Elytra and riptide hitbox is too close to the feet
The bug
The player's hitbox when using elytra is too far back, leading to odd collisions. It's currently too difficult to make hitboxes accurately follow the entity's orientation (MC-91376), but the box could at least be closer to the center of the player's body. The current setup is very problematic when precision flying is needed.
This is also the case with the new 1.13 riptide animation. Observing this misplacement in 3rd person mode is harder to spot, since the animation itself is obscuring the white hitbox. However, when you look at the character in the survival inventory, it is obvious that the model is outside of the black box and obscuring the inbentory slots, just like the elytra animation.
The new swimming animation on the other hand, has the optimal hitbox location. The hitbox is closer to the center of the player's body, meaning that you can see more of the player's body part when colliding on a wall. The model fits a lot nicer in the black box of the survival inventory, making inventory management a lot easier.
Linked Issues
Created Issue:
Elytra hitbox is too close to the feet
The player's hitbox when using elytra is too far back, leading to odd collisions. It would probably be too difficult to make it accurately follow your body's current orientation, but the box could at least be closer to the center of the player's body.
Environment
Operating system: OSX 10.9.5
Java Version: 1.6.0_65
The player's hitbox when using elytra is too far back, leading to odd collisions. It would probably be too difficult to make it accurately follow your body's current orientation, but the box could at least be closer to the center of the player's body.
The player's hitbox when using elytra is too far back, leading to odd collisions. It's currently too difficult to make hitboxes accurately follow the entity's orientation (
MC-91376), but the box could at least be closer to the center of the player's body. The current setup is very problematic when precision flying.
The player's hitbox when using elytra is too far back, leading to odd collisions. It's currently too difficult to make hitboxes accurately follow the entity's orientation (
MC-91376), but the box could at least be closer to the center of the player's body. The current setup is very problematic when precision flying is needed.
Operating system: OSX 10.9.5
Java Version: 1.6.0_65,
Windows 10
Java Version: 1.8.0_161-b12
The player's hitbox when using elytra is too far back, leading to odd collisions. It's currently too difficult to make hitboxes accurately follow the entity's orientation (
MC-91376), but the box could at least be closer to the center of the player's body. The current setup is very problematic when precision flying is needed.The new 1.13 swimming animation on the other hand, has the optimal hitbox location. The hitbox is closer to the center of the player's body, meaning that you can see more of the player's body part when colliding on a wall.
Operating system: OSX 10.9.5
Java Version: 1.6.0_65,
Windows 10
Java Version: 1.8.0_161-b12Operating system: OSX 10.9.5
Java Version: 1.6.0_65,Operating system: Windows 10
Java Version: 1.8.0_161-b12
The player's hitbox when using elytra is too far back, leading to odd collisions. It's currently too difficult to make hitboxes accurately follow the entity's orientation (
MC-91376), but the box could at least be closer to the center of the player's body. The current setup is very problematic when precision flying is needed.The new 1.13 swimming animation on the other hand, has the optimal hitbox location. The hitbox is closer to the center of the player's body, meaning that you can see more of the player's body part when colliding on a wall.
The bug
The player's hitbox when using elytra is too far back, leading to odd collisions. It's currently too difficult to make hitboxes accurately follow the entity's orientation (
MC-91376), but the box could at least be closer to the center of the player's body. The current setup is very problematic when precision flying is needed.The new 1.13 swimming animation on the other hand, has the optimal hitbox location. The hitbox is closer to the center of the player's body, meaning that you can see more of the player's body part when colliding on a wall.
Operating system: OSX 10.9.5
Java Version: 1.6.0_65,Operating system: Windows 10
Java Version: 1.8.0_161-b12
The bug
The player's hitbox when using elytra is too far back, leading to odd collisions. It's currently too difficult to make hitboxes accurately follow the entity's orientation (
MC-91376), but the box could at least be closer to the center of the player's body. The current setup is very problematic when precision flying is needed.The new 1.13
swimminganimationon the other hand, has the optimal hitbox location. The hitbox is closer tothe centeroftheplayer's body, meaning that you can see more of theplayer's body part when colliding on a wall.The bug
The player's hitbox when using elytra is too far back, leading to odd collisions. It's currently too difficult to make hitboxes accurately follow the entity's orientation (
MC-91376), but the box could at least be closer to the center of the player's body. The current setup is very problematic when precision flying is needed.This is also the case with the new 1.13 riptide animation. Observing this misplacement in 3rd person mode is harder to spot, since the animation itself is obscuring the white hitbox. However, when you look at the character in the survival inventory, it is obvious that the model is outside of the black box and obscuring the inbentory slots, just like the elytra animation.
The new swimming animation on the other hand, has the optimal hitbox location. The hitbox is closer to the center of the player's body, meaning that you can see more of the player's body part when colliding on a wall. The model fits a lot nicer in the black box of the survival inventory, making inventory management a lot easier.
Elytra and riptide hitbox is too close to the feet
is duplicated by
relates to
relates to
causes
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Thank you for your report!
We're tracking this issue in MC-100008, so this ticket is being resolved and linked as a duplicate.
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Relates to MC-100008.
Can confirm in 21w03a. This potentially has something to do with the player's hitbox being positioned at their feet, whilst flying with an elytra. Relates to MC-100008.
I can also confirm this behavior in 1.18.1. This issue is occurring because when you use a firework rocket to receive a boost when flying, the particles are summoned just beneath your hitbox and since your light of sight is positioned more towards your feet when gliding with elytra (MC-100008), the particles appear extremely close up to the camera in first person when flying upwards, resulting in this problem occurring.
MC-245937.mp4
MC-245937.png![]()
Relates to MC-100008.
Players will also disappear for a frame if they fly straight down with elytra and hit the ground.








The way it works now is the intended way, for feature requests/changes go to the reddit page.
I doubt it's intended. With the current hitbox, your head can go right through blocks without a problem, but your feet will bump into it. This makes it very difficult to fly precisely because your hitbox is so far behind your eyes.
Your eyes don't move on x/z only on y, start flying your eyes only go down, not forward, and as I said before, this is how mojang intends it to be as of now
"Your Eyes don't move on x/z"
Um. What? You can turn your head to the side...
And how do you know Mojang wants it like this? This was just a quick fix to
MC-90099, it's perfectly likely that the current clumsiness is not intended and will be changed later.The camera only changes vertically when you start flying, it doesn't move forewards, so there is no problem there.
As for the fix, if they wanted it differently, they would have made it differently.
This might be changed in the future ([Mojang] Grum (Erik Broes) has shown intrest in changing the hitbox system to account with rotation, etc) but as of now, it's intended behaviour.
1. It effectively does. When you are standing, your hitbox contains your entire body. When you are flying, your hitbox only contains the bottoms of your feet. It moves forward relative to your hitbox.
2. That logic could be applied to any bug.
3. This report has nothing to do with rotation. It's about the hitbox being in the wrong place. Things like that have been fixed before. (
MC-1524,MC-4268,MC-54615, andMC-90099for example.)Is this still an issue in the most recent versions (currently that is 1.10.2, or 16w43a) of Minecraft? If so, please update the affected versions and help us keeping this ticket updated from time to time. If you are the owner/reporter of this ticket, you can modify the affected version(s) yourself.
If this is an intended feature, why is the hitbox for swimming underwater in 18w08b is in the center of the body? I think it uses a similar mechanic.
Affects 18w16a
Works in 18w21a, expanded to riptide
Still present in 18w32a for both the elytra and riptide trident.
Can confirm for 1.13.1-pre2.
Can confirm for 1.13.1.
Can confirm for 20w22a. Minecraft 20w22a - Singleplayer 2020-05-31 10-39-34.mp4
Confirmed in 1.16.1 and 20w27a.
Confirmed in 1.16.3.
Can confirm in 20w48a.
Can confirm in 21w03a.
Can confirm in 21w05b.
Can confirm in 21w06a.
Can confirm in 21w07a.
Can confirm in 21w11a.
Can confirm in 21w14a.
Relates to MC-148559.
Can confirm in 21w16a.