Animated body-part hitboxes for Minecraft Forge 1.18.2 / Java 17, with a local Editor and Blockbench authoring tools. Install matching mod versions on clients and the server.
| I want to... | Start here |
|---|---|
| Create hitboxes for an entity | Hitbox+ Editor |
| Work in Blockbench | Blockbench plugin |
| Use Hitbox+ in my mod | Public API guide |
| Build the project | Development guide |
| Report a problem or suggest a feature | Issue forms |
| Ask a general question or share work | Discussions |
Browse the documentation index for all guides and the repository layout.
Profiles define volumes attached to bones. Providers evaluate animation from synchronized entity state and transform those volumes into world space. The server owns combat queries and geometry overrides; clients receive synchronized profiles for matching geometry and F3+B debug rendering.
Built-in providers support players, all 73 vanilla living-model catalog types, and the Ender Dragon. Providers handle animation, model variants, and entity size on the server and client. Unsupported modded entities keep ordinary collision. See vanilla coverage.
Hitboxes affect combat and targeting. Minecraft's movement collision stays unchanged, and the consuming mod decides how a confirmed body-part hit affects damage.
Run the Editor from the project root:
.\runEditorImport models and animations, preview hitbox volumes, and export profiles or installable Minecraft datapacks. The Editor guide covers setup, supported formats, editing, and offline use.
Bundle profiles under src/main/resources/data/<namespace>/hitboxplus/profiles/, or install an
exported datapack in the server world's datapacks folder. Use /reload for datapack changes.
JSON overrides replace geometry while providers supply live animation.
var pose = HitboxPlus.getPose(entity, partialTick);
var hit = HitboxPlus.trace(entity, start, end, partialTick);The API guide covers body-part hits, custom providers, model transforms, GeckoLib adapters, and server-authoritative integration.
Combine vanilla motion, prone, lean, and custom animation through HumanoidPoseAnimation.
See animation composition for the full example,
units, and synchronization requirements.
Use JDK 21 for Gradle and JDK 17 for Minecraft. The first build needs internet access; later
builds can use cached dependencies with --offline.
.\gradlew.bat build --offline --console=plainSee development for local Maven publishing and consuming-mod setup, and testing for the full suite and revision-matched test-source bundles.
Report a bug, suggest a feature, or ask a question.
Search existing issues first.
For code or documentation changes, read the contribution guide
and open a pull request against master.
Follow the community conduct guidelines. Contributions and reuse are governed by the DetectiveStudios Source-Available Contribution License.