minecraft:geometry for you with a switch.Get GodCraftOverview
minecraft:geometry is a block component: it goes in the components object of a custom block. Picks the 3D model that draws the block. You can give just a model name, or an object with extra options like hiding bones or culling. Built in shapes are "minecraft:geometry.full_block" and "minecraft:geometry.cross".
Fields
| Field | Type | Default | Description |
|---|---|---|---|
identifier | string | none | Name of the model, from a .geo.json in your resource pack or one of the built in shapes. |
culling | string | "" | Name of a block culling file that hides faces when they are covered by neighbors. |
culling_shape | string | "" | Shape used to hide faces of nearby blocks. Needs the VoxelShape experiment and a culling rule. |
culling_layer | string | none | Group name that lets culling rules treat several blocks as one kind, for example "minecraft:culling_layer.leaves". |
bone_visibility | object | none | Shows or hides model bones, using true/false or a Molang check on the block state. Handy for one model with many looks. |
uv_lock | boolean | string[] | false | Keeps textures from turning when the block is rotated. Set to true for all bones, or list the bone names. |
n_way_visual_rotation | NWayVisualRotation | none | Links x, y and z rotation to block states, so the model turns visually while the block itself stays the same. |
Example
Inside the components object of BP/blocks/<name>.json (values are the defaults or placeholders):
BP/blocks/<name>.json
{
"minecraft:geometry": {
"identifier": "",
"culling": "",
"culling_shape": "",
"culling_layer": "",
"bone_visibility": {},
"uv_lock": false,
"n_way_visual_rotation": {}
}
}