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This article describes how to create your own HUDs. That way, you can know that the west side of the object will be the one facing the screen when attached. For a box prim, that is face 4. Prim alpha and texture transparency work as expected. If you want your HUD to be totally transparent, consider making only the front faces that way. The flat projection will keep the other sides hidden, and it will be easier for residents to find the object if accidentally dropped or forgotten on the ground.
HUD objects will capture mouse clicks, even on their transparent parts. If you are using a round interface element, a cylinder would not be a bad choice of prim, so it does not use more space than it needs. Shiny works on the HUD, this can help to give an almost-3D appearance to some shapes, like spheres or sculpts. Not everybody enables shiny, so textured shading could still be your best bet.
They mostly work like any other attachment, but there are some special exceptions. If a sound is triggered using llTriggerSound , the wearer and any bystanders will hear it. Like with all attachments, llSensor will not detect the attachment or its wearer. Particles do not generally work. On very old viewers before 1. VWR llSetText is supported, but be aware that the text does not scale with the HUD or screen size, and the text size is under user control. Despite the limitations, some HUD objects use it to great advantage.
Differences in coordinates HUD center coordinates HUD bottom right coordinates HUD attachments are rendered with an orthographic projection, meaning that everything looks flat and there is no perspective. The objects are still 3D, and they can move in XYZ space and be rotated. The X coordinate moves away from and toward the wearer, a higher number is farther away and can hide a HUD prim behind others. You can use X changes in a single HUD object to reveal and hide buttons, for one example.
There is no good way to grab the red X axis with the viewer editor, but scripts do not have this problem. Y moves right to left on the screen, a higher number is more to the left. Z moves bottom to top on the screen, a higher number is, well, higher up! In HUD space, 1 meter is the height of the viewer window, including the menus and tool bar. The 0,0,0 position depends on the HUD attachment point.