Bedrock Edition beta schemas documentation

From Minecraft Wiki
Jump to: navigation, search
Information icon.svg
This feature is exclusive to Bedrock Edition.

This is the schemas documentation for Bedrock Edition beta 1.14.0.2. New features, components, and capabilities in this release are not final and might change without notice before the final release. Be sure to check the documentation once the release is out of beta if the add-on isn't working properly. Resource and behavior packs created for the beta are not guaranteed to work on the final release.

Overview[edit]

These are the data format schemas for content creators to reference when editing or creating new content.

Schemas[edit]

actor_animation:1.8.0:{    version "format_version"    object "animations"    {        object "animation.<identifier>"        {            bool "loop" : opt // should this animation loop or stop playing when finished            molang "anim_time_update" : opt // how does time pass when playing the animation.  Defaults to "query.anim_time + query.delta_time" which means advance in seconds.            molang "blend_weight" : opt            bool "override_previous_animation" : opt // reset bones in this animation to the default pose before applying this animation            object "bones" : opt            {                object "<identifier>"                {                    object "relative_to" : opt                    {                        string "rotation" : opt // if set, makes the bone rotation relative to the entity instead of the bone's parent                    }                    molang "position" : opt                    object "position" : opt                    {                        object "<any array element>(.<any array element>)?"                        {                            enumerated_value "lerp_mode" : opt                            array "pre"[3] : opt                            {                                molang "<any array element>"                            }                            array "post"[3] : opt                            {                                molang "<any array element>"                            }                        }                        array "<any array element>(.<any array element>)?"[3]                        {                            molang "<any array element>"                        }                    }                    array "position" : opt                    {                        molang "<any array element>"                    }                    molang "rotation" : opt                    array "rotation" : opt                    {                        molang "<any array element>"                        object "<any array element>"                        {                            molang "[xyz]"                        }                    }                    object "rotation" : opt                    {                        object "<any array element>(.<any array element>)?"                        {                            enumerated_value "lerp_mode" : opt                            array "pre"[3] : opt                            {                                molang "<any array element>"                            }                            array "post"[3] : opt                            {                                molang "<any array element>"                            }                        }                        array "<any array element>(.<any array element>)?"[3]                        {                            molang "<any array element>"                        }                    }                    molang "scale" : opt                    object "scale" : opt                    {                        object "<any array element>(.<any array element>)?"                        {                            enumerated_value "lerp_mode" : opt                            array "pre"[3] : opt                            {                                molang "<any array element>"                            }                            array "post"[3] : opt                            {                                molang "<any array element>"                            }                        }                        array "<any array element>(.<any array element>)?"[3]                        {                            molang "<any array element>"                        }                    }                    array "scale" : opt                    {                        molang "<any array element>"                    }                }            }            object "particle_effects" : opt            {                array "<any array element>(.<any array element>)?" : opt                {                    object "<any array element>" : opt                    {                        string "effect" // The name of a particle effect that should be played                        string "locator" : opt // The name of a locator on the actor where the effect should be located                        molang "pre_effect_script" : opt // A molang script that will be run when the particle emitter is initialized                        bool "bind_to_actor" : opt // Set to false to have the effect spawned in the world without being bound to an actor (by default an effect is bound to the actor).                    }                }                object "<any array element>(.<any array element>)?" : opt                {                    string "effect" // The name of a particle effect that should be played                    string "locator" : opt // The name of a locator on the actor where the effect should be located                    molang "pre_effect_script" : opt // A molang script that will be run when the particle emitter is initialized                    bool "bind_to_actor" : opt // Set to false to have the effect spawned in the world without being bound to an actor (by default an effect is bound to the actor).                }            }            object "sound_effects" : opt // sound effects to trigger as this animation plays, keyed by time            {                array "<any array element>(.<any array element>)?" : opt                {                    object "<any array element>" : opt                    {                        string "effect" // Valid sound effect names should be listed in the entity's resource_definition json file.                    }                }                object "<any array element>(.<any array element>)?" : opt                {                    string "effect" // Valid sound effect names should be listed in the entity's resource_definition json file.                }            }            object "timeline" : opt            {                string "<any array element>(.<any array element>)?" : opt                array "<any array element>(.<any array element>)?" : opt                {                    string "<any array element>" : opt                }            }            float "animation_length" : opt // override calculated value (set as the last keyframe time) and set animation length in seconds.        }    }}----------actor_animation_controller:1.8.0:{    version "format_version"    object "animation_controllers"    {        object "controller.animation.<identifier>"        {            object "states"            {                object "<identifier>"                {                    array "parameters" : opt                    {                        string "<any array element>"                    }                    array "animations" : opt                    {                        object "<any array element>"                        {                            array "<identifier>"[0,*]                            {                                object "<any array element>" : opt                                {                                    float "<any array element>(.<any array element>)?" : opt                                }                            }                        }                    }                    array "transitions" : opt                    {                        object "<any array element>" : opt                        {                            molang "<identifier>"                        }                    }                    array "particle_effects" : opt                    {                        object "<any array element>" : opt                        {                            string "effect" // The name of a particle effect that should be played                            string "locator" : opt // The name of a locator on the actor where the effect should be located                            string "pre_effect_script" : opt // A molang script that will be run when the particle emitter is initialized                            bool "bind_to_actor" : opt // Set to false to have the effect spawned in the world without being bound to an actor (by default an effect is bound to the actor).                        }                    }                    array "on_entry" : opt                    {                        string "<any array element>" : opt                    }                    array "on_exit" : opt                    {                        string "<any array element>" : opt                    }                }            }            string "initial_state" : opt        }    }}----------actor_animation_controller:1.10.0:{    version "format_version"    object "animation_controllers"    {        object "controller.animation.<identifier>"        {            object "states"            {                object "<identifier>"                {                    object "variables" : opt                    {                        object "<identifier>"                        {                            molang "input"                            object "remap_curve" : opt                            {                                float "<any array element>(.<any array element>)?"                            }                        }                    }                    array "animations" : opt                    {                        string "<any array element>"                        object "<any array element>"                        {                            molang "<identifier>"                        }                    }                    array "transitions" : opt                    {                        object "<any array element>" : opt                        {                            string "<identifier>"                        }                    }                    object "blend_transition" : opt // Specifies the cross-fade time in seconds when transitioning to another state                    {                        float "<identifier>" // Mapping of time since the animation was canceled, to the blend value at that time.  A default key of time=0 to a blend value of 1.0 is provided if any other key is set and a blend value at time=0 hasn't already been set.                    }                    float "blend_transition" : opt // A short-hand version of blend_out that simply sets the amount of time to fade out if the animation is interrupted                    array "particle_effects" : opt                    {                        object "<any array element>" : opt                        {                            string "effect" // The name of a particle effect that should be played                            string "locator" : opt // The name of a locator on the actor where the effect should be located                            string "pre_effect_script" : opt // A molang script that will be run when the particle emitter is initialized                            bool "bind_to_actor" : opt // Set to false to have the effect spawned in the world without being bound to an actor (by default an effect is bound to the actor).                        }                    }                    array "on_entry" : opt                    {                        string "<any array element>" : opt                    }                    array "on_exit" : opt                    {                        string "<any array element>" : opt                    }                    array "sound_effects" : opt // Collection of sounds to trigger on entry to this animation state.                    {                        object "<any array element>" : opt                        {                            string "effect" // Valid sound effect names should be listed in the entity's resource_definition json file.                        }                    }                }            }            string "initial_state" : opt        }    }}----------block_reference:1.10.0:{    string "name"    object "states"    {        bool "\w*:?\w+" : opt        int "\w*:?\w+" : opt        string "\w*:?\w+" : opt    }}----------render_controller:1.8.0:{    version "format_version"    object "render_controllers"    {        object "controller.render.<scope_identifier>"        {            bool "rebuild_animation_matrices" : opt            object "arrays" : opt            {                object "geometries" : opt                {                    array "array.<scope_identifier>"                    {                        string "<any array element>"                    }                }                object "materials" : opt                {                    array "array.<scope_identifier>"                    {                        string "<any array element>"                    }                }                object "textures" : opt                {                    array "array.<scope_identifier>"                    {                        string "<any array element>"                    }                }            }            string "geometry"            array "part_visibility" : opt            {                object "<any array element>"                {                    molang "[a-zA-Z0-9_.:*]+"                }            }            array "materials" : opt            {                object "<any array element>"                {                    molang "[a-zA-Z0-9_.:*]+"                }            }            array "textures" : opt            {                string "<any array element>"            }            object "color" : opt            {                molang "r" : opt                molang "g" : opt                molang "b" : opt                molang "a" : opt            }            object "overlay_color" : opt            {                molang "r" : opt                molang "g" : opt                molang "b" : opt                molang "a" : opt            }            object "uv_anim" : opt            {                array "offset"[2]                {                    molang "<any array element>"                }                array "scale"[2]                {                    molang "<any array element>"                }            }            molang "light_color_multiplier" : opt            bool "ignore_lighting" : opt            bool "filter_lighting" : opt        }    }}----------geometry:1.1.0:{    version "format_version"    object "geometry.<scope_identifier>"[0,*]    {        float "visible_bounds_width" : opt        float "visible_bounds_height" : opt        array "visible_bounds_offset"[3] : opt        {            float "<any array element>"        }        int "texturewidth" : opt        int "textureheight" : opt        bool "preserve_model_pose" : opt        array "bones"[0,*] : opt        {            object "<any array element>" : opt            {                string "name"                bool "reset" : opt                bool "neverRender" : opt                array "pivot"[3] : opt                {                    float "<any array element>"                }                array "rotation"[3] : opt                {                    float "<any array element>"                }                bool "mirror" : opt                float "inflate" : opt                bool "debug" : opt                array "cubes"[0,*] : opt                {                    object "<any array element>" : opt                    {                        array "origin"[3] : opt                        {                            float "<any array element>"                        }                        array "size"[3] : opt                        {                            float "<any array element>"                        }                        array "uv"[2] : opt                        {                            float "<any array element>"                        }                        float "inflate" : opt                        bool "mirror" : opt                    }                }                object "locators" : opt                {                    array "<identifier>" : opt                    {                        float "<any array element>" : opt                    }                }            }        }    }}----------geometry:1.8.0:{    version "format_version"    object "geometry.<scope_identifier>"[0,*]    {        float "visible_bounds_width" : opt        float "visible_bounds_height" : opt        array "visible_bounds_offset"[3] : opt        {            float "<any array element>"        }        int "texturewidth" : opt        int "textureheight" : opt        bool "preserve_model_pose2588" : opt        array "bones"[0,*] : opt        {            object "<any array element>" : opt            {                string "name"                bool "reset" : opt                bool "neverRender" : opt                string "parent" : opt                array "pivot"[3] : opt                {                    float "<any array element>"                }                array "rotation"[3] : opt                {                    float "<any array element>"                }                array "bind_pose_rotation"[3] : opt                {                    float "<any array element>" : opt                }                bool "mirror" : opt                float "inflate" : opt                bool "debug" : opt                array "cubes"[0,*] : opt                {                    object "<any array element>" : opt                    {                        array "origin"[3] : opt                        {                            float "<any array element>"                        }                        array "size"[3] : opt                        {                            float "<any array element>"                        }                        array "uv"[2] : opt                        {                            float "<any array element>"                        }                        float "inflate" : opt                        bool "mirror" : opt                    }                }                object "locators" : opt                {                    array "<identifier>" : opt                    {                        float "<any array element>" : opt                    }                }                object "poly_mesh" : opt                {                    bool "normalized_uvs" : opt                    array "positions" : opt                    {                        array "<any array element>"[3] : opt                        {                            float "<any array element>"                        }                    }                    array "normals" : opt                    {                        array "<any array element>"[3] : opt                        {                            float "<any array element>"                        }                    }                    array "uvs" : opt                    {                        array "<any array element>"[2] : opt                        {                            float "<any array element>"                        }                    }                    array "polys"                    {                        array "<any array element>"[3,4] : opt                        {                            array "<any array element>"[3]                            {                                float "<any array element>"                            }                        }                    }                    string "polys"                }                array "texture_meshes" : opt                {                    object "<any array element>"                    {                        string "texture"                        array "position"[3] : opt                        {                            float "<any array element>"                        }                        array "local_pivot"[3] : opt                        {                            float "<any array element>"                        }                        array "rotation"[3] : opt                        {                            float "<any array element>"                        }                        array "scale"[3] : opt                        {                            float "<any array element>"                        }                    }                }            }        }    }}----------geometry:1.12.0:{    version "format_version"    array "minecraft:geometry"    {        object "<any array element>"        {            object "description"            {                string "identifier" // Entity definition and Client Block definition files refer to this geometry via this identifier.                float "visible_bounds_width" : opt // Width of the visibility bounding box (in model space units).                float "visible_bounds_height" : opt // Height of the visible bounding box (in model space units).                array "visible_bounds_offset"[3] : opt                {                    float "<any array element>" // Offset of the visibility bounding box from the entity location point (in model space units).                }                int "texture_width" : opt // Assumed width in texels of the texture that will be bound to this geometry.                int "texture_height" : opt // Assumed height in texels of the texture that will be bound to this geometry.                bool "preserve_model_pose2588" : opt            }            array "bones"[0,*] : opt // Bones define the 'skeleton' of the mob: the parts that can be animated, and to which geometry and other bones are attached.            {                object "<any array element>" : opt                {                    string "name" // Animation files refer to this bone via this identifier.                    bool "reset2588" : opt                    bool "neverrender2588" : opt                    string "parent" : opt // Bone that this bone is relative to.  If the parent bone moves, this bone will move along with it.                    array "pivot"[3] : opt                    {                        float "<any array element>" // The bone pivots around this point (in model space units).                    }                    array "rotation"[3] : opt                    {                        float "<any array element>" // This is the initial rotation of the bone around the pivot, pre-animation (in degrees, x-then-y-then-z order).                    }                    array "bind_pose_rotation2588"[3] : opt                    {                        float "<any array element>" : opt                    }                    bool "mirror" : opt // Mirrors the UV's of the unrotated cubes along the x axis, also causes the east/west faces to get flipped.                    float "inflate" : opt // Grow this box by this additive amount in all directions (in model space units).                    bool "debug" : opt                    array "cubes"[0,*] : opt // This is the list of cubes associated with this bone.                    {                        object "<any array element>" : opt                        {                            array "origin"[3] : opt                            {                                float "<any array element>" // This point declares the unrotated lower corner of cube (smallest x/y/z value in model space units).                            }                            array "size"[3] : opt                            {                                float "<any array element>" // The cube extends this amount relative to its origin (in model space units).                            }                            array "rotation"[3] : opt                            {                                float "<any array element>" // The cube is rotated by this amount (in degrees, x-then-y-then-z order) around the pivot.                            }                            array "pivot"[3] : opt                            {                                float "<any array element>" // If this field is specified, rotation of this cube occurs around this point, otherwise its rotation is around the center of the box.                            }                            float "inflate" : opt // Grow this box by this additive amount in all directions (in model space units), this field overrides the bone's inflate field for this cube only.                            bool "mirror" : opt // Mirrors this cube about the unrotated x axis (effectively flipping the east / west faces), overriding the bone's 'mirror' setting for this cube.                            object "uv"[0,*] : opt // This is an alternate per-face uv mapping which specifies each face of the cube.  Omitting a face will cause that face to not get drawn.                            {                                object "north" : opt // Specifies the UV's for the face that stretches along the x and y axes, and faces the -z axis.                                {                                    array "uv"[2]                                    {                                        float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.                                    }                                    array "uv_size"[2] : opt                                    {                                        float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.                                    }                                    string "material_instance" : opt                                }                                object "south" : opt // Specifies the UV's for the face that stretches along the x and y axes, and faces the z axis                                {                                    array "uv"[2]                                    {                                        float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.                                    }                                    array "uv_size"[2] : opt                                    {                                        float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.                                    }                                    string "material_instance" : opt                                }                                object "east" : opt // Specifies the UV's for the face that stretches along the z and y axes, and faces the x axis                                {                                    array "uv"[2]                                    {                                        float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.                                    }                                    array "uv_size"[2] : opt                                    {                                        float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.                                    }                                    string "material_instance" : opt                                }                                object "west" : opt // Specifies the UV's for the face that stretches along the z and y axes, and faces the -x axis                                {                                    array "uv"[2]                                    {                                        float "<any array element>" // Specifies the uv origin for the face. For this face, it is the upper-left corner, when looking at the face with y being up.                                    }                                    array "uv_size"[2] : opt                                    {                                        float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.                                    }                                    string "material_instance" : opt                                }                                object "up" : opt // Specifies the UV's for the face that stretches along the x and z axes, and faces the y axis                                {                                    array "uv"[2]                                    {                                        float "<any array element>" // Specifies the uv origin for the face. For this face, it is the back-upper-left corner, assuming you're facing 'north' relative to the cube.                                    }                                    array "uv_size"[2] : opt                                    {                                        float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.                                    }                                    string "material_instance" : opt                                }                                object "down" : opt // Specifies the UV's for the face that stretches along the x and z axes, and faces the -y axis                                {                                    array "uv"[2]                                    {                                        float "<any array element>" // Specifies the uv origin for the face. For this face, it is the back-down-right corner, assuming you're facing 'north' relative to the cube.                                    }                                    array "uv_size"[2] : opt                                    {                                        float "<any array element>" // The face maps this many texels from the uv origin. If not specified, the box dimensions are used instead.                                    }                                    string "material_instance" : opt                                }                            }                            array "uv"[2] : opt                            {                                float "<any array element>" // Specifies the upper-left corner on the texture for the start of the texture mapping for this box.                            }                        }                    }                    object "locators" : opt                    {                        array "<identifier>" : opt // This is a list of locators associated with this bone.  A locator is a point in model space that tracks a particular bone as the bone animates (by maintaining it's relationship to the bone through the animation).                        {                            float "<any array element>" : opt // Position of the locator in model space.                        }                    }                    object "poly_mesh" : opt // ***EXPERIMENTAL*** A triangle or quad mesh object.  Can be used in conjunction with cubes and texture geometry.                    {                        bool "normalized_uvs" : opt // If true, UVs are assumed to be [0-1].  If false, UVs are assumed to be [0-texture_width] and [0-texture_height] respectively.                        array "positions" : opt                        {                            array "<any array element>"[3] : opt                            {                                float "<any array element>" // Vertex positions for the mesh.  Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the normals and UVs sections.                            }                        }                        array "normals" : opt                        {                            array "<any array element>"[3] : opt                            {                                float "<any array element>" // Vertex normals.  Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the positions and UVs sections.                            }                        }                        array "uvs" : opt                        {                            array "<any array element>"[2] : opt                            {                                float "<any array element>" // Vertex UVs.  Can be either indexed via the "polys" section, or be a quad-list if mapped 1-to-1 to the positions and normals sections.                            }                        }                        array "polys"                        {                            array "<any array element>"[3,4] : opt                            {                                array "<any array element>"[3]                                {                                    float "<any array element>" // Poly element indices, as an array of polygons, each an array of either three or four vertices, each an array of indices into positions, normals, and UVs (in that order).                                }                            }                        }                        string "polys" // If not specifying vertex indices, arrays of data must be a list of tris or quads, set by making this property either "tri_list" or "quad_list"                    }                    array "texture_meshes" : opt // ***EXPERIMENTAL*** Adds a mesh to the bone's geometry by converting texels in a texture into boxes                    {                        object "<any array element>"                        {                            string "texture" // The friendly-named texture to use.                            array "position"[3] : opt                            {                                float "<any array element>" // The position of the pivot point after rotation (in *entity space* not texture or bone space) of the texture geometry                            }                            array "local_pivot"[3] : opt                            {                                float "<any array element>" // The pivot point on the texture (in *texture space* not entity or bone space) of the texture geometry                            }                            array "rotation"[3] : opt                            {                                float "<any array element>" // The rotation (in degrees) of the texture geometry relative to the offset                            }                            array "scale"[3] : opt                            {                                float "<any array element>" // The scale (in degrees) of the texture geometry relative to the offset                            }                        }                    }                }            }        }    }}