Hitbox

A hitbox defines the physical boundary (or an approximation) of a block or entity. Hitboxes are used in the calculations of collisions and targeting.
Unlike with block models, all hitboxes' sizes are hard-coded and cannot be changed independently without modification.
In Java Edition, hitboxes can be seen through the F3 + B debug hotkey.
Entity hitboxes
[edit | edit source]Bounding box
[edit | edit source]
An entity's bounding box manages their collision with blocks and other entities. It's also used for detecting hits and other interactions from players, villagers, arrows, and other entities. In Java Edition, it's shown as a white color coded hitbox around the entities' model, and moves with the entity but maintains a static orientation without rotating.
When the bounding boxes between two entities overlap, a small force is applied to each entity proportional to the distance between them to push them away from each other horizontally. Because there is no vertical collision, it is possible to put multiple entities in the same block by dropping them in from above.
An entity's bounding box can transform into different shapes depending on certain situations, typically unique to the entity itself. For instance, a pufferfish when approached by players gradually expands its shape, from unpuffed, to semi-puffed, then to fully puffed. It instantly shrinks its shape back to normal once it cools down. Players can also change their bounding box by sneaking, crawling, swimming, gliding, or any other means.
Bounding boxes can be scaled by minecraft:scale attribute, or for specific entities, like interaction, it can be changed by modifying their entity data.
Eye height
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The eye height shows an entity's eyes placement. It's used for detecting when an entity is submerged in a fluid or phasing through a solid block. In this state, the game usually times the entity drowning or suffocating. In Java Edition, it's shown as flat red lines typically appearing on entities' eyes or head.
The eye height is also used to determine if two entities can see and follow each other by their eye contact.[1] A long blue tint placed in-line with the eye height hitbox shows which direction entities are looking (view angle).
Passenger attachment point
[edit | edit source]The passenger attachment point is a hitbox that shows the point where an entity passenger is attached on a mountable entity. It's shown as a small green hitbox. It appears on a mountable entity when it is mounted by another entity, and aligns precisely with the bottom side of the hitbox.
Block hitboxes
[edit | edit source]Collision box
[edit | edit source]
visualize_collision_boxes debug renderer.

The collision box manages a block's collision with entities. They are usually shaped in cubes, but some may have different shapes, like slabs, lecterns, lily pads, fences, walls, and stairs.
A collision box may not be present for all blocks; non-solid blocks such as grass, sign, button, lever, and torch have no collision box.
Activator Rail
Air
Allium
Azure Bluet
Bamboo Shoot
Banners
Beetroots
Big Dripleaf Stem
Blue Orchid
Bubble Column
Bush
Buttons
Cactus Flower
Carrots
Cave Vines
Closed Eyeblossom
Cobweb
Coral
Coral Fans
Cornflower
Crimson Fungus
Crimson Roots
Dandelion
Dead Bush
Dead Coral
Dead Coral Fans
Detector Rail
End Gateway
End Portal
Fern
Fire
Firefly Bush
Frogspawn
Glow Lichen
Golden Dandelion[upcoming 26.1]
Hanging Roots
Hanging Signs
Kelp
Kelp Plant
Large Fern
Lava
Leaf Litter
Lever
Lilac
Lily of the Valley
Mangrove Propagule
Melon Stem
Mushrooms
Nether Portal
Nether Sprouts
Nether Wart
Open Eyeblossom
Oxeye Daisy
Pale Hanging Moss
Peony
Pink Petals
Pitcher Crop
Pitcher Plant
Poppy
Potatoes
Powered Rail
Pressure Plates
Pumpkin Stem
Rail
Redstone Torch
Redstone Wire
Resin Clump
Rose Bush
Saplings
Scaffolding
Sculk Vein
Seagrass
Short Dry Grass
Short Grass
Signs
Small Dripleaf
Soul Fire
Spore Blossom
Structure Void
Sugar Cane
Sunflower
Sweet Berry Bush
Tall Dry Grass
Tall Grass
Tall Seagrass
Torchflower
Torchflower Crop
Torches
Tripwire
Tripwire Hook
Tulips
Twisting Vines
Vines
Warped Fungus
Warped Roots
Water
Weeping Vines
Wheat
Wildflowers
Wither Rose
While most blocks have their collision box identical to their interaction box[note 2] or an empty collision box if it is a non-solid block, some may have a different collision box compared to their interaction box counterpart. For instance, a lectern's collision box does not extend into the upper part of their interaction box, and a fence's collision box is a bit taller than their interaction box. The table below shows all the exceptions in Java Edition:[note 3]
| Block | Collision box | Interaction box | Notes |
|---|---|---|---|
|
|
|
Bamboos have a random center, and the same center for collision and interaction box. | |
|
|
The collision box plus a 6×11×6 column centered 4 pixels opposite from the face. |
The collision box is counted from 1 pixel below the top of the block. | |
| 15×15×15 | 15×16×15 | ||
Same as visual model when level is set to 0.
|
Same as visual model, changing according to the level.
| ||
| 4×24×4
Additionally, for all sides set to |
4×16×4
Additionally, for all sides set to |
Centered on the block's center. The additional boxes for sides set to true face the respective direction.
| |
|
Closed: Empty Open, facing is Open, facing is |
Not in wall, facing is Not in wall, facing is In wall, facing is In wall, facing is |
||
| 15×15×15 | Full block (16×16×16) | ||
| 16×2×16, with an 8x12x8 column above | The collision box plus two 16x4x4.333333 boxes and a 16x4x4.333334 box. | The additional boxes of the interaction box are positioned diagonally, approaching the visual model. They are also rotated according to the facing. | |
|
By default empty, but it can change depending on the context. In internal tests for player spawn finder, when a location without collision is being found: Full block (16×16×16). If is a source lava, for a strider that is above half of the block and not directly below another lava: 16×8×16 |
Empty | ||
|
The collision box together with a side-column, for all sides not set to When the button is false and all sides are none: Full block (16×16×16) |
| ||
| 16×14×16 | Full block (16×16×16) | ||
|
Half Half Half |
Half Half Half Half Half Half |
For all boxes, if half is | |
|
By default empty, but it can change depending on the context. If it is being placed or the context does not have an entity: empty If the entity is falling for more than 2.5 blocks: 16×14.4×16 If the entity is a falling block: Full block (16×16×16) If the entity is above the block, isn't sneaking and uses a leather boots or is in the tag #powder_snow_walkable_mobs: Full block (16×16×16) |
Full block (16×16×16) |
If more than one context is valid, the first one prevails. For example, a rabbit falling more than 2.5 blocks is considered an incomplete collision box.
| |
|
When it is being placed: Empty When the entity is not above the block or the player is sneaking:
If none of the above contexts occur, or if there is no entity in the context: Shape stable |
If the entity is holding (in mainhand) a scaffolding: Full block (16×16×16)
Bottom is Bottom is |
The shape stable is a 16×2×16 platform on top, plus four 2×16×2 column, one on each vertical edge of the block | |
| 16×8×16 | Full block (16×16×16) | ||
| 16×(2L-2)×16 | 16×2L×16 | L is the number of layers. | |
| 16×14×16 | Full block (16×16×16) | ||
| Same as visual model, but 24 pixels high | Same as visual model | ||
|
Facing is Facing is |
The collision box plus: Facing is Facing is |
The collision box is counted from the top of the block. | |
| The collision box depends on the collision box of the block that is extending/withdrawing, the progress, the facing, and the piston head. | Empty |
In Java Edition, it is possible to visualize the collision boxes by enabling visualize_collision_boxes in the debug renderer. It is also possible to see when the debug property SHAPES is enabled, indicated by a dark gray outline.
Interaction box
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The interaction box manages block interactions with players, such as block placement, destruction, use actions, etc. When looking at the given block, the interaction box is shown as a black outline around the block's edges; this is especially visible in the barrier block. The interaction box appears only if the block the player is looking at is inside of the interaction range.
A block's interaction box is usually contained within its own 1×1×1 cube space. However, some blocks, such as the ones reported below, are capable of extending outside of this space.
- The arm of an extended piston – specifically the part that protrudes into the piston's block space.[2]
- The very top part of a lectern's head.[Java Edition only] This is particularly noticeable when a block is placed above the lectern, making the lectern's outline overlap with the block.
- The extended top of an opened shulker box.
The interaction box isn't visible when aiming the crosshair at the part that extends outside of the cube.[3]
In Java Edition, the interaction box outline is cyan (
#57ffe1) with a small black outline if "Options" → "Accessibility Settings" → "High Contrast Block Outlines" is enabled. When the debug property SHAPES is enabled, the interaction box outline is white.
Miscellaneous hitboxes
[edit | edit source]Blocks visual box
[edit | edit source]In most instances where Minecraft uses line clipping for detection, it utilizes the collision box or the interaction box of the blocks. For example, when a player tries to interact with a block, the game draws a line from it to the interaction range and looks for the first block whose interaction box the line intersects with. In the case of movement, the game draws a line in the direction of movement to find the first collision box to limit movement instead of crossing it.
However, there are five situations in the game where line clipping uses neither the interaction box nor the collision box, instead, the game uses the visual box. The visual box attempts to simulate what a sight would look like; however, most game sight simulations, such as a mob AI searching for a target, use line clipping with a collision box.
For fences, mud, snow, and soul sand the visual box and the interaction box are identical. For all copper bars, copper grates, glass, glass pane, iron bars, powder snow, stained glass, stained glass pane, and tinted glass the visual box are empty. For all other blocks, the visual box and the collision box are identical.
Note that many transparent blocks have an empty visual box; this is so they can be ignored when drawing a line of sight, because they are transparent. However, not all transparent blocks are ignored; for example, the barrier, ice, and leaves have a full visual box.
Below are all the uses of the visual box in Java Edition:
- Third-person view camera: To position the third-person view camera, the game calculates the distance from the player based on the visual box, using it to avoid collisions.
- Looking at the creaking: Visual boxes are used by the creaking to know if it is in a player's line of sight; if so, it stops. This is different from endermen, which use the collision box to detect when a player is looking at them.
- Trial spawner detecting a player: When the trial spawner attempts to detect a player in order to activate, or detect a player with Trial Omen, the player needs to be looking at the spawner, and for that, a visual box is used. However, if the spawner already has a player in its list of detected players, new players will not need to look at the spawner unless they want to use the Trial Omen effect to convert the spawner into an ominous trial spawner.
- Trial spawner mob spawning: When attempting to spawn a mob, the trial spawner checks if the position where it will spawn is visible starting from the center of the block where it is located. For this, it uses the visual box.
- Ominous item spawner: When an ominous item spawner spawns above an entity, it first defines a point between 2 and 5 blocks above the top of the entity's hitbox. Then, it draws a line from the entity to that point, stopping at the chosen point or one block below the first collision found by the visual box. Note that this means that if an entity is directly below, for example, a glass block, the ominous item spawner will be spawned above the glass.
Particle collision box
[edit | edit source]Some particles have physics: for example, the smoke particles from campfires. Particles with physics have a collision box that collides with collision box of blocks. Upon collision, the particle's motion is brought to zero along one of the axes, depending on the direction of the collision.
However, particles are generated even if their collision box intersects the collision box of a block. When this happens, the particle ignores the collision box.
A lit campfire creates smoke particles between 0 and 2 blocks above it, with a symmetric triangular distribution, by the formula pos.getY() + random.nextDouble() + random.nextDouble(), when pos.getY() is the Y coordinates of the campfire and random.nextDouble() is a random number between 0 and 1. Each particle has a 4×4×4 pixels (0.25×0.25×0.25 blocks) collision box. Therefore, the closer a collision box is above the campfire, the more likely a smoke particle is to pass through it, and when the collision box is at 2.25 blocks or more, no particle will pass through it.
For example, 71.9% of smoke particles pass through a full collidable block one block above the campfire, 28.1% pass through a top slab one block above the campfire, 3.13% pass through a full collidable block two blocks above the campfire, only 0.195% pass through a cauldron two blocks above the campfire, and no particle passes through a top slab two block above the campfire.[note 4]
List of entities' hitbox sizes
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Most entities' bounding boxes are shaped in cuboids, and do not always overlap with the models of the entities. For example, the witch's bounding box does not include the upper part of its hat, and the wither's bounding box does not include the two heads on its sides. Because most bounding boxes are cuboids, it is standard to measure them by their width and height, with both being measured in blocks tall.
Base hitbox size
[edit | edit source]Below is a table of every entities' hitboxes, mainly sourced from Java Edition, unless stated otherwise. The list shows sizes of the entities' base bounding box size; other hitboxes may be noted.[note 5]
Some entities' hitbox size is marked with "Varies", this indicates that the entity has variable hitbox sizes, see § Variable hitbox size. For others, "None" marks that the entity does not have hitbox, and "N/A" indicates no data is available yet for the entity in the wiki. An empty cell indicates that the entity may not have hitbox or no data is available yet ("None" or "N/A").
Reason: baby chicken and rabbit bounding boxes updated in recent Java Edition 26.1 snapshots
| Entity | Height | Width | Eye Height | Height (Baby) | Width (Baby) |
|---|---|---|---|---|---|
| 0.6 | 0.35 | 0.36 | |||
| 0.65 | 0.7 | 0.26 | 0.39 | 0.42 | |
| 1.975 | 0.5 | 1.7775 | 0.9875 | 0.25 | |
| 0.42 | 0.75 | 0.2751 | 0.21 | 0.375 | |
| 0.9 | 0.5 | 0.45 | |||
| 0.6 | 0.7 | 0.3 | 0.3 | 0.35 | |
| 1.8 | 0.6 | 1.53 | |||
| 1.99[JE only] 1.9[BE only] | 0.6 | 1.74 | |||
| 1.77 | 0.6 | 1.3452 | |||
| 2.375 | 1.7 | 2.275 | 1.1875 | 0.85 | |
| 0.7 | 0.6 | 0.35 | 0.35 | 0.3 | |
| 0.5 | 0.7 | 0.45 | |||
| 0.7 | 0.4 | 0.644 | 0.35[until First Drop 2026] | 0.2 | |
| 0.3 | 0.5 | 0.195 | |||
| 1.4 | 0.9 | 1.3 | 0.7 | 0.45 | |
| 2.7 | 0.9 | 2.3 | |||
| 1.7 | 0.6 | 1.445 | |||
| 0.6 | 0.9 | 0.3 | 0.39[BE only] | 0.585[BE only] | |
| 1.5 | 1.3965 | 1.425 | 0.75 | 0.6982 | |
| 1.95 | 0.6 | 1.74 | 0.975 | 0.3 | |
| 1.9975 | 1.9975 | 0.99875 | |||
| 8 | 16 | 6.8 | |||
| 2.9 | 0.6 | 2.55 | |||
| 0.3 | 0.4 | 0.13 | |||
| 1.95 | 0.6 | 1.6575 | |||
| 0.7 | 0.6 | 0.4 | 0.35 | 0.3 | |
| 0.5 | 0.5 | 0.425 | |||
| 4.0 | 4.0 | 2.6 | |||
| 12 | 3.6 | 10.44 | |||
| 0.8 | 0.8 | 0.4 | |||
| 1.3 | 0.9 | 1.105 | 0.65 | 0.45 | |
| 0.85 | 0.85 | 0.425 | |||
| 4.0 | 4.0 | 2.6 | 0.95 | 0.95 | |
| 1.4 | 1.3965 | 1.19 | 0.7 | 0.6982 | |
| 1.6 | 1.3965 | 1.52 | 0.8 | 0.6982 | |
| 1.95 | 0.6 | 1.74 | 0.975 | 0.3 | |
| 1.95 | 0.6 | 1.6575 | |||
| 2.7 | 1.4 | 2.295 | |||
| 1.87 | 0.9 | 1.7765 | 0.935 | 0.45 | |
| Varies | Varies | 0.325 | |||
| 1.4 | 0.9 | 1.3 | 0.7 | 0.45 | |
| 1.6 | 1.3965 | 1.52 | 0.8 | 0.6982 | |
| 0.95 | 0.875 | 0.2751 | 0.475 | 0.4375 | |
| 0.7 | 0.6 | 0.595 | 0.35 | 0.3 | |
| 1.25 | 1.3 | 1.0625 | 0.625 | 0.65 | |
| 1.99[JE only] 1.9[BE only] | 0.6 | 1.74 | |||
| 0.9 | 0.5 | 0.54 | |||
| 0.5 | 0.5 | 0.175 | |||
| 0.9 | 0.9 | 0.765 | 0.45 | 0.45 | |
| 1.95 | 0.6 | 1.79 | |||
| 1.95 | 0.6 | 1.79 | |||
| 1.95 | 0.6 | 1.6575 | |||
| 1.8 | 0.6 | 1.62 | |||
| 1.4 | 1.4 | 1.19 | 0.7 | 0.7 | |
| Varies | Varies | 0.455 | |||
| 0.5[JE only] 0.402[BE only] | 0.4[JE only] 0.402[BE only] | 0.425[JE only] | 0.25[JE only][until JE 26.1] 0.268[BE only][until BE 26.0] | 0.2[JE only] 0.268[BE only] | |
| 2.2 | 1.95 | 1.87 | |||
| 0.4 | 0.7 | 0.26 | |||
| 1.3 | 0.9 | 1.235 | 0.65 | 0.45 | |
| Varies | 1 | 0.5 | |||
| 0.3 | 0.4 | 0.13 | |||
| 1.99[JE only] 1.9[BE only] | 0.6 | 1.74 | |||
| 1.6 | 1.3965 | 1.52 | 0.8 | 0.6982 | |
| Varies | Varies | 0.325 | |||
| 1.75 | 1.9 | 1.05 | 0.875[JE only] 0.7875[BE only] | 0.95[JE only] 0.855[BE only] | |
| 1.9 | 0.7 | 1.7 | |||
| 0.9 | 1.4 | 0.65 | |||
| 0.8 | 0.8 | 0.4 | |||
| 1.99[JE only] 1.9[BE only] | 0.6 | 1.74 | |||
| 1.7 | 0.9 | 1.445 | 0.85 | 0.45 | |
| 0.3 | 0.4 | 0.195 | |||
| 0.4 | 0.5 | 0.26 | |||
| 0.4 | 1.2 | 0.34 | 0.12 | 0.36 | |
| 0.8 | 0.4 | 0.51875 | |||
| 1.95 | 0.6 | 1.62 | 0.975 | 0.3 | |
| 1.95 | 0.6 | 1.6575 | |||
| 1.95 | 0.6 | 1.62 | |||
| 2.9 | 0.9 | 2.465 | |||
| 1.95 | 0.6 | 1.62 | |||
| 3.5 | 0.9 | 2.975 | |||
| 2.4 | 0.7 | 2.1 | |||
| 0.85[JE only] 0.8[BE only] | 0.6 | 0.68 | 0.425[JE only] 0.4[BE only] | 0.3 | |
| 1.4 | 1.3965 | 1.19 | 0.7 | 0.6982 | |
| 1.95 | 0.6 | 1.74 | 0.975 | 0.3 | |
| 1.6 | 1.3965 | 1.52 | 0.8 | 0.6982 | |
| 0.95 | 0.875 | 0.2751 | |||
| 1.95 | 0.6 | 1.74 | 0.975 | 0.3 | |
| 1.95 | 0.6 | 1.79 | 0.975 | 0.3 |
- ↑ The sizes shown are the white hitbox sizes. Ender dragon has nine distinct hitboxes, consisting of a single massive white hitbox with eight small green hitboxes inside. These green hitboxes move as the ender dragon flies, but do not rotate. Players can only attack or interact with the Ender Dragon by hitting one of their green hitboxes.
Ender Dragon Part Height Width Head 1.0 1.0 Neck 3.0 3.0 Body 3.0 5.0 Tail (3x) 2.0 2.0 Wing (2x) 2.0 4.0 - ↑ The baby variant of this entity is called "Ghastling", and their hitbox sizes are the baby height and width values.
| Entity | Height | Width | Eye Height |
|---|---|---|---|
| 0.5 | Varies | 0.425 | |
| 2 | 2 | 1.7 | |
| 0.8 | 0.5 | 0.68 | |
| 0.25 | 0.25 | 0.2125 | |
| N/A | N/A | None | |
| N/A | N/A | None | |
| 0.5 | 0.375 | 0.0625 | |
| Varies | Varies | None | |
| None | None | None | |
| None | None | None | |
| None | None | None | |
| None | None | None | |
| N/A | N/A | None |
| Entity | Height | Width | Eye Height |
|---|---|---|---|
| 0.5 | 0.5 | 0.13 | |
| 0.25 | 0.25 | 0.2125 | |
| 1 | 1 | 0.85 | |
| 0.25 | 0.25 | 0.2125 | |
| 0.25 | 0.25 | 0.2125 | |
| 0.25 | 0.25 | 0.2125 | |
| 1[JE only] 0.31[BE only] | 1[JE only] 0.31[BE only] | 0.85 | |
| 0.25 | 0.25 | 0.2125 | |
| 0.25 | 0.25 | 0.2125 | |
| 0.3125 | 0.3125 | 0.2656 | |
| 0.3125 | 0.3125 | 0.2656 | |
| 0.25 | 0.25 | 0.2125 | |
| 0.5 | 0.5 | 0.13 | |
| 0.25 | 0.25 | 0.2125 | |
| 0.5 | 0.5 | 0.13 | |
| 0.3125 | 0.3125 | None | |
| 0.3125 | 0.3125 | 0.2656 |
| Entity | Height | Width | Eye Height |
|---|---|---|---|
| 0.5625 | 1.375 | 0.5625 | |
| 0.5625 | 1.375 | 0.5625 | |
| 0.7 | 0.98 | 0.595 | |
| 0.7 | 0.98 | 0.595 | |
| 0.7 | 0.98 | 0.595 | |
| 0.7 | 0.98 | 0.595 | |
| 0.7 | 0.98 | 0.595 | |
| 0.7 | 0.98 | 0.595 | |
| 0.7 | 0.98 | 0.595 |
| Entity | Height | Width | Eye Height |
|---|---|---|---|
| 0.5[JE only] 0.25[BE only] | 0.5[JE only] 0.25[BE only] | 0.425 | |
| 0.25 | 0.25 | 0.2125 |
| Entity | Height | Width | Eye Height |
|---|---|---|---|
| 0.98 | 0.98 | 0.833 | |
| 0.98 | 0.98 | 0.15 |
Variable hitbox size
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The size of an entity's hitbox is not necessarily static and may change depending on certain situations. For instance, a player's hitbox gets smaller while crouching, and a pufferfish's hitbox changes while its puffing. Some entities may also spawn in different sizes, like slime, magma cube, and salmon[Bedrock Edition only].
Below is the list of entities whose hitbox can change sizes given specific situations or states:
| Entity | States | Height | Width |
|---|---|---|---|
| Normal | 2.375 | 1.7 | |
| Sitting | 0.945 | 1.0 | |
| Sitting (Baby) | 0.945 | 0.45 | |
| Normal | 1.3 | 0.9 | |
| Jumping | 0.91 | 0.63 | |
| Small | 0.52 | 0.5202 | |
| Medium | 1.04 | 1.0404 | |
| Big | 2.08 | 2.0808 | |
| Normal | 1.8 | 0.6 | |
| Sneaking | 1.5 | 0.6 | |
| Gliding/Swimming | 0.6 | 0.6 | |
| Sleeping | 0.2 | 0.2 | |
| Normal | 1.4 | 1.4 | |
| Attacking | 2.0 | 1.0 | |
| Unpuffed | 0.35 | 0.35 | |
| Semi-puffed | 0.49 | 0.49 | |
| Fully Puffed | 0.7 | 0.7 | |
| Small | 0.25 | 0.25 | |
| Medium | 0.5 | 0.5 | |
| Large | 0.75 | 0.75 | |
| Closed | 1 | 1 | |
| Peeking | 1.2 | 1 | |
| Open | 2 | 1 | |
| Small | 0.52 | 0.5202 | |
| Medium | 1.04 | 1.0404 | |
| Big | 2.08 | 2.0808 | |
| Normal | 2.9 | 0.9 | |
| Digging/Emerging | 1 | 0.9 |
History
[edit | edit source]Java Edition
[edit | edit source]Block hitboxes
[edit | edit source]| Java Edition pre-Classic | |||||||
|---|---|---|---|---|---|---|---|
| rd-132211 | Targeted blocks now have a visual indicator in which they alternate between bright and dark continuously. | ||||||
| Java Edition Classic | |||||||
| 0.0.13a | Targeted blocks also have a thin outline box. | ||||||
| 0.24_SURVIVAL_TEST | The holographic pulsating hitbox displayed when able to place or break a block has been removed, leaving just the wireframe hitbox. | ||||||
| ? | The hitboxes for some blocks (flowers, mushrooms, torches) are no longer full cubes, and are more fitting for the size of the block. | ||||||
| Java Edition Infdev | |||||||
| Minecraft Infdev | 20100313 | Prior to this version, the wireframe hitbox for highlighting blocks would behave increasingly incorrectly at far distances from the world origin. On all supported hardware, its position would jitter erratically with small shifts in camera rotation. On some GPUs/graphics cards, the geometry of the box would also distort, resulting in non-cubic shapes. | |||||
| Java Edition Alpha | |||||||
| v1.0.11 | The hitbox of cacti at far distances became greater than a full block. | ||||||
| Java Edition Beta | |||||||
| 1.2 | The hitbox of cakes at far distances became greater than a full block. | ||||||
| Java Edition | |||||||
| ? | Stairs cannot be targeted at angles where the crosshair does not point at a solid feature of the block. However, the wireframe outline still displays as a full cube regardless. | ||||||
| ? | The hitboxes for randomly misaligned blocks such as tall grass are now themselves randomly offset as well to accommodate them. | ||||||
| 1.0.0 | Beta 1.9 Prerelease 2 | Fences no longer have a full block hitbox on the xz plane, and instead more closely match their shape. | |||||
| 1.1 | 12w01a | The fence gate hitbox has changed to match the changes made to fence hitboxes. | |||||
| 1.4.4 | 1.4.3 | Walls now have their own collision box size - previously they shared their size with fences.[4] | |||||
| The above change also fixed a bug causing their hitboxes to distort and stop working correctly at far distances from the world origin. | |||||||
| 1.5 | 13w06a | Fence hitboxes have been changed - concave corners now have their collision boxes respect that rather than always using its effective convex hull, resulting in an invisible portion of collision box there. | |||||
| The above change also fixed a bug causing their hitboxes to distort and stop working correctly at far distances from the world origin. | |||||||
| 1.8 | 14w25a | ||||||
| 1.9 | 15w38a | The hitboxes of cakes and cacti at far distances could become greater than a full block, allowing this to be seen (from Beta 1.2 and Alpha v1.0.11 respectively up to their fixing, although it became unobservable for cake from 15w38a onward due to fixed bug MC-106300). | |||||
| Cake's wireframe hitbox now always appears at (0,0,0) regardless of where the targeted cake actually is. This also masks a distance issue fixed in 15w49a[more information needed]; see below. | |||||||
| 15w46a | The hitbox of redstone wire now covers only part of the surface of the block below, based on the orientation of the redstone. | ||||||
| 15w49a | Prior to this snapshot, the wireframe hitboxes used for cake and cactus would appear stretched and misshapen at far distances from spawn. | ||||||
| 15w49b | The hitbox height of the end portal block has been increased from 1⁄16 of a block to 3⁄4 of a block. | ||||||
| 1.11 | 16w35a | Cake's hitbox now appears at the right position again.[5] | |||||
| 1.13 | 17w47a | The hitbox of brewing stands now takes into account the central rod as well.[6][verify] | |||||
| The collision box of walls has been made to be correctly concave.[7][verify] | |||||||
| The outline boxes of anvils and hoppers now much more closely fit the model shape of these blocks. | |||||||
| The outline boxes of fences is now correctly L-shaped, T-shaped or +-shaped when branching in perpendicular directions.[8] | |||||||
| Cactus now has a correct cuboid outline box.[9] | |||||||
| Blocks containing multiple vines now have better outline boxes. | |||||||
| Glass panes and iron bars have cleaner outline boxes when branching. | |||||||
| End portal frame outline boxes now properly account for the eye. | |||||||
| Piston and lily pad outline boxes were changed. | |||||||
| 1.14 | 18w48a | The outline boxes of beds now match better the visual shape of the bed. | |||||
| 19w13a | The outline boxes of cauldrons now fit the model better, allowing for blocks beneath it to be targeted.[10][verify] | ||||||
| 1.16 | 20w10a | Fire now has an outline box (alongside soul fire),[11] bringing it more in line with other blocks. Previously, fire had no outline box at all, and breaking it required targeting underlying blocks, which also allowed it to be put out in Creative mode when holding a sword or trident, which were programmed to not break blocks. It also prevented its block states from being read in the debug screen or modified via debug stick. | |||||
| 20w18a | The outline box of redstone wire has been changed to much more closely the visual shape of the block. For example, redstone wire branching in different directions causes its outline box to itself branch in said directions,[12] mirroring the behavior of fences, glass panes, iron bars and walls, and, if traveling up the side of a block, the vertical portion of the dust can now also be targeted.[13] | ||||||
| 1.17 | 20w48a | The hitboxes of pointed dripstone can sometimes also be randomly extended into adjacent blocks.[14] | |||||
| 20w49a | The hitboxes of pointed dripstone no longer sometimes extend into adjacent blocks.[15] | ||||||
| The overall width of the outline box of the pointed dripstone is reduced by 1⁄8 of a block. | |||||||
Entity hitboxes
[edit | edit source]| Java Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.4.4 | 1.4.3 | F3 + B now enables a debug renderer which visually displays entity hitboxes. | |||||
| 1.14 | 19w08a | Changed bounding box and eye height of foxes (prevents them from drowning when swimming). | |||||
| 1.20.2 | 23w33a | Changed mob attack reach calculation. | |||||
| In horizontal directions, mobs' attack reach are now their bounding box extended in horizontal directions, instead of using horizontal width to determine. | |||||||
| In vertical directions, mobs' attack reach are now the exact vertical range of their bounding box. When there's no overlap between their bounding box and their target's bounding box in vertical direction, they can not attack. | |||||||
| 1.21.2 | 24w33a | Fixed an issue where wither skull's bounding box is wrongly positioned in the first tick, and cannot be selected with volume checks in commands.[16] | |||||
| 26.1 | snap2 | Changed rabbit hitbox sizes to match the new model (adult and baby variants). | |||||
| Baby chicken's bounding box was tweaked to correctly align with their new model.[more information needed] | |||||||
Bedrock Edition
[edit | edit source]Entity hitboxes
[edit | edit source]| Bedrock Edition | |||||||
|---|---|---|---|---|---|---|---|
| 26.0 | Preview 26.0.23 | Mob effect particles can now appear slightly outside of the mob's bounding box. | |||||
Issues
[edit | edit source]Issues relating to "Hitbox" are maintained on the bug tracker. Issues should be reported and viewed there.
Trivia
[edit | edit source]- In Java Edition, the visually shown entity hitboxes that appear when F3 + B sometimes do not render where the hitbox actually is, as it is just highlighting the area relative to the position of the entity that has the hitbox. This can be quite prominent if the player runs
/tick freezewhen a mob is moving. - In Java Edition, if an entity has the Invisibility effect, its hitbox is not visually shown when F3 + B is pressed.
Gallery
[edit | edit source]Screenshots
[edit | edit source]-
Ender dragon has nine distinct hitboxes.
-
Wither heads don't have a hitbox of their own.
-
Sheep has the same hitboxes despite being upside down.
-
Items also have entity hitboxes.
-
Pseudo-blocks like item frame and painting have entity hitboxes.
Notes
[edit | edit source]- ↑ This is not exactly a list of all blocks without collision. It's possible for a block to have no collision because it has an empty interaction box (e.g., light). It is also possible that blocks in the list have a collision box, in case the collision box was created later (e.g., scaffolding and wall hanging signs). In the game's code, these blocks are defined in the Blocks class.
- ↑ The interaction box is considered with an empty context. Thus, for example, light will always have an empty collision box, even when the entity is holding the light item. However, block states are still considered
- ↑ In the table, trios like 1×2×3 represent a box in the shape of a cuboid with 1 pixel in X, 2 pixels in Y, and 3 pixels in Z. If the note column is empty, the center of XZ-plane is the same as the center of the block and starts at the base. For example, 16×16×16 is a full block.
- ↑ This calculation was performed using the formula
1 − F_X(x − 0.25), whereF_Xis the cumulative distribution function ofX,Xis the random variable with a triangular distribution with parameters a=0, b=2, c=1, andxis the vertical distance between the campfire and the block collision box. Thus, the probability of a smoke particle passing through a collision box that startsx>1blocks above the campfire is1 − (x − 0.25)^2 ÷ 2ifx ≤ 1.25,(2.25 − x)^2 ÷ 2if1.25 < x < 2.25, or 0 ifx ≥ 2.25 - ↑ In the game's code, most entities bounding boxes are defined in EntityType class. Baby variant of mobs are not defined there, instead typically in each individual mob class.
References
[edit | edit source]- ↑ "How crawling came to Minecraft" by Henrik Kniberg – Minecraft.net, July 21, 2020.
- ↑ MC-124459
- ↑ MC-158827
- ↑ MC-1332 — resolved as "Fixed".
- ↑ MC-106300 — resolved as "Fixed".
- ↑ MC-4504 — resolved as "Fixed".
- ↑ MC-2666 — resolved as "Fixed".
- ↑ MC-12000 — resolved as "Fixed".
- ↑ MC-59610 — resolved as "Fixed".
- ↑ MC-129205 — resolved as "Fixed".
- ↑ MC-163655 — resolved as "Fixed".
- ↑ MC-137336 — resolved as "Fixed".
- ↑ MC-153508 — resolved as "Fixed".
- ↑ MC-205543 — resolved as "Fixed".
- ↑ MC-205543 — resolved as "Fixed".
- ↑ MC-262112 — resolved as "Fixed".
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