Title Holograms
Learn how to create title holograms.
Overview
In this guide, you'll learn how to create a title hologram using an entity nameplate.
Steps
- Open and equip the Entity Grabber Tool.

This tool will be used later to adjust the position of the nameplate, so it’s useful to keep it equipped throughout the process.
- Spawn a small entity (for example, rubble or a similar object), then scale it down to lowest possible value.

- Hover over the entity you just spawned and run the following command:
/entity nameplate "Text Here"
Your title hologram should now be visible in the world, floating where the entity is placed.

Bonus Section - Creating Title Holograms With Code
This section shows how to create the same title hologram using a server plugin command instead of in-game tools.
The example below creates a command called /titlehologram that spawns an invisible entity with a floating nameplate at the player’s location.
package org.example.plugin;
import com.hypixel.hytale.component.Holder;
import com.hypixel.hytale.math.vector.Transform;
import com.hypixel.hytale.server.core.command.system.CommandContext;
import com.hypixel.hytale.server.core.command.system.basecommands.CommandBase;
import com.hypixel.hytale.server.core.entity.UUIDComponent;
import com.hypixel.hytale.server.core.entity.entities.ProjectileComponent;
import com.hypixel.hytale.server.core.entity.nameplate.Nameplate;
import com.hypixel.hytale.server.core.modules.entity.component.Intangible;
import com.hypixel.hytale.server.core.modules.entity.component.TransformComponent;
import com.hypixel.hytale.server.core.modules.entity.tracker.NetworkId;
import com.hypixel.hytale.server.core.universe.PlayerRef;
import com.hypixel.hytale.server.core.universe.Universe;
import com.hypixel.hytale.server.core.universe.world.World;
import com.hypixel.hytale.server.core.universe.world.storage.EntityStore;
import javax.annotation.Nonnull;
import java.util.UUID;
public class TitleHologramCommand extends CommandBase {
public TitleHologramCommand() {
super("TitleHologram", "Create a title hologram.");
}
@Override
protected void executeSync(@Nonnull CommandContext ctx) {
UUID playerUUID = ctx.sender().getUuid();
PlayerRef playerRef = Universe.get().getPlayer(playerUUID);
World world = Universe.get().getWorld(playerRef.getWorldUuid());
Transform playerTransform = playerRef.getTransform();
world.execute(() -> {
Holder<EntityStore> holder = EntityStore.REGISTRY.newHolder();
ProjectileComponent projectileComponent = new ProjectileComponent("Projectile");
holder.putComponent(ProjectileComponent.getComponentType(), projectileComponent);
holder.putComponent(TransformComponent.getComponentType(), new TransformComponent(playerTransform.getPosition().clone(), playerTransform.getRotation().clone()));
holder.ensureComponent(UUIDComponent.getComponentType());
holder.ensureComponent(Intangible.getComponentType());
if (projectileComponent.getProjectile() == null) {
projectileComponent.initialize();
if (projectileComponent.getProjectile() == null) {
return;
}
}
holder.addComponent(NetworkId.getComponentType(), new NetworkId(world.getEntityStore().getStore().getExternalData().takeNextNetworkId()));
holder.addComponent(Nameplate.getComponentType(), new Nameplate("Testing Holograms"));
world.getEntityStore().getStore().addEntity(holder, com.hypixel.hytale.component.AddReason.SPAWN);
});
}
}1. Getting the Player and World
UUID playerUUID = ctx.sender().getUuid();
PlayerRef playerRef = Universe.get().getPlayer(playerUUID);
World world = Universe.get().getWorld(playerRef.getWorldUuid());
Transform playerTransform = playerRef.getTransform();This retrieves:
| Value | Purpose |
|---|---|
playerUUID | The unique ID of the command sender |
playerRef | A server-side reference to the player |
world | The world the player is currently in |
playerTransform | The player’s position and rotation |
This allows the hologram to be spawned exactly where the player is standing.
2. Spawning on the World Thread
world.execute(() -> {All entity operations must run on the world thread. Everything inside this block executes safely on the correct game thread.
3. Creating the Entity
Holder<EntityStore> holder = EntityStore.REGISTRY.newHolder();
ProjectileComponent projectileComponent = new ProjectileComponent("Projectile");The projectile is only used as a valid entity shell. It will never move or behave like a real projectile.
4. Setting Position & Components
holder.putComponent(ProjectileComponent.getComponentType(), projectileComponent);
holder.putComponent(TransformComponent.getComponentType(), new TransformComponent(playerTransform.getPosition().clone(), playerTransform.getRotation().clone()));
holder.ensureComponent(UUIDComponent.getComponentType());
holder.ensureComponent(Intangible.getComponentType());This builds an invisible, stationary entity at the player’s position.
| Component | Purpose |
|---|---|
ProjectileComponent | Provides a valid entity shell |
TransformComponent | Sets the entity’s position and rotation |
UUIDComponent | Gives the entity a unique identity |
Intangible | Makes the entity non-collidable and unselectable |
The hologram will appear exactly at the player’s position and cannot be interacted with physically.
5. Initializing the Projectile
if (projectileComponent.getProjectile() == null) {
projectileComponent.initialize();
if (projectileComponent.getProjectile() == null) {
return;
}
}This ensures the projectile entity is fully created. If initialization fails, the hologram will not spawn.
6. Setting Network & Nameplate Components
holder.addComponent(
NetworkId.getComponentType(),
new NetworkId(
world.getEntityStore()
.getStore()
.getExternalData()
.takeNextNetworkId()
)
);
holder.addComponent(
Nameplate.getComponentType(),
new Nameplate("Testing Holograms")
);These final components make the hologram visible and give it its text.
| Component | Purpose |
|---|---|
NetworkId | Allows the entity to be synced |
Nameplate | The actual hologram text |
7. Spawning the Entity
world.getEntityStore()
.getStore()
.addEntity(holder, com.hypixel.hytale.component.AddReason.SPAWN);This inserts the hologram entity into the world, making it active and visible.
