🎯 Hitbox#

#bs.hitbox:help

Get and check the hitboxes of blocks or entities.

“Talent hits a target no one else can hit; Genius hits a target no one else can see.”

—Arthur Schopenhauer


🔧 Functions#

You can find below all functions available in this module.


Bake Entity#

#bs.hitbox:bake_entity

Bake an entity’s hitbox to improve performance when its size never changes. If the entity has passengers, they are also baked, and the base entity’s hitbox is expanded to include the full bounding box of the entire stack.

Inputs:

Execution as <entities>: The entity or entities whose hitbox should be baked.

Outputs:

State: The entity’s hitbox is saved in a baked state for later use.

Warning

Only use baked hitboxes when you are sure the entity’s size will not change, for example: no growth (babies), no scaling, no new passengers, and no equipment that could affect size.

If the hitbox changes after baking, it may lead to incorrect collisions or broken logic.

Credits: Aksiome


Get#

#bs.hitbox:get_block

Get the hitbox of a block as a shape, represented by a list of boxes coordinates. Dimensions range from 0 to 16 as for models.

Inputs:

Execution at <entity> or positioned <x> <y> <z>: Position from which to get the block hitbox.

Outputs:

Storage bs:out hitbox:

  • Block collision box
    • collision_shape: A list of cube coordinates ([[min_x, min_y, min_z, max_x, max_y, max_z]]).
    • interaction_shape: A list of cube coordinates ([[min_x, min_y, min_z, max_x, max_y, max_z]]).
    • offset: Hitbox offset (used for example by flowers).
      • x: Number describing the X coordinate offset.
      • z: Number describing the Z coordinate offset.

Example: Get the hitbox of stairs:

setblock 0 0 0 minecraft:oak_stairs
execute positioned 0 0 0 run function #bs.hitbox:get_block
data get storage bs:out hitbox
#bs.hitbox:get_entity

Get the width and height of an entity.

Inputs:

Execution as <entities>: Entity to get the hitbox from.

Outputs:

Storage bs:out hitbox:

  • Entity hitbox data
    • width: Width of the entity (X axis).
    • height: Height of the entity (Y axis).
    • depth: Depth of the entity (Z axis).
    • scale: Scaling of the hitbox.

Note

For most entities without a custom hitbox, depth is equal to width. However, static entities like paintings and item frames use shaped hitboxes and may return different dimensions. Their full shape is also available in bs:out hitbox.shape, in a format similar to block shapes.

Example: Get the hitbox of an armor stand:

execute summon minecraft:armor_stand run function #bs.hitbox:get_entity
data get storage bs:out hitbox

Credits: Aksiome


Is Entity Inside#

#bs.hitbox:is_entity_in_blocks_collision

Check if the specified entity is within the collision hitbox of any block.

Inputs:

Execution as <entity>: Entity to check.

Outputs:

Return: Success or failure.

Note

Since an entity’s bounding box can extend across multiple blocks, this function checks all blocks the entity might be in contact with.

Example: Check if a summoned cow is inside a block:

# Move to the edge of a block, then run
execute summon minecraft:cow if function #bs.hitbox:is_entity_in_blocks_collision run say I'm in the fence
# Since the cow is bigger than the player, you should get a success
#bs.hitbox:is_entity_in_blocks_interaction

Check if the specified entity is within the interaction hitbox of any block.

Inputs:

Execution as <entity>: Entity to check.

Outputs:

Return: Success or failure.

Note

Since an entity’s bounding box can extend across multiple blocks, this function checks all blocks the entity might be in contact with.

Example: Check if a summoned cow is inside a block:

# Move to the edge of a block, then run
execute summon minecraft:cow if function #bs.hitbox:is_entity_in_blocks_interaction run say I'm in the fence
# Since the cow is bigger than the player, you should get a success
#bs.hitbox:is_entity_in_block_collision

Check if the specified entity is within the collision hitbox of the block at the execution position.

Inputs:

Execution as <entity>: Entity to check.

Execution at <entity> or positioned <x> <y> <z>: Position to check.

Outputs:

Return: Success or failure.

Note

This function checks whether the entity’s bounding box intersects with the block at the execution position. It does not consider other blocks the entity might be touching.

Example: Check if a summoned cow is inside the fence at your position:

setblock ~ ~ ~ minecraft:oak_fence
# Move to the edge of the fence, then run
execute summon minecraft:cow if function #bs.hitbox:is_entity_in_block_collision run say I'm in the fence
# Since the cow is bigger than the player, you should see the message
#bs.hitbox:is_entity_in_block_interaction

Check if the specified entity is within the interaction hitbox of the block at the execution position.

Inputs:

Execution as <entity>: Entity to check.

Execution at <entity> or positioned <x> <y> <z>: Position to check.

Outputs:

Return: Success or failure.

Note

This function checks whether the entity’s bounding box intersects with the block at the execution position. It does not consider other blocks the entity might be touching.

Example: Check if a summoned cow is inside the fence at your position:

setblock ~ ~ ~ minecraft:oak_fence
# Move to the edge of the fence, then run
execute summon minecraft:cow if function #bs.hitbox:is_entity_in_block_interaction run say I'm in the fence
# Since the cow is bigger than the player, you should see the message

Credits: Aksiome


Is Inside#

#bs.hitbox:is_in_block_collision

Check if the execution position is within the collision hitbox of a block.

Inputs:

Execution at <entity> or positioned <x> <y> <z>: Position to check.

Outputs:

Return: Success or failure.

Example: Say “My name is Pavel” if you are inside a block:

execute if function #bs.hitbox:is_in_block_collision run say My name is Pavel
#bs.hitbox:is_in_block_interaction

Check if the execution position is within the interaction hitbox of a block.

Inputs:

Execution at <entity> or positioned <x> <y> <z>: Position to check.

Outputs:

Return: Success or failure.

Example: Say “My name is Pavel” if you are inside a block:

execute if function #bs.hitbox:is_in_block_interaction run say My name is Pavel
#bs.hitbox:is_in_entity

Check if the execution position is inside the entity executing the command.

Inputs:

Execution as <entities>: Entity to check.

Execution at <entity> or positioned <x> <y> <z>: Position to check.

Outputs:

Return: Success or failure.

Example: Check if you are inside an entity:

execute summon minecraft:cow if function #bs.hitbox:is_in_entity run say Oh no...

Credits: Aksiome


Reset Entity#

#bs.hitbox:reset_entity

Reset an entity’s hitbox to its default dynamic form, removing any previously applied baked or custom hitbox.

Inputs:

Execution as <entities>: The entity or entities whose hitbox should be reset.

Outputs:

State: The entity’s hitbox is now dynamic again and will automatically update with scaling, growth, or other changes.

Credits: Aksiome


Set Entity#

#bs.hitbox:set_entity

Define a custom hitbox for an entity with full control over its dimensions. This allows setting a hitbox not constrained by Minecraft’s built-in width/height system and can be used on entities that normally have no hitbox.

Inputs:

Execution as <entities>: The entity or entities whose hitbox should be set with custom dimensions.

Function macro:

  • Arguments
    • with: Hitbox data.
      • width: The total horizontal size along the X axis.
      • height: The total vertical size along the Y axis.
      • depth: The total size along the Z axis. Defaults to the same value as width if not provided.
      • centered: Whether the hitbox should be vertically centered on the Y axis. Defaults to false, meaning the hitbox starts at the entity’s feet (like in vanilla).
Outputs:

State: The entity now has a custom axis-aligned bounding box (AABB) hitbox.

Warning

Custom hitboxes come with a small performance cost. Use them when you need precise control over shape and position, but avoid using too many of them in the same area.

Credits: Aksiome


🏷️ Tags#

You can find below below all tags available in this module.


Blocks#

#bs.hitbox:can_pass_through

Determine if the block has a collision box.

#bs.hitbox:has_offset

Determine if the block’s hitbox has an intentional random offset. This is commonly used in blocks that have slightly shifted hitboxes to give a more dynamic visual effect.

#bs.hitbox:intangible

Indicate whether the block is intangible, meaning it is typically invisible and lacks interaction collision.

#bs.hitbox:is_full_cube

Check if the block is a full cube of 16×16×16.

Credits: Aksiome


Entities#

#bs.hitbox:intangible

Determines if the entity’s hitbox is intangible, meaning it won’t interact physically with other blocks or entities.

#bs.hitbox:is_shaped

Identifies if the entity has a non-standard hitbox shape, differing from the typical cubic or rectangular hitbox.

#bs.hitbox:is_sized

Identifies if the entity has a rectangular hitbox size.

Credits: Aksiome


🎓 Hitbox Types#

Bookshelf provides two block and three entity hitbox types, each suited to different use cases. Understanding the differences helps you choose the right one.


Blocks#

The collision shape defines the physical boundaries of a block that entities cannot pass through. It determines where an entity will stop when moving towards the block:

  • Matches the block’s solid parts and prevents entities from moving through.

  • Can change dynamically depending on block state (e.g., a fence gate’s collision shape differs when open vs closed).

Returned by #bs.hitbox:get_block

The interaction shape defines the area where players can interact with or break the block:

  • Specifies the zone where right-clicks, mining, or other interactions register.

  • Can differ from the collision shape, for example, fence gates keep the same interaction zone whether open or closed.

Returned by #bs.hitbox:get_block


Entities#

This is the native Minecraft hitbox, which updates automatically:

  • Adjusts in real time with entity changes like scaling, baby growth, equipment, or new passengers.

  • No setup required, this is the default behavior.

  • Use when the entity’s shape is expected to change.

Restored using #bs.hitbox:reset_entity

A snapshot of the entity’s hitbox at a specific moment:

  • Improves performance when the entity’s size will never change.

  • Includes the base entity and all passengers in one combined box. When baking a pile of passengers, the base entity bakes all passengers and sets its hitbox to encompass the entire stack.

  • Does not update dynamically, collisions may break if the entity changes later.

Set using #bs.hitbox:bake_entity

A fully user-defined hitbox:

  • Set exact width, height, and optional depth.

  • Works on entities with no native hitbox (e.g. display entities).

  • Independent from Minecraft’s internal hitbox system.

  • Only applies to the base entity. When used with modules that process entity stacks, only the base entity’s hitbox is considered, passengers are ignored.

  • Slight performance cost, avoid overuse in the same area.

Set using #bs.hitbox:set_entity


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