Holograms
Holograms are floating displays you place in the world — a welcome sign at spawn, a live leaderboard by the arena, a rotating rules board, or a nameplate hovering over an NPC. uxmEssentials builds them from native Display entities (the same text/item/block display entities Minecraft ships), not from a packet trick, so they survive restarts, render for everyone the server chooses, and stay perfectly in sync without a client mod.
Everything about a hologram is edited live from /hologram (or the management GUI)
and stored in the database — no config file to hand-write, no reload to see a
change.
Hologram Types¶
A single hologram is a stack of lines, and each line can be one of five kinds:
| Type | Subcommand | What it shows |
|---|---|---|
| Text | addline <text> |
A MiniMessage line — colours, gradients, PAPI placeholders |
| Item | item <material> |
A floating, slowly spinning item |
| Block | block <blockdata> |
A small floating block (any block state) |
| Head | head <source> |
A player head from a name, URL or texture |
| Entity | entity <type> |
A miniature living entity display |
Text lines are the workhorse. Because they resolve MiniMessage, you get the
full modern formatting set (<gradient>, <rainbow>, <hover>, <click>) with no
legacy & codes anywhere.
Mixing line types
A hologram can freely mix types — an item on top, a bold title, two body
lines, and a block underneath. Line indices are 1-based, so
/hologram setline 2 <text> edits the second line.
Lines & Pages¶
Lines are managed one at a time:
| Subcommand | Effect |
|---|---|
addline <text> |
Append a line to the bottom |
insertline <n> <text> |
Insert at position n |
setline <n> <text> |
Rewrite line n |
removeline <n> |
Delete line n |
For content that changes on a schedule — a tip of the day, an event countdown —
group lines into pages with page add | remove | list. The hologram cycles
through its pages automatically on its refresh interval.
Display Look (Display-Meta)¶
Because holograms are real Display entities, you control every visual property the engine exposes. Each is its own subcommand:
| Aspect | Subcommand | Notes |
|---|---|---|
| Billboard | billboard <CENTER\|FIXED\|VERTICAL\|HORIZONTAL> |
Whether the display turns to face the viewer |
| Scale | scale <factor> |
Grow or shrink the whole hologram |
| Alignment | alignment <LEFT\|CENTER\|RIGHT> |
Text justification |
| Glow | glow |
Outline glow (with a colour) |
| Opacity | opacity |
Text transparency |
| Brightness | brightness |
Block/sky light override, so it's readable at night |
| Background | background |
The text panel's backing colour, or none |
| See-through | seethrough |
Render through walls |
| Line width | linewidth |
Wrap width for long text |
| Shadow | shadow, shadowradius, shadowstrength |
Drop-shadow for the text |
| Translation / rotation | translation, rotate <yaw> [pitch] |
Fine placement |
| View range | viewrange, visibilitydistance |
How far away it renders |
Move it, don't rebuild it
movehere teleports the hologram to you, moveto <x y z> to exact
coordinates, and center snaps it to the centre of its block. copy clones an
existing hologram with all its meta intact.
Live Content: Refresh & Placeholders¶
Text lines are re-rendered on a fixed cadence set by refreshinterval. On each
refresh, any PlaceholderAPI tokens in the line (%uxmessentials_economy_balance%,
%server_online%, and so on) are re-evaluated — so a hologram can show a live player
count, TPS, or a scoreboard-style stat that ticks up as you watch.
The holograms.conf file adds a small symbols {} block for reusable glyphs and an
opt-in damage-indicators { } feature (off by default) that pops short-lived damage
numbers above entities.
Leaderboards¶
leaderboard <provider> [limit] turns a hologram into a live top-N board — top
balances, most playtime, top voters — fed by a named provider and capped at limit
rows. It refreshes on the same interval, so the standings stay current on their own.
Who Can See It: Visibility¶
Every hologram has a visibility mode that decides its default audience:
| Mode | Command | Who sees it |
|---|---|---|
| ALL | visibility ALL |
Everyone (the default) |
| PERMISSION | visibility PERMISSION <perm> |
Only players holding <perm> |
| MANUAL | visibility MANUAL |
Nobody, until you reveal it per-player |
On top of the mode you can override individual players:
| Subcommand | Effect |
|---|---|
show <player> |
Force-show to that player |
hide <player> |
Force-hide from that player |
blacklist <player> |
Permanently exclude a player |
unblacklist <player> |
Remove them from the blacklist |
This is how you build per-rank signage (a VIP-only board with PERMISSION) or a
reward that a player only sees once you show it to them (MANUAL).
Click Action Chains¶
Holograms are interactive. Each one carries an ordered action chain that runs when a player clicks it, keyed by trigger:
left— runs on a left-clickright— runs on a right-clickany— runs on either
You build the chain step by step with the action subtree, and the steps run in
order top to bottom:
/hologram action add right command:spawn
/hologram action add_after right message:<green>Teleporting you home…
/hologram action move_up right 2
/hologram action list right
action add | add_before | add_after | set | move_up | move_down | list | remove | clear
give you full control over the sequence; clickcommand remains as a quick shortcut
when you only need a single command. This is the same idea used by the
NPC action chains — a click becomes a small, ordered script.
A hologram is a clickable button
Because the chain can run commands, send messages, and play sounds, a text hologram doubles as a menu-style button — "click to open the shop", "click to claim your daily", "click for the rules".
Linking to an NPC¶
A hologram makes an excellent multi-line nameplate above an
NPC. Link the two with linknpc <npc> and the hologram tracks the NPC's
position, giving you a rich name tag (rank line, title line, status line) that a
plain NPC display name can't. unlinknpc detaches it again.
Commands¶
Holograms live under one root command, /hologram, gated by
uxmessentials.hologram.use (the bare-root GUI branch also needs
uxmessentials.holograms.gui). The full subcommand set covers creation
(create, delete, list, copy), lines and pages, every display-meta property,
visibility, leaderboards, and the action chain. See the
Commands Overview for how the command surface works, and
open the in-game panel with the bare /hologram if you'd rather point and click.
Like every module, holograms can be reloaded on their own with
/uxmess reload holograms (tier node uxmessentials.module.holograms).
Next Steps¶
- 🤖 NPCs — attach a hologram nameplate to a fake-player NPC
- 🎛️ Custom Menu Engine — turn a hologram click into a full GUI
- 🧩 Per-Module Config —
holograms.confsymbols and damage indicators - 🔑 Permission Reference — the
uxmessentials.hologram.*nodes