> For the complete documentation index, see [llms.txt](https://docs.akiraghost.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.akiraghost.com/product-guides/akira-jni/features/visuals/player-esp.md).

# Player ESP

The *Player ESP* module draws boxes, bars, and text overlays on top of enemy and teammate models — even through walls — so you always know where every player is and what state they're in. Four independent profiles let you configure visible enemies, hidden enemies, teammates, and friends separately, each with its own colors, elements, and bar styles.

Turn on **Show In Screens** (off by default) to keep ESP overlays rendering while the inventory, chat, or any other screen is open, rather than hiding them the moment a menu appears.

## Profiles

**Settings Mode** (default **Visible**) chooses which of the four profiles the panel below configures. Every setting past this point applies only to the selected category, so pick a profile first and then tune its elements:

* **Visible** — enemies you have direct line-of-sight to.
* **Hidden** — enemies behind walls or terrain.
* **Team** — players on your team.
* **Friends** — players you have added as friends.

Each profile has its own master toggle, **\[Profile] Enabled** (on by default), so you can, for example, leave Team off while Visible and Hidden stay on. For the Hidden, Team, and Friends profiles, **Same As Visible** (on by default) copies every visual setting from the Visible profile, letting you configure one look and mirror it everywhere.

## Boxes and outlines

**Boxes** (on by default) draws a bounding box around every player in the profile. **Mode** (default **2D**) sets how it's rendered:

* **2D** — a flat rectangle projected onto the screen.
* **3D Outlined** — a wireframe cube aligned to the game world.
* **3D Filled** — a solid, semi-transparent cube.

The box uses an **Outline Color** for its border or wireframe edges, and a **Filled Color** for the interior in 2D and 3D Filled modes. **Cornered Boxes** (on by default) replaces the full outline with corner brackets for a less cluttered look; when it's on, **Corner Width** sets the bracket line thickness from `0.1` to `4.0 px` (default `1.5`). With cornered boxes off, you instead get **Box Rounding** to round the 2D corners, from `0.0` to `10.0` (default `0.0`, sharp corners), plus a **2D Box Width** and **3D Box Width** for the full outline thickness — both range `0.1` to `4.0 px` (default `2.0`), the first shown in 2D mode and the second in either 3D mode.

In either 3D mode you can also enable **3D Box Rotation** (off by default) to tilt the box so it follows the player's current facing direction. **Fade Distance** fades the overlay out as the player nears the edge of a distance threshold, from `0.0` to `20.0` (default `5.0`); set it to `0` to disable fading entirely.

Two coloring options ride on top of the box. **Use Armor Color** (off by default) overrides the box or skeleton color with the actual dye color of the player's worn leather armor. **Hurt Effect** (off by default) briefly flashes the outline with a configurable **Hurt Color** whenever that player takes a hit, then fades it out automatically.

## Health and armor bars

### Health bar

**Healthbar** (on by default, shown when Boxes is on) draws a bar showing the player's current HP. It starts at a configurable **Healthbar Color** at full health, and **Healthbar Color Health Dependent** (on by default) gradually shifts that color toward red as HP drops. Turn on **Healthbar Gradient** (off by default) to blend the bar from the base color to a second **Healthbar Gradient Color** left-to-right. **Healthbar Background** (on by default) draws a track behind the bar in its own **Healthbar Background Color** so the empty portion stays visible.

**Health Bar Thickness** sets the pixel height from `1.0` to `4.0 px` (default `2.0`), and **Healthbar Rounding** rounds the ends from `0.0` to `10.0` (default `0.0`). **Health Text Format** (default **20/20**) controls how the separate Health text element reads — **20/20** shows current over maximum, **100%** shows a percentage of max HP.

### Armor bar

**Armorbar** (off by default) shows a second bar for the player's armor. **Armor Bar Mode** (default **Strength**) sets what it represents — **Strength** is total armor protection points, **Durability** is the remaining durability of worn armor. It mirrors the health bar's coloring: a full-value **Armorbar Color**, **Armorbar Color Dependent** (on by default) to shift that color as armor degrades, an optional **Armor Bar Gradient** (off by default) with its own **Armor Bar Gradient Color**, and **Armorbar Background** (on by default) with an **Armorbar Background Color**. **Armor Bar Thickness** runs `1.0` to `4.0 px` (default `2.0`) and **Armorbar Rounding** runs `0.0` to `10.0` (default `0.0`).

## Skeleton

**Skeleton** (off by default) draws lines connecting each player's joint positions, so you can read their pose and facing direction at a glance. It uses a configurable **Skeleton Color**, and **Skeleton Width** sets the line thickness from `0.1` to `4.0 px` (default `1.0`).

## Name, distance, and status

**NameTag** (on by default) draws a custom ESP name label above the player's head; you can optionally suppress the vanilla Minecraft name tag with **Hide Original NameTag**. It has its own **NameTag Color** and an optional **NameTag Background** (off by default), and **Use MC Colors** (on by default) renders the name with any `§` color codes from the player's display name or team color.

**Distance** (on by default) shows how many blocks away the player is, with its own **Distance Color** and optional **Distance Background** (off by default).

The remaining status elements are all off by default, each with a matching color and optional background toggle:

* **Ping** — the player's current latency in milliseconds. **Ping Color By Value** (off by default) tints it green for low latency and red for high.
* **Sneaking** — a label shown while the player holds sneak.
* **Eating** — a label shown while the player consumes food or a potion.
* **Burning** — a label shown while the player is on fire.

## Held items and equipment

These elements are all off by default and reveal the player's gear alongside their overlay. Each has a color and an optional background.

* **Effects** — the player's active potion effects. **Effects Display Mode** (default **Icons**) draws them as status-effect icons, or switch to **Text** for the effect name and remaining duration.
* **Items** — the player's held item and equipped gear. **Items Display Mode** (default **Icons**) uses item sprite icons, or **Text** for names. Enable **Items Show Durability** (off by default) to add durability, formatted by **Items Durability Mode** (default **Bar**) as a visual **Bar**, a **Percentage** (e.g. `75%`), or a **Fraction** (e.g. `375/500`).
* **Armor** — the player's helmet, chestplate, leggings, and boots. **Armor Display Mode** (default **Icons**) uses armor sprite icons, or **Text** for names. **Armor Show Durability** (off by default) adds durability in the same **Armor Durability Mode** choices — **Bar**, **Percentage**, or **Fraction** (default **Bar**).

**Show Enchantments** (off by default) stacks enchantment labels above the item and armor icons, automatically hiding when the player is too far away for the text to be legible. The labels use a configurable **Enchant Text Color**, and **Enchant Text Scale** sizes them relative to default from `0.50` to `1.50×` (default `0.70`) — lower packs them denser, higher makes them more readable.

## Text and layout

**Minimize Flag Names** (off by default) switches text elements to their short form to save space — for example "N" instead of "NameTag", "D" instead of "Distance".

By default all ESP text uses the built-in Roboto font. Turn on **Custom ESP Font** (off by default) to swap in a system or custom font, at which point **ESP Font Size** sets the text size from `8.0` to `32.0` (default `14.0`). **Text Shadow** (off by default) adds a drop shadow behind all ESP text for readability against bright backgrounds; while it's on, **Shadow Size** sets how far the shadow is offset from `0.5` to `3.0` (default `1.0`) and **Shadow Intensity** sets its opacity from `0.10` to `1.00` (default `0.60`).

{% hint style="success" %}
**Recommended:** use 2D bounding boxes for a cleaner look, and set distinct colors for Hidden versus Visible so you can tell at a glance whether you have a clear shot. Enable the health bar on Visible players so you always know when to push.
{% endhint %}
