Title: Spear thrust/charge hit detection fails against moving targets due to 3-tick client-side render delay
Description:
In Minecraft Java Edition 26.3-snapshot-7, the spear's stab attacks and charge attacks consistently miss entities that are moving, because the attack hit is calculated server-side after receiving the player input, while the client renders entity positions with a built-in 3-tick (150ms) interpolation delay for smooth visuals. This applies even in singleplayer, as the integrated server runs separately. The result is a visual offset: the target appears to be in one location on the client, but the server considers it further along its movement path. The first video demonstrates this issue — aiming directly at a moving target with a thrust or charge repeatedly misses. The second video reveals the actual server-side hit location, showing that you must lead the target to land the hit. Since other melee attacks (e.g. sword, axe) do not suffer from this issue, it is highly disruptive to spear gameplay.
Steps to Reproduce:
Launch Minecraft Java Edition 26.3-snapshot-7.
Obtain a spear.
Have a target (another player or a mob) move perpendicular to your facing direction at walking speed or faster.
Aim directly at the target's visible model and perform a spear stab attack or a charged attack.
Observe that the attack misses despite the target being visually in range.
To confirm the offset, aim roughly one body length ahead of the moving target's direction — the attack will connect where the server truly sees the target.
Expected Behavior:
Spear attacks should hit the target when the player's aim aligns with the target's rendered position, as with other melee weapons.
Observed Behavior:
Spear attacks miss moving targets unless the player leads the target significantly, compensating for the 3-tick visual delay.
Cause:
Examination of the spear attack handling code shows that hit detection is performed on the server tick upon receiving the attack packet, without client-side prediction or reconciliation. The client renders all entities with a default 3-tick interpolation delay for smooth motion. This creates a position discrepancy for moving entities: client position = server position - 3 ticks of movement. For most attacks (e.g. swords), the game likely uses client-authoritative hit detection or immediate local calculation, preventing this desync. The spear lacks such handling, making it exceptionally unreliable against moving targets.
Impact:
Very high — this bug severely undermines the usability of the spear in any combat scenario involving movement, effectively breaking the weapon's intended function.
Attachments
Comments 2
This issue has been reviewed by our team.
Please add new, relevant information if it helps us understand or reproduce the issue. To show that you’re affected, use the vote feature rather than commenting.
If a fix is implemented, it will be listed in our official changelogs.
For major outages or urgent assistance, visit the Minecraft Help Center.
Thank you for helping us improve Minecraft! We saved your files: