Player Hitbox incorrect when gliding, swimming, and using riptide
It is impossible to interact with the world normally while using an elytra (singularly shown here) or swimming (for projectiles only). While in any of these states, world interaction must happen one block below the interaction point, depending on the direction that the player is facing latitude.
Video Examples:
https://www.dropbox.com/s/haeoi5bmsx8f9lj/Player%20Hitbox%20Errors.mp4?dl=0
https://youtu.be/_m-YKJslZXA
The following things happen at the wrong position while gliding with an elytra or using riptide:
- The position from where you are aiming at blocks and entities is too high
- When you are below a ceilling, you will take suffocation damage
- If you throw snowballs, eggs, splash potions, experience bottles or ender pearls it will be spawned above you
- If you shoot an arrow, it will spawn above you
- If you drop an item, it will spawn above you
- If you eat, the eating paritcles appear too high
- The position where loyalty tridents return to is too high
- The position where phantoms fly to when attacking you is too high
- If you die from crashing into a wall where it makes a corner with a ceiling, your items glitch upward through the ceiling.
The following things also happen while you are in swimming mode:
- If you throw snowballs, eggs, splash potions, experience bottles or ender pearls, it will spawn above you
- If you shoot an arrow, it will spawn above you.
- If you drop an item, it will spawn above you.
- The position where loyalty tridents return to is too high
- The position where phantoms fly to when attacking you is too high
Linked Issues
is duplicated by29
relates to9
- Fixed
Makzevu- 558
- 224
- Confirmed
- 224330
- Multiple
- 1909 (18363.535)
- Elytra Entity Hitbox Swim
1.19.70.24/25 Preview - 1.19.31 Hotfix
1.19.70.24/25 Preview 1.19.40.23 Preview 1.13.0.1 Beta 1.12.0.14 Beta 1.19.0.25 Preview 1.18.10.26 Beta 1.18.0.22 Beta 1.17.40.20 Beta 1.17.30.25 Beta 1.17.11 Hotfix 1.17.10 1.17.0.54 Beta 1.16.220 1.16.220.52 Beta 1.16.220.50 Beta 1.16.210.58 Beta 1.16.210.56 Beta 1.16.210.55 Beta 1.16.210.54 Beta 1.16.210.53 Beta 1.16.210.50 Beta 1.16.200.57 Beta 1.16.200.53 Beta 1.16.100.57 Beta 1.16.100.56 Beta 1.16.100.54 Beta 1.16.100.52 Beta 1.16.100.50 Beta 1.16.20.53 Beta 1.16.20.52 Beta 1.16.0.68 Beta 1.16.0.67 Beta 1.16.0.66 Beta 1.16.0.64 Beta 1.16.0.63 Beta 1.16.0.61 Beta 1.16.0.60 Beta 1.16.0.59 Beta 1.16.0.57 Beta 1.16.0.58 Beta 1.16.0.55 Beta 1.16.0.53 Beta 1.16.0.51 Beta 1.15.0.56 Beta 1.15.0.55 Beta 1.15.0.54 Beta 1.15.0.53 Beta 1.15.0.51 Beta 1.14.30.51 Beta 1.14.25.1 Beta 1.14.20 Hotfix 1.14.2.51 Beta 1.14.2.50 Beta 1.14.0.51 Beta 1.14.0.50 Beta 1.14.0.6 Beta 1.14.0.4 Beta 1.13.1 1.14.1.3 Beta 1.14.1 Hotfix 1.14.0.3 Beta 1.14.0.2 Beta 1.14.0.1 Beta 1.13.0.18 Beta 1.13.0.17 Beta 1.13.0.16 Beta 1.13.0.15 Beta 1.13.0.13 Beta 1.13.0.9 Beta 1.13.0.6 Beta 1.13.0.5 Beta 1.12.0.13 Beta 1.12.0.11 Beta 1.12.0.10 Beta 1.12.0.2 Beta 1.11.0.10 Beta 1.2.11.4 1.2.13.54 1.2.13.60 1.4.0.5 1.4.2.0 1.5.0.14 1.5.2.1 1.5.3 1.6.0 1.6.1 1.7.1 1.7.0 1.8.0 1.8.1 1.9.0 1.11.0.7 Beta 1.11.0.8 Beta 1.11.0.9 Beta 1.10.0 1.11.0 1.12.0.3 Beta 1.12.0.4 Beta 1.12.0.6 Beta 1.11.1 1.11.3 1.11.4 1.13.0.4 Beta 1.13.0.2 Beta 1.12.1 1.12.0 1.13.0 1.14.1.2 Beta 1.14.0 1.14.30 Hotfix 1.14.60 Hotfix 1.16.0 1.16.1 1.16.10 1.16.20 1.16.40 Hotfix 1.16.61 (PS4) 1.16.100.59 Beta 1.16.100 1.16.200 1.16.201 Hotfix 1.16.210 1.16.221 Hotfix 1.17.0 1.17.41 Hotfix 1.18.0 1.18.12 Hotfix 1.18.30 1.18.31 1.19.2 Hotfix 1.19.21 Hotfix 1.19.30 1.19.31 Hotfix- 1.19.70.20 Preview 1.19.70
Created Issue:
Player Hitbox Errors
While in a test world, I realized it was impossible to hit any entity while flying. A couple of days ago, I tried attacking one block under the entity, and I hit them. With that, I tried other things with the elytra realizing that the player's hitbox is always two blocks tall, ignoring the elytra.
This video explains much more than what I typed:
https://www.dropbox.com/s/haeoi5bmsx8f9lj/Player%20Hitbox%20Errors.mp4?dl=0
- Unresolved
- Open
- Unconfirmed
- Windows
- Version 1709 Build-16299.64
- 1.2.11.4
While in a test world, I realized it was impossible to hit any entity while flying. A couple of days ago, I tried attacking one block under the entity, and I hit them. With that, I tried other things with the elytra realizing that the player's hitbox is always two blocks tall, ignoring the elytra.
This video explains much more than what I typed:
https://www.dropbox.com/s/haeoi5bmsx8f9lj/Player%20Hitbox%20Errors.mp4?dl=0This bug will have devastating effects on the aquatic update integration into the bedrock edition, because if the swimming animation uses the elytra code, not only will the player experience
While in a test world, I realized it was impossible to hit any entity while flying. A couple of days ago, I tried attacking one block under the entity, and I hit them. With that, I tried other things with the elytra realizing that the player's hitbox is always two blocks tall, ignoring the elytra.
This video explains much more than what I typed:
https://www.dropbox.com/s/haeoi5bmsx8f9lj/Player%20Hitbox%20Errors.mp4?dl=0This bug will have devastating effects on the aquatic update integration into the bedrock edition, because if the swimming animation uses the elytra code, not only will the player experience
While in a test world, I realized it was impossible to hit any entity while flying. A couple of days ago, I tried attacking one block under the entity, and I hit them. With that, I tried other things with the elytra realizing that the player's hitbox is always two blocks tall, ignoring the elytra.
This video explains much more than what I typed:
https://www.dropbox.com/s/haeoi5bmsx8f9lj/Player%20Hitbox%20Errors.mp4?dl=0This bug will have devastating effects on the aquatic update integration into the bedrock edition, because if the swimming animation uses the elytra code, not only will the player experience
MC-125085, but they will also take damage.
While in a test world, I realized it was impossible to hit any entity while flying. A couple of days ago, I tried attacking one block under the entity, and I hit them. With that, I tried other things with the elytra realizing that the player's hitbox is always two blocks tall, ignoring the elytra.
This video explains much more than what I typed:
https://www.dropbox.com/s/haeoi5bmsx8f9lj/Player%20Hitbox%20Errors.mp4?dl=0This bug will have devastating effects on the aquatic update integration into the bedrock edition, because if the swimming animation uses the elytra code, not only will the player experience
MC-125085andMC-125240, but they will also take damage.
While in a test world, I realized it was impossible to hit any entity while flying. A couple of days ago, I tried attacking one block under the entity, and I hit them. With that, I tried other things with the elytra realizing that the player's hitbox is always two blocks tall, ignoring the elytra.
This video explains much more than what I typed:
https://www.dropbox.com/s/haeoi5bmsx8f9lj/Player%20Hitbox%20Errors.mp4?dl=0This bug will have devastating effects on the aquatic update integration into the bedrock edition, because if the swimming animation uses the elytra code, not only will the player experience
MC-125085andMC-125240,but they will also take damage.While in a test world, I realized it was impossible to hit any entity while flying. A couple of days ago, I tried attacking one block under the entity, and I hit them. With that, I tried other things with the elytra realizing that the player's hitbox is always two blocks tall, ignoring the elytra.
This video explains much more than what I typed:
https://www.dropbox.com/s/haeoi5bmsx8f9lj/Player%20Hitbox%20Errors.mp4?dl=0This bug will have devastating effects on the aquatic update integration into the bedrock edition, because if the swimming animation uses the elytra code, not only will the player experience
MC-125085, but they will also take damage.
While in a test world, I realized it was impossible to hit any entity while flying. A couple of days ago, I tried attacking one block under the entity, and I hit them. With that, I tried other things with the elytra realizing that the player's hitbox is always two blocks tall, ignoring the elytra.
This video explains much more than what I typed:
https://www.dropbox.com/s/haeoi5bmsx8f9lj/Player%20Hitbox%20Errors.mp4?dl=0This bug will have devastating effects on the aquatic update integration into the bedrock edition, because if the swimming animation uses the elytra code, not only will the player experience
MC-125085,but they will also take damage.While in a test world, I realized it was impossible to hit any entity while flying. A couple of days ago, I tried attacking one block under the entity, and I hit them. With that, I tried other things with the elytra realizing that the player's hitbox is always two blocks tall, ignoring the elytra.
This video explains much more than what I typed:
https://www.dropbox.com/s/haeoi5bmsx8f9lj/Player%20Hitbox%20Errors.mp4?dl=0This bug will have devastating effects on the aquatic update integration into the bedrock edition, because if the swimming animation uses the elytra code, not only will the player experience
MC-125085, but they will also take damage.
While in a test world, I realized it was impossible to hit any entity while flying. A couple of days ago, I tried attacking one block under the entity, and I hit them. With that, I tried other things with the elytra realizing that the player's hitbox is always two blocks tall, ignoring the elytra.
This video explains much more than what I typed:
https://www.dropbox.com/s/haeoi5bmsx8f9lj/Player%20Hitbox%20Errors.mp4?dl=0This bug will have devastating effects on the aquatic update integration into the bedrock edition, because if the swimming animation uses the elytra code, not only will the player experience
MC-125085, but they will also take damage.
While in a test world, I realized it was impossible to hit any entity while flying. A couple of days ago, I tried attacking one block under the entity, and I hit them. With that, I tried other things with the elytra realizing that the player's hitbox is always two blocks tall, ignoring the elytra.
This video explains much more than what I typed:
https://www.dropbox.com/s/haeoi5bmsx8f9lj/Player%20Hitbox%20Errors.mp4?dl=0Addition: Since 1.4.2, the player is able to swim separately from the elytra code, but can experience some of the same errors as it: https://www.dropbox.com/s/82dcx8twadghtpu/Swimming%20Hitbox%20Errors.mp4?dl=0
This report could be viewed as invalid, but the errors are all related to the player's hitbox not adjusting to when the player swims or uses the elytra. Fixing one should fix them all.
While in a test world, I realized it was impossible to hit any entity while flying. A couple of days ago, I tried attacking one block under the entity, and I hit them. With that, I tried other things with the elytra realizing that the player's hitbox is always two blocks tall, ignoring the
elytra.This video explains much more than what I typed:
https://www.dropbox.com/s/haeoi5bmsx8f9lj/Player%20Hitbox%20Errors.mp4?dl=0Addition: Since 1.4.2, the player is able to swim separately from the elytra code, but can experience some of the same errors as it: https://www.dropbox.com/s/82dcx8twadghtpu/Swimming%20Hitbox%20Errors.mp4?dl=0
This report could be viewed as invalid, but the errors are all related to the player's hitbox not adjusting to when the player swims or uses the elytra. Fixing one should fix them all.
While in a test world, I realized it was impossible to hit any entity while flying. A couple of days ago, I tried attacking one block under the entity, and I hit them. With that, I tried other things with the elytra realizing that the player's hitbox is always two blocks tall, ignoring the player's appearance.
This video explains much more than what I typed:
https://www.dropbox.com/s/haeoi5bmsx8f9lj/Player%20Hitbox%20Errors.mp4?dl=0Addition: Since 1.4.2, the player is able to swim separately from the elytra code, but can experience some of the same errors as it: https://www.dropbox.com/s/82dcx8twadghtpu/Swimming%20Hitbox%20Errors.mp4?dl=0
This report could be viewed as invalid, but the errors are all directly related to the player's hitbox not adjusting to when the player swims or uses the elytra. Fixing one should fix them all.
The swimming physics have changed for 1.5. I will make another video when I have the time. This comment will be deleted when the video is made.
While in a test world, I realized it was impossible to hit any entity while flying. A couple of days ago, I tried attacking one block under the entity, and I hit them. With that, I tried other things with the elytra realizing that the player's hitbox is always two blocks tall, ignoring the player's appearance.
This video explains much more than what I typed:
https://www.dropbox.com/s/haeoi5bmsx8f9lj/Player%20Hitbox%20Errors.mp4?dl=0Addition:
Since1.4.2, the playeris able to swim separately from the elytra code, but canexperience some of the same errors as it: https://www.dropbox.com/s/82dcx8twadghtpu/Swimming%20Hitbox%20Errors.mp4?dl=0This report could be viewed as invalid, but the errors are all directly related to the player's hitbox not adjusting to when the player swims or uses the elytra. Fixing one should fix them all.
While in a test world, I realized it was impossible to hit any entity while flying. A couple of days ago, I tried attacking one block under the entity, and I hit them. With that, I tried other things with the elytra realizing that the player's hitbox is always two blocks tall, ignoring the player's appearance.
This video explains much more than what I typed:
https://www.dropbox.com/s/haeoi5bmsx8f9lj/Player%20Hitbox%20Errors.mp4?dl=0Addition: In 1.4.2, the player was able to swim separately from the elytra code, but could experience some of the same errors as it: https://www.dropbox.com/s/82dcx8twadghtpu/Swimming%20Hitbox%20Errors.mp4?dl=0.
This report could be viewed as invalid, but the errors are all directly related to the player's hitbox not adjusting to when the player swims or uses the elytra. Fixing one should fix them all.
While in a test world, I realized it was impossible to hit any entity while flying. A couple of days ago, I tried attacking one block under the entity, and I hit them. With that, I tried other things with the elytra realizing that the player's hitbox is always two blocks tall, ignoring the player's appearance.
This video explains much more than what I typed:
https://www.dropbox.com/s/haeoi5bmsx8f9lj/Player%20Hitbox%20Errors.mp4?dl=0Addition: In 1.4.2, the player was able to swim separately from the elytra code, but could experience some of the same errors as it: https://www.dropbox.com/s/82dcx8twadghtpu/Swimming%20Hitbox%20Errors.mp4?dl=0.
This report could be viewed as invalid, but the errors are all directly related to the player's hitbox not adjusting to when the player swims or uses the elytra. Fixing one should fix them all.
While in a test world, I realized it was impossible to hit any entity while flying. A couple of days ago, I tried attacking one block under the entity, and I hit them. With that, I tried other things with the elytra realizing that the player's hitbox is always two blocks tall, ignoring the player's appearance.
This video explains much more than what I typed:
https://www.dropbox.com/s/haeoi5bmsx8f9lj/Player%20Hitbox%20Errors.mp4?dl=0
Addition: Since 1.4.2, the player is able to swim separately from the elytra code, but can experience some of the same errors as it: https://www.dropbox.com/s/82dcx8twadghtpu/Swimming%20Hitbox%20Errors.mp4?dl=0Second Addition: Since 1.6, every error experienced in the swimming animation is fixed except for the bow and the trident. However, every bug listed in the first bug with the elytra are still valid.
This report could be viewed as invalid, but the errors are all directly related to the player's hitbox not adjusting to when the player swims or uses the elytra. Fixing one should fix them all.
While in a test world, I realized it was impossible to hit any entity while flying. A couple of days ago, I tried attacking one block under the entity, and I hit them. With that, I tried other things with the elytra realizing that the player's hitbox is always two blocks tall, ignoring the player's appearance.
This video explains much more than what I typed:
https://www.dropbox.com/s/haeoi5bmsx8f9lj/Player%20Hitbox%20Errors.mp4?dl=0
Addition: Since 1.4.2, the player is able to swim separately from the elytra code, but can experience some of the same errors as it: https://www.dropbox.com/s/82dcx8twadghtpu/Swimming%20Hitbox%20Errors.mp4?dl=0Second Addition: Since 1.6, every error experienced in the swimming animation is fixed except for the bow and the trident. However, every
buglisted in the first bug with the elytra are still valid.This report could be viewed as invalid, but the errors are all directly related to the player's hitbox not adjusting to when the player swims or uses the elytra. Fixing one should fix them all.
While in a test world, I realized it was impossible to hit any entity while flying. A couple of days ago, I tried attacking one block under the entity, and I hit them. With that, I tried other things with the elytra realizing that the player's hitbox is always two blocks tall, ignoring the player's appearance.
This video explains much more than what I typed:
https://www.dropbox.com/s/haeoi5bmsx8f9lj/Player%20Hitbox%20Errors.mp4?dl=0
Addition: Since 1.4.2, the player is able to swim separately from the elytra code, but can experience some of the same errors as it: https://www.dropbox.com/s/82dcx8twadghtpu/Swimming%20Hitbox%20Errors.mp4?dl=0Second Addition: Since 1.6, every error experienced in the swimming animation is fixed except for the bow and the trident. However, every error listed in the first bug with the elytra are still valid.
This report could be viewed as invalid, but the errors are all directly related to the player's hitbox not adjusting to when the player swims or uses the elytra. Fixing one should fix them all.
While in a test world, I realized it was impossible to hit any entity while flying. A couple of days ago, I tried attacking one block under the entity, and I hit them. With that, I tried other things with the elytra realizing that the player's hitbox is always two blocks tall, ignoring the player's appearance.
This video explains much more than what I typed:
https://www.dropbox.com/s/haeoi5bmsx8f9lj/Player%20Hitbox%20Errors.mp4?dl=0
Addition: Since 1.4.2, the player is able to swim separately from the elytra code, but can experience some of the same errors as it: https://www.dropbox.com/s/82dcx8twadghtpu/Swimming%20Hitbox%20Errors.mp4?dl=0Second Addition: Since 1.6, every error experienced in the swimming animation is fixed except for the bow and the trident. However, every error listed in the first
bugwith the elytra are still valid.This report could be viewed as invalid, but the errors are all directly related to the player's hitbox not adjusting to when the player swims or uses the elytra. Fixing one should fix them all.
While in a test world, I realized it was impossible to hit any entity while flying. A couple of days ago, I tried attacking one block under the entity, and I hit them. With that, I tried other things with the elytra realizing that the player's hitbox is always two blocks tall, ignoring the player's appearance.
This video explains much more than what I typed:
https://www.dropbox.com/s/haeoi5bmsx8f9lj/Player%20Hitbox%20Errors.mp4?dl=0
Addition: Since 1.4.2, the player is able to swim separately from the elytra code, but can experience some of the same errors as it: https://www.dropbox.com/s/82dcx8twadghtpu/Swimming%20Hitbox%20Errors.mp4?dl=0Second Addition: Since 1.6, every error experienced in the swimming animation is fixed except for the bow and the trident. However, every error listed in the first video with the elytra are still valid.
This report could be viewed as invalid, but the errors are all directly related to the player's hitbox not adjusting to when the player swims or uses the elytra. Fixing one should fix them all.
While in a test world, I realized it was impossible to hit any entity while flying. A couple of days ago, I tried attacking one block under the entity, and I hit them. With that, I tried other things with the elytra realizing that the player's hitbox is always two blocks tall, ignoring the player's appearance.
This video explains much more than what I typed:
https://www.dropbox.com/s/haeoi5bmsx8f9lj/Player%20Hitbox%20Errors.mp4?dl=0
Addition: Since 1.4.2, the player is able to swim separately from the elytra code, but can experience some of the same errors as it: https://www.dropbox.com/s/82dcx8twadghtpu/Swimming%20Hitbox%20Errors.mp4?dl=0Second Addition: Since 1.6, every error experienced in the swimming animation is fixed except for the bow and the trident. However, every error listed in the first video with the elytra are still valid.
This report could be viewed as invalid, but the errors are all directly related to the player's hitbox not adjusting to when the player swims or uses the elytra. Fixing one should fix them all.
The bug
It is impossible to interact with the world normally while using an elytra or swimming (in a few instances). Attacking entities or any other world interaction must happen one block below the interaction point, depending on the direction that the player is facing latitude ( Example).
The bug
It is impossible to interact with the world normally while using an elytra or swimming (in a few instances). Attacking entities or any other world interaction must happen one block below the interaction point, depending on the direction that the player is facing latitude (Example).
It is impossible to interact with the world normally while using an elytra or swimming (
in a few instances). Attacking entities or any other world interaction must happen one block below the interaction point, depending on the direction that the player is facing latitude (Example).It is impossible to interact with the world normally while using an elytra or swimming ( in a few instances ). Attacking entities or any other world interaction must happen one block below the interaction point, depending on the direction that the player is facing latitude ( Example ).
While swimming, only the bow and the trident are incorrect.
It is impossible to interact with the world normally while using an elytra
or swimming( ina few instances). Attacking entities or any other world interaction must happen one block below the interaction point, depending on the direction that the player is facing latitude (Example).It is impossible to interact with the world normally while using an elytra ( singularly shown here ) or swimming ( for projectiles only ). While in any of these states, world interaction must happen one block below the interaction point, depending on the direction that the player is facing latitude.
is duplicated by
is duplicated by
It is impossible to interact with the world normally while using an elytra ( singularly shown here ) or swimming ( for projectiles only ). While in any of these states, world interaction must happen one block below the interaction point, depending on the direction that the player is facing latitude.
Video Examples:
https://www.dropbox.com/s/haeoi5bmsx8f9lj/Player%20Hitbox%20Errors.mp4?dl=0
https://youtu.be/_m-YKJslZXA
I think I can explain the swimming one. When you stop swimming your camera and model will still be raising up, but your hits and block interactions are already on the block above before your crosshair gets there.
is duplicated by
Has this just been forgotten about? it seems like half a year is quite some time to shut other bug reports down and not address this one properly first.
is duplicated by
relates to
relates to
is duplicated by
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It is impossible to interact with the world normally while using an elytra (singularly shown here) or swimming (for projectiles only). While in any of these states, world interaction must happen one block below the interaction point, depending on the direction that the player is facing latitude.
Video Examples:
https://www.dropbox.com/s/haeoi5bmsx8f9lj/Player%20Hitbox%20Errors.mp4?dl=0
https://youtu.be/_m-YKJslZXAThe following things happen at the wrong position while gliding with an elytra:
- The position from where you are aiming at blocks and entities is too high
- When you are below a ceilling, you will take suffocation damage
- If you throw snowballs, eggs, splash potions, experience bottles or ender pearls it will be spawned above you
- If you shoot an arrow, it will spawn above you
- If you drop an item, it will spawn above you
- If you eat, the eating paritcles appear too high
- The position where loyalty tridents return to is too high
The following things also happen while you are in swimming mode:
- If you throw snowballs, eggs, splash potions, experience bottles or ender pearls, it will spawn above you
- If you shoot an arrow, it will spawn above you.
- If you drop an item, it will spawn above you.
It is impossible to interact with the world normally while using an elytra (singularly shown here) or swimming (for projectiles only). While in any of these states, world interaction must happen one block below the interaction point, depending on the direction that the player is facing latitude.
Video Examples:
https://www.dropbox.com/s/haeoi5bmsx8f9lj/Player%20Hitbox%20Errors.mp4?dl=0
https://youtu.be/_m-YKJslZXAThe following things happen at the wrong position while gliding with an elytra:
- The position from where you are aiming at blocks and entities is too high
- When you are below a ceilling, you will take suffocation damage
- If you throw snowballs, eggs, splash potions, experience bottles or ender pearls it will be spawned above you
- If you shoot an arrow, it will spawn above you
- If you drop an item, it will spawn above you
- If you eat, the eating paritcles appear too high
- The position where loyalty tridents return to is too high
The following things also happen while you are in swimming mode:
- If you throw snowballs, eggs, splash potions, experience bottles or ender pearls, it will spawn above you
- If you shoot an arrow, it will spawn above you.
- If you drop an item, it will spawn above you.
- The position where loyalty tridents return to is too high
is duplicated by
relates to
is duplicated by
relates to
is duplicated by
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relates to
relates to
relates to
is duplicated by
is duplicated by
It is impossible to interact with the world normally while using an elytra (singularly shown here) or swimming (for projectiles only). While in any of these states, world interaction must happen one block below the interaction point, depending on the direction that the player is facing latitude.
Video Examples:
https://www.dropbox.com/s/haeoi5bmsx8f9lj/Player%20Hitbox%20Errors.mp4?dl=0
https://youtu.be/_m-YKJslZXAThe following things happen at the wrong position while gliding with an elytra:
- The position from where you are aiming at blocks and entities is too high
- When you are below a ceilling, you will take suffocation damage
- If you throw snowballs, eggs, splash potions, experience bottles or ender pearls it will be spawned above you
- If you shoot an arrow, it will spawn above you
- If you drop an item, it will spawn above you
- If you eat, the eating paritcles appear too high
- The position where loyalty tridents return to is too high
The following things also happen while you are in swimming mode:
- If you
throw snowballs, eggs, splash potions, experience bottles or ender pearls, it will spawn above you- If you
shoot an arrow, it will spawn above you.If you drop an item, it will spawn above you.- The position where
loyalty tridents return tois too highIt is impossible to interact with the world normally while using an elytra (singularly shown here) or swimming (for projectiles only). While in any of these states, world interaction must happen one block below the interaction point, depending on the direction that the player is facing latitude.
Video Examples:
https://www.dropbox.com/s/haeoi5bmsx8f9lj/Player%20Hitbox%20Errors.mp4?dl=0
https://youtu.be/_m-YKJslZXAThe following things happen at the wrong position while gliding with an elytra:
- The position from where you are aiming at blocks and entities is too high
- When you are below a ceilling, you will take suffocation damage
- If you throw snowballs, eggs, splash potions, experience bottles or ender pearls it will be spawned above you
- If you shoot an arrow, it will spawn above you
- If you drop an item, it will spawn above you
- If you eat, the eating paritcles appear too high
- The position where loyalty tridents return to is too high
- The position where phantoms fly to when attacking you is too high
The following things also happen while you are in swimming mode:
- If you throw snowballs, eggs, splash potions, experience bottles or ender pearls, it will spawn above you
- If you shoot an arrow, it will spawn above you.
- If you drop an item, it will spawn above you.
- The position where loyalty tridents return to is too high
- The position where phantoms fly to when attacking you is too high
Player Hitbox Errors when gliding and swimming
Player HitboxErrorswhen glidingandswimmingPlayer Hitbox incorrect when gliding, swimming, and using riptide.
It is impossible to interact with the world normally while using an elytra (singularly shown here) or swimming (for projectiles only). While in any of these states, world interaction must happen one block below the interaction point, depending on the direction that the player is facing latitude.
Video Examples:
https://www.dropbox.com/s/haeoi5bmsx8f9lj/Player%20Hitbox%20Errors.mp4?dl=0
https://youtu.be/_m-YKJslZXAThe following things happen at the wrong position while gliding with an elytra or using riptide:
- The position from where you are aiming at blocks and entities is too high
- When you are below a ceilling, you will take suffocation damage
- If you throw snowballs, eggs, splash potions, experience bottles or ender pearls it will be spawned above you
- If you shoot an arrow, it will spawn above you
- If you drop an item, it will spawn above you
- If you eat, the eating paritcles appear too high
- The position where loyalty tridents return to is too high
- The position where phantoms fly to when attacking you is too high
The following things also happen while you are in swimming mode:
- If you throw snowballs, eggs, splash potions, experience bottles or ender pearls, it will spawn above you
- If you shoot an arrow, it will spawn above you.
- If you drop an item, it will spawn above you.
- The position where loyalty tridents return to is too high
- The position where phantoms fly to when attacking you is too high
is duplicated by
is duplicated by
is duplicated by
is duplicated by
is duplicated by
is duplicated by
is duplicated by
is duplicated by
It is impossible to interact with the world normally while using an elytra (singularly shown here) or swimming (for projectiles only). While in any of these states, world interaction must happen one block below the interaction point, depending on the direction that the player is facing latitude.
Video Examples:
https://www.dropbox.com/s/haeoi5bmsx8f9lj/Player%20Hitbox%20Errors.mp4?dl=0
https://youtu.be/_m-YKJslZXAThe following things happen at the wrong position while gliding with an elytra or using riptide:
- The position from where you are aiming at blocks and entities is too high
- When you are below a ceilling, you will take suffocation damage
- If you throw snowballs, eggs, splash potions, experience bottles or ender pearls it will be spawned above you
- If you shoot an arrow, it will spawn above you
- If you drop an item, it will spawn above you
- If you eat, the eating paritcles appear too high
- The position where loyalty tridents return to is too high
- The position where phantoms fly to when attacking you is too high
- If you die from crashing into a wall where it makes a corner with a ceiling, your items glitch upward through the ceiling.
The following things also happen while you are in swimming mode:
- If you throw snowballs, eggs, splash potions, experience bottles or ender pearls, it will spawn above you
- If you shoot an arrow, it will spawn above you.
- If you drop an item, it will spawn above you.
- The position where loyalty tridents return to is too high
- The position where phantoms fly to when attacking you is too high
relates to
relates to
is duplicated by
is duplicated by
is duplicated by
is duplicated by
is duplicated by
Player Hitbox incorrect when gliding, swimming, and using riptide.
relates to
relates to
Duplicate of MCPE-31896
Updated description by [Mod] GoldenHelmet
Expected Results:
When a player dies, its items drop at the place of death and can be found by returning to that position (before the 5-minute timer runs out).
Observed Results:
When a player dies in certain circumstances, some of its items seem to disappear.
Steps to reproduce:
Following are 3 parallel sets of reproduction steps for 3 circumstances that lead to the removal of some of a player's items from the place of death.
Case A: death while suffocating inside solid blocks
- Construct a 1 x 2 x 1 roofed chamber out of solid blocks. Set up a piston on one side that can push the wall in at head level. Connect the piston to a button that is accessible within the chamber.
- Equip armor and an offhand item, and put some items in your inventory.
- Enter the chamber.
- Push the button and wait to suffocate.
- Respawn and inspect the place of death. The inventory items will be in the air block where your feet were. The equipped items will be on top of the roof of the chamber.
Demostration of Case A: Suffocate head in block.mp4![]()
Case B: death while swimming
- Construct a water-filled room with a solid block roof of any thickness.
- Equip armor and an offhand item, and put some items in your inventory.
- Swim in the block just below the ceiling, and note whether you are facing upward into the ceiling or not.
- Die in whatever way you wish.
- Respawn and inspect the place of death. If you were facing upward into the ceiling in steps (3)-(4), all of your items will be on the roof. If you were not facing upward, the equipped items will be on top of the roof, and the inventory items will be in the water-filled room.
Demonstration of Case B, facing upward: Drown facing up into ceiling.mp4![]()
Demostration of Case B, not facing upward: Drown under ceiling.mp4
Drown 2.mp4![]()
Case C: death from falling
- Construct a platform 1 or 2 blocks thick, several blocks above the ground.
- Equip armor and an offhand item, and put some items in your inventory.
- Fly or teleport up very high above the platform.
- Fall to your death on the platform.
- Respawn and inspect the place of death. The equipped items will be on the platform you landed on. The inventory items may be on ground below the platform.
- If all items are on the platform, repeat these steps. Inventory items are more likely to fall below the platform when client-server latency is higher (such as when falling from greater elevation and therefore faster, or in a multiplayer game).
Demonstration of Case C: Items glitch straight down.mp4
Items glitch then spread.mp4![]()
Explanation:
All 3 cases depend on equipped items and inventory items dropping in different places when a player dies. Inventory items drop at the player’s position, in the same block as its feet (or head when swimming). Equipped items drop at +2Y (the block above the player’s head when standing). I’ll call this “split drops.”
Case A is a consequence of split drops, and the normal behavior of items in solid blocks.
Case B is a consequence of split drops, the normal behavior of items in solid blocks, and MCPE-31896.
Case C is a consequence of split drops and the way the player death algorithm handles client-server latency. It appears that the server determines player death, but the client determines player position for item drops. Upon death from falling, items drop as if the player was positioned anywhere from 3 blocks below to 5 or more blocks above the place of impact. (May relate to MCPE-65094)
Original Description:
So I died by drowning. I respawned at the world spawn, and returned to my base in a short amount of time (less than 2 minutes). I then slept to pass the night, and within another minute I was back at the location where I died, however the only item floating on the surface was an iron pickaxe. All of my other items seemed to disappear. I certainly made it back to my items within 5 minutes, and there was still an item left. What happened here? Seed is -1403231618 and the coordinates where this happened are 404, 73, 852.
Edit 3/7/2020: Unfortunately I don't remember much else from what happened during this incident. I hadn't been playing for more than 40 minutes. I also likely was pushing up against a sand block when I died, as I was trying to get to the surface along the edge of the shore but died pretty far under the water. I don't think I had armor yet, just basic items you can collect quickly in the beginning of the game. I'm thinking shovel, sword, maybe some food, wood, a map, etc. Listed cause of death was drowning.
If you have had this problem, we'd be grateful for your details. Tell us what kind of damage caused your death, whether and what kind of items (armor, tools, weapons, other) were dropped and lost, and what the chat listed as your cause of death. Also, if you can remember, how recently were the disappearing items crafted?
Relates to or duplicates MCPE-31896.
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We're actually already tracking this issue at MCPE-31896, so we will resolve and link this ticket as a duplicate.
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Thank you for your report!
We're actually already tracking this issue at MCPE-31896, so we will resolve and link this ticket as a duplicate.
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Thank you for your report!
However, this issue is a Duplicate of MCPE-31896.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
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Duplicates MCPE-31896.
If the original poster is still watching this report, I wonder if you could confirm whether your feet were stuck in sand when you died? I loaded your seed and went to the position you reported, and noticed that just next to it is some sand that could have fallen on you. It made me wonder if the reason you drowned was that you got stuck in blocks. If your feet were in a block when you died, then possibly your items could have "spawned" inside solid blocks and been unable to glitch out. Do you think it's possible that the pickaxe floated up because it spawned above you like armor because you were using it at the time you died?
Update: I tested my the feet-in-block theory and this happened: Drown 1.mp4![]()
Since you found a pickaxe, not armor or offhand items, my next guess (based on testing at that spot) is that your other items spread far into the cave and were hiding up against the ceiling behind a corner. Death in water can spread items farther than death on land because of how they slowly float.
It may be worth adding here that if you die while swimming up against a ceiling, your armor and offhand item will spawn 2 blocks above your head like this: Drown 2.mp4
(due to MCPE-31896) and glitch upward through any number of solid blocks (as described in this comment ).
Whenever the server (online or internal) lags, the client's position might be offset server-side. If the position is greater than a half of a block, the server-side player will snap back to the client's position after some time. However, since the server-side player also experiences world effects (like gravity and slime blocks), the player can enter many unintentional states such as the following:
- Burning when jumping around lava even though the player does not touch it
- Triggering nether and end portals where the player should not
- Collecting items where the player should not
- Throwing projectiles from the wrong spot (not to be confused with
MCPE-31896) - and possibly more
Video Examples (Youtube playlist of 9 videos)
https://www.youtube.com/playlist?list=PLAEj2GCUwNdHVdBCZN1WsdwsYJIqBhrqL
Were you wearing Elytra when swimming? If so, this is likely a duplicate of MCPE-31896.
Thank you for your report!
We're actually already tracking this issue at MCPE-31896, so I resolved and linked this ticket as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
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Thank you for your report!
We're actually already tracking this issue at MCPE-31896, so I will resolve and link this ticket as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
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Thank you for your report!
We're actually already tracking this issue at MCPE-31896, so I will resolve and link this ticket as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
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Duplicate of MCPE-31896
Thank you for your report!
We're actually already tracking this issue at MCPE-31896, so I will resolve and link this ticket as a duplicate.
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Duplicate of MCPE-31896
Duplicate of MCPE-31896, it is suffocation damage.
MCPE-31896 is a bedrock bug report. It even says it in its name.
The underlying issue here is that the game stores the player's Y-location at +1.62001 from the player's feet. This, or the failure to adequately code around it, has been the source of numerous bugs, including MCPE-31896 (which covers multiple issues), MCPE-41398, MCPE-28765, and MCPE-79250 / MCPE-19110.
I think it is a duplicate of MCPE-31896. I think all of the things that happen whlie swimming are also an issue while sneaking.
Thank you for your report!
We're actually already tracking this issue at MCPE-31896 and MCPE-54255, so I will resolve and link this ticket as a duplicate.
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Duplicate of MCPE-31896
I experience this bug a lot and I got so used to it that i exploit it by going in 1 block high places (it is painfull though). I also came to the conclusion that if you reactivate your elytra or leave the chunk youre in when this happens the bug goes away most of the times. I belive bug is the reverce of MCPE-31896 , were the hitbox doesnt change when flying or swimming to the corect 1 block high hitbox. Instead it changes after you stop swimming and flying and under conditions like coliding with walls.
This is already part of MCPE-31896
The position where loyalty tridents return to is too high
Looks like a duplicate of MCPE-31896
Duplicate of MCPE-31896. For going through blocks see MCPE-109925.
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Possibly caused by MCPE-31896, based on the screenshot showing the trident hit the chest on top of the slab.
Yes, I meant that the drowned was swimming directly under the slabs and that made the launch point for the trident be above the slabs. In other words, I think MCPE-31896 applies to drowned just like it does to players.
I was mistaken, this is not related to MCPE-31896. Indeed drowned do not even shoot tridents when within 3 blocks of their target.
The bug instead seems to be that the slab collision is not calculated correctly from certain angles. Both drowned and players can shoot tridents through upper slabs from underwater, and players can also break blocks behind upper slabs. Here are demonstrations:
Trident goes through slab.mp4
Player kills through slab 1.mp4
Player kills through slab 2.mp4
Drowned kills through slab.mp4
Break block behind slab while sinking.mp4![]()
To interpret these videos it is important to note that the tridents that hit the mobs appear to hit well below the slabs and fall down below the slabs only because of MCPE-109423. That bug apparently extends their projectile hitbox in the direction of movement such that the hit registers while the center of the trident is still below the slab. However, that is not the cause of this bug. This bug is that the game allows the trajectory, not just the hitbox, of the projectile (or the player's block-breaking reach) to pass through the slab. The fact that tridents can pass through the slabs and lodge in the chest above the slab proves this. (If there are no blocks on the other side the trident flies through on a normal trajectory; while testing I launched one dozens of blocks past the chamber.)
EDIT: the crossed-out text above was based on an incorrect explanation of MCPE-109423. That bug is caused by the fact that when the game calculates a projectile hitting a mob, it keeps the projectile's position as its last ticked position instead of updating its position to the edge of the hit entity's collision box. Tridents move 4 blocks/tick, so they can "hit" and fall up to 4 blocks away from a mob.
Breaking blocks behind slabs is interesting because if there are no blocks within reach behind the slab then the slab can be broken as expected. This suggests that the game is offsetting the position of the slab's collision box.
The bug may only occur while moving upward or downward in water. I only had problems breaking slabs while allow myself to float instead of using flying to stand still.
I am not sure if this bug can be reproduced without waterlogging the slabs, or without the shooter being in water, as I only tested the reported scenario. However, I think this bug may have the same underlying cause as MCPE-106860, where ghast projectiles can pass through bottom slabs when shot from above. And snowballs fired by snow golems have reportedly exhibited some form of this behavior: MCPE-125598.
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This was fully fixed in bedrock in version 1.20.10 with the MCPE-166473 fix. Previously partially fixed in 1.19.70 MCPE-31896.
0418.mp4
The swimming works entirely different than the elytra[which suggests that you tested this in an earlier version]. The update aquatic has been implemented along with swimming animation which enables the player to swim in a 1x1 gap. But, what you showed may be a bug.
I fixed the bug report now. I just forgot to remove the rest of it.
Testing in the latest 1.12.0.4 beta, I was only able to reproduce the issue whilst flying with Elytra equipped. When swimming, the hits or block interactions happened exactly where the crosshair was - do you have any further steps to reproduce the bug while swimming?
In 1.6, some of the issues that are a problem with the elytra currently were fixed (on top of the fact that the swimming mode didn't experience every issue, regardless, that the elytra has today). However, using a trident, fishing rod, bow (crossbow), and any throw-able projectile (ender pearl, snowball, experience bottle, etc.) while in the swimming mode will occur one block above wherever the player used it.
I am playing on xbox one and also experienced this a very long time ago.
While gliding you interect with blocks and entities like you are higher and things that you throw drop or shoot appear above you.
While swimming with the swimming animation you interect with blocks and entities correctly but things that you throw drop or shoot appear above you.
Still affects 1.14
confirmed for 1.14.1, 1.14.20 and 1.14.30
Eating particles also appear above the player when eating while gliding.
I wonder if the fix to
MCPE-35769in the 1.16.0.51 beta affects the swimming side of this bug?Confirmed for 1.14.60
Confirmed for 1.16.1. This also affects flying on the underside as the player takes damage.
Video: https://youtu.be/fyHQ2yRcH9Y
Let me just say that this bug means working in lava with elytra on the biggest pain ever. I can't us a bucket to pick up lava or place blocks inside of it because the elytra engage, I wind up "laying down", and everything happens one block above where my camera is. I have clipped into the ceiling countless times as a result as well.
affects 1.16.100.52
This also affects crawling as it prevents players from making a 1x1 block strip mine
Some of the reproduction methods of this issue are being blocked by
MCPE-98271in the betas, as it is impossible to enter 1x1 areas with an elytra or swimming outright.For the most part, if you are in a non-beta version of the game, you don't have to worry about the other ticket. If you are in a beta,
MCPE-98271is affecting you.Affects 1.16.100.55 Beta
Does this relate to
MCPE-109925?this affects version 1.19.2
This bug also affects the new /execute anchored introduced in Preview 1.19.40.23. I am surprised nobody has made any mention of "eye height" in this entire report, it made finding it difficult in regard to /execute anchored as this is a pretty common concept in Java Edition. It has been mentioned now though.
Coming from Java Edition and now playing Bedrock with some friends, I find this issue REALLY annoying. It's almost impossible to fly long 2x3 tunnels in the nether without constantly taking damage. Please fix this issue.
Edit: Just tried 1.19.70.24 Preview, this is still an issue.
For the remaining issues in 1.19.70, please refer to
MCPE-166473.I have detected that this bug appears again in release 1.21.51, Windows version