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Elements

Text

  • Rich editing — the text field styles live as you type: per-character colors, multi-stop gradients, bold, italic, underline, strikethrough, small caps. No color codes to memorize (though &-codes are understood).
  • Fonts — pick from a built-in library of ~1,900 typefaces or upload your own .ttf/.otf. The font ships inside the pack automatically, and the text stays real text: placeholders, logic Set Text and colors all keep working in the custom face. If in-game size differs from the canvas, nudge the font's Font size.
  • Placeholder anchor — Left / Center / Right controls which edge live placeholder text holds when its value gets longer or shorter in game (center grows both ways). Essential for stats rows. You can also type [left] / [right] at the start of a text manually.

Rectangle / Line

The building block for panels. Shape (rectangle, rounded, circle/oval, line), fill color or image fill (stretch / fit / repeat), opacity slider, corner radius, and an outline color + thickness. Images are baked pixel-sharp into the pack.

Image

Uploads a PNG as its own element (same fills/fit options as rectangles). Use real art here — baked images look dramatically better than flat vector shapes.

Player Head

A live 3D-style head rendered from a skin. Player accepts %player% (the viewer), a literal name, or a placeholder (leaderboards!). Optional 3D hat layer. Heads are fetched live (configurable fallback URL + cache) and can be retargeted at runtime with the Set Player Head node.

Player Model

A three-quarter-view 3D body render. Facing left/front/right, optional experimental 360° spin with adjustable speed. Same %player%/name/placeholder source.

QR Code

A scannable QR rendered as a single display. Set the link/text plus dark/light colors; drive it live with Set QR Code — pair with the Tebex node for in-GUI checkout QRs.

Progress bar

Filled/empty colors; value is 0–1, set from logic with Set Element Value (bind it to a placeholder with the Placeholder node + math).

Toggle switch & Checkbox

Real on/off controls with per-state colors (and knob colors on toggles) and a starting state. Clicking flips them client-smooth; read/write them from logic, or use %state% in element commands.

Slider

Drag-to-set control (hold right-click and move). Filled/empty/knob colors, knob width, horizontal or vertical. Value is 0–1 (%value% in commands gives 0–100, %valueRaw% the exact 0–1). A slider can also be bound to a Scroll list as its scrollbar.

Input box

Type-in fields. Two methods:

MethodBehavior
Anvil popupCustom-skinned anvil UI, max 50 chars. The look (background art, buttons) is fully customizable per project — Customize anvil skin…
ChatUnlimited length; the player types in chat, cancel aborts

Each input has a key; the typed value is available everywhere as %nxgui_<key>%, in logic via On Input / Get Element Value, plus a prompt title and placeholder look.

Scroll list

A clipping viewport with a styleable scrollbar (width, track, knob) and a panel background. Anything you place inside scrolls. Players scroll by dragging the bar or the content.

Tab view

Multiple pages in one region. Manage pages in the inspector (add/rename/delete, eye = preview a page, per-tab scrolling). The built-in tab strip is styleable — selected/unselected colors, label size, bar height/gap/radius, full-width or left/center/right placement — or hide it entirely and let any element switch pages via its behavior or the Switch Tab node. Tab switching is client-side instant.

Last updated July 11, 2026