Documentation

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Radar

Radar draws small directional pointers around the centre of your screen for every rendered entity nearby, giving you a quick heads-up display for awareness without needing to look directly at a target. Each pointer orbits a fixed distance from screen-centre and always points toward the corresponding entity's position relative to you, rotating in sync with your yaw so that "up" on the radar always means "straight ahead."

The Tilt setting lets you control whether the radar is shown flat (Static) or dynamically foreshortened based on where you are looking vertically (ByPitch). At 90° the radar looks perfectly flat; lower values compress it vertically, giving a perspective-like feel. ByPitch automatically mirrors your current look pitch, clamped to the range you specify.

You can customise the look of each pointer — choose between a sharp triangle shape with tunable dimensions or one of two pre-built image styles — and colour them by entity distance, health, a fixed colour, or a cycling rainbow. The Alpha curve lets you fade pointers out smoothly as entities get further away. Enable OnlyPlayers to ignore mobs and only track other players, which is useful on PvP servers where mob noise would otherwise clutter the display. Radar pairs well with ESP and Nametags for a complete awareness setup.

Category: Render Enabled by default: No

Settings

SettingTypeDefaultRangeDescription
TiltMode SelectorStaticControls how the radar is tilted. Static applies a fixed angle; ByPitch dynamically tilts based on your look pitch.
Tilt → Static → AngleDecimal90.0-90.0 – 90.0 degFixed tilt angle applied to the radar. 90° renders it flat; lower values compress it vertically.
Tilt → ByPitch → LimitationDecimal Range45.0..90.00.0 – 90.0 degThe pitch range (in degrees) that is allowed to influence the radar tilt. Values outside this range are clamped.
RadiusDecimal40.02.0 – 200.0Distance in pixels from the screen centre at which pointers are drawn.
OnlyPlayersTogglefalseWhen on, only player entities appear on the radar; mobs and other entities are ignored.
PointerModeMode SelectorTriangleShape used to represent each entity on the radar.
PointerMode → Triangle → WidthDecimal8.01.0 – 100.0Horizontal width of the triangle pointer.
PointerMode → Triangle → HeightDecimal10.01.0 – 100.0Vertical height of the triangle pointer.
PointerMode → Triangle → TailConcaveSizeDecimal2.00.0 – 50.0How far the base of the triangle is notched inward. Set to 0 for a plain triangle.
PointerMode → Image1 → SizeDecimal10.01.0 – 100.0Display size of the Image1 pointer texture.
PointerMode → Image2 → SizeDecimal10.01.0 – 100.0Display size of the Image2 pointer texture.
ColorModeMode SelectorHealthDetermines how pointer colours are assigned to entities.
ColorMode → Distance → SaturationDecimal1.00.0 – 1.0Colour saturation used when colouring by distance.
ColorMode → Distance → BrightnessDecimal1.00.0 – 1.0Colour brightness used when colouring by distance.
ColorMode → Distance → HueCurveCurve mapping entity distance to a hue value when colouring by distance.
ColorMode → Health → AlphaInteger2550 – 255Opacity of pointers when colouring by entity health.
ColorMode → Static → ColorColorFixed colour applied to all pointers in Static colour mode.
AlphaCurveCurve mapping entity distance to pointer opacity, allowing far-away entities to fade out gradually.

Last updated: 2026-06-08 — Based on source code