Player hitbox while swimming remains 2 blocks tall if they have a component_group set
Partner Rank: 3
Partner Team Reporting:
Polymaps
Verification builds and Platforms:
ver. 1.8.0.24_rc4 build 1436065
Summary:
When a player has a "component_group" added to them via a behaviour pack, the player's hitbox will not change when entering the swimming animation, meaning they cannot swim through 1x1 tunnels or close to blocks above as their hitbox is 2 blocks tall still. When the component group is removed, the player will be able to swim normally again once they exit and then re-enter the swimming animation (by sprinting)
Impact:
Swimming does not work like vanilla gameplay, making it feel like it controls poorly. I would not want to ship content which relies on swimming with this bug still in the game.
Repro Steps:
- Download the attached behaviour pack, which has an environment_sensor on the player. When the player holds a stick, the environment_sensor will add an empty component_group.
- Create a new world with the behaviour pack enabled
- Find an ocean or body of water and build a horizontal tunnel with a 1x1 sized hole.
- Try to swim through the hole, both while holding a stick (and thereby having a component_group attached to the player) and then not (You may have to stop swimming for the hitbox change to take effect)
Observed Results:
The player cannot swim through the 1x1 tunnel and cannot swim below blocks, as their hitbox remains 2 blocks tall.
Expected Results:
Players hitbox should change to be 1 block tall when entering the swimming animation, like in vanilla gameplay, regardless of any component_groups attached to the player
Screenshots/Videos attached: Yes/No
Demo video: https://www.youtube.com/watch?v=shPiOMTnYmY
Regression Builds:
N/A.
Notes:
**Attached is a behaviour pack containing the edited player.json and a video showing the bug in action.