Mojira Archive
MCM-486

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:

  1. 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.
  2. Create a new world with the behaviour pack enabled
  3. Find an ocean or body of water and build a horizontal tunnel with a 1x1 sized hole.
  4. 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.

Unresolved

samasaurus6

2018-12-22, 06:56 PM

2019-01-02, 10:49 PM

0

0

Future Release

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