Displays
The laptop, a paired desk monitor, and the holographic projector. Pairing, switching, casting, and calibration.
One player can run up to three live displays: the laptop, a paired desk monitor, and a ceiling-mounted holographic projector. Windows move between them by dragging or casting, and each display keeps rendering while the others are in use.
The laptop
Use the laptop item to enter placement mode, put the laptop down on a
surface, and open it through ox_target. Pick it back up the same way
(Config.EnablePickup). Placed laptops persist.
Two options shape how the laptop feels to bystanders:
Config.Networking.OpenLaptopForAll(defaultfalse): whentrue, the open laptop is a networked prop with a synced screen, so nearby players see it open with live content. This adds a short warm-up on open. Whenfalse, the open laptop is local to the operator and the screen appears instantly.Config.Prewarm: boots the OS in the background while a player stands near a closed laptop, so opening it shows a live screen without a boot delay.
While a screen is focused, the operator is posed to match the surface
height (standing, kneeling, and further stances under
Config.Animation), and the screen casts an ambient glow tinted by
what is on it (Config.ScreenGlow).
Esc suspends the session and returns control without shutting
anything down; targeting the laptop again resumes where you left off.
Shut Down in the Start menu ends the session fully.
Pairing a monitor
While a laptop is open, target any supported monitor prop within about 3 meters and choose Connect laptop. The monitor becomes a second display running at 1920x1080, alongside the laptop's 1280x720.
Alt+1focuses the laptop,Alt+2the monitor. The camera glides between them without leaving the session, and a control hint marks the active display while two are live (Config.DisplaySwitch).- Drag a window across the touching edge to move it to the other display. The window carries your grab point with it.
- Disconnecting the monitor sweeps its windows back to the laptop.
The projector
The projector is a third display: a ceiling-mounted unit that casts a
16:9 image onto whatever surface its lens faces, with a visible light
beam and wall glow. It comes from either the placeable item
(Config.Projector.Item) or any matching projector prop already mapped
into an interior (Config.Projector.Model).
To place one, use the item and aim at a ceiling; scrolling rotates the lens direction. Then target the mounted unit:
- Connect projector (within
Config.Projector.DetectRadiusof an open laptop) pairs it as a third display. - View projection focuses the projected image and drives it with mouse and keyboard.
- Calibrate nudges and zooms the projected image. Calibration is saved per projector and applies for every player.
Cast any window to the projector with the cast button in its title bar.
The image size follows the throw distance
(Config.Projector.ThrowRatio, clamped between MinWidth and
MaxWidth), and bystanders see the image, beam, and glow when
Config.Projector.SyncForAll is on.
The projected picture has an optical treatment (lens defocus, hotspot,
vignette, grain) tunable under Config.Projector.Fx, and the beam
(color, brightness, dust) under Config.Projector.Beam.
Windows keep their place
When a window moves to another display, or is minimized and reopened, its app restores where you were: the same tab, selection, and unsent drafts. This also applies to third-party SDK apps that use the view state API (see Custom apps).
Related configuration
All display options live in config.lua: Config.Projector,
Config.DisplaySwitch, Config.Prewarm, Config.Networking,
Config.Animation, and Config.ScreenGlow. See
Configuration.