Documentation

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TargetRendering

A visual indicator rendered on or near the currently targeted entity. Used across several combat modules to give visual feedback about which entity is being targeted.

This is a toggleable group (can be enabled/disabled).

Modes

Legacy - Renders a flat 3D box above the target entity's head. The box is centered horizontally on the entity and positioned at the top of the entity's bounding box plus an extra Y offset.

Sub-settings:

SettingTypeDefaultRangeDescription
SizeFloat0.50.1–2.0Half-width of the box on the X and Z axes.
HeightFloat0.10.02–2.0Vertical thickness of the box.
ColorColorLiquidBounce theme (alpha 100)Color of the box.
ExtraYOffsetFloat0.10.0–1.0Additional vertical offset above the entity's bounding box top.

Circle - Renders a flat gradient-filled circle in the world at the target's position. The circle is drawn as a gradient from OuterColor at the rim to InnerColor at the center, with an optional outline ring on top. The outline is hidden when its color is fully transparent.

Sub-settings:

SettingTypeDefaultRangeDescription
RadiusFloat0.850.1–2.0Outer radius of the circle.
InnerRadiusFloat0.00.0–2.0Radius of the inner gradient endpoint. Clamped to not exceed Radius.
HeightModeModeDetermines the vertical position of the circle. See HeightMode.
OuterColorColorLiquidBounce theme (alpha 100)Color at the outer edge of the gradient.
InnerColorColorLiquidBounce theme (alpha 100)Color at the inner center of the gradient.
ColorColor#007CFF (full alpha)Outline color drawn around the outer edge. Set to transparent to hide the outline.

Image - Renders a textured quad in the world at the target's position, always facing the camera (billboard). Supports both a custom user-provided image and built-in preset textures (Marker1, Marker2). The quad can be rotated over time using an animation curve.

Sub-settings:

SettingTypeDefaultDescription
SourceModeCustomImage source. Choose between Custom (user-provided texture) and Builtin (preset textures: Marker1, Marker2).
ScaleVec2f(1.0, 1.0)X and Y scale of the rendered quad.
ColorModulatorColorWhiteTint color multiplied onto the texture.
RotateAnimatedValueGroupAnimation curve controlling rotation over time. The curve maps a progress value (0–1) to degrees (-180–180).
HeightModeModeDetermines the vertical position of the image. See HeightMode.

GlowingCircle - Renders a solid filled circle with a vertical glow effect extending upward or downward from the circle plane. The glow is drawn as a gradient cone from OuterColor at the base to GlowColor at the glow tip. An optional outline is drawn around the base circle. When using the Animated or Health height modes, the glow height is calculated automatically; otherwise the GlowHeight setting controls it.

Sub-settings:

SettingTypeDefaultRangeDescription
RadiusFloat0.850.1–2.0Radius of the circle.
HeightModeModeDetermines the vertical position of the circle. See HeightMode.
OuterColorColorLiquidBounce theme (alpha 100)Color of the solid circle fill and base of the glow gradient.
GlowColorColorLiquidBounce theme (alpha 0)Color at the tip of the glow gradient.
GlowHeightFloat0.3-1.0–1.0Vertical offset of the glow tip relative to the circle. Ignored when the active HeightMode provides its own glow height (Animated).
ColorColor#007CFF (full alpha)Outline color drawn around the circle. Set to transparent to hide the outline.

Ghost - Renders three spiraling particle trails around the target entity using a glow texture. Each trail follows a different 3D path computed from sine and cosine functions. The particles are billboarded (always face the camera) and fade out progressively along the trail. The trail orbits continuously based on the client uptime.

Sub-settings:

SettingTypeDefaultRangeDescription
ColorColorBlueBase color of the particles. Alpha fades along the trail.
SizeFloat0.50.4–0.7Size of each individual particle quad.
LengthInt2515–40Number of particles per trail. Longer values produce a longer spiral with more fade. Also affects the orbit radius slightly.

Text2D - Projects text onto the screen at the target's world position using screen-space rendering. The text is drawn using the client's font renderer, centered horizontally and vertically on the projected point. Supports multiple lines of text and optional text shadow.

Sub-settings:

SettingTypeDefaultRangeDescription
ScaleFloat1.00.01–10.0Scale factor for the rendered text.
ShadowBooleantrueWhether to draw a shadow behind the text.
ColorColorRedColor applied to the text via the text style.
TextText List["TARGET"]List of text lines to display. Each line is rendered below the previous one.
HeightModeModeDetermines the vertical world position before screen projection. See HeightMode.

Arrow - Projects a downward-pointing triangle onto the screen above the target entity's head. The triangle tip points at the top of the entity's bounding box. The triangle width is 10 × Size and its height is 10 × Size.

Sub-settings:

SettingTypeDefaultRangeDescription
ColorColorRedFill color of the triangle.
OutlineColorColorTransparentOutline color of the triangle. Hidden when transparent.
SizeFloat1.50.5–20.0Scale factor for the triangle dimensions.

HeightMode (shared sub-mode)

Used by Circle, Image, GlowingCircle, and Text2D to determine the vertical world position at which the indicator is rendered relative to the target entity.

Feet - Positions the indicator at the entity's foot level (Y = 0 relative to entity position).

SettingTypeDefaultRangeDescription
OffsetFloat0.0-1.0–1.0Additional vertical offset from the feet position.

Top - Positions the indicator at the top of the entity's bounding box.

SettingTypeDefaultRangeDescription
OffsetFloat0.0-1.0–1.0Additional vertical offset from the top of the bounding box.

Relative - Positions the indicator at a fraction of the entity's total height. A value of 0 corresponds to the feet, 1 corresponds to the top of the bounding box.

SettingTypeDefaultRangeDescription
HeightFloat0.5-0.5–1.5Fraction of entity height at which to place the indicator.

Health - Positions the indicator based on the entity's current health percentage. The height is calculated as (currentHealth / maxHealth) × entityHeight. Falls back to 0 for non-living entities.

No additional settings.

Animated - Moves the indicator up and down over time using a sine wave. The position follows the formula sin(tickCount × Speed) × HeightMultiplier + HeightOffset. Also provides an automatic glow height offset for GlowingCircle.

SettingTypeDefaultRangeDescription
SpeedFloat0.180.01–1.0Speed multiplier for the sine wave oscillation.
HeightMultiplierFloat0.40.1–1.0Amplitude of the vertical oscillation.
HeightOffsetFloat1.30.0–2.0Baseline vertical offset around which the sine wave oscillates.
GlowOffsetFloat-1.0-3.1–3.1Phase offset applied to the sine wave when calculating the glow height for GlowingCircle.

Last updated: 2026-02-13