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Looks like the spiders padded through here. Pick a plugin and it will show up here. Continue shoppingBuild /title commands with colors, gradients and timing, and watch the title play on a game screen before you copy it.
Formatting Title
&a green, &l bold, &#ff8800 hex, &r reset. Select text, then Gradient.
20 ticks = 1 second.
Run them in this order: times and subtitle first, then title.
/title @a times 10 70 20
/title @a subtitle {"text":"to Phoenix Network","color":"gray"}
/title @a title {"text":"W","color":"gold","bold":true,"extra":[{"text":"e","color":"#ff9c0e"},{"text":"l","color":"#ff8e1c"},{"text":"c","color":"#ff802b"},{"text":"o","color":"#ff7139"},{"text":"m","color":"#ff6347"},{"text":"e","color":"red"}]}
/title @a actionbar {"text":"Type ","color":"gray","extra":[{"text":"/menu ","color":"white"},{"text":"to get started"}]}
Same text for chat or configs? Minecraft Gradient Text Generator →
Builds Minecraft Java /title commands for a title, subtitle and actionbar from & color codes, with hex gradients, fade timing in ticks and an animated game-screen preview. The commands come out in the order the game needs and work from 1.13 through the SNBT text of 1.21.5 and newer.
| Command | What it does |
|---|---|
/title <targets> title <text> |
Shows the title, with the stored subtitle under it. |
/title <targets> subtitle <text> |
Stores the subtitle for the next title. Shows nothing by itself. |
/title <targets> actionbar <text> |
Text above the hotbar for about 3 seconds. |
/title <targets> times <in> <stay> <out> |
Fade in, stay and fade out in ticks for later titles. |
/title <targets> clear |
Removes the title from the screen. |
/title <targets> reset |
Clears it, forgets the subtitle and sets times back to 10 70 20. |
The title is drawn at four times the normal text size and the subtitle at twice, so a title of about 20 characters already fills a 1080p screen at the default GUI scale.
| Ticks | Seconds | Typical use |
|---|---|---|
| 0 | 0 | No fade, for countdown numbers |
| 10 | 0.5 | Default fade in |
| 20 | 1 | Default fade out, one countdown step |
| 70 | 3.5 | Default stay |
| 100 | 5 | Long announcement |
For a 3, 2, 1 countdown, set times to 0 20 0 and send a new title every 20 ticks from a function with /schedule or a clock.
Up to Java 1.21.4 the text in /title is JSON. From 1.21.5 commands read it as SNBT, which also accepts quoted keys and true, so the generator's output works in both. Each colored piece is a component; later pieces go in extra and inherit the first piece's style unless they set their own:
/title @a title {"text":"Gold ","color":"gold","bold":true,"extra":[{"text":"aqua","color":"aqua"}]}
Need the same text for chat or a plugin config? The gradient text generator writes it as & codes, MiniMessage or JSON, and the MOTD generator does the server list.
/title <targets> title <text> shows a title, subtitle <text> sets the line under it, actionbar <text> writes above the hotbar, and times <fadeIn> <stay> <fadeOut> sets the timing in ticks. /title <targets> clear removes the title on screen, and /title <targets> reset also clears the subtitle and puts the times back to 10, 70 and 20. The text is a text component, like {"text":"Hello","color":"gold"}.
The subtitle command only stores the subtitle; it appears when the next title command runs. Send times and subtitle first, then title. To show only a subtitle, send an empty title after it: /title @a title {"text":""}. This generator puts the commands in that order.
Times are in game ticks, and 20 ticks are 1 second. The defaults are 10 ticks fade in, 70 ticks stay and 20 ticks fade out, so 5 seconds in total. The last times you set stay in effect for that player until you change them or run /title <player> reset, so send times before each title.
Use the actionbar: /title @a actionbar {"text":"+50 coins","color":"gold"}. It shows at once, ignores the title times and fades out after about 3 seconds. To keep it on screen, run it again every second or two from a repeating command block or a scheduled function.
Yes, since Java 1.16 the color key takes a hex value like "color":"#ff8800", so gradients work in titles, subtitles and the actionbar. Vanilla doesn't read & codes in commands; type them here and the generator turns them into the right components.
Replace @a with the player's name, or with a selector: @p for the nearest player, @s for whoever runs the command, @r for a random player, or filters like @a[team=red] and @a[distance=..20]. The target must be a player; @e only works with type=player.
Tick "No leading slash" and paste each command into its own command block, chained in order: times, subtitle, title. In a datapack .mcfunction file, put one command per line without the slash. Chat takes 256 characters per command; command blocks take up to 32,500, which leaves room for long gradients.
Usually one of these: the subtitle was sent after the title, the selector matched nobody (@p in a command block picks the player nearest the block), the stay time is 0, the text component has a typo, the command was cut off at the 256-character chat limit, or you aren't an operator (/title needs permission level 2). Hex colors need Java 1.16 or newer.
Yes. Since Java 1.21.5 commands read text components as SNBT instead of JSON. The objects this tool writes, with quoted keys, true and a list of components in extra, are valid in both, so the same command works from 1.13 to the latest version.
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