> ## Documentation Index
> Fetch the complete documentation index at: https://docs.nexdevelopment.xyz/llms.txt
> Use this file to discover all available pages before exploring further.

# Overview

> A premium glass-pill HUD for FiveM. Dark translucent pills with colored accents, per-class vehicle clusters, a live player headshot, and a full in-game settings window with a drag-and-drop layout editor.

A premium glass-pill HUD for FiveM. Dark translucent pills with colored accents, per-class vehicle clusters, a live player headshot, and a full in-game settings window with a drag-and-drop layout editor. Every player customizes their own HUD — everything persists per player.

## In this section

* [Installation](/nex_hud/installation)
* [Configuration](/nex_hud/configuration)
* [Player usage](/nex_hud/usage)
* [Commands & keybinds](/nex_hud/commands)
* [Exports](/nex_hud/exports)
* [Integrations](/nex_hud/integrations)
* [Troubleshooting](/nex_hud/troubleshooting)

## What you get

* **Top-right info column** — voice level + mic state, your live GTA headshot, server ID, time (game or local clock), job with grade, cash / bank pills, and a dirty-money pill that hides itself when you're clean. Every pill individually toggleable.
* **Street card** — an 8-way compass chip beside the street name, plus an area line with zone, postal (via `nearest-postal`, auto-detected), and elevation — e.g. `Grapeseed, 2024 (292ft)`.
* **Player status** — two switchable styles: circular rings or compact glass bars (health, armor, hunger, thirst, oxygen, stamina, stress), pulsing red when critical. Optionally hide maxed-out stats.
* **Per-class vehicle clusters** — cars and bikes get an RPM gauge or a minimal speed pill, bicycles a bare speed pill, boats an anchor chip, aircraft an altitude readout with a stall warning, trains a speed-only readout. A glass strip shows fuel, NOS, engine health, headlights, and seatbelt.
* **Speed limits** — a speed-limit sign pinned to the minimap shows the posted limit for the current street, flashing red when you speed.
* **Driving features** — cruise control (`J`), turn signals and hazards with auto-cancel after turns, a seatbelt warning chime (synthesised in the NUI, no audio files), and a boat anchor (`K`).
* **Vehicle controls menu** (`F6`) — engine, doors, windows, and seat switching in a glass panel, with passenger permission rules.
* **Weapon HUD** — weapon name and clip / reserve ammo, with a DLC-complete name table.
* **Full settings window** (`/hudsettings`) — General, Map & Compass, Player Status, Vehicles, Player Info, Weapon, Import & Export, and Reset tabs. Everything saves per player instantly.
* **Layout editor** — drag any HUD element anywhere, resize it from a corner handle, hide it with an eye toggle. Snap-to-grid, undo/redo, per-player persistence.
* **Framework auto-detection** — job, cash, bank, and dirty money work out of the box on QBCore and ESX; wire anything else through one function in `integration.lua`.
* **Fully resolution-scaled** — the whole HUD is sized in viewport units, so it looks identical from 1080p to 4K.

## Requirements at a glance

The only hard dependency is [`ox_lib`](https://github.com/CommunityOx/ox_lib) (3.27.0 or higher). Framework support for hunger / thirst / stress covers ESX, QBCore, and ox\_core, with a `custom` adapter for anything else. See [Installation](/nex_hud/installation).
