Click Behavior & Hover
Select any text, shape, group, toggle, checkbox, slider or progress bar and open What it does. This is the no-code layer — enough for most buttons without touching the node editor.
| Option | Effect |
|---|---|
| Players can click it | Turns the element into a live hitbox (left and right click both register) |
| Start hidden | Invisible until logic shows it (Set Element Visible) — for dialogs and reveals |
| Commands | One per line, run on click. Prefix [console] or [op] to elevate (both can be disabled in config). Placeholders: %player%, any PAPI, %nxgui_<key>%, plus %state% on toggles/checkboxes and %value% / %valueRaw% on sliders |
| Switch tabs | Point at any Tab view + page — build your own tab buttons anywhere |
| Open another screen | Seamless in-place switch to another screen in the project (camera stays locked, no flicker) |
| Close the menu | Optionally teleport the player back to where they opened it |
/nxgui stop [player].Hover & click animation (inspector)
Two independent micro-animations per element, toggled in the same panel:
- Animate on hover — plays while the cursor is over the element, reverses on exit.
- Animate on click — plays on press. If hover is also enabled, the click animation starts from the hover pose (they compose).
Each opens a mini transform editor: drag the element preview to move it, drag corners to scale — you're literally posing the "after" state on a small canvas. Numeric fields mirror it: Scale, Rotate°, Move X/Y. Two independent 9-point pivots (green = scale pivot, amber = rotate pivot) choose where scaling and rotation happen from. Set the duration (ms) and easing (Linear / Smooth / Bounce), then hit ▶ Play to preview the exact in-game motion.
These animations are interpolated by the client, so they render at full frame rate regardless of server TPS.