"User" redirects here. For user rights on the Minecraft Wiki, see MCW:Users.
This article is about the entity the user controls when playing Minecraft. For the removed passive mob, see Mob (entity). For the removed hostile mob, see Monster (entity).

The player is the main character in Minecraft whose actions are controlled by a real person, and not by the game. The nine default player skins are known as Alex, Ari, Efe, Kai, Makena, Noor, Steve, Sunny, and Zuri, with all unchanged skins being split between these nine skins.

Player
Health points

20HP♥ × 10

Armor points

Depends on armor

Behavior

Controlled

Attack
strength

Fist: 1HP♥[until JE Combat Tests]
2HP♥[upcoming JE Combat Tests]
Items: Varies

Hitbox size

Height: 1.8 blocks
Width: 0.6 blocks
While sneaking:
Height: 1.5 blocks
Width: 0.6 blocks
While gliding/swimming:
Height: 0.6 blocks
Width: 0.6 blocks
While sleeping:
Height: 0.2 blocks
Width: 0.2 blocks

Speed

0.1

Spawn

Player spawn point (if set using a bed, a respawn anchor, or commands)
Or world spawn

Appearance Edit

The player can choose from Steve, Alex, Zuri, Sunny, Noor, Makena, Kai, Efe, or Ari as their main skin. They can also customize it by setting the skin from an image file, either from external websites or their own creation. They can choose between "classic" and "slim" shapes, which makes their arm models wide or slim.

In Bedrock Edition, the game allows the usage of skin packs, each of which has a selection of free skins. The game also features a character creation system with free and purchasable apparel and features from the Marketplace. On console devices, these are the only equippable skin models, and players cannot choose custom skin models imported from image file.

In Java Edition, playing in the demo or offline makes the game randomly choose any of the nine skins as the current skin.

The player's appearance can be obscured by equipping armor, such as turtle shell, helmets, chestplates, leggings, and boots, as well as other equippable items such as elytra, carved pumpkin, and heads of mobs and other players. Players are also the only entity capable of having capes, as well as other cosmetics from their character creation.

In Java Edition, if the player is shot with an arrow or stung by a bee, the arrow or stinger appears physically embedded inside of the player for a given time. These do not apply to other mobs.

Unlike their Java Edition counterparts, Bedrock Edition players periodically blink; this feature does not apply to custom skin models set from image file.

Drops Edit

  • Contents of their inventory and armor unless /gamerule keepInventory has been set to true.
  • Current XP level multiplied by 7, which is then the amount of points dropped. Capped at a total of 100 XP points, which corresponds to a bit above level 7. If /gamerule keepInventory has been set to true, no XP is dropped.

Interaction range Edit

Main article: Interaction range
An in-game screenshot showing a red circle around other player to indicate the user's attack reach of a spherical area of three blocks.
The attack reach area of 3 blocks is indicated by the red circle.

A player's interaction range (reach) differs. The area forms a three-dimensional cylinder because it encompasses vertical and horizontal distances:[1][needs testing in Java Edition]

Default interaction range
Type In other game modes In Creative mode
Java Edition block 4.5 blocks 5 blocks
Java Edition entity 3 blocks 5 blocks
Bedrock Edition keyboard/controller 5 blocks
Bedrock Edition touch 6 blocks 12 blocks

Health and hunger meters Edit

Main articles: Health and Damage

The player has 10 full hearts or 20 health points. One full heart represents two health points. When the player's hunger bar is at 18 (🍗 × 9) or higher, health slowly regenerates by 1HP♥ every four seconds, but when it is at 20 (🍗 × 10) with saturation remaining, health regenerates by 1HP♥ every half second.‌[JE only] The hunger bar depletes faster from energy-intensive activities like sprinting, jumping, attacking mobs, and mining, and it can be refilled by eating food. If the hunger bar is at 17 (🍗 × 8.5) or lower, the player does not regenerate health unless in Peaceful difficulty (or under the effect of certain potions). While the hunger bar is at 0 (🍗), the player is starving and proceeds to lose health. On Hard and Hardcore difficulties, starvation kills the player. On Normal difficulty, it brings health down to 1HP♥. On Easy difficulty, it brings health down to 10HP♥♥♥♥♥. On Peaceful difficulty, the health bar recovers regardless of hunger, but still depletes from starvation damage, and the hunger bar does not lose any points even when under the effect of hunger.

Movement Edit

Walking Edit

The most basic movement the player can perform is walking. The player can walk at a reasonable speed rate of 4.317 blocks per second[a], all while taking no hunger impact. This means that the player can walk a total of 5181 blocks[b] in one Minecraft day, in a straight line, without sprinting or sneaking.

Sprinting Edit

The player can move faster by sprinting, but at the cost of draining the hunger bar considerably while doing so. The player sprints approximately 5.612 blocks per second[c], as opposed to the regular pace of 4.317 blocks per second. The maximum distance a player can jump when sprinting is approximately 4.225 blocks. The Speed effect increases momentum. The player cannot sprint if the hunger bar is at 6 (🍗🍗🍗) or less. Sprinting is activated by double-tapping the forward key (default W), then holding it, or by holding the sprint key (Ctrl by default, ⌘ Cmd if using a Mac) while pressing the forward key. Holding the sprint key in Creative mode while flying causes the player to fly faster.

Sneaking Edit

Sneaking is a feature activated by pressing and holding the sneak key (default is ⇧ Shift). Sneaking prevents players from falling more than half a block, making it highly useful for building horizontally outward over space. Going past the edge of a block and stopping sneaking does not result in falling off that block. The player can still dismount blocks while sneaking by jumping over the block's edge. In Multiplayer Mode, a player's name tag is grayed out in Java Edition or completely disappears in Bedrock Edition when they sneak, to relate to the fact that sneaking makes them harder to see.

Jumping Edit

The maximum height a player can jump without the Jump Boost effect is about 1.2522 blocks in Java Edition. The jump height on Bedrock Edition is shorter (similar to the pre-Combat Update) with the value of 1.24919 blocks.

Swimming Edit

Swimming occurs when the player is sprinting (by double pressing W or pressing Ctrl/Cmd) while the player is submerged underwater. Swimming has the same animation as crawling.

Crawling Edit

Crawling occurs when the player is in an area less than 1.5 blocks high and prevents suffocation.

  1. About 15.5 kph or 9.7 mph, which is a 3:51 kilometer or a 6:12 mile.
  2. About 5.2 kilometer.
  3. About 20.2 kph or 12.6 mph, which is a 2:58 km or a 4:46 mile.

Movement speed Edit

There isn't a simple hard-coded maximum velocity for walking, sprinting, etc. The maximum is a result of a base acceleration countered by "friction" or air resistance. The base acceleration for walking is 0.098, and sprinting is 30% faster than that. Velocity is increased by this acceleration value every tick (1/20th of a second), then the player is moved by the resulting velocity, then the velocity is multiplied by the friction value of the block they are walking on. For most blocks, the friction value is 0.546. As the player walks forward, each tick their velocity goes +0.098, *0.546, +.098, *0.546, +0.098, and so on. The result is that eventually, the 0.546 multiplier counteracts the 0.098 increase, so the player doesn't go any faster. The formula for this "terminal velocity" is a/(1-r), where a is the acceleration, and r is the block's friction. 0.098/(1-0.546) ≈ 0.2159 meters/tick = 4.317 meters/second. Sprinting is 30% faster than that, at about 5.612 meters/second. Flying is similar, but the base acceleration is 0.049 and the "friction" is 0.91, which comes out to ~10.89 m/s.

Movement Mode Speed (m/s) Speed (km/h) % of Walking Speed
Walking 4.317 15.54 100%
Sprinting 5.612 20.20 130%
Sneaking 1.295 4.663 30%
Flying 10.79 38.85 250%
Sprint Flying 21.58 77.71 500%
Falling 77.71 279.75 1800%

Gameplay HUD Edit

The onscreen heads-up display (HUD) consists of the player's health bar, hunger bar, experience bar, and hotbar. The armor rating bar appears above the health bar if the player is wearing armor and the oxygen bar appears if the player is submerged in water or is suffocating in a block‌[BE only]. The HUD also contains the crosshair and a held object or fist. The HUD can also be toggled by F1.

As mentioned in the Gamemodes section, if the player is in Creative mode the health, hunger, and experience bars including armor rating and oxygen bubbles are hidden and only the hotbar is visible. Despite this, the player can still collect experience, wear armor, and still displays the screen tilting animation when dying from /kill or the void. In Spectator mode even the hotbar, crosshair, and held object/fist are hidden and the hotbar appears as a player spectating list when a number is pressed or the mouse is scrolled.

Experience Edit

Main article: Experience

Experience points (XP) can be gained via experience orbs when killing mobs or mining certain minerals. The current level is indicated by a green number above the HUD, and the experience points can be used to enchant weapons, tools, or armor with different useful attributes and skills (see enchanting table.) Anvils require experience to use.

The level increases by obtaining enough experience points. All levels and points are lost upon death but can be partially restored by picking up the experience orbs at the place of death.[2]

Experience is also obtained through activities such as mining, fishing, mob breeding, killing certain mobs, trading, or smelting.

Game modes Edit

  • In Survival mode, the player can place and destroy most blocks, and use all tools available. The player has limited health (HP♥ icons), hunger (🍗 icons), and oxygen (bubble icons)
  • In Creative mode, the player can fly by double-tapping the jump key (default Space) and place an infinite number of blocks, but with limited use of crafting and tools. No mobs attack the player. The player cannot take damage (at all in Bedrock Edition, and in Java Edition only when falling into the Void or typing the command /kill), has no hunger and has unlimited oxygen, and breaking blocks is instantaneous.
  • In Hardcore mode, the player can respawn only in Spectator mode, and the difficulty level is locked on Hard mode.
  • In Adventure mode, there are no changes from Survival mode aside from being unable to break or place blocks unless they possess a tool with the can_break item component for that block, or have a block with the can_place_on component. This game mode can be played only by having cheats enabled and typing the command /gamemode adventure, or by opening a multiplayer or LAN world.
  • In Spectator mode, the player can spectate almost all mobs, ride them as if the player were in a minecart, fly through blocks, and open inventories, but cannot break blocks or change inventories. Along with Adventure, it can be accessed by typing in /gamemode spectator, pressing F3+F4 until Spectator mode (the eye of ender) is selected or F3+N while cheats are enabled, or dying in Hardcore mode. However, with the Debug Mode world type, the gamemode is locked as Spectator mode unless changed with cheats enabled.

Username Edit

Players in-game are referred to by a username. These are used to target the player with commands and differentiate other players.

In Java Edition, usernames must be 3-16 characters, although there are exceptions for players with under 3 characters, who bought the game early in its development. Players can change their username no more than once every 30 days on minecraft.net. When the player changes their username, the previous username is available for other users to claim after 37 days. Because players can change usernames every 30 days, a player can manage two usernames without anyone being able to take either of them. If the player has a username under 3 characters and changes it, the old sub-3-character username is permanently unable to be obtained again.[3] This also applies for symbol names.[4] The username can be changed on the preferences page of minecraft.net.

In Bedrock Edition, usernames chosen in-game must be 3-32 characters. Users can choose a username and change it any time in the Profile settings. Alternatively, users signed in with a Microsoft account have the username set to match their Gamertag. Gamertags can be changed on the change gamertag page in the Xbox website for a fee of US$9.99, though changing it for the first time is free.[5]

Player names appear above their head as nameplates, typically in white letters within a dark transparent rectangle. Player nameplates can also be seen through solid blocks and other obstructions, although a player can sneak to dim the nameplate's visibility when in sight in Java Edition, or hide it completely when out of sight in Bedrock Edition.

Customization Edit

Main articles: Skin and Character Creator
The player height options in Bedrock Edition.

In Java Edition, players can change skins in the preferences page on minecraft.net, or in the Minecraft Launcher by uploading a PNG image file. Players also have the option to have wide or slim arms on the character model.

In Bedrock Edition, players are given five character slots which they can customize their appearances by selecting pre-made apparels, altering their heights, changing their looks, and more. They are available on the Character Creator menu, accessible under the title screen or pause menu. These characters are syncronized between devices signed-in using Microsoft account. Alternatively, players have option to select from classic skins with skin packs obtained from the Marketplace. They can select or remove a cape for classic skins. Classic skins obtained from importing image file are not available on console devices, and cannot be syncronized between devices.

Players can also choose four emotes per character slot.

Sounds Edit

Java Edition:
Players use the Players sound category for entity-dependent sound events.

[hide]Sounds
SoundSubtitlesSourceDescriptionResource locationTranslation keyVolumePitchAttenuation
distance
​EatingPlayersWhile a player is eating somethingentity.generic.eatsubtitles.entity.generic.eatvaries [sound 1]0.8-1.216
​SippingPlayersWhile a player is drinking somethingentity.generic.drinksubtitles.entity.generic.drink0.50.9-1.016
​GulpingPlayersWhile a player is drinking a honey bottleitem.honey_bottle.drinksubtitles.item.honey_bottle.drink0.5varies [sound 2]16
​EatingFriendly CreaturesWhen a player finishes eating somethingentity.generic.eatsubtitles.entity.generic.eat1.00.6-1.416
​BurpPlayersWhen a player finishes eating or drinkingentity.player.burpsubtitles.entity.player.burp0.50.9-1.016
​Strong attackPlayersWhen a player deals an attack that does not trigger any other attack soundsentity.player.attack.strongsubtitles.entity.player.attack.strongvaries [sound 3]1.016
​Critical attackPlayersWhen a player deals a critical hitentity.player.attack.critsubtitles.entity.player.attack.crit0.71.016
​Knockback attackPlayersWhen a player deals a sprinting attackentity.player.attack.knockbacksubtitles.entity.player.attack.knockback0.71.016
​Sweeping attackPlayersWhen a player deals a sweep attackentity.player.attack.sweepsubtitles.entity.player.attack.sweep0.71.016
​Weak attackPlayersWhen a player deals an attack with no damageentity.player.attack.nodamagesubtitles.entity.player.attack.weak0.71.016
​Weak attackPlayersWhen a player attempts to attack without sufficient cooldownentity.player.attack.weaksubtitles.entity.player.attack.weak0.71.016
​Player dingsPlayersWhen a player levels up to a multiple of 5 [sound 4]entity.player.levelupsubtitles.entity.player.levelup0.75 [sound 5]1.016
​Player diesPlayersWhen a player diesentity.player.deathsubtitles.entity.player.death1.00.8-1.216
​Player hurtsPlayersWhen a player is damaged from a generic sourceentity.player.hurtsubtitles.entity.player.hurt1.00.8-1.216
​Player drowningPlayersWhen a player is damaged by running out of breathentity.player.hurt_drownsubtitles.entity.player.hurt_drown1.00.8-1.216
​Player burnsPlayersWhen a player is damaged by fireentity.player.hurt_on_firesubtitles.entity.player.hurt_on_fire1.00.8-1.216
​Player freezesBlocksWhen a player is damaged by freezing in powder snowentity.player.hurt_freezesubtitles.entity.player.freeze_hurt1.00.8-1.216
​Player hurtsPlayersWhen a player is damaged by touching a sweet berry bushentity.player.hurt_sweet_berry_bushsubtitles.entity.player.hurt1.00.8-1.216
​Something tripsPlayersWhen a player falls from 4 to 7 blocks high in Survival or Adventure modeentity.player.small_fallsubtitles.entity.generic.small_fall1.01.016
​Something fellPlayersWhen a player falls from 8 or more blocks high in Survival or Adventure modeentity.player.big_fallsubtitles.entity.generic.big_fall1.01.016
​SplashingPlayersWhen a player enters water at low speed [sound 6]entity.player.splashsubtitles.entity.generic.splash0.0-0.25 [sound 7]0.6-1.416
​SplashingPlayersWhen a player enters water at high speed [sound 6]entity.player.splash_high_speedsubtitles.entity.generic.splash0.25-1.0 [sound 7]0.6-1.416
​SwimmingPlayersWhile a player is moving through waterentity.player.swimsubtitles.entity.generic.swim0.0-1.0 [sound 7]0.6-1.416
​Player teleportsPlayersWhen a player teleports using an ender pearlentity.player.teleportsubtitles.entity.player.teleport1.01.016
None[sound 8]NoneUnused sound event[sound 9]entity.player.breathNone[sound 8]NoneNoneNone
  1. Can be 0.5, 1.0, or 1.5
  2. 0.9-1.0 for drink_honey1 and drink_honey2, 0.315-0.35 for drink_honey3, and 0.675-0.75 for the second copy of drink_honey3
  3. 0.6 for strong1 through strong4, and 0.7 for strong5 and strong6
  4. And more than five seconds have passed since the last time this sound played
  5. Is 0.75 for all levels over 30, and is level30×0.75When below 30
  6. Jump up to: a b The player's momentum, with the horizontal axes' velocity multiplied by 0.2, compared to 0.25
  7. Jump up to: a b c The player's momentum, with the horizontal axes' velocities multiplied by 0.2 (capped at 1.0)
  8. Jump up to: a b No bug reports have been made for this case, however given the resolution of most others the lack of a subtitle is implied to be intentional
  9. MC-185414

Bedrock Edition:

[hide]Sounds
SoundSourceDescriptionResource locationVolumePitch
PlayersWhile a player is eating somethingrandom.eat0.5-1.10.8-1.2
PlayersWhile a player is drinking somethingrandom.drink0.350.9-1.1
PlayersWhile a player is drinking a honey bottlerandom.drink_honeyvaries[sound 1]0.9-1.0
PlayersWhen a player finishes eating or drinkingrandom.burp0.50.9-1.0
PlayersWhen a player deals an attack with damagegame.player.attack.strong0.20.8-1.2
PlayersWhen a player deals an attack with no damagegame.player.attack.nodamage0.20.8-1.2
PlayersWhen a player reaches a level multiple of 5random.levelup1.01.0
PlayersWhen a player diesgame.player.die1.00.8-1.2
PlayersWhen a player is damaged from a generic sourcegame.player.hurt1.00.8-1.2
PlayersWhen a player is damaged by running out of breathmob.player.hurt_drown1.01.0
PlayersWhen a player is damaged by firemob.player.hurt_on_fire1.01.0
PlayersWhen a player is damaged by freezing in powder snowmob.player.hurt_freeze1.01.0
PlayersWhen a player falls from 4 to 7 blocks high in Survival or Adventure modedamage.fallsmall0.751.0
PlayersWhen a player falls from 8 or more blocks high in Survival or Adventure modedamage.fallbig0.751.0
Ambient/EnvironmentWhen a player enters waterentity.generic.splash?0.6-1.4
PlayersWhen the player's eye level goes underwaterambient.underwater.enter?1.0
PlayersWhen the player's eye level exits underwaterambient.underwater.exit?1.0
PlayersWhile a player is moving through waterrandom.swim?0.6-1.4
  1. 0.5 for drink_honey1 and drink_honey2, but drink_honey3 is 0.175 or 0.375
[hide]Sounds
SoundSourceDescriptionResource locationVolumePitchAttenuation
distance
PlayersWhen a player diesentity.player.death0.50.9-1.016
PlayersWhen a player is damaged from a generic sourceentity.player.hurtvaries [sound 1]0.8-1.216
  1. Can be 0.5, 1.0, or 1.5

Data values Edit

ID Edit

Java Edition:

NameIdentifier[hide]Translation key
EntitySprite player.png: Sprite image for player in Minecraft Playerplayerentity.minecraft.player

Bedrock Edition:

NameIdentifierNumeric ID [hide]Translation key
EntitySprite player.png: Sprite image for player in Minecraft Playerplayer63entity.player.name

Entity data Edit

Main article: player.dat format
See also: Chunk format

Players have entity data associated with them that contain various properties.

  • [NBT Compound / JSON Object] The root tag. In level.dat files, this tag is called Player.
    • Tags common to all entities see Template:Nbt inherit/entity/template[show]
    • except for the tags: CustomName, CustomNameVisible, and Glowing.
    • Tags common to all mobs see Template:Nbt inherit/mob/template[show]
    • except for the tags:, CanPickUpLoot, PersistenceRequired, Leash, drop_chances.
    • [NBT Compound / JSON Object] abilities: The abilities this player has.
      • [Byte] flying: 1 or 0 (true/false) - true if the player is currently flying.
      • [Float] flySpeed: The flying speed, set to 0.05.
      • [Byte] instabuild: 1 or 0 (true/false) - If true, the player can place blocks without depleting them. This is true for Creative mode, and false for other game modes.
      • [Byte] invulnerable: 1 or 0 (true/false) - Behavior is not the same as the invulnerable tag on other entities. If true, the player is immune to all damage and harmful effects except for void damage and /kill. Also, all mobs, whether hostile or not, are passive to the player. true when in Creative or Spectator mode, and false when in Survival or Adventure mode.
      • [Byte] mayBuild: 1 or 0 (true/false) - If true, the player can place blocks. true when in Creative or Survival mode, and false when in Spectator or Adventure mode.
      • [Byte] mayfly: 1 or 0 (true/false) - If true, the player can fly and doesn't take fall damage. true when in Creative and Spectator modes, and false when in Survival and Adventure modes.
      • [Float] walkSpeed: The walking speed, set to 0.1.
    • [NBT List / JSON Array] current_explosion_impact_pos: Position where the player was when the last explosion happened. Used for wind charge fall damage reduction.
    • [Int] DataVersion: Version of the player NBT structure. Is increased with every new snapshot and release. See Data version.
    • [String] Dimension: The ID of the dimension the player is in. Used to store the players last known location along with Pos.
    • [NBT List / JSON Array] EnderItems: Each compound tag in this list is an item in the player's 27-slot ender chest inventory. When empty, list type may have unexpected value.
      • [NBT Compound / JSON Object] An item in the inventory.
    • [NBT List / JSON Array] entered_nether_pos: May not exist. A list of 3 doubles, describing the Overworld position from which the player entered the Nether. Used by the nether_travel advancement trigger. Set every time the player passes through a portal from the Overworld to the Nether. When entering a dimension other than the nether (not by respawning) this tag is removed. Entering the Nether without using a portal does not update this tag.
      • [Double] x: The X coordinate in the Overworld.
      • [Double] y: The Y coordinate in the Overworld.
      • [Double] z: The Z coordinate in the Overworld.
    • [Float] foodExhaustionLevel: See Hunger § Mechanics.
    • [Int] foodLevel: The value of the hunger bar. Referred to as hunger. See Hunger.
    • [Float] foodSaturationLevel: Referred to as saturation. See Hunger § Mechanics.
    • [Int] foodTickTimer: See Hunger.
    • [Boolean] ignore_fall_damage_from_current_explosion: 1 or 0 (true/false) - true if the current explosion should apply a fall damage reduction. Only used by explosions from wind charges.
    • [NBT List / JSON Array] Inventory: Each compound tag in this list is an item in the player's inventory. (Note: when empty, list type may have unexpected value.)
    • [NBT Compound / JSON Object] LastDeathLocation: May not exist. Location of the player's last death.
      • [String] dimension: Dimension of last death.
      • [Int Array] pos: Coordinates of last death.
    • [Int] playerGameType: The current game mode of the player. 0 means Survival, 1 means Creative, 2 means Adventure, and 3 means Spectator.
    • [Int] previousPlayerGameType: The previous game mode of the player.
    • [NBT Compound / JSON Object] recipeBook: Contains a JSON object detailing recipes the player has unlocked.
    • [NBT Compound / JSON Object] RootVehicle: May not exist. The root entity that the player is riding.
      • [Int Array] Attach: The UUID of the entity the player is riding, stored as four ints.
      • [NBT Compound / JSON Object] Entity: The NBT data of the root vehicle.
    • [Int] Score: The score displayed upon death.
    • [Byte] seenCredits: 1 or 0 (true/false) - true if the player has entered the exit portal in the End at least once.
    • [NBT Compound / JSON Object] SelectedItem: Data of the item currently being held by the player, excluding the Slot tag. Only exists when using the /data command, this value is not saved in the player.dat format.
    • [Int] SelectedItemSlot: The selected hotbar slot of the player.
    • [NBT Compound / JSON Object] ShoulderEntityLeft: The entity that is on the player's left shoulder. Always displays as a parrot.
    • [NBT Compound / JSON Object] ShoulderEntityRight: The entity that is on the player's right shoulder. Always displays as a parrot.
    • [Short] SleepTimer: The number of game ticks the player had been in bed. 0 when the player is not sleeping. When in bed, increases up to 100 ticks, then stops. Skips the night after enough players in beds have reached 100 (see Bed § Passing the night). When getting out of bed, instantly changes to 100 ticks and then increases for another 9 ticks (up to 109 ticks) before returning to 0 ticks.
    • [NBT Compound / JSON Object] respawn: May not exist. The respawn information of the player. Removed when the player attempts to respawn with no valid bed or respawn anchor to spawn at at these coordinates. They are unaffected by breaking a bed or respawn anchor at these coordinates, and are unaffected by the player's death.
      • [Int Array] pos: block position to spawn at
      • [Float] angle: angle to spawn with (default: 0.0)
      • [String] dimension: dimension id to spawn in (default minecraft:overworld)
      • [Boolean] forced: true if this spawn was set through commands (default: false)
    • [NBT Compound / JSON Object] warden_spawn_tracker: Contains data about the warden spawning process for this player.
      • [Int] warning_level: A warning level between 0, and 3 (inclusive). The warden spawns at level 3.
      • [Int] cooldown_ticks: The number of game ticks before the warning_level can be increased again. Decreases by 1 every tick. It is set to 200 game ticks (10 seconds) every time the warning level is increased.
      • [Int] ticks_since_last_warning: The number of game ticks since the player was warned for warden spawning. Increases by 1 every tick. After 12000 game ticks (10 minutes) it resets to level 3, and the warning_level decreases by 1 level.
    • [Int] XpLevel: The level shown on the experience bar.
    • [Float] XpP: The progress across the experience bar to the next level, stored as a percentage.[verify]
    • [Int] XpSeed: The seed used for the next enchantment in enchanting tables.
    • [Int] XpTotal: The total amount of experience the player has collected over time; used for the score upon death.

Advancements Edit

IconAdvancementIn-game descriptionActual requirements (if different)
A Throwaway JokeThrow a Trident at something.
Note: Throwing away your only weapon is not a good idea.
Hit a mob with a thrown trident.
AdventureAdventure, exploration and combatKill any mob, or be killed by any living entity.
ArbalisticKill five unique mobs with one crossbow shotArmor Stand also counts for this advancement.
This is a hidden advancement, meaning that it can be viewed by the player only after completing it, regardless of if its child advancement(s), if any, have been completed.
Take AimShoot something with an ArrowUsing a bow or a crossbow, shoot a mob with an arrow, tipped arrow, or spectral arrow.

History Edit

This page would benefit from the addition of isometric renders.
 
Please remove this notice once you've added suitable isometric renders to the article.
The specific instructions are: Pocket Edition v0.10.0 alpha and Java Edition 24w33a changes
[hide]Java Edition pre-Classic
Cave game tech testThe player currently has no visible model. Their hitbox is 1.7 blocks tall.
rd-132328 Mobs were added with their skin and model ported from Zombie Town. These are later used for the player.
[hide]Java Edition Classic
0.0.15a (Multiplayer Test 1) Added the player model for the newly introduced multiplayer mode. Its model and texture are both taken from the mob.
The player's arms flail wildly when walking.[note 1][more information needed]
August 13, 2009 Notch shows a test skin with a hat layer.
0.24_SURVIVAL_TEST The texture was changed.
0.28 The texture was changed, once again, removing the beard.
December 19, 2009Player shadow test.
December 22, 2009Notch shows concept art of a new player model, appearing similar to the base "Steve" model, but with a miner hat and different clothes.
[hide]Java Edition Infdev
20100227-1414Players logged in as Notch now drop an apple upon death.
20100327The player now drops their inventory and respawns at the spawn location upon death, rather than having to reload the last save.
[hide]Java Edition Alpha
v1.0.4The player can jump only two blocks horizontally, instead of three.
v1.0.6Held items now appear in third person.
v1.0.9The player's arms no longer flail wildly when walking.
v1.0.15The player model is made visually smaller when seen in third person; the hitbox is unaffected.
Players now have an arm swinging animation when attacking or mining, visible in third person.
v1.1.1Added ability to sneak with ⇧ Shift by default.
[hide]Java Edition Beta
1.5Unarmed damage was increased from 1HP♥ to 2HP♥.
1.8Pre-releaseThe player now has an experience and hunger bar.
The player can now jump four blocks horizontally by sprinting.
Unarmed damage was decreased from 2HP♥ to 1HP♥.
[hide]Java Edition
1.0.0RC1Changed the sounds the player makes. Any physical damage plays a "tick" sound, and damage from falling would play sounds like bones breaking.
Before this version, when the player was damaged, they would make a deep "Ooh!" sound that represented the player's response when hurt. However, this sound suggested that the player was male, which was not consistent with/representative of female player skins, so Mojang changed the sound to make it more gender-neutral.
1.3.112w18aPlayers no longer drop apples when killed while logged in as Notch.
As a result of internal changes, players in singleplayer worlds are immune to all damage except void and the /kill command for 3 seconds when spawning, respawning, or joining the world.
1.4.212w38aChanged hurt sounds for player.
1.8pre1 Added a new player model with smaller arms, and a new default player skin named Alex.
February 4, 2015Players can now change usernames.
1.915w42aPlayer's hitbox (usually 1.8 blocks tall) is now shorter (1.65m) when crouching, is a 0.6-block cube when gliding with elytra, and is a 0.2-block cube while laying in bed.
15w45aJump height increased from 1.24919 blocks to 1.2522 blocks.
1.1217w13aPlayers walking backwards now use the same animation as moving forward instead of rotating the model to the side as if they are going sideways.
1.1318w07aAdded the ability to sprint while in water, which causes the player to dive to the ground and swim much faster.
18w15aSprinting at the surface of water no longer makes the player swim, instead the player stays at the same altitude constantly.
Swimming through 1 block holes is now possible.[6]
1.1419w12aThe player's hitbox height while sneaking is now 1.5 blocks instead of 1.65.
19w14aThe player now crawls when they are in a space less than 1.5 blocks tall.
1.1519w34aFixed the slim model being a half-pixel lower than the torso of the player. This had been an issue since the introduction of the slim skin model in 1.8.
August 20,2022 New skin textures for Steve and Alex were added in the Minecraft Launcher beta, including classic and slim versions.
1.19.322w45aIntegrated player skin now stored separately by wide and slim model.
Updated integrated skins of Steve and Alex.

Integrated 7 new skins: Ari, Efe, Kai, Makena, Noor, Sunny and Zuri.
The 7 new skins can be assigned to offline players now.
1.21.224w33aThe slim player model has changed.
24w34aThe slim player model has been reverted to the pre-24w33a shape.[7]
1.21.424w45aPlayers no longer receive 3 seconds of damage immunity when spawning, respawning, or joining a world or server.
[hide]Upcoming Java Edition
Combat TestsCombat Test 5Players now get knockback from hits that deal less than half a heart of damage, including no damage.
[hide]Pocket Edition Alpha
Pre-release Added the player.
v0.8.0build 1 The player skin was changed.
v0.10.0build 1The player skin was changed, once again. Removed hole from head bottom.
v0.11.0build 1The player's skin can now be customized.
Added a new player model with smaller arms, and a new default player skin named Alex.
Changed Steve's skin to match Java Edition.
v0.12.1build 10Changed the sounds the player makes. Any physical damage plays a flesh impact sound, and damage from falling would play sounds like bones breaking.
Before this version, when the player was damaged, they would make a deep "ooh!" sound that represented the player's response when hurt. However, this sound suggested that the player was male, so Mojang changed the sound to make it more gender-neutral.
?Alex's shoulders lowered by half a pixel.
[hide]Bedrock Edition
1.2.13beta 1.2.13.8Added the ability to sprint while in water, which causes the player to dive to the ground and swim much faster.
1.4.0beta 1.2.20.1Players can now swim through 1x1 gaps.
1.5.0beta 1.5.0.0Improved player swimming at the surface of water.
1.13.0beta 1.13.0.13The player left leg no longer slightly bob when the player is idle or looking around.
beta 1.13.0.15Player height is now customizable in 4 different sizes in the Character creator: tall, medium, small, smaller, though have the same hitbox. Also, player eyes (Steve, Alex, and custom Character creator skins) can now blink.
1.14.0beta 1.14.0.1Players can now sprint on top of water instead of being able to swim.
1.18.30beta 1.18.30.20Unarmed damage has been decreased from 2HP♥ to 1HP♥ to match Java Edition.
1.19.50Preview 1.19.50.21
Added 7 new skins: Ari, Efe, Kai, Makena, Noor, Sunny and Zuri.
1.19.70Preview 1.19.70.20The player’s hitbox height now reduces to 1.5 blocks while sneaking.
1.19.80
Experiment
Short Sneak
Preview 1.19.80.20Sneaking is now behind the "Short Sneak" experimental toggle.
1.20.10
Experiment
Short Sneaking and Crawling
Preview 1.20.10.20The "Short Sneak" experimental toggle has been renamed to "Short Sneaking and Crawling".
1.20.10
Experiment
Crawling
Preview 1.20.10.23Renamed the "Short Sneaking and Crawling" experimental toggle to "Crawling".
1.20.10Preview 1.20.10.23Sneaking under 1.5 block gaps is no longer behind experimental gameplay.
1.20.30Preview 1.20.20.22Crawling is no longer behind experimental gameplay.
Removed the "Crawling" toggle.
1.21.30Preview 1.21.30.21When the player enters water, the splashing sound is now changed to match Java Edition.
[hide]Legacy Console Edition
Xbox 360Xbox OnePS3PS4PS VitaWii USwitch
TU1CU11.001.001.00Patch 11.0.1 Added the player.
TU31.04Added skin packs.
TU51.00The sound of the player taking damage is changed from a man's grunt to be more gender-neutral.
TU24CU121.161.161.16 Added the Alex skin.
TU46CU361.381.381.38Patch 15Player's hitbox (usually 1.8 blocks tall) is now shorter (1.65m) when crouching, is a 0.6-block cube when gliding with elytra, and is a 0.2-block cube while laying in bed.
TU54CU441.521.521.52Patch 241.0.4Players walking backwards now use the same animation as moving forward instead of rotating the model to the side as if they are going sideways.
TU69 1.761.761.76Patch 38 Changed hurt sounds for player again.

Gallery Edit

Historical sounds Edit

Sound Added in Removed in Volume Pitch Attenuation Distance
Hurt Java Edition Classic 0.24 SURVIVAL TEST Java Edition 1.0.0 (RC1)
Pocket Edition v0.12.1 alpha (build 10)
1.0 0.8-1.2 16
Hurt flesh Java Edition 1.0.0 (RC1) Java Edition 1.4.2 (12w32a) 1.0 0.8-1.2 16
Landing from a small fall 1.0 1.0 16
Landing from a big fall 1.0 1.0 16

Data history Edit

[hide]Java Edition
1.1116w32aChanged entity ID from Player to player.
1.1317w47aNumeric IDs for entities were presumably deprecated in this version.​[more information needed]
1.21.525w06aThe armor and off-hand equipment of players is now also stored in the equipment field.
25w07aThe SpawnX, SpawnY, SpawnZ, SpawnAngle, SpawnDimension, and SpawnForced fields have been collected into a single respawn field.
The enteredNetherPosition field has been renamed to entered_nether_pos, and is now formatted as a list of doubles.

Issues Edit

Issues relating to "Player" are maintained on the bug tracker. Issues should be reported and viewed there.

Java Edition

  • MC-296358 – A player in Spectator mode on top of a happy ghast makes it stop moving
  • MC-295690 – Players stay on fire for a while after barely touching fire
  • MC-296494 – The player sometimes falls from a happy ghast when reconnecting to a world
  • MC-197201 – The Ender Dragon does not dive toward the player (missing "diving" attack)
  • MC-164171 – When the player is killed by the wither skull, the player's inventory drop will be deleted
  • MC-279013 – When falling, the player takes damage before hitting the ground, making it impossible to clutch from certain heights
  • MC-296458 – Player heads in the inventory don't show the right skin
  • MC-8959 – The player automatically jumps when pressing against a block while in water
  • MC-58715 – Sounds become too quiet when player isn't facing sound source
  • MC-103171 – Selectors in written books require player to be operator to work
  • And 728 other open issues.

Bedrock Edition

  • MCPE-45311 – Ghast holding onto its fire charge till the player re-enters it’s vicinity.
  • MCPE-190681 – Player randomly being pushed around by an invisible force or snapping back to previous position.
  • MCPE-189501 – Attacking a mob or player while sprint jumping randomly removes all of the player's momentum, sometimes even teleporting the player backwards
  • MCPE-190671 – Monsters/players can push you into blocks by attacking
  • MCPE-157125 – Non-player entities teleport to the void when transported from the End to the Overworld
  • MCPE-190819 – The number of players joining a hosted multiplayer game via Xbox Live is limited to 28
  • MCPE-194927 – A Minecraft Movie Live Event - Steve's Lava Chicken can clip the Player out of bounds on Outer Wall map
  • MCPE-176172 – Elytra flight animation is showing incorrectly to other players
  • MCPE-180268 – When you open a world, simulation begins before chunks, entities, redstone, and player controls finish loading
  • MCPE-47877 – Player hand position no longer matches Java Edition
  • And 374 other open issues.

Trivia Edit

  • The original Steve skin and player model was originally created for another one of Notch's games called Zombie Town.
  • The player's eye level (according to coordinates on the debug screen) is 1.62m when standing, 1.27m when sneaking and 0.4m when swimming, crawling or gliding.
  • The player's actual size doesn't match the hitbox. Their model is as tall as 2 blocks, but is scaled down by a factor of 0.9375, making them 1.875m tall and 0.9375m wide, exactly 2 texels shorter than the height of 2 blocks.
  • The player's legs do not line up perfectly with the torso to prevent z-fighting when wearing armor.[8]
  • In Bedrock Edition, a dead player can still collect experience orbs near their death location until they choose to respawn.
  • Before Java Edition 1.14, the camera was located at the player's feet; the world is therefore rendered 1.8 blocks below what it should be at to counteract this.[9]
    • Likewise, when the player slept in a bed, the world revolved around the player during the animation instead of the player's camera rotating, which led to some visual bugs.[10]
  • With a length of 3 to 16 characters and 63 characters to choose from, the total number of possible player usernames in Java Edition is n=31663n6.257×1028 or more than 62 octillion.
  • In one Twitter post, players were referred to as Earthlings.[11]

Gallery Edit

Renders Edit

Idle Edit

Animated Edit

Textures Edit

Screenshots Edit

See also Edit

External links Edit

Notes Edit

  1. Can also be seen in "Zombie Town" by Notch, which features the mob.

References Edit

Navigation Edit

Redirected from "Username"