FiveM HUD Scripts: Compare Readability and Integrations
Choose a HUD that shows the right information clearly. Compare documented options, check overlapping vehicle controls and test the layout on your players' screens.
Free HUD releases for FiveM: status bars, speedometers, minimap replacements and compass overlays. A HUD reads values the framework already tracks, so its framework match is what decides whether the numbers on screen are real or frozen at their defaults.
Confirm which framework a HUD targets, since hunger, thirst and armour come from different exports on ESX and QBCore. Check whether it expects to replace your existing HUD entirely or run alongside it, because two HUDs drawing the same status bars is a common and confusing duplicate. Check its resource usage while a player is loaded, not on an empty server: a HUD is one of the few resources that runs code every frame, so an inefficient one shows up directly in client frame rate. And confirm it handles the minimap the way you want, as HUD resources often silently change aspect ratio or hide the map entirely.
This collection includes player HUDs and related interface resources, such as progress bars, scoreboards and streaming overlays. These serve different purposes; check the resource type, framework and dependencies before installation.
Choose a HUD that shows the right information clearly. Compare documented options, check overlapping vehicle controls and test the layout on your players' screens.

The matching public source for this New Leaf-inspired HUD is livened/NewLeafHUD. Its resource directory is cyvixHUD and the manifest names Cyvix as author. The manifest loads ox_lib, while the client reads hunger and thirst through esx_status. This is not evidence of ready-made QBCore compatibility.

PC-INFOHUD is Procastinator’s QBCore information HUD. The README instructs you to name the resource proc-infohud and start it with ensure proc-infohud; the repository name alone is not the installation name. The manifest serves html/index.html, html/app.js and html/styles.css.

ApolloStudios-TwitchIntegration provides an in-game browser interface for Twitch integration. In its client code, the twitch command gives the interface mouse and keyboard focus and sends ShowEverything. The stopUIControl callback releases focus. Those paths are the starting point for checking how players open and close the interface.

Install ScubeScripts sc_textUI with its actual client exports and server events, then test prompt cleanup and translated text.

Set up CSYON’s RLO HUD with ESX Legacy and esx_status. Check the required status event, job icons, postal routing and known initialization limits.

UIForge Progressbar is a FiveM progress interface with client-side control, animation and prop handling. Its client code distinguishes movement, vehicle movement, mouse and combat restrictions. Read the actual exported functions in client/main.lua before integrating it into an existing action.

Original V-HUD setup: install the compiled 1.45 release, select framework features and distinguish status displays from gameplay mechanics.
Identify Dre_Dre’s OC HUD V2, check its original ESX dependencies and confirm current distribution before installing.

Install the identified ESX HUD fork with its actual dependencies, fuel integrations and web build requirements.

Install the identified sf-scoreboard resource with its SQL schema, identifier configuration and business-permission checks.

Get UZ Scripts’ Pure HUD from its creator and check framework selection, interface files, fuel display and player-state values before launch.
A free player HUD for ESX and QBCore servers.

Find the original discontinued Trew HUD, choose its ESX or vRP folder and check dependencies, status exports and voice integration before use.


Jakrino



Izzy Scripts

A HUD reads values the framework already tracks. Hunger, thirst and armour come from different exports on ESX and QBCore, so a HUD built for the wrong framework shows values frozen at their defaults.
Check whether a HUD replaces your existing one or runs alongside it. Two HUDs drawing the same status bars is a common and confusing duplicate.
Measure its resource usage while a player is loaded, not on an empty server. A HUD runs code every frame, so an inefficient one shows up directly in client frame rate.