![]() |
VOOZH | about |
| Health points | 20HPπ β€οΈ Γ 10 |
|---|---|
| Armor points | 0 (π π‘ ) - 20 (π π‘ Γ 10) (Varies) |
| Behavior | Controlled |
| Attack strength |
Unarmed: 1HPπ π β[until: JE Combat Tests] 2HPπ β€οΈ β[upcoming: JE Combat Tests] Armed: Varies |
| Hitbox size | Height: 1.8 blocks Width: 0.6 blocks Sneaking: Height: 1.5 blocks Width: 0.6 blocks Gliding, Swimming, or Crawling: Height: 0.6 blocks Width: 0.6 blocks Sleeping: |
| Speed | 0.10 |
| Spawn | Player spawn point, if set World spawn |
{
"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=β€οΈ)</span> Γ 10</span>",
"label": "(link to Health article, displayed as Health points)"
},
{
"field": "0 (<span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"0 armor points\">(link to File:Empty Armor (icon).png article, displayed as 9px|link=|alt=π‘)</span>) - 20 (<span class=\"iconbar pixel-image nowrap\" style=\"--icon-offset:-1px;\" title=\"2 armor point\">(link to File:Armor (icon).png article, displayed as 9px|link=|alt=π‘)</span> Γ 10) ((link to Armor#Armor points article, displayed as Varies))",
"label": "(link to Armor#Natural 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<hr>\n'''(link to Sneaking article, displayed as Sneaking):'''<br>Height: 1.5 blocks<br>Width: 0.6 blocks<hr>\n'''(link to Gliding article, displayed as Gliding), (link to Swimming article, displayed as Swimming), or (link to Crawling article, displayed as Crawling):'''<br>Height: 0.6 blocks<br>Width: 0.6 blocks<hr>\n'''(link to Sleeping article, displayed as Sleeping):'''<br>Height: 0.2 blocks<br>Width: 0.2 blocks",
"label": "(link to Hitbox article, displayed as Hitbox size)"
},
{
"field": "0.10",
"label": "(link to Attribute#Movement_speed article, displayed as Speed)"
},
{
"field": "(link to World spawn#Individual spawn article, displayed as Player spawn point), if set<br>(link to World spawn article, displayed as World spawn)",
"label": "(link to Mob spawning article, displayed as Spawn)"
}
],
"invimages": []
}
A player is a unique character whose actions are controlled by the real person, and not by the game itself. They are the main character in the singleplayer world of Minecraft, where most interactions and mechanics revolve around them as part of the gameplay. They may also partake in the multiplayer mode with other players, putting more emphasis on player-driven activities.
There are nine default skins for the player: Alex, Ari, Efe, Kai, Makena, Noor, Steve, Sunny, and Zuri.
A new player can choose from Steve, Alex, Zuri, Sunny, Noor, Makena, Kai, Efe, or Ari as their main skin. They can also choose the skin from an image file in the Minecraft Launcherβ[JE only] or Character Creatorβ[BE only]. 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 an 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 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 an image file.
If /gamerule keepInventory has been set to true, nothing is dropped.
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 block | 5 blocks | |
| Bedrock Edition entity | 3 blocks | 5 blocks |
| Bedrock Edition touch | 6 blocks | 12 blocks |
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 (π π
Γ 9) or higher, health slowly regenerates by 1HPπ π
every four seconds, but when it is at 20 (π π
Γ 10) with saturation remaining, health regenerates by 1HPπ π
every half second.β[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 (π π
Γ 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 (π π¦΄
), 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 1HPπ π
. On Easy difficulty, it brings health down to 10HPπ β€οΈ
π β€οΈ
π β€οΈ
π β€οΈ
π β€οΈ
. 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.
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.
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 (π π
π π
π π
) or less. Sprinting is activated by double-tapping the forward key (default ), then holding it, or by holding the sprint key ( by default, 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 is a feature activated by pressing and holding the sneak key (default is ). 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, 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.
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 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 occurs when the player is in an area less than 1.5 blocks high and prevents suffocation.
Climbing occurs whenever the player's lower half is in the block occupied by a climbable block, such as a ladder or vines. If this condition is satisfied:
Additionally:
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) β 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% |
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 blockβ[BE only]. The HUD also contains the crosshair and a held object or fist. The HUD can also be toggled by .
As mentioned in the Game modes section, when the player is in Creative mode, the health, hunger, experience, armor, and oxygen bars are hidden, and only the hotbar is visible. Despite this, the player can still collect experience and wear armor. The screen tilting animation (the animation for taking damage) still plays when dying from /kill or the void. In Spectator mode, the hotbar, crosshair, and held object/fist are also hidden; in Java Edition, the hotbar appears as a player spectating list when a number is pressed or the mouse wheel is scrolled.
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.
/kill). The player also has no hunger, has unlimited oxygen, and can break blocks instantly.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./gamemode spectator, pressing + until Spectator mode (the eye of ender) is selected or + 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.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. When a player is in the party, the font is colored blue.β[upcoming: BE 26.40]
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 synchronized 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 synchronized between devices.
Players can also choose four emotes per character slot.
Java Edition:
Players use the Players sound category for entity-dependent sound events.
| Sounds | ||||||||
|---|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch | Attenuation distance |
| βEating | Players | While a player is eating something | entity.generic.eat | subtitles.entity.generic.eatβ | varies [sound 1] | 0.8β1.2 | 16 | |
| βSipping | Players | While a player is drinking something | entity.generic.drink | subtitles.entity.generic.drinkβ | 0.5 | 0.9β1.0 | 16 | |
| βGulping | Players | While a player is drinking a honey bottle | item.honey_bottle.drink | subtitles.item.honey_bottle.drinkβ | 0.5 | varies [sound 2] | 16 | |
| βEating | Friendly Mobs | When a player finishes eating something | entity.generic.eat | subtitles.entity.generic.eatβ | 1.0 | 0.6β1.4 | 16 | |
| βBurp | Players | When a player finishes eating or drinking | entity.player.burp | subtitles.entity.player.burpβ | 0.5 | 0.9β1.0 | 16 | |
| βStrong attack | Players | When a player deals an attack that does not trigger any other attack sounds | entity.player.attack.strong | subtitles.entity.player.attack.strongβ | varies [sound 3] | 1.0 | 16 | |
| βCritical attack | Players | When a player deals a critical hit | entity.player.attack.crit | subtitles.entity.player.attack.critβ | 0.7 | 1.0 | 16 | |
| βKnockback attack | Players | When a player deals a sprinting attack | entity.player.attack.knockback | subtitles.entity.player.attack.knockbackβ | 0.7 | 1.0 | 16 | |
| βSweeping attack | Players | When a player deals a sweep attack | entity.player.attack.sweep | subtitles.entity.player.attack.sweepβ | 0.7 | 1.0 | 16 | |
| βWeak attack | Players | When a player deals an attack with no damage | entity.player.attack.nodamage | subtitles.entity.player.attack.weakβ | 0.7 | 1.0 | 16 | |
| βWeak attack | Players | When a player attempts to attack without sufficient cooldown | entity.player.attack.weak | subtitles.entity.player.attack.weakβ | 0.7 | 1.0 | 16 | |
| βPlayer dings | Players | When a player levels up to a multiple of 5 [sound 4] | entity.player.levelup | subtitles.entity.player.levelupβ | 0.75 [sound 5] | 1.0 | 16 | |
| βPlayer dies | Players | When a player dies | entity.player.death | subtitles.entity.player.deathβ | 1.0 | 0.8β1.2 | 16 | |
| βPlayer hurts | Players | When a player is damaged from a generic source | entity.player.hurt | subtitles.entity.player.hurtβ | 1.0 | 0.8β1.2 | 16 | |
| βPlayer drowning | Players | When a player is damaged by running out of breath | entity.player.hurt_drown | subtitles.entity.player.hurt_drownβ | 1.0 | 0.8β1.2 | 16 | |
| βPlayer burns | Players | When a player is damaged by fire | entity.player.hurt_on_fire | subtitles.entity.player.hurt_on_fireβ | 1.0 | 0.8β1.2 | 16 | |
| βPlayer freezes | Blocks | When a player is damaged by freezing in powder snow | entity.player.hurt_freeze | subtitles.entity.player.freeze_hurtβ | 1.0 | 0.8β1.2 | 16 | |
| βPlayer hurts | Players | When a player is damaged by touching a sweet berry bush | entity.player.hurt_sweet_berry_bush | subtitles.entity.player.hurtβ | 1.0 | 0.8β1.2 | 16 | |
| βSomething trips | Players | When a player falls from 4 to 7 blocks high in Survival or Adventure mode | entity.player.small_fall | subtitles.entity.generic.small_fallβ | 1.0 | 1.0 | 16 | |
| βSomething fell | Players | When a player falls from 8 or more blocks high in Survival or Adventure mode | entity.player.big_fall | subtitles.entity.generic.big_fallβ | 1.0 | 1.0 | 16 | |
| βSplashing | Players | When a player enters water at low speed [sound 6] | entity.player.splash | subtitles.entity.generic.splashβ | 0.0β0.25 [sound 7] | 0.6β1.4 | 16 | |
| βSplashing | Players | When a player enters water at high speed [sound 6] | entity.player.splash_high_speed | subtitles.entity.generic.splashβ | 0.25β1.0 [sound 7] | 0.6β1.4 | 16 | |
| βSwimming | Players | While a player is moving through water | entity.player.swim | subtitles.entity.generic.swimβ | 0.0β1.0 [sound 7] | 0.6β1.4 | 16 | |
| βPlayer teleports | Players | When a player teleports using an ender pearl | entity.player.teleport | subtitles.entity.player.teleportβ | 1.0 | 1.0 | 16 | |
| βNone[sound 8] | None | Unused sound event[sound 9] | entity.player.breath | None[sound 8]β | None | None | None | |
drink_honey1 and drink_honey2, 0.315-0.35 for drink_honey3, and 0.675-0.75 for the second copy of drink_honey3
strong1 through strong4, and 0.7 for strong5 and strong6
| Sounds | |||||||
|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch |
| β ? | Players | While a player is eating something | random.eat | β ? | 0.5β1.1 | 0.8β1.2 | |
| β ? | Players | While a player is drinking something | random.drink | β ? | 0.35 | 0.9β1.1 | |
| β ? | Players | While a player is drinking a honey bottle | random.drink_honey | β ? | varies[sound 1] | 0.9β1.0 | |
| β ? | Players | When a player finishes eating or drinking | random.burp | β ? | 0.5 | 0.9β1.0 | |
| βStrong attack | Players | When a player deals an attack with damage | game.player.attack.strong | β ? | 0.2 | 0.8β1.2 | |
| βCritical attack | Players | When a player deals a critical hit | game.player.attack.critical | β ? | ? | ? | |
| βWeak attack | Players | When a player deals an attack with no damage | game.player.attack.nodamage | β ? | 0.2 | 0.8β1.2 | |
| βPlayer dings | Players | When a player reaches a level multiple of 5 | random.levelup | β ? | 1.0 | 1.0 | |
| βPlayer dies | Players | When a player dies | game.player.die | β ? | 1.0 | 0.8β1.2 | |
| βPlayer hurts | Players | When a player is damaged from a generic source | game.player.hurt | β ? | 1.0 | 0.8β1.2 | |
| β ? | Players | When a player is damaged by running out of breath | mob.player.hurt_drown | β ? | 1.0 | 1.0 | |
| β ? | Players | When a player is damaged by fire | mob.player.hurt_on_fire | β ? | 1.0 | 1.0 | |
| β ? | Players | When a player is damaged by freezing in powder snow | mob.player.hurt_freeze | β ? | 1.0 | 1.0 | |
| β ? | Players | When a player falls from 4 to 7 blocks high in Survival or Adventure mode | damage.fallsmall | β ? | 0.75 | 1.0 | |
| β ? | Players | When a player falls from 8 or more blocks high in Survival or Adventure mode | damage.fallbig | β ? | 0.75 | 1.0 | |
| β ? | Ambient/Environment | When a player enters water | entity.generic.splash | β ? | ? | 0.6β1.4 | |
| β ? | Players | When the player's eye level goes underwater | ambient.underwater.enter | β ? | ? | 1.0 | |
| β ? | Players | When the player's eye level exits underwater | ambient.underwater.exit | β ? | ? | 1.0 | |
| β ? | Players | While a player is moving through water | random.swim | β ? | ? | 0.6β1.4 | |
| β ? | Players | Unused sound event | random.hurt | β ? | 1.0 | 1.0 | |
drink_honey1 and drink_honey2, but drink_honey3 is 0.175 or 0.375
| Name | Identifier | Translation key |
|---|---|---|
| π EntitySprite player.png: Sprite image for player in Minecraft Player | player |
entity.minecraft.player |
| Name | Identifier | Numeric ID | Family | Translation key |
|---|---|---|---|---|
| π EntitySprite player.png: Sprite image for player in Minecraft Player | player | 63 |
player | entity.player.name |
Players have entity data associated with them that contain various properties.
Player.
CustomName, CustomNameVisible, and Glowing.CanPickUpLoot, LeftHanded, PersistenceRequired, Leash, drop_chances.true/false) - true if the player is currently flying.0.05.true/false) - If true, the player can place blocks without depleting them. This is true for Creative mode, and false for other game modes.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.true/false) - If true, the player can place blocks. true when in Creative or Survival mode, and false when in Spectator or Adventure mode.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.0.1.Pos.0β26, inclusive.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.
true/false) - true if the current explosion should apply a fall damage reduction. Only used by explosions from wind charges.0 means Survival, 1 means Creative, 2 means Adventure, and 3 means Spectator.true/false) - true if the player has entered the exit portal in the End at least once.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 Β§ 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.0, and 3 (inclusive). The warden spawns at level 3.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.warning_level decreases by 1 level.
| Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | ||
|---|---|---|---|---|---|---|---|
| PS4 | Other | ||||||
| π Image | π Image | Diamonds to you! | Throw diamonds at another player. | Drop a diamond. Another player or a zombie must then pick up this diamond. | 15 | Bronze | |
| π Image | π Image | Time for Stew | Give someone a suspicious stew. | Drop a suspicious stew. Another player must then pick up this suspicious stew. | 20 | Bronze | |
| π Image | π Image | Cheating Death | Use the Totem of Undying to cheat death | Have the totem of undying in your hand when you take fatal damage. | 30 | Silver | |
Achievements that apply to all mobs:
| Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | ||
|---|---|---|---|---|---|---|---|
| PS4 | Other | ||||||
| π Image | π Image | Overkill | Deal nine hearts of damage in a single hit. | Damage can be dealt to any mob, even those that do not have nine hearts of health overall. | 30 | Bronze | |
| π Image | π Image | Over-Overkill | Deal 50 hearts of damage in a single hit using the Mace | Damage can be dealt to any mob, even those that do not have 50 hearts of health overall. | 20 | Silver | |
| π Image | π Image | Mob Kabob | Hit five mobs in the same Charge attack using the Spear. | Armor stands and also count for this achievement as they are technically mobs. | 10 | Bronze | |
Advancements that apply to all mobs:
| Icon | Advancement | In-game description | Actual requirements (if different) |
|---|---|---|---|
| π Image π Image | Adventure | Adventure, exploration and combat | Kill any mob, or be killed by any living entity. |
| π Image π Image | 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. |
| π Image π Image | Take Aim | Shoot something with an Arrow | Using a bow or a crossbow, shoot a mob with an arrow, tipped arrow, or spectral arrow. |
| π Image π Image | Mob Kabob | Hit five mobs in the same Charge attack using the Spear. | π Image Armor Stand and π Image Mannequin also count for this advancement. |
| π Image π Image | Arbalistic | Kill five unique mobs with one crossbow shot | π Image Armor Stand and π Image Mannequin also count 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. |
| Java Edition pre-Classic | |||||||
|---|---|---|---|---|---|---|---|
| Cave game tech test | The player currently has no visible model. Their hitbox is 1.7 blocks tall. | ||||||
| rd-132328 | π Image Mobs were added with their skin and model ported from Zombie Town. These are later used for the player. | ||||||
| rd-20090515 | Players can now jump further and also walk and fall faster. | ||||||
| Players move slower when in midair. | |||||||
| Java Edition Classic | |||||||
| 0.0.15a (Multiplayer Test 1) | π Image 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]β[more information needed] | |||||||
| August 13, 2009 | π Image Notch shows a test skin with a hat layer. | ||||||
| 0.24_SURVIVAL_TEST | π Image The texture was changed. | ||||||
| 0.28 | π Image The texture was changed, once again, removing the beard. | ||||||
| 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. | ||||||
| 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. | ||||||
| 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 by default. | ||||||
| Java Edition Beta | |||||||
| 1.5 | Unarmed damage was increased from 1HPπ π to 2HPπ β€οΈ . | ||||||
| 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 2HPπ β€οΈ to 1HPπ π . | |||||||
| 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, the fleshy stab sound alongside the generic tick sound and the bone breaking sound from falling were both removed/changed to be less violent. | |||||
| 1.8 | pre1 | π Image Added a new player model with smaller arms, and a new default player skin named Alex. | |||||
| 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 | π Image π Image π Image π Image New skin textures for Steve and Alex were added in the Minecraft Launcher beta, including classic and slim versions. | ||||||
| 1.19.3 | 22w45a | Integrated player skin now stored separately by wide and slim model. | |||||
| π Image π Image Updated integrated skins of Steve and Alex. | |||||||
| π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image Integrated 7 new skins: Ari, Efe, Kai, Makena, Noor, Sunny and Zuri. | |||||||
| The 7 new skins can be assigned to offline players now. | |||||||
| 1.21.2 | 24w33a | π Image π Image π Image π Image π Image π Image π Image π Image π Image The slim player model has changed, moving the arms down half a pixel | |||||
| 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. | |||||
| Java Edition Combat Tests | |||||||
| 5 | Players now get knockback from hits that deal less than half a heart of damage, including no damage. | ||||||
| Pocket Edition Alpha | |||||||
|---|---|---|---|---|---|---|---|
| Pre-release | π Image Added the player. | ||||||
| v0.8.0 | build 1 | π Image The player skin was changed. | |||||
| 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. | |||||
| π Image Added a new player model with smaller arms, and a new default player skin named Alex. | |||||||
| π Image Changed Steve's skin to match Java Edition. | |||||||
| 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. | ||||||
| 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 2HPπ β€οΈ to 1HPπ π to match Java Edition. | |||||
| 1.19.50 | Preview 1.19.50.21 | π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image π Image Added 7 new skins: Ari, Efe, Kai, Makena, Noor, Sunny and Zuri. | |||||
| 1.19.70 | Preview 1.19.70.20 | The playerβs 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. | |||||
| Preview 1.21.30.23 | π Image π Image The texture of Ari has been changed. | ||||||
| 26.40 | Preview 26.40.27 | Players can no longer get soft-locked when standing inside a sulfur cube's or a creaking's bounding box, as they are now able to interact with the entities and blocks around them through the mob.
| |||||
| 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 | π Image Added the player. |
| 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 | π Image Added the Alex skin. | ||
| 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. | ||
| 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 (12w38a) | 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 |
| 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.β[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. | |||||||
| 1.21.9 | Pre-Release 1 | angle has been renamed to yaw and is now a required field. | |||||
pitch has been added as a required field. | |||||||
dimension is now a required field. | |||||||
Issues relating to "Player" are maintained on the bug tracker. Issues should be reported and viewed there.
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| Joke |
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