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.
| 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 |
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.
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.
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.