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---
title: Custom Waypoint Icons
description: >-
Geyser supports custom locator bar icons (also known as waypoint icons),
though they have to be mapped manually.
crowdin_page_id: eb3b4451-28ab-45e6-a683-d7857bc2002a
---
import Tabs from "@theme/Tabs";
import TabItem from "@theme/TabItem";
Minecraft: Java Edition supports showing custom icons on the locator bar. These are known as custom waypoints and, on
Java Edition, are implemented through custom "waypoint styles" in a resource pack. These waypoint styles specify a near
and far distance in blocks, and a list of sprites to display on the locator bar.
Bedrock Edition also supports custom waypoint icons through behaviour + resource packs. In Geyser, these are implemented through custom JSON mappings, similar to custom block or item mappings, alongside a Bedrock resource pack.
Geyser extensions can also make use out of Bedrock's support for custom waypoint icons. Unlike JSON mappings however,
extensions have more freedom in how icons are displayed to the client.
When an unknown custom waypoint style is sent to Geyser by the Java server,
Geyser will display the waypoint using vanilla's default icons.
:::info
This guide only describes the steps required to write custom waypoint style mappings. You still need to create a resource pack
for Bedrock Edition, add the waypoint icons to it, and use it in Geyser. Geyser cannot automatically pull icons from
Java Edition resource packs.
:::
:::warning
As with custom blocks and items, Geyser does not convert resource packs from Java Edition, and also does not generate
custom waypoint mappings automatically. However, [Rainbow](/wiki/other/rainbow/) has
support for these conversions.
:::
## Simple icons
Custom waypoint icons following Java's system of having a near- and far-distance should be mapped using JSON mappings, or,
when using Geyser extensions, Geyser's `CustomWaypointStyle.VanillaBuilder` helper builder. Both of these methods follow
the same format as Java's custom waypoint styles and should feel very familiar.
<Tabs groupId="custom-waypoint-implementation">
<TabItem value="json" label="JSON-mappings">
For setting up JSON mappings, please see the instructions [here](/wiki/geyser/custom-content#json-mappings).
JSON mappings have to specify the `format_version` set to `1`, and list all custom waypoint styles under the
`waypoint_styles` key. This key holds an object in which keys are identifiers of waypoint styles, and each
value is the definition of that waypoint style.
For example, take the following `waypoint_mappings.json` file:
```json
{
"format_version": 1,
"waypoint_styles": {
"geyser:my_first_waypoint": {
"near_distance": 10,
"far_distance": 100,
"sprites": [
"geyser:custom_waypoint_0",
"geyser:custom_waypoint_1"
]
},
"geyser:my_second_waypoint": {
"sprites": [
"geyser:second_waypoint/texture_1",
"geyser:second_waypoint/texture_2",
"geyser:second_waypoint/texture_3",
"geyser:second_waypoint/texture_4"
]
},
"geyser:the_best_waypoint": {
"near_distance": 50,
"sprites": [
"geyser:ultimate_waypoint/near",
"geyser:ultimate_waypoint/far"
]
}
}
}
```
These mappings specify 3 custom waypoint styles, `geyser:my_first_waypoint`, `geyser:my_second_waypoint`, and
`geyser:the_best_waypoint`.
Just like on Java Edition, the default value for `near_distance` when not specified is 128, and for `far_distance`
it is 332. And, just like on Java Edition, at least one texture sprite must be specified.
Since namespaces do not exist in Bedrock Edition's resource packs, Geyser must flatten the texture sprite identifier
to be used in the resource pack on Bedrock Edition. Geyser does this using the following format:
> `textures/ui/<namespace>/locator_bar_dot/<path>`
As such, in the example above, the `geyser:my_first_waypoint` waypoint style refers to the following textures in the Bedrock resource pack:
- `textures/ui/geyser/locator_bar_dot/custom_waypoint_0`
- `textures/ui/geyser/locator_bar_dot/custom_waypoint_1`
</TabItem>
<TabItem value="api" label="Geyser API">
The Geyser API provides a helper builder, called `VanillaBuilder` in `CustomWaypointStyle`, to implement custom
waypoint icons that are similar to Java Edition's custom icons. The builder is similar to JSON-mappings in use
and requires the same fields to be specified.
Custom waypoint styles are registered per-connection in the `SessionDefineCustomWaypointsEvent`,
and as such you can check the `GeyserConnection` before registering a custom waypoint style. If a custom waypoint
style is used across multiple connections, it can be useful to only create it once to save memory.
`VanillaBuilder` instances are created by using `CustomWaypointStyle#vanillaLike(int nearDistance, int farDistance)`.
When not specifying a near- and far-distance, the Java defaults of 128 and 332 are used.
```java
@Subscribe
public void onSessionDefineCustomWaypoints(SessionDefineCustomWaypointsEvent event) {
event.register(Identifier.of("geyser:my_first_waypoint"), CustomWaypointStyle.vanillaLike(10, 100)
.withTexture(Identifier.of("geyser:custom_waypoint_0"))
.withTexture(Identifier.of("geyser:custom_waypoint_1"))
.build());
event.register(Identifier.of("geyser:my_second_waypoint"), CustomWaypointStyle.vanillaLike()
.withTexture(Identifier.of("geyser:second_waypoint/texture_1"))
.withTexture(Identifier.of("geyser:second_waypoint/texture_2"))
.withTexture(Identifier.of("geyser:second_waypoint/texture_3"))
.withTexture(Identifier.of("geyser:second_waypoint/texture_4"))
.build());
event.register(Identifier.of("geyser:the_best_waypoint"), CustomWaypointStyle.vanillaLike(50, 332)
.withTexture(Identifier.of("geyser:ultimate_waypoint/near"))
.withTexture(Identifier.of("geyser:ultimate_waypoint/far"))
.build());
}
```
As with JSON mappings, Geyser flattens the texture identifier into a string using the following format:
> `textures/ui/<namespace>/locator_bar_dot/<path>`
However, you can also pass a literal texture string to `withTexture`. This string must not be prefixed with
`textures/` and must also not be suffixed with the texture extension (e.g. `.png`).
You can register the same custom waypoint style for multiple waypoint style identifiers. However, each
waypoint style identifier may only have one custom waypoint style attached to it. If a duplicate is registered,
a `CustomWaypointStyleRegisterException` will be thrown.
</TabItem>
</Tabs>
---
<details>
<summary>Changing vanilla waypoint styles</summary>
Creating custom waypoint styles for vanilla waypoint styles, like `minecraft:default`, is allowed, and can be done
as follows:
<Tabs groupId="custom-waypoint-implementation">
<TabItem value="json" label="JSON-mappings">
```json
{
"format_version": 1,
"waypoint_styles": {
"minecraft:default": {
"sprites": [
"geyser:custom_vanilla_0",
"geyser:custom_vanilla_1",
"geyser:custom_vanilla_2",
"geyser:custom_vanilla_3",
"geyser:custom_vanilla_4"
]
}
}
}
```
</TabItem>
<TabItem value="api" label="Geyser API">
```java
@Subscribe
public void onSessionDefineCustomWaypoints(SessionDefineCustomWaypointsEvent event) {
event.register(Identifier.of("minecraft:default"), CustomWaypointStyle.vanillaLike(128, 332)
.withTexture(Identifier.of("geyser:custom_vanilla_0"))
.withTexture(Identifier.of("geyser:custom_vanilla_1"))
.withTexture(Identifier.of("geyser:custom_vanilla_2"))
.withTexture(Identifier.of("geyser:custom_vanilla_3"))
.withTexture(Identifier.of("geyser:custom_vanilla_4"))
.build());
}
```
</TabItem>
</Tabs>
</details>
## Advanced icons
Geyser API users may write custom implementations of `CustomWaypointStyle`, to run custom checks for waypoint textures
and waypoint icon sizes. Just like waypoint styles created using the `VanillaBuilder`, these can be registered for one
or more custom waypoint style identifiers in the `SessionDefineCustomWaypointsEvent`. For example, the following
implementation will always use the same texture and icon size, no matter the distance:
```java
public final class MyCustomWaypointStyle implements CustomWaypointStyle {
public static final CustomWaypointStyle INSTANCE = new MyCustomWaypointStyle();
private static final Vector2f SIZE = Vector2f.from(0.5, 0.5);
private MyCustomWaypointStyle() {}
@Override
public String texturePath(Identifier style, float distance) {
return "ui/geyser/locator_bar_dot/my_icon";
}
@Override
public Vector2f textureSize(Identifier style, float distance) {
return SIZE;
}
}
```
Implementations must always implement `texturePath(Identifier, float)` and `textureSize(Identifier, float)`. The first
returns the texture path to use for that waypoint style and distance (not prefixed with `textures/`), and the second
returns the size of the texture to use (where a size of `[1, 1]` is the size icons normally appear as when the waypoint
is close to the player).
Implementations can then be registered through the `SessionDefineCustomWaypointsEvent` as follows:
```java
@Subscribe
public void onSessionDefineCustomWaypoints(SessionDefineCustomWaypointsEvent event) {
event.register(Identifier.of("geyser:my_style", MyCustomWaypointStyle.INSTANCE));
}
```
Like with `VanillaBuilder`, should you use a custom waypoint style across multiple connections,
it can be useful to only keep one instance of it, to save memory. Also, avoid running time-taking operations in your
`texturePath` or `textureSize` implementations, since these methods are called frequently. For full implementation details,
refer to the Javadocs of `CustomWaypointStyle`.