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orbit

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orbit is a modular ui suite for world of warcraft built directly into blizzard's native edit mode. no complex setup, no heavy overhaul — high-end extensions for the default ui, designed to feel like blizzard wrote them.

features

edit mode native every orbit frame is selectable, draggable, and resizable in blizzard's own edit mode
canvas mode a dedicated dialog for fine-tuning individual components inside a single frame
cooldown manager talent-aware spell tracking with charge displays and per-spec layouts
tracked user-authored cooldown / aura tracker that complements cooldown manager
unit frames player, target, focus, and boss frames with sync-size and shared skinning
group frames party and raid frames with aura layout and dispel highlighting
action bars skinned native bars with full edit mode integration
cast bars player and unit cast bars with target / boss focus
class resources advanced power displays per class and spec
status bars experience, reputation, and honor bars with canvas-managed text components
damage meter multi-instance, minimal-chrome meter on top of blizzard's native damage / healing pipeline
datatexts corner-triggered drawer with stats, performance, currency, and utility readouts
minimap reskinned minimap with clean compartment flyout and canvas-mode component placement
menu items bag bar and micro-menu reskins
spotlight hotkey-driven universal search across bags, gear, mounts, pets, toys, macros, and more
pixel-perfect auto-detected ui scale and snap-to-physical-pixel rendering at any resolution
smart profiles account-shared layouts with per-character spec data where it matters

modular plugin system

each component is a plugin that can be disabled. if you only want the cooldown manager, you can turn everything else off and orbit becomes a single tool. plugins live in Orbit/Plugins/ and are independently toggled in the settings panel.

for developers

if you'd like to contribute — bug fixes, plugins, translations, anything — start with CONTRIBUTE.md. it walks through the architecture, the three rendering systems (live frames / edit mode / canvas mode), the data-flow rules, and the conventions every pr is expected to follow.

support

if orbit has improved your gameplay and you'd like to support continued development, the buy me a coffee link above is genuinely appreciated — but the most valuable contribution is feedback in discord and reproducible bug reports on github.

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