changes it, so a car, a boat, a helicopter and a plane can each show the instruments that fit them.

  • On foot
  • In vehicle
  • Car
  • Bike
  • Boat
  • Submarine
  • Helicopter
  • Plane
The editor's toolbar with the vehicle type menu open: All vehicles, Car, Bike, Boat, Submarine, Air, Helicopter and Plane

05Share it or set it

One design
for everyone.

Players trade layouts as codes. Server owners can start every new player on a HUD of their own design, or keep everyone on it.

Saved layouts and share codes

Save the whole HUD or one group, then copy it as a code. Codes are plain text, checked before use and free of web addresses. Nothing is uploaded.

A default HUD

Hand every new player a HUD of your own design: paste its share code into Config.DefaultLayout. Players who never edited their HUD follow it.

An editing lock

Config.LockEditing keeps everyone on the same HUD. Players' own layouts come back when you turn it off.

Your colours

Set your server's accent in Config.Theme, and lock it if you want. Otherwise players pick their own accent and a colour for each piece of data.

Configuration guide ↗
The Layouts and sharing dialog on the Share code tab: Whole HUD with positions, a long OXHUD1 code and a Copy button
config.luaLua
Config.Theme = {
    accent = '#9b2c2c',
    lockAccent = false,
}

-- Your design, copied from Share in /hud
Config.DefaultLayout = 'OXHUD1.eJzlXFlzo7gW...'

-- true puts every player on it
Config.LockEditing = false

An example: Config.Theme.accent is empty by default, and the HUD uses Oxide red.

06Every screen

Same HUD.
Any screen.

One layout at three resolutions. Every block keeps its corner and its share of the screen height.

The same Oxide HUD layout on foot at 2560 × 1080: player card top left, heading top centre, voice top right, location and status rings bottom left
Ultrawide2560 × 1080
The same Oxide HUD layout on foot at 1920 × 1080: player card top left, heading top centre, voice top right, location and status rings bottom left
Widescreen1920 × 1080
The same Oxide HUD layout on foot at 1440 × 1080: player card top left, heading top centre, voice top right, location and status rings bottom left
4:31440 × 1080

The 1.0.0 interface over an in-game frame

Every resolution

Everything is pinned to an edge or a corner and sized to the screen height, so a HUD looks the same at every resolution, ultrawide included.

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 names return while it is hidden.

Works offline

Fonts, icons and weapon pictures ship inside the resource, so nothing loads from the internet. Only the optional server logo can be a web address you set.

07Vehicle clusters

A speedometer
for every vehicle.

Sweep, Ghost, Instrument and Rail for cars and bikes, Helm for boats and submarines, Glass for helicopters and planes. New players get Sweep, Helm and Glass, and can swap in any other template or build their own.

Recorded in game / the Rail cluster
  • The Sweep speedometer reading 87 mph in fourth gear

    Sweep

    Default

    Cars and bikes

    A round gauge with a shift light that flashes at the redline.

  • The Rail speedometer reading 87 mph in fourth gear with fuel and engine bars

    Rail

    Cars and bikes

    Big digits under a segmented RPM strip that flashes at the redline.

  • The Instrument cluster with a gear gauge, 87 mph, fuel and engine bars and a row of lamps

    Instrument

    Cars and bikes

    A full dash: gear gauge, speed, fuel, engine, odometer and a row of vehicle lamps.

  • The Ghost speedometer reading 87 mph in fourth gear

    Ghost

    Cars and bikes

    Speed and gear on their own, with fuel and seatbelt warnings beside them.

  • The Helm cluster on a boat: heading 212 degrees, 28 knots, throttle lever and anchor lamp

    Helm

    Default

    Boats and submarines

    Heading rose, throttle from full astern to full ahead, speed in knots, anchor and wind.

  • The Glass flight display in a plane: 142 knots, 1,840 feet and the artificial horizon

    Glass

    Default

    Helicopters and planes

    An attitude indicator between airspeed and altitude tapes, with heading, throttle and gear.

Drawn by the HUD with its editor's sample data: driving, boating and flying

08Room for everything

Their panels.
Your layout.

Oxide HUD is also where the rest of your server puts its on-screen panels. Every player decides where they go.

/hud / other resources' panels
The editor on foot with other Oxide resources' panels as dashed placeholders around the HUD: notifications, dispatch alerts, a pest control call card, an animal control call, phone notifications and a progress bar, listed under Other resources in the layers list

Placed around your HUD

Notifications, progress bars, job timers, stage cards and alerts from resources that support it sit clear of the HUD and the minimap, and hide when it hides.

Moved by every player

In the editor each panel is a placeholder, with its resource's own preview inside. Players move it, solo it, or switch it off in game. Essential panels stay on.

No hard dependency

Resources do not need Oxide HUD to run. Without it, their panels keep their own positions.

For developers

One call through o-link.

olink.hud.AddPanel registers your resource's panel. It shows up in the editor ready to place like everything else, gets the server's accent colour and hides with the HUD. On a server without Oxide HUD it stays where your page draws it.

API reference ↗
client.luaLua / o-link 1.12.0+
olink.hud.AddPanel({
    id = 'my-job:timer',
    label = 'My job: timer',
    anchor = 'top-right',
    size = { w = 24, h = 8 },
}, function(panel)
    SendNUIMessage({ action = 'hudPanel', panel = panel })
end)

From the API reference's first example, which is a complete resource.

09Before you install

What it needs.

  1. 01

    Get it here

    Check out for free. Tebex asks you to log in with your Cfx.re account.

  2. 02

    Download it

    Oxide HUD appears in your assets on the Cfx.re Portal.

    Open your Portal assets ↗
  3. 03

    Swap your HUD

    Remove qb-hud, qbx_hud or esx_hud, then start oxide-hud after your framework and o-link.

  4. 04

    Restart and build

    Restart the whole server once for the minimap files, join, and type /hud.

Requirements

  • ox_lib
  • o-link 1.12.0 or newer

Optional

  • pma-voice or SaltyChat for voice range and radio; FiveM's built-in voice is used without either
  • A fuel resource supported by o-link for the fuel gauge; GTA's own fuel level is used without one
  • qbx_seatbelt or qb-smallresources for the seatbelt lamp

Frameworks

  • QBCore
  • Qbox (qbx_core)
  • ESX: stock ESX has no stress or downed state, so the stress block stays hidden and the HUD hides only on death
  • All framework interaction goes through o-link: nothing framework-specific to configure

Database

None. Each player's HUD, saved layouts, theme and panel positions are stored on their own computer.

Code delivery

Escrow protected through Cfx.re asset escrow. config.lua, locales/*.json and the pre-built interface in web/dist are open.

Frontend

Vue 3, Vite and Tailwind CSS for the HUD and the editor. The UI ships pre-built: no build step. Every text is in locales/en.json.

Is it really free?

Yes. Check out here for free, log in with your Cfx.re account when Tebex asks, and Oxide HUD is listed in your assets on the Cfx.re Portal.

Which frameworks does it run on?

QBCore, Qbox and ESX, through o-link 1.12.0 or newer. The framework is detected for you; there is nothing framework-specific to configure.

Can I keep my current HUD?

Remove your framework's own HUD (qb-hud, qbx_hud or esx_hud) so two HUDs are not drawn on top of each other. Removing it also removes the stress logic those resources carried; Oxide HUD shows stress, it does not run it.

Where are players' HUDs saved?

On each player's own computer. There is no database to set up, and nothing is uploaded: share codes are plain text that players copy and paste.

Can every player get the same HUD?

Yes. Design it with /hud, copy its share code into Config.DefaultLayout, and new players start on it. Set Config.LockEditing to true to keep everyone on it.

Do my other resources need Oxide HUD?

No. A resource that supports it places its panels around the HUD when it runs, and keeps its own positions when it does not. Developers use olink.hud.AddPanel; the API reference has a complete example.

Oxide HUD on foot in a Los Santos park on an ultrawide screen: player card, heading, voice, location and status rings

Make it yours.

Free, for QBCore, Qbox and ESX. Every player builds their own HUD, and the rest of your server finds room around it.

Free
Oxide Studios

Oxide HUD

Make it yours

Every player builds their own.

Oxide Studios