Player
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.
Health points |
20HP × 10 |
---|---|
Armor points | |
Behavior |
Controlled |
Attack strength |
Fist: 1HP[until JE Combat Tests] |
Hitbox size |
Height: 1.8 blocks |
Speed |
0.1 |
Spawn |
Player spawn point (if set using a bed, a respawn anchor, or commands) |
{ "extratext": "View [[#Gallery 2|all renders]]", "title": "Player", "images": [ "Alex (slim) JE2.png", "Ari (classic) JE1.png", "Efe (slim) JE1.png", "Kai (classic) JE1.png", "Makena (slim) JE1.png", "Noor (slim) JE1.png", "Steve (classic) JE6.png", "Sunny (classic) JE1.png", "Zuri (classic) JE1.png" ], "rows": [ { "field": "20<span class=\"hidden-alt-text\">HP</span><span class=\"nowrap mc-hearts\"><span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"1 heart\">(link to File:Heart (icon).png article, displayed as 9px|link=|alt=♥)</span> × 10</span>", "label": "(link to Health article, displayed as Health points)" }, { "field": "(link to Armor#Armor points article, displayed as Depends on armor)", "label": "(link to Armor article, displayed as Armor points)" }, { "field": "Controlled", "label": "Behavior" }, { "field": "(values exceeds 1000 characters...)", "label": "Attack<br/>strength" }, { "field": "Height: 1.8 blocks<br>Width: 0.6 blocks<br>\n'''While sneaking:'''<br>Height: 1.5 blocks<br>Width: 0.6 blocks<br>\n'''While gliding/swimming:'''<br>Height: 0.6 blocks<br>Width: 0.6 blocks<br>\n'''While sleeping:'''<br>Height: 0.2 blocks<br>Width: 0.2 blocks", "label": "(link to Hitbox article, displayed as Hitbox size)" }, { "field": "0.1", "label": "(link to Attribute#movementSpeed article, displayed as Speed)" }, { "field": "Player spawn point (if set using a (link to bed article, displayed as bed), a (link to respawn anchor article, displayed as respawn anchor), or (link to commands article, displayed as commands))<br>Or (link to world spawn article, displayed as world spawn)", "label": "(link to Mob spawning article, displayed as Spawn)" } ], "invimages": [] }
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 totrue
. - 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 totrue
, no XP is dropped.
Interaction range Edit

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]
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
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 ( or higher, health slowly regenerates by 1 × 9)HP every four seconds, but when it is at 20 ( with saturation remaining, health regenerates by 1 × 10)HP 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 ( or lower, the player does not regenerate health unless in Peaceful × 8.5)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 1 )HP. 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.
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
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 thecan_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

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 | ||||||||
---|---|---|---|---|---|---|---|---|
Sound | Subtitles | Source | Description | Resource location | Translation key | Volume | Pitch | Attenuation distance |
Eating | Players | While a player is eating something | entity | subtitles | varies [sound 1] | 0.8-1.2 | 16 | |
Sipping | Players | While a player is drinking something | entity | subtitles | 0.5 | 0.9-1.0 | 16 | |
Gulping | Players | While a player is drinking a honey bottle | item | subtitles | 0.5 | varies [sound 2] | 16 | |
Eating | Friendly Creatures | When a player finishes eating something | entity | subtitles | 1.0 | 0.6-1.4 | 16 | |
Burp | Players | When a player finishes eating or drinking | entity | subtitles | 0.5 | 0.9-1.0 | 16 | |
Strong attack | Players | When a player deals an attack that does not trigger any other attack sounds | entity | subtitles | varies [sound 3] | 1.0 | 16 | |
Critical attack | Players | When a player deals a critical hit | entity | subtitles | 0.7 | 1.0 | 16 | |
Knockback attack | Players | When a player deals a sprinting attack | entity | subtitles | 0.7 | 1.0 | 16 | |
Sweeping attack | Players | When a player deals a sweep attack | entity | subtitles | 0.7 | 1.0 | 16 | |
Weak attack | Players | When a player deals an attack with no damage | entity | subtitles | 0.7 | 1.0 | 16 | |
Weak attack | Players | When a player attempts to attack without sufficient cooldown | entity | subtitles | 0.7 | 1.0 | 16 | |
Player dings | Players | When a player levels up to a multiple of 5 [sound 4] | entity | subtitles | 0.75 [sound 5] | 1.0 | 16 | |
Player dies | Players | When a player dies | entity | subtitles | 1.0 | 0.8-1.2 | 16 | |
Player hurts | Players | When a player is damaged from a generic source | entity | subtitles | 1.0 | 0.8-1.2 | 16 | |
Player drowning | Players | When a player is damaged by running out of breath | entity | subtitles | 1.0 | 0.8-1.2 | 16 | |
Player burns | Players | When a player is damaged by fire | entity | subtitles | 1.0 | 0.8-1.2 | 16 | |
Player freezes | Blocks | When a player is damaged by freezing in powder snow | entity | subtitles | 1.0 | 0.8-1.2 | 16 | |
Player hurts | Players | When a player is damaged by touching a sweet berry bush | entity | subtitles | 1.0 | 0.8-1.2 | 16 | |
Something trips | Players | When a player falls from 4 to 7 blocks high in Survival or Adventure mode | entity | subtitles | 1.0 | 1.0 | 16 | |
Something fell | Players | When a player falls from 8 or more blocks high in Survival or Adventure mode | entity | subtitles | 1.0 | 1.0 | 16 | |
Splashing | Players | When a player enters water at low speed [sound 6] | entity | subtitles | 0.0-0.25 [sound 7] | 0.6-1.4 | 16 | |
Splashing | Players | When a player enters water at high speed [sound 6] | entity | subtitles | 0.25-1.0 [sound 7] | 0.6-1.4 | 16 | |
Swimming | Players | While a player is moving through water | entity | subtitles | 0.0-1.0 [sound 7] | 0.6-1.4 | 16 | |
Player teleports | Players | When a player teleports using an ender pearl | entity | subtitles | 1.0 | 1.0 | 16 | |
None[sound 8] | None | Unused sound event[sound 9] | entity | None[sound 8] | None | None | None |
- ↑ Can be 0.5, 1.0, or 1.5
- ↑ 0.9-1.0 for
drink_honey1
anddrink_honey2
, 0.315-0.35 fordrink_honey3
, and 0.675-0.75 for the second copy ofdrink_honey3
- ↑ 0.6 for
strong1
throughstrong4
, and 0.7 forstrong5
andstrong6
- ↑ And more than five seconds have passed since the last time this sound played
- ↑ Is 0.75 for all levels over 30, and is When below 30
- ↑ Jump up to: a b The player's momentum, with the horizontal axes' velocity multiplied by 0.2, compared to 0.25
- ↑ Jump up to: a b c The player's momentum, with the horizontal axes' velocities multiplied by 0.2 (capped at 1.0)
- ↑ 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
- ↑ MC-185414
[hide]Sounds | |||||
---|---|---|---|---|---|
Sound | Source | Description | Resource location | Volume | Pitch |
Players | While a player is eating something | random | 0.5-1.1 | 0.8-1.2 | |
Players | While a player is drinking something | random | 0.35 | 0.9-1.1 | |
Players | While a player is drinking a honey bottle | random | varies[sound 1] | 0.9-1.0 | |
Players | When a player finishes eating or drinking | random | 0.5 | 0.9-1.0 | |
Players | When a player deals an attack with damage | game | 0.2 | 0.8-1.2 | |
Players | When a player deals an attack with no damage | game | 0.2 | 0.8-1.2 | |
Players | When a player reaches a level multiple of 5 | random | 1.0 | 1.0 | |
Players | When a player dies | game | 1.0 | 0.8-1.2 | |
Players | When a player is damaged from a generic source | game | 1.0 | 0.8-1.2 | |
Players | When a player is damaged by running out of breath | mob | 1.0 | 1.0 | |
Players | When a player is damaged by fire | mob | 1.0 | 1.0 | |
Players | When a player is damaged by freezing in powder snow | mob | 1.0 | 1.0 | |
Players | When a player falls from 4 to 7 blocks high in Survival or Adventure mode | damage | 0.75 | 1.0 | |
Players | When a player falls from 8 or more blocks high in Survival or Adventure mode | damage | 0.75 | 1.0 | |
Ambient/Environment | When a player enters water | entity | ? | 0.6-1.4 | |
Players | When the player's eye level goes underwater | ambient | ? | 1.0 | |
Players | When the player's eye level exits underwater | ambient | ? | 1.0 | |
Players | While a player is moving through water | random | ? | 0.6-1.4 |
- ↑ 0.5 for
drink_honey1
anddrink_honey2
, butdrink_honey3
is 0.175 or 0.375
[hide]Sounds | ||||||
---|---|---|---|---|---|---|
Sound | Source | Description | Resource location | Volume | Pitch | Attenuation distance |
Players | When a player dies | entity | 0.5 | 0.9-1.0 | 16 | |
Players | When a player is damaged from a generic source | entity | varies [sound 1] | 0.8-1.2 | 16 |
- ↑ Can be 0.5, 1.0, or 1.5
Data values Edit
ID Edit
Name | Identifier | [hide]Translation key |
---|---|---|
![]() | player | entity |
Name | Identifier | Numeric ID | [hide]Translation key |
---|---|---|---|
![]() | player | 63 | entity |
Entity data Edit
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
- except for the tags:
CustomName
,CustomNameVisible
, andGlowing
. - Tags common to all mobs see Template:Nbt inherit/mob/template
- 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
) - Iftrue
, the player can place blocks without depleting them. This istrue
for Creative mode, andfalse
for other game modes. - [Byte] invulnerable: 1 or 0 (
true
/false
) - Behavior is not the same as the invulnerable tag on other entities. Iftrue
, 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, andfalse
when in Survival or Adventure mode. - [Byte] mayBuild: 1 or 0 (
true
/false
) - Iftrue
, the player can place blocks.true
when in Creative or Survival mode, andfalse
when in Spectator or Adventure mode. - [Byte] mayfly: 1 or 0 (
true
/false
) - Iftrue
, the player can fly and doesn't take fall damage.true
when in Creative and Spectator modes, andfalse
when in Survival and Adventure modes. - [Float] walkSpeed: The walking speed, set to
0.1
.
- [Byte] flying: 1 or 0 (
- [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.
- Includes the [Byte] Slot tag - slots are numbered
0
–26
, inclusive. - See Item_format § NBT_structure.
- Includes the [Byte] Slot tag - slots are numbered
- [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] An item in the inventory.
- [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, and3
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.
- Tags related to the recipe book see Template:Nbt inherit/Recipe Book/template
- [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.
- See Entity format.
- [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.
- See item 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.
- See Entity format.
- [NBT Compound / JSON Object] ShoulderEntityRight: The entity that is on the player's right shoulder. Always displays as a parrot.
- See Entity format.
- [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
, and3
(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] warning_level: A warning level between
- [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
Icon | Advancement | In-game description | Actual requirements (if different) |
---|---|---|---|
![]() ![]() | A Throwaway Joke | Throw a Trident at something. Note: Throwing away your only weapon is not a good idea. | Hit a mob with a thrown trident. |
![]() ![]() | Adventure | Adventure, exploration and combat | Kill any mob, or be killed by any living entity. |
![]() ![]() | Arbalistic | Kill five unique mobs with one crossbow shot | ![]() 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 Aim | Shoot something with an Arrow | Using a bow or a crossbow, shoot a mob with an arrow, tipped arrow, or spectral arrow. |
History Edit
The specific instructions are: Pocket Edition v0.10.0 alpha and Java Edition 24w33a changes
[hide]Java Edition pre-Classic | |||||||
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Cave game tech test | The player currently has no visible model. Their hitbox is 1.7 blocks tall. | ||||||
rd-132328 | ![]() | ||||||
[hide]Java Edition Classic | |||||||
0.0.15a (Multiplayer Test 1) | ![]() | ||||||
The player's arms flail wildly when walking.[note 1][more information needed] | |||||||
August 13, 2009 | ![]() | ||||||
0.24_SURVIVAL_TEST | ![]() | ||||||
0.28 | ![]() | ||||||
December 19, 2009 | Player shadow test. | ||||||
December 22, 2009 | Notch 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 | |||||||
20100227-1414 | Players logged in as Notch now drop an apple upon death. | ||||||
20100327 | The 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 | |||||||
v1.0.4 | The player can jump only two blocks horizontally, instead of three. | ||||||
v1.0.6 | Held items now appear in third person. | ||||||
v1.0.9 | The player's arms no longer flail wildly when walking. | ||||||
v1.0.15 | The 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. | |||||||
v1.1.1 | Added ability to sneak with ⇧ Shift by default. | ||||||
[hide]Java Edition Beta | |||||||
1.5 | Unarmed damage was increased from 1HP to 2HP. | ||||||
1.8 | Pre-release | The 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 | |||||||
1.0.0 | RC1 | Changed 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. | |||||||
1.3.1 | 12w18a | Players 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. | |||||||
1.4.2 | 12w38a | Changed hurt sounds for player. | |||||
1.8 | pre1 | ![]() | |||||
February 4, 2015 | Players can now change usernames. | ||||||
1.9 | 15w42a | Player'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. | |||||
15w45a | Jump height increased from 1.24919 blocks to 1.2522 blocks. | ||||||
1.12 | 17w13a | Players walking backwards now use the same animation as moving forward instead of rotating the model to the side as if they are going sideways. | |||||
1.13 | 18w07a | Added the ability to sprint while in water, which causes the player to dive to the ground and swim much faster. | |||||
18w15a | Sprinting 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] | |||||||
1.14 | 19w12a | The player's hitbox height while sneaking is now 1.5 blocks instead of 1.65. | |||||
19w14a | The player now crawls when they are in a space less than 1.5 blocks tall. | ||||||
1.15 | 19w34a | Fixed 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 | ![]() ![]() ![]() ![]() | ||||||
1.19.3 | 22w45a | Integrated player skin now stored separately by wide and slim model. | |||||
![]() ![]() | |||||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |||||||
The 7 new skins can be assigned to offline players now. | |||||||
1.21.2 | 24w33a | The slim player model has changed. | |||||
24w34a | The slim player model has been reverted to the pre-24w33a shape.[7] | ||||||
1.21.4 | 24w45a | Players no longer receive 3 seconds of damage immunity when spawning, respawning, or joining a world or server. | |||||
[hide]Upcoming Java Edition | |||||||
Combat Tests | Combat Test 5 | Players now get knockback from hits that deal less than half a heart of damage, including no damage. | |||||
[hide]Pocket Edition Alpha | |||||||
Pre-release | ![]() | ||||||
v0.8.0 | build 1 | ![]() | |||||
v0.10.0 | build 1 | The player skin was changed, once again. Removed hole from head bottom. | |||||
v0.11.0 | build 1 | The player's skin can now be customized. | |||||
![]() | |||||||
![]() | |||||||
v0.12.1 | build 10 | Changed 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 | |||||||
1.2.13 | beta 1.2.13.8 | Added the ability to sprint while in water, which causes the player to dive to the ground and swim much faster. | |||||
1.4.0 | beta 1.2.20.1 | Players can now swim through 1x1 gaps. | |||||
1.5.0 | beta 1.5.0.0 | Improved player swimming at the surface of water. | |||||
1.13.0 | beta 1.13.0.13 | The player left leg no longer slightly bob when the player is idle or looking around. | |||||
beta 1.13.0.15 | Player 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. | ||||||
1.14.0 | beta 1.14.0.1 | Players can now sprint on top of water instead of being able to swim. | |||||
1.18.30 | beta 1.18.30.20 | Unarmed damage has been decreased from 2HP to 1HP to match Java Edition. | |||||
1.19.50 | Preview 1.19.50.21 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |||||
1.19.70 | Preview 1.19.70.20 | The player’s hitbox height now reduces to 1.5 blocks while sneaking. | |||||
1.19.80 Experiment | Preview 1.19.80.20 | Sneaking is now behind the "Short Sneak" experimental toggle. | |||||
1.20.10 Experiment | Preview 1.20.10.20 | The "Short Sneak" experimental toggle has been renamed to "Short Sneaking and Crawling". | |||||
1.20.10 Experiment | Preview 1.20.10.23 | Renamed the "Short Sneaking and Crawling" experimental toggle to "Crawling". | |||||
1.20.10 | Preview 1.20.10.23 | Sneaking under 1.5 block gaps is no longer behind experimental gameplay. | |||||
1.20.30 | Preview 1.20.20.22 | Crawling is no longer behind experimental gameplay. | |||||
Removed the "Crawling" toggle. | |||||||
1.21.30 | Preview 1.21.30.21 | When the player enters water, the splashing sound is now changed to match Java Edition. | |||||
[hide]Legacy Console Edition | |||||||
Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
TU1 | CU1 | 1.00 | 1.00 | 1.00 | Patch 1 | 1.0.1 | ![]() |
TU3 | 1.04 | Added skin packs. | |||||
TU5 | 1.00 | The sound of the player taking damage is changed from a man's grunt to be more gender-neutral. | |||||
TU24 | CU12 | 1.16 | 1.16 | 1.16 | ![]() | ||
TU46 | CU36 | 1.38 | 1.38 | 1.38 | Patch 15 | Player'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. | |
TU54 | CU44 | 1.52 | 1.52 | 1.52 | Patch 24 | 1.0.4 | Players 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 | 1.76 | 1.76 | 1.76 | Patch 38 | Changed hurt sounds for player again. |
Gallery Edit
-
The first image of mobs.
-
First screenshot of a player model with hat layer.
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Character concept art for Minecraft by Dock.
-
Height comparison of the player model before (left) and in/after (right) Java Edition Alpha v1.0.15
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 | |||||||
---|---|---|---|---|---|---|---|
1.11 | 16w32a | Changed entity ID from Player to player . | |||||
1.13 | 17w47a | Numeric IDs for entities were presumably deprecated in this version.[more information needed] | |||||
1.21.5 | 25w06a | The armor and off-hand equipment of players is now also stored in the equipment field. | |||||
25w07a | The 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 or more than 62 octillion.
- In one Twitter post, players were referred to as Earthlings.[11]
Gallery Edit
Renders Edit
Idle Edit
-
Alex.
-
Alex with wide arms.
-
Ari.
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Ari with slim arms.
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Efe.
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Efe with wide arms.
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Kai.
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Kai with slim arms.
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Makena.
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Makena with wide arms.
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Noor.
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Noor with wide arms.
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Steve.
-
Steve with slim arms.
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Sunny.
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Sunny with slim arms.
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Zuri.
-
Zuri with slim arms.
Animated Edit
-
Alex's eyes blinking in Bedrock Edition.
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Steve's eyes blinking in Bedrock Edition.
Textures Edit
-
Alex.
-
Alex with wide arms.
-
Ari.
-
Ari with slim arms.
-
Efe.
-
Efe with wide arms.
-
Kai.
-
Kai with slim arms.
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Makena.
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Makena with wide arms.
-
Noor.
-
Noor with wide arms.
-
Steve.
-
Steve with slim arms.
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Sunny.
-
Sunny with slim arms.
-
Zuri.
-
Zuri with slim arms.
Screenshots Edit
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Several players looking at an axolotl.
-
Ari looks at Efe from afar.
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Noor looking at Prairie Ride. Unsurprisingly, Noor is seen in the painting.
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Five of the default skins customized using the Character Creator.
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Players around a campfire.
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Steve and alex at the beach.
See also Edit
External links Edit
- "Introducing New Default Minecraft Skins" by Sophia Dankis – Minecraft.net, October 19, 2022.
Notes Edit
- ↑ Can also be seen in "Zombie Town" by Notch, which features the mob.
References Edit
- ↑ Vertical attack reach forms a cylinder, not a sphere.
- ↑ http://www.pcgamer.com/first-details-on-minecrafts-xp-system-notch-when-you-die-you-lose-all-levels-you-lose-all-xp/
- ↑ https://namemc.com/name/NY
- ↑ https://namemc.com/search?q=y-93
- ↑ https://support.xbox.com/help/account-profile/profile/change-xbox-live-gamertag
- ↑ MC-125240
- ↑ MC-275473
- ↑ MC-42 — resolved as "Works As Intended".
- ↑ "Today I discovered that our camera is at the players feet - but it's okay, because the world is all rendered about 1.8 blocks down, so it evens out! :D" – @Dinnerbone (Nathan Adams) on X (formerly Twitter), February 25, 2019
- ↑ "Another one: when the player is in a bed and lying down, we don't move the camera to the bed. We just move and rotate the whole world to make it be in front of where the camera was last. ¯\_(ツ)_/¯" – @Dinnerbone (Nathan Adams) on X (formerly Twitter), February 25, 2019
- ↑ "For the Earthling adventurers.
Earn the “Home cape” inspired by A Minecraft Movie. Just watch Minecraft content on Twitch from March 18 to April 6. See “A Minecraft Movie” in theaters beginning April 4.
Learn more:
aka.ms/moviecaperedeem" – @Minecraft (Minecraft) on X (formerly Twitter), March 18, 2025
Edit
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Geography | |||||||
Sky and fog | |||||||
Dimensions | |||||||
World types |
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Player constructions |
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Matter | |||||||
Sound | |||||||
Weather | |||||||
Joke | |||||||
Removed |
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