Text UI replaces the plain white DrawText3D and the default framework prompts with clean, animated interaction prompts for your FiveM server. Every prompt is a key badge and a line of text — pinned to the edge of the screen, or floating in the world over a door, a shop counter, an NPC or another player. When several prompts share a spot they become a list, and the player picks one with the arrow keys.
It is built to drop into a server that already exists. ESX's ESX.TextUI and QBCore's DrawText point at it with a few lines, old scripts that draw DrawText3D every frame keep working through a small wrapper, and GTA colour codes such as ~g~ are shown as real colours. There is no database and no SQL to import, and nothing else to install.
Where to start#
Page | What it covers |
|---|---|
Requirements, download, load order, the config file, and checking that it works. | |
Turning every DrawText3D call in your old scripts into Text UI prompts without rewriting them. | |
The three kinds of prompt, distances, stacked options, prompts placed from the config, screen position, colours, text formatting and the Cyberpunk style. | |
ESX TextUI, QBCore and Qbox DrawText, job filters, and adding another framework. | |
Every client export and event, with its parameters and an example. | |
What each problem means, and how to fix it. |
What it does#
Area | Details |
|---|---|
On-screen prompts | A key badge and a line of text that slide in at any of nine screen positions. The text can change in place without animating in again. |
3D text | Prompts pinned to a world coordinate: a small marker from a distance, the full label once the player is close enough to use it, and an event of yours fired on the keypress. |
Prompts on players | A label that follows another player, with up to two keys and one event per key — search, escort, give. |
Stacked options | Several prompts at one place become a list. The arrow keys choose, and the option's own key confirms. |
Config areas | Prompts placed in the config with a function that runs on the keypress, shown to one job or behind a condition of your own. |
DrawText3D replacement | Old scripts keep calling DrawText3D. A drop-in wrapper hands the calls to Text UI and removes the label when the script stops drawing it. |
Framework TextUI | ESX.TextUI, ESX.HideUI and QBCore's DrawText, HideText and ChangeText redirected to Text UI, so every framework script shares one look. |
Styles | Your own colours for the default look, or a Cyberpunk 2077 dialogue style with a speaker plate. |
Formatting | GTA codes — |
Performance | With nothing nearby it checks four times a second. The interface is only told when something on screen actually changes, and labels follow the world without being redrawn. |
Frameworks | ESX, QBCore and Qbox detected on their own. Standalone servers work too. |
Driving it from your own scripts? One export shows an on-screen prompt; another pins one to a coordinate and fires your event when the key is pressed. See Commands and Exports.



