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Bridge.TextUI shows a small, persistent label near the top of the screen — the classic “press a key” hint. Unlike a notification, it stays up until you hide it, so it pairs naturally with proximity checks: show it when the player walks into range, hide it when they leave.

Availability

Client only. Two calls — Show and Hide.
Bridge.TextUI.Show(text, opts?)
Bridge.TextUI.Hide()

Signature

Bridge.TextUI.Show

text
string
required
The label text, e.g. '[E] Open shop'.
opts.icon
string
An optional leading icon, tinted to the theme accent.

Bridge.TextUI.Hide

Takes no arguments. Hides the currently shown label. Safe to call when nothing is shown.
Text UI is a single, shared label — calling Show again replaces the current text rather than stacking. Always pair every Show with a Hide on the exit path.

Examples

Bridge.TextUI.Show('[E] Open shop')
-- …later
Bridge.TextUI.Hide()
For world-anchored prompts that follow a point in 3D and expand into an option list, use Interact instead — it manages proximity and focus for you. Text UI is best for simple, screen-fixed hints.
The icon honors the player’s theme accent. Set atlas:ui "ox" (or atlas:ui:textui "ox") to render the same calls through ox_lib’s textUI instead.