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GlymeraHUD v3.0

Display multiple custom HUDs simultaneously. No conflicts, no overwrites.
GlymeraHUD - Changelog

v3.0.0


Complete rewrite. GlymeraHUD is now a HUD positioning tool.

Why this version exists


Earlier versions of GlymeraHUD existed to solve one problem: older Hytale only showed a single custom HUD at a time, so two HUD plugins would overwrite each other. v1/v2 worked around this by intercepting every outgoing HUD packet, guessing which plugin sent it, rewriting its UI commands into a private master container, and blocking the originals.

Two things changed:
1. Hytale now multiplexes HUDs natively. The engine keeps all custom HUDs side by side (keyed per HUD), so the merging workaround became unnecessary.
2. The workaround caused disconnects. Because it rewrote each HUD's UI selectors into a container it managed itself, the client could receive commands pointing at an element that didn't exist, producing a "failed to apply customhud ui commands" error and kicking the player. This was reported by a customer running the latest game version with multiple HUD mods.

What changed

  • Removed all packet merging, stack-trace source-guessing, the private master container, and reflection-based command injection — i.e. everything that caused the kick. The kick is structurally impossible in this version.
  • Kept and rebuilt the positioning feature as the plugin's sole purpose.
  • HUDs are now identified by their own packet key, not by guessing the source plugin from the call stack.

How positioning works now

GlymeraHUD observes outgoing HUD packets and, if an offset is configured for that HUD, adjusts only the numeric anchor values of the HUD's own root element. It never adds selectors or containers of its own, so it cannot create an unresolvable reference.

Two HUD construction styles are supported:
  • Inline HUDs (the HUD layout is in the packet): the anchor values are shifted directly in place.
  • File-based HUDs (the HUD is loaded from a .ui asset, e.g. WiFlowScoreboard): GlymeraHUD reads the referenced asset from the mods/ jars, learns the root element id and its original anchor (cached), and appends a single Set <root>.Anchor command to the same packet.

If a HUD's asset can't be found, its root can't be determined unambiguously, or it uses anchor properties that can't be safely rebuilt, GlymeraHUD leaves the packet untouched rather than risk breaking it.

Live preview

Changing a slider in /ghud now re-triggers the selected HUD via the engine's public show() method, so it re-sends and repositions immediately while you drag. This matters for HUDs that are sent once and then only text-updated (such as a money/balance display), which previously only moved after a reconnect. The re-trigger is best-effort and fault-isolated: if it ever fails, the offset is still saved and applies on the next refresh — it can never cause a kick or crash.

Compatibility

  • Built and verified against the current Hytale stable release.
  • Server-side only; no client changes.

Hytale Stable-5 Migration
All Glymera plugins updated for Hytale Server 0.5.x (Stable 5)

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All Glymera plugins have been updated for compatibility with Hytale Server 0.5.x (Stable 5). The previous versions targeted Hytale Server 0.4.x (Stable 4).

This document covers what changed in the Hytale Server API between Stable 4 and Stable 5, and which adjustments were required across plugins so that things keep working.

Why a new major version

Stable 5 introduced a number of source-incompatible API changes. A plugin compiled against Stable 4 will either fail to load, fail silently on first use, or — in a few cases — crash the world thread. Because the surface of change is large, every plugin received a new major version number, even when the only functional behaviour change was a manifest flag.

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What changed in Hytale Stable 5

Vector math
  • Internal Hytale vector types were replaced by JOML.
  • com.hypixel.hytale.math.vector.Vector3d/3i/3f → org.joml.Vector3d/3i/3f
  • Rotation helpers now use the Rotation3fc interface where the older API took a concrete Rotation3f.

Particle / Sound API
  • SpawnParticleSystem constructors gained additional arguments.
  • PlaySoundEvent3D / ambient sound registration semantics tightened — long-running or looped sounds attached to a block must now use the block-state AmbientSoundEventId path; firing them with PlaySoundEvent3D from a tick handler no longer behaves correctly.

Asset pack registration
  • AssetModule.registerPack(...) now requires a PackSource parameter (use PackSource.MODS for plugin-installed packs).
  • The IncludesAssetPack manifest flag is now strictly enforced. If a plugin both declares IncludesAssetPack: true and registers a runtime pack from its setup code, Hytale detects this as a duplicate registration and aborts boot with "Duplicate asset pack ... Remove the duplicate." For affected plugins IncludesAssetPack is now set to false; the actual asset pack is installed by the plugin at startup as before.

HUD / UI system
  • The HudManager API has moved to a keyed model — HUD entries now require a stable key and explicit lifecycle hooks.
  • InteractiveCustomUIPage event bindings are wiped if the page is rebuilt while the client is processing a click. Plugins refreshing a HUD per tick had to throttle the rebuild rate (commonly to 1 Hz) so button presses are not lost.

Player handles
  • The Player component and the PlayerRef reference have been split. Plugins previously juggling one or the other now need to consider both.
  • ServerPlayerListPlayer requires a worldUuid field — entries without it are silently dropped from the tab list.

Entity utilities
  • EntityUtils.toHolder(...) was removed. Lookups need to go through the entity store directly or via Ref<EntityStore>.

Damage system
  • Resistance fields on EntityEffect (damageResistanceValuesRaw, damageResistanceValues) now expect ResistanceModifier[], not StaticModifier[]. Plugins that previously injected resistances via reflection now use the ResistanceModifier(ResistanceCalculationType, float) constructor.
  • The corresponding JSON CalculationType value "Multiplicative" is no longer accepted for damage resistance — it must be "Percent". Migrating large packs needed a bulk rewrite of Potion/Effect JSONs.
  • Lethal-damage detection: EntityStatValue#getMin() is no longer a usable death-threshold. Lethal checks now compare the post-damage health against 0.0f directly. Plugins relying on the old behaviour would silently fail to fire and the player just died.

ECS / system tick safety
  • It is no longer legal to call mutating store methods (addComponent, removeEntity, …) directly from inside a system's tick handler. Doing so now throws IllegalStateException: Store is currently processing! Such calls must be deferred: either via the system's CommandBuffer, or by scheduling onto the next world tick with world.execute(...).

Items, weapons and recipes
  • Custom swords must declare Tags.Type: "Weapon" (not "Tool"), and they need their own complete InteractionVars block — these are no longer inherited from the parent template under Stable 5. A custom weapon without its own InteractionVars will spawn but cannot deal damage.
  • Recipe bench IDs and recipe categories are now validated against the asset registry. Mistyped values cause Hytale to silently drop the recipe with no error message.

Cosmetics
  • CosmeticsToHide now only accepts a restricted, enumerated set of values. Custom values are rejected at asset-load time.

Server authentication

After every Stable update the server's OAuth credentials must be refreshed:
  1. auth logout
  2. auth login device
  3. Open the printed verification URL, complete the device authorisation
  4. auth select <profile>
If the server is still on cached OAUTH_STORE credentials after a Stable update, every incoming player connection is rejected with serverAuthUnavailable and the client only sees "QUIC handshake failed".

Manifest / ServerVersion
  • Stable 5 enforces a recognisable ServerVersion declaration in each plugin's manifest.json. A malformed value prevents the server from booting. Glymera plugins declare "ServerVersion": "*" to remain agnostic across patch versions.

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Plugin-data path

The plugin-data directory used by all Glymera plugins is now:

mods/de.glymera_<PluginName>/

(Previously it was plugins/<PluginName>/.) Existing configuration files are not migrated automatically — if you want to keep custom configuration from an older install, move the relevant files from the old plugins/ location into the new one before first launch.
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174 Views
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Apr 9, 2026 Published
May 30, 2026 Updated
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16.1 KB File size
Open source
  1. No
DRM-free
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Unobfuscated
  1. Yes
Type
  1. GUI
  1. Library
  1. Core
Supported languages
  1. English
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