Boss bars
Constructing a BossBar
Section titled “Constructing a BossBar”Boss Bars are composed of:
- A component used for the title of the boss bar
 - A number from 0 to 1 used to determine how full the boss bar should be
 - A color, will be downsampled for clients <1.9
 - An overlay that determines the amount of visual segments on the boss bar
 
Examples:
private @Nullable BossBar activeBar;
public void showMyBossBar(final @NonNull Audience target) {  final Component name = Component.text("Awesome BossBar");  // Creates a red boss bar which has no progress and no notches  final BossBar emptyBar = BossBar.bossBar(name, 0, BossBar.Color.RED, BossBar.Overlay.PROGRESS);  // Creates a green boss bar which has 50% progress and 10 notches  final BossBar halfBar = BossBar.bossBar(name, 0.5f, BossBar.Color.GREEN, BossBar.Overlay.NOTCHED_10);  // etc..  final BossBar fullBar = BossBar.bossBar(name, 1, BossBar.Color.BLUE, BossBar.Overlay.NOTCHED_20);
  // Send a bossbar to your audience  target.showBossBar(fullBar);
  // Store it locally to be able to hide it manually later  this.activeBar = fullBar;}
public void hideActiveBossBar(final @NonNull Audience target) {  target.hideBossBar(this.activeBar);  this.activeBar = null;}Changing an active BossBar
Section titled “Changing an active BossBar”Boss bars are mutable and listen for changes on their object, the in-game view will change automatically without having to manually refresh it!
Therefore, if this boss bar is currently active
final BossBar bossBar = BossBar.bossBar(Component.text("Cat counter"), 0, BossBar.Color.RED, BossBar.Overlay.PROGRESS);and BossBar.name() with a component is called
final Component newText = Component.text("Duck counter");bossBar.name(newText);the boss bar will be updated automatically. The same thing goes for progress, color and overlay.