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A hitbox defines the physical "boundaries" (or an approximation thereof) of a block or entity. Hitboxes are utilised in the calculations of collisions and targeting.

Unlike with block models, all hitboxes are hardcoded and cannot be changed without modification, even via data packs.

Block[]

Jigsaw Block (top texture) JE2 BE2.png
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Collision box[]

Collision box is used to manage collision with entities.

Collision box is not present for all blocks, as many blocks such as grass, signs, button, lever and torch have no collision box.

Outline box[]

Outline box is shown when looking at a given block. It becomes visible as a wireframe outline when the crosshairs are pointed at the block.

Interaction box[]

Interaction box deals with aiming at blocks. When the interaction box of a block is targeted, the block can be broken, placed on or interacted with as necessary.

Its default is the same as the outline box. There are some exceptions:[more information needed]

Another major difference is that the interaction box is incapable of extending outside of its own block space, despite the outline box being capable of doing so visually. There are several instances where this can be seen:

  • The arm of an extended piston - specifically the part which protrudes into the piston's block space.[1]
  • The hitboxes of pointed dripstone in Java Edition 20w48a could sometimes also randomly extend into adjacent blocks, allowing this to be seen.[2]
  • The hitboxes of melon stems and pumpkin stems with ages 8[verify] and over could visually extend into the block space above them while they existed (from Beta 1.8 Pre-release up to the removal of the last four in 14w10a and the remaining four in 14w25a).
  • The hitboxes of cakes with 8[verify] or more bites could extend into the adjacent block space while these existed (from Beta 1.2 up to their removal in 14w26a, although 14w25a likely made them too unstable to be properly observable)
  • The hitboxes of cakes and cacti at far distances could previously (from Beta 1.2 and Alpha v1.0.11 respectively up to their fixing, likely simultaneously in 15w49a, although it became unobservable for cake from 15w38a onwards due to MC-106300) also become greater than a full block, allowing this to be seen.

Block support shape[]

Block support shape is mainly used to judge whether another attaching block (e.g. torches, doors, buttons, etc.) can be attached to it.

Its default is the same as the collision box. There are some exceptions:

  • Leaves have an empty block support shape.
  • The Block support shape of the snow layer is the same as its selection box.
  • Soul sand has a full block support shape.

Entity[]

Jigsaw Block (top texture) JE2 BE2.png
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The hitboxes of most entities (except ender dragon) are always shaped in cuboids, which does not always overlap with the visual parameters of the entity. For example, the witch's hitbox does not include the top section of its hat, and the wither's hitbox does not include the two heads on its sides.

Boundary box[]

The boundary box of entities can be viewed via the F3 + B debug shortcut. ‌[Java Edition only]

Interaction box[]

Interaction box deals with aiming at entities. When the interaction box of an entity is targeted, the entity can be hit or interacted with as necessary.

History[]

Blocks[]

This section is missing information about 20w49a pointed dripstone changes. 
Please expand the section to include this information. Further details may exist on the talk page.

Collision boxes[]

This section is missing information about
Please expand the section to include this information. Further details may exist on the talk page.
Java Edition
1.0.0Beta 1.9 Prerelease 2Fences now no longer have a full block hitbox on the xz plane, and instead more closely match their shape.
1.112w01aThe fence gate hitbox has changed to match the changes made to fence hitboxes.
1.4.41.4.3Walls now have their own collision box size - previously they shared their size with fences.[3]
The above change also fixed a bug causing their hitboxes to distort and stop working correctly at far distances from the world origin.
1.513w06aFence 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.
1.1317w47aThe hitbox of brewing stands now takes into account the central rod as well.[4][verify]
The collision box of walls has been made to be correctly concave.[5][verify]
1.1419w13aThe outline boxes of cauldrons now better fits the model, allowing for blocks beneath it to be targeted.[6][verify]

Outline and interaction boxes[]

Java Edition pre-Classic
rd-132211Targeted blocks now have a visual indicator in which they alternate between bright and dark continuously.
Java Edition Classic
0.0.13aTargeted blocks also have a thin outline box.
0.24_SURVIVAL_TESTThe 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 now no longer full cubes, and are more fitting for the size of the block.
Java Edition Infdev
Minecraft Infdev20100313Prior 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
?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.
1.915w38aCake'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 - see below.
15w46aThe hitbox of redstone wire now covers only part of the surface of the block below, based on the orientation of the redstone.
15w49aPrior to this snapshot, the wireframe hitboxes used for cake and cactus would appear stretched and misshapen at far distances from spawn.
15w49bThe hitbox height of the end portal block has been increased from 116 of a block to 34 of a block.
1.1116w35aCake's hitbox now appears at the right position again.[7]
1.1317w47aThe outline boxess of anvils and hoppers now much more closely fit the model shape of these blocks.
The hitbox of brewing stands now takes into account the central rod as well.[8][verify]
The outline boxes of fences is now correctly L-shaped, T-shaped or +-shaped when branching in perpendicular directions.[9]
Cactus now has a correct cuboid outline box.[10]
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.
The collision box of walls has been made to be correctly concave.[11][verify]
1.1418w48aThe outline boxes of beds now better matches the visual shape of the bed.
19w13aThe outline boxes of cauldrons now better fits the model, allowing for blocks beneath it to be targeted.[12]
1.1620w10aFire now has an outline box (alongside soul fire),[13] 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.
20w18aThe outline box of redstone wire has now 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,[14] 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.[15]

Entities[]

Boundary boxes[]

Java Edition
1.4.41.4.3F3 + B now shows the hitbox around entities. At this point, the hitbox is white and opaque and does not have an outline.
1.7.21.7.1Debug entity hitboxes have visually changed to be more intuitive.

Trivia[]

  • Fluids do not have hitboxes, even in cases where they would behave like a block.[16]
  • The ender dragon is composed of nine distinct hitboxes.

References[]

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