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The hitbox decides what players stand on, bump into and click. Usually you don’t need to write one: LodeItems works it out from the model.

Modes

text or list
default:"auto"
  • auto: follows the model’s shape (see below).
  • cubes: a full solid block wherever the model is.
  • precise: the model rebuilt from small solid boxes. Exact, but each box costs entities for every player who can see it, so use it sparingly.
  • none: no hitbox. The piece can’t be clicked or broken by hand.
  • A list of parts, described below.

How auto works

Each block-sized cell of the model gets the shape that fits it best:
  • a full block for solid parts,
  • a vanilla shape (slab, stairs, panel, rod, lantern box or pane) where that fits better,
  • or only a click box for thin parts like a rug, which you can click but walk over.
A chair gets stairs plus a panel for its back, a lamp gets a lantern box, and a table gets a full block. All of these are blocks, so they cost nothing extra and players never get kicked for “flying” while standing on a prop. A model has to reach 3 pixels into a cell to claim it, so a lampshade poking 2 pixels into the block above doesn’t make that block solid.

Writing your own

Positions are x,y,z in blocks from the piece’s own block, as seen from its front: -z is towards the front, and left and right are as you face the piece. They turn with the piece.
A hitbox can have at most 512 cells.

Which to pick

Beds always use full cells for the parts you sleep in.