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HUD Widgets English
Many new HUD components have been added, including Ez HUD, Yu HUD, and others. These include both general-purpose components and Mania-specific components.
Note: These are Ez2Lazer-exclusive HUD components. The original lazer cannot read or recognize them, which may cause the entire JSON configuration file to fail.
When sharing skins exported from Ez2Lazer, please mention this limitation.
- Global Coordinate Sliders and a uniform scale slider: every EzHUD component can be positioned in the skin editor, with scale about 0.01–10
- Theme System: Supports multiple font themes and color schemes (EzEnumGameThemeName)
- Blend Modes: Judgement graphics and score components support various BlendingMode settings
- Animation Effects: Components like combo counters support customizable animation types and parameters
- Real-time Preview: All components can be previewed and adjusted in real-time within the skin editor
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EzHUDHitResultScore: Judgement result score display
- Jumping scale effect replicated from Ez2Ac arcade judgement animations
- The path template defaults to
{result}/{000}. An empty template uses the four-step frame lookup on Skin System. A filled template looks up only that pattern, then one still image by resource name, and does not walk the four steps again. The current HitMode resource name is probed first, then the fallback name. - Force deform is on by default. Multiple frames loop for the deform, and the deform decides when playback ends. The deform template is chosen separately from the judgement font: Built-in is the handwritten squash; other entries are that theme's extracted judgement curves, and a theme with no curves still uses the handwritten squash. When force deform is off, the clip plays as authored and ends when it finishes.
- Supports template naming for various HitMode judgement classifications (Lazer/Classic/EZ2AC/IIDX, etc.) with dynamic downgrade texture searching
- Supports full combo effects (FullComboEffectEnabled)
- Adjustable blend mode (HitResultBlendModeSetting)
- The skin editor's left judgement picker writes this widget's theme and leaves the global GameTheme unchanged.
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EzHUDScoreCounter: Score counter
- Supports theme font selection (ThemeName)
- Adjustable opacity (AccentAlpha: 0-1)
- Label display toggle (ShowLabel)
- Configurable accent color (AccentColour)
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EzHUDAccuracyCounter: Accuracy counter
- Supports up to 4 independent display slots: Standard/Classic/MaximumAchievable/MinimumAchievable/None
- Configurable font types
- Perfectly replicated Stable Mania Accuracy display
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EzHUDRadarPanel: Radar chart panel
- Displays hexagonal chart of map parameters
- Metadata mode: BPM, Star Rating, CS, OD, HP, AR
- Xxy mode: Mania-specific, based on XxySR star rating algorithm, displaying difficulty coefficients. Bracket represents standard difficulty coefficient, indicating difficulty distribution uniformity.
- PS mode: Mania-specific, based on PS Key Mod algorithm, displaying key type coefficients from the PS Key Mod concept, with both relative and absolute values (relative value converted to coefficient × xxySR star rating).
- Skill mode: Mania-specific player SSR / pattern axes (distinct from Xxy/PS; see Mania Skills System)
- Configurable background and axis line colors
- Supports display in both song select and gameplay
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EzHUDDanDualPanel: Mania dan DualPanel
- RC | LN side headlines + skillset tiles (jack/tech/speed/…)
- Shared by song-select analysis wedge and HUD; chart ChartDan is Realm read-only
- Empty tiles are often under clear quorum (< 4); see the skills page
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EzHUDSpritePlus: Enhanced sprite component
- Supports dynamic resource loading
- Configurable path modification (ModifyPath)
- Supports frame templates (FrameTemplate)
- Suitable for custom animations and effects
- Can sync animation speed to the beat, including the final playback rate from rate-changing mods
HUD components specifically designed for the osu!mania ruleset, supporting multiple HitModes and judgement systems.
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EzHUDComboCounter: Combo counter
- Configurable scale and jump animation effect types
- Combo travel is applied after the glyph is scaled, so source-image pixels are not laid onto an already-shrunk digit
- Supports external custom resources
- Combo digits and the combo title each have an animation template. Changing the global GameTheme applies a matching template to both. The skin editor's left combo picker writes the font theme on both widgets.
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EzHUDComboTitle: Combo title display
- Used to implement O2Jam-style combo title display
- Configurable scale and jump animation effect types
- Supports external custom resources
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EzHUDKeyCounterDisplay: Key counter
- Automatically adapts to lane width and special key ratios. Created directly based on total stage panel width and adapts to setting changes.
- Default height lines up with the Mania judgement line.
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EzHUDHitTimingColumns: Judgement timing column chart
- Automatically adapts to lane width and special key ratios. Created directly based on total stage panel width and adapts to setting changes.
- Displays judgement offset by column using moving thin lines
- Configurable minimum judgement result (MinimumHitResult)
- Supports marker height adjustment (MarkerHeight)
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EzHUDHitTiming: Judgement timing indicator
- Displays early/late judgement offset in milliseconds with numerical and text display
- Configurable number font (NumberFont)
- Configurable text font (TextFont)
- Supports displaying Early or Late separately
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O2JamPill: Special component for displaying pills 💊 in O2Jam HitMode
- Supports switching between multiple icons such as pills, emojis, thumbs up, etc.
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EzHUDCamera: local camera preview.
Settings -> Experimental -> Enable Camera HUDis off by default. While off, devices are not enumerated and no frames are captured or uploaded. Skin camera components do nothing until it is on. Source can be physical or virtual, with focus, exposure, white balance, target frame rate, and corner radius. A platform without a camera backend shows no picture.
Tournament components are part of the New Architecture - Tournament Service, providing local multi-score real-time comparison. After pre-loading historical scores in song select, the following components compare the current play against historical ghosts during gameplay.
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EzHUDScoreCompareBars: Three-Pillar HUD — BMS-style three-bar score comparison
- Current play + 2 historical ghosts selected by comparison criteria
- Each bar can bind to a different sort metric: Total Score / ACC / MaxCombo / Miss Count / Theoretical Max Score
- Supports direction toggle (upward/downward), acrylic background blur
- Auto-queries timeline per frame; ghost auto-freezes on game pause
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EzHUDScoreRaceLeaderboard: Leaderboard — multi-ghost list
- Displays up to 10 historical scores
- Supports mod filtering (same mods / all)
- Configurable sort metrics: Theoretical Max / Total Score / ACC / Combo / Miss Count
The Three-Pillar HUD and Leaderboard both depend on the "Timeline + Tournament" two-layer service:
| Layer | Responsibility | Related Doc |
|---|---|---|
| Timeline Service | Converts historical scores into O(log n) queryable snapshot arrays, includes sub-frame correction | Timeline Service |
| Tournament Service | Pre-loads in song select, manages cache, exposes ghost states to HUD | Tournament Service |
| HUD Components | Bind ghosts and drive display per frame via game clock | This page |
The "Three" in Three-Pillar: The first bar is the live current play; the second and third bars are historical ghosts selected by configured metrics (e.g., highest score, highest ACC). Players can see "am I doing better or worse than last time" without any network connection.
- Enable "Three-Pillar Comparison" or "Leaderboard" in
Settings -> HUD - Adjust position, bar height/width/corner radius in skin editor
- Press
Ctrl+F10in-game to open skin editor for real-time adjustment
- Configure HUD components in
Settings -> HUDpage - Visually adjust in HUD section within skin editor
- Press
Ctrl+F10in-game to open skin editor for real-time editing
- Invalid judgement types are automatically hidden per active HitMode
- Some components only work in specific rulesets
- It is recommended to adjust HUD layout while the game is paused
- Three-Pillar HUD and Leaderboard are only available for the Mania ruleset; disabled for other rulesets by default