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By default, your mob’s hitbox is whatever its base entity has: spawn a giant dragon on a pig base and players have to hit a pig-sized box floating in its chest. A custom hitbox fixes that: you draw the hittable area right in Blockbench. [Image here: A large custom model with a visible custom hitbox outline matching its body shape]

Setting one up

Step 1. Create a bone (group) whose name starts with b_ or ob_, or is simply hitbox.
Step 2. Add a single cube inside that bone, and size it to cover the area that should be hittable. The cube’s size is the hitbox’s size. [Image here: Blockbench with a semi-transparent cube inside a b_ group, sized around the model’s torso] Step 3. Hide the cube in Blockbench (the eye icon in the outliner). Hidden elements still define the hitbox but never render, so your model stays clean. Save, drop the file in models/, /nme reload, spawn a fresh mob, and hit it. The new box is live.

Multiple hitboxes

A model can have several hitbox bones: a b_head and a b_body, for example. Each becomes its own hittable area. That’s how you make a tall boss hittable at the legs and the head, or a long serpent hittable along its length.

Hitboxes follow animation

A hitbox bone parented inside an animated bone moves with the animation. Put b_head inside the head bone and the head hitbox tracks the head as it turns and bobs. Dodging a boss’s swinging tail becomes real gameplay. [Image here: An animated model mid-swing with its hitbox following the moving limb]

Mount points

A related tag: a bone prefixed p_ is a mount point, a spot where a hitbox can be seated. Use it for rideable creatures: p_seat on the saddle bone.

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