Live UI: A Shared HUD for Multi-Plugin Servers
Hytale only allows one custom HUD per player. Live UI provides a shared, world-scoped panel that aggregates data from multiple plugins—no conflicts, no overwrites, no crashes during teleportation.
Deep dives, tutorials, and discoveries from the Hytale modding community.
Hytale only allows one custom HUD per player. Live UI provides a shared, world-scoped panel that aggregates data from multiple plugins—no conflicts, no overwrites, no crashes during teleportation.
Technical deep-dive into replacing procedural segments with hand-crafted prefabs in an endless runner minigame.
Create region-triggered command execution for Hytale servers. Learn why AbstractPlayerCommand matters and how world.execute() saves the day.
Create speed boosts, damage buffs, and custom status effects. Includes the workaround for the Pickup interaction NPE bug.
Part 2 of the Hytale Run series. Adding a real-time score display revealed that 'Failed to load CustomUI documents' means nothing without Diagnostic Mode.
A deep dive into creating 'Hytale Run'—an endless runner minigame that taught us more about Hytale's internals than any documentation could.
Four comprehensive guides covering structure loading, isolated minigame worlds, automatic player data persistence, and the Entity Component System.
Learn how to create isolated game worlds that auto-clean, auto-return players, and provide fresh state every session—no manual terrain restoration required.
The Component + BuilderCodec pattern gives you automatic player data persistence with zero file I/O code. Learn the pattern that handles it all.
Chain prefabs together for randomized dungeon generation. Covers room selection, placement math, entity tracking, and cleanup patterns.
A technical deep-dive into creating AOE explosive projectiles with proper impact detection, the bounce physics trick, and visual polish.
When the modding API doesn't expose what you need, the tick loop is your escape hatch. Learn the patterns for polling, periodic tasks, and creative workarounds.
A deep dive into making projectiles place blocks when they land. Covers the investigation process, why PlaceBlock fails, and the SpawnPrefab solution.
A deep dive into the Entity-Component-System pattern used by Hytale and how to work with it effectively in your plugins.
Learn how to read, modify, and react to in-game time for day/night cycles, timed events, and time-based mechanics.
Build arrows that burn, freeze, explode, or place blocks. Covers projectile events, SpawnPrefab for block placement, and the torch arrow implementation.
Explore patterns for creating responsive, interactive custom UI pages that feel native to the game.