Important: This ticket will stay resolved!
Remaining issues for hit boxes and eye positions will be split up into their own reports.
If such an issue is a problem for you and doesn't have an own report yet, feel free to create it!
Avoid grouping several similar issues as this report did.
For example if the hit box of zombies and the hit box of wolfs has an issue, that is two reports, one for zombies and one for wolfs.
This report has been split to make it easier to update the reports and hopefully also easier for the devs to fix them.
MC-143184: Eye level and visible eye position mismatch
MC-142768: Suffocation caused by eye-level outside of collision box
Reports specific to certain entities or situations, e.g. MC-117619, MC-119372, ...
This report is still about bad hitboxes.
The hitboxes and eye position of a few mobs/entities are in a wrong place.
✔ All fine here.
:info: Seems wrong, but with explanation and expectation to stay like this.
❓ Unsure if issue or intended.
⚠️ Minor issue.
❌ Bigger difference
:flag_on: Special issue that may need to be moved into an own report
Mob/Entity | Height | Width | Eye Position | Comment | |
---|---|---|---|---|---|
Horse, Donkey | ❌ too high | ✔ | ❌ | Suffocating below blocks, see MC-142768. Also see MC-76050 for donkeys | |
Baby Horse | ❌ too small | ✔ | ❌ | Suffocating below blocks, see MC-142768 | |
Giant | ❌ too small | ✔ | ✔ | - | |
Small Armorstand | ✔ | ✔ | ⚠️ too low | - | |
Baby Pigman, Baby Zombie/Drowned, Baby Villager | ⚠️ too small | ✔ | ✔ | I assume all these have the same height intentionally. Their average rendering height is quite a bit higher than the current hitbox. Especially Pigman rendering goes higher quite a bit. | |
Pigman, Baby Pigman, Husk, Baby Husk | :info: below | ✔ | ⚠️ too low | The eyes of pigman sit higher than the ones of the other mobs for rendering | |
Guardians, Elderguardians, Ghast | ✔ | ⚠️ too small | ✔ | - | |
Bat | ⚠️ too high | ✔ | ⚠️ too low | - | |
EnderCrystal | ⚠️ too far up* | ⚠️ too big | ✔ | *or rather renders too far down compared to the hitbox | |
Pigman, Zombie, Villager, Witch, Skeleton | :info: too small | ✔ | ✔ | Seems a little bit too small, but making them higher would make them not fit in 2 high spaces, therefore probably intended. (Not confirmed by devs) | |
Cave spider | :info: too small | ✔ | ✔ | Seems too small, but making them higher would make them not fit in 1/2 high spaces, therefore probably intended. (Not confirmed by devs) | |
Vindicator [media] | ✔ | ✔ | ⚠️ A little bit high | - | |
Evoker [media] | ✔ | ✔ | ⚠️ A little bit high | - | |
Parrot | ⚠️ A little bit high | ✔ | ✔ | - | |
Polar Bear | ✔ | ❌ Too small | ⚠️ A little bit high | See also MC-142848 | |
(Baby) panda | ✔ | ✔ | ⚠️ Too high, especially for baby | See also MC-142849 | |
Fox | ❓ | ✔ | ❌ | Eye level tracked in MC-142768 | |
:flag_on: Llama Spit [media] | ❌ ❓ | ✔ | ❌ ❓ | Unable to reproduce, no collision box visible in quick test | |
:flag_on: Player | ⚠️ | ✔ | ❌ when sneaking | Too small when not sneaking, too high when sneaking (likely part wise caused by MC-48191 and therefore intended). Eye position does not change when sneaking | |
:flag_on: EnderDragon | ❓ | ❓ | ⚠️ too high | The facing is inverted too all other mobs. Height and Width is the AABB around all parts so it looks too huge, while it actually is probably fine | :info: Note: The list might not always be fully accurate for the latest snapshot. |
In the world download
[media] most mobs are spawned in a row with NoAI
. It can be really useful for testing.
I recommend using F3
+ B
and /gamemode spectator
. Also it's good to turn particles to minimum to better see mobs like blazes.
Related issues
is duplicated by
relates to
Attachments
Comments


For chickens, this is particularly tricky because I have a grinder that only drowns the chickens when they grow up, but thanks to the bad eye position the babies drown even when their heads are entirely out of the water (suspended above them).

Yeah its really annoying, Also all the chickens in the world are getting killed or well they "Commit Suicide", I had a ravine full of animals (It had some little holes on the walls), I just played for 3 hours and i only had 3 chickens of the 40 that i had. Its really sad D: (And well the same thing happened to all my other baby animals before this new update that fixed the hitbox of the other animals lol... :/)

Not fixed for skeleton and baby zombie hitboxes

True (Is fixed but not at all), This should be Re-opened and i will edit the info a little.

I'm pretty sure the chickens' suffocation is because of the newly rewritten (harsher) suffocation codes. Horses now aren't safe in a 2 block tall area either (some of their idle animations make their head rise 1 pixel into the block above them and they start taking damage fast). They're trying to prevent X-Ray stuff so they've toughened up the rules. That's also what was causing mined blocks to sometimes go up through the ground to the surface. Less patience when dealing with clipping. Also doesn't it seem unfair that you start taking damage instantly instead of being able to hold your breath for 15 seconds like you can in water? But that one's been there for awhile.

Confirmed for 14w11b

Btw the new block code is getting worse than before. You can still see throught blocks when you are suffocating sometimes.

Confirmed for 14w17a

Fixed for baby chicken in 14w20b ; confirmed for skeleton and baby zombie.

Confirmed for 14w21b.

I thoght it would be easier to have all of them into one Ticket. but okey.

The last one is for MC-54615.

Nope, I took all of them on my pc, I founded them while I was checking them/updating the topic (Just when you said it was confirmed for 14w21b, I took these screenshots) and after that I saw the other tickets. I didn't knew about the existence of the other when I was taking the screenshots.

Ok.

Horses and foals have bad hitboxes too
MC-15383
With foals it is even more extrem, please don't forget them to mention

That is true they should be larger.
And added both c:

Thanks 😉

Confirmed for 14w29b
Also with:
Villager zombies (too small hitbox)
Enderdragon (hitbox size incorrect and eye level too; see screenshot)

Added and thanks 😃

Confirmed for
14w30c
14w31a
Minecraft 1.8-pre 1

Also affects item drops (see screenshot).

Confirmed for 1.8.1-pre1 for Enderdragon and Baby Zombies.

Confirmed for 1.8.1 and 1.8.2-pre1.

Confirmed for
1.8.6 for baby zombies

Confirmed for 1.8.7.

15w35: Baby zombie (pigman) hitboxes are now smaller, but they still take damage in one high spaces.
MC-69595 is the same for chicken. They should probably be linked together and the chickens should be added to the list here (they can just added to the Cow/Mooshroom as it's the same issue) 🙂

Done.
Can confirm for chicken, cows and horses in 1.8.8 and 15w36d.
Added a map download with most (maybe even all?) mobs.
This can probably be useful to test it in future versions or even while changing it.
Adjusted some of them.
Some have to stay within certain sizes to allow or disallow them walking under/between/past certain blocks. I think I managed to fix some up without influencing that too much.
The wolf's offset is fixed.

@unknown Mr. Broes, would you be so kind to add an additional column (or any of the mods) and mark those fixed which you fixed, and those which you won't fix for your mentioned reasons, also add the according text in that additional column?
Thank you!

@unknown PS: Alternatively, it would be nice to know their fixed/changed/remaining overall size, height as well as width.
This information is crucial for farmers and also the tech community, e.g. for mob farms.
Panda or a mod could add that info then into the additional column, for everyone to see.
Thank you!
@unknown Thank you 👍
I will update the list after the next snapshot, with the ones that still seem odd.
After that you maybe can just put an "intended stamp" on the ones that got good reasons to be that way as Meri suggested 🙂
@unknown
I planned to do so anyway, but didn't get to it yet. It would be easier to wait for a full release with MCP to do that though.

Your list is missing witches, isn't it?

Naturally spawned skeletons(not created via spawn egg nor present at world load) seem to be able to fit into spaces where their hit box should prevent them from being able to(ie. 2 block high carpeted space).
@unknown I think they were missing, I just updated the list. But your comment just got me to think about it again. I will update the list again, trying to explain why some mobs probably won't get an exactly fitting hitbox.
In the case of witches for example, they always fit below 2 high spaces. So it probably is intended to stay that way, so their head doesn't count. That is of course just speculation, but it makes a lot of sense and seems to me like @unknown thought ahead there 🙂
@unknown Which version? It seems to be fine in 15w39c 🙂
Done updating the list for now for 15w39c. I added :info: for things that seem wrong at first look but got good reasons to stay that way. Confirmation about those being intended that way would be nice 🙂
Also the list is getting shorter 😃

Can somebody update the list for 15w47c?
Updated the list.
The only thing that changed since 15w39c is the player hitbox while sneaking.
Sorry that I have been a bit inactive on here lately. I should have some time to update my other issues "soon" 🙂

Eh, 10 weeks is not too bad - very few people update their tickets regularly. Thanks!


confirmed for 15w49a. also the donkey hasn't been changed.

confirmed for 15w50a

confirmed for 15w51a and 15w51b

confirmed for 16w02a

confirmed for 16w03a

confirmed for 16w04a

confirmed 16w06a
Seems unchanged since 15w49b compared to 1.9pre2.
Also something weird is going on with the test world (NoAI-Failing?) but it still can be used and that is the topic for a different bug post.

@unknown NoAI:1 failing as in No Gravity anymore? That's "works as intended" due to another bugpost recently being fixed resolved: MC-96565
I added a workaround for the Creative community there.
@unknown Thanks for the info. So that's already taken care of 🙂
It's a bit weird how it still works for armour stands but it's probably all discussed in the link you posted already 😃

@unknown why don't you just leave the version list out of the description, it's pretty obvious that it effects the latest version in the affected versions list
@unknown Good point. The idea was that I don't have to update the full list every time when some of them are still in a newer version.
I just added a note below now, saying when I last went and more carefully checked all of them.

Longest comment ever! I'll put it in a code block so that it doesn't fill half of the page.
***Tests in 1.10*** (only changes, not mentioned means confirmed):
Chicken: Front of body is not in hitbox (HB). Head neither, but I think that's intended. I'll not mention more heads.
Baby Chicken: HB is too slim and too short.
Cow and baby cow: HB is too wide and too short.
Baby Sheep: End of body is not in HB, a bit too slim, HB too wide. Eyes of texture are higher than highest point of body. I don't know how to properly set the eye position then without making it suffocate if pushed up to the underside of a block by water.
Baby Horse, Horse: HB too wide and too far at the front.
Small ArmorStand: HB too wide and long.
Giant: HB too wide and long.
Baby PigZombie, Baby Zombie, Baby Villager: HB too long and wide. Baby PigZombie eyes are a bit too low.
Pigman doesn't exist anymore. The names here are inconsistent, I think.
Guardians (elder and not): They are like a cube with extensions on all sides. If they count, the HB is too short and slim, else too long and wide. In both cases it's not high enough.
Ghast: HB is a tiny bit too small. It's really only a little bit, but I think it should be possible to fix it, just use the same numbers as for the model.
Bat: HB too wide and too far at the front. Eyes correct if at lowest position of animation. It should probably be in the middle.
EnderCrystal: It goes out at the top at the highest point of its movement.
EnderDragon: HB too wide and at front. May be intended to make the fight not too hard. Eyes are definitely too high, but I don't know where exactly they should be.
Player: HB too wide and long.
PigZombie, Zombie, Villager, Witch, Skeleton: HB too slim and short. Skeleton HB is only very slightly too small. PigZombie eyes are a bit too low.
Cave Spider: If only the main body counts, the HB is too far at the front and too wide. Eyes are probably too high, but it has 8, so it's hard to say. :D
Polar Bear: HB is a bit too small. Eyes are way too high.
----
***New***:
XPOrb: HB is too big in all directions, eyes are outside the model.
Drop: HB too low, but that's obvious.
AreaEffectCloud: Hard to judge, but looks ok.
ThrownEgg, Snowball, Enderpearl, Endereye, XP Bottle: HB too small in all directions.
Arrow (spectral and not): HB way too high, not enough down, a bit too much at the front, way too short at the end, way too wide.
ShulkerBullet: Hard to judge, but seems ok.
ArmorStand (not small): Too long and high.
PrimedTNT and FallingSand: Too big in all directions (except down).
All minecarts: Too much up, down (that's why they levitate a bit), a tiny bit (1/8 pixel?) too slim and much too short.
Boat: Exactly right for height, but too wide and short.
Creeper: Too much in all directions except down.
Slime: I bit too much up and a tiny bit too much either to the sides or to the front and back. It's too tiny to see it good.
Enderman: Too much in all directions, not enough down (legs go into the floor).
Silverfish: Way too short, sides are hard to judge, because it jitters even with NoAI, too high. Eyes are so low that it suffocates on soulsand.
Blaze: Too much in all directions.
Wither: Way too slim (outer heads are not in and they are an important part, even without them there are parts of the body outside the hitbox), too long if head counts, else not, too far down, exactly right at the top. Mainly it's independent from its charge.
Endermite: Not high enough, probably right width and probably too short, but that is hard to judge.
Pig, Cow: Too short, wide, high.
Sheep (not Baby): Too short, wide, high. Eye position is correct, but would be outside the corrected hitbox, but it can be corrected down into the correct hitbox while staying in the eye pixels.
Squid: Not enough down.
Wolf: Too slim and short, too small if neck counts, else too high.
Mooshroom (not Baby): Too slim, short, high.
Snowman: Exactly right at the top and sides, too far down (levitates) and front/back.
Ozelot: Too short, slim, high.
Iron golem: Exactly right height, too wide and long.
Rabbit: Too high, slim and too much at the front. Eyes too low.
Baby Pig: Too slim, short, high.
Baby Wolf: When summoning it has one hitbox (at its back), but they the hitbox jumps into the middle. Very weird. Reported it. The first one is too far right and back. Both are way too short, too slim and too low if neck counts, else too high. Eyes too low.
Baby Ozelot: Everything the same as the wolf, even the jumping hitbox, but it has no thick neck, so the hitbox is definitely too high. Just noticed: Happens with more animals. Eyes are too low (it's actually the middle of the nose. :D)
Baby polar bear: Too slim, short and if the back part counts too low, else too high. Eyes too high.
----
I want to note that LeashKnot, painting, item frame and Shulker are actually completely correct. That's rare.
I assumed in all cases that the main body (or equivalent parts of miscellaneous entities) are meant to be in the hitbox and nothing else.
I think generally the main bug is that hitboxes and standard models aren't linked. If that would be the case, all of these tests that I did in the last hours would be unnecessary and this bug wouldn't even occur for future mobs. I might consider making a ressource pack that adjusts the models to the hitboxes, but that might look strange in some cases.

Just noticed that the Polar Bear's hitbox does not change when they attack.

I had reported MC-107183, which got marked as a duplicate of this. That confuses me. Bug MC-50367 was created in 2014, but for the problem I'm reporting, people have been making youtube videos that show it works in 1.9 and 1.10, which tells me that the problem I'm experiencing was introduced in 1.10.1 or 1.10.2. How could a bug from 2014 pertain to a problem that was introduced after 1.10 was released? Did 1.10 betas exist in 2014?

@unknown: This ticket is a collection of all hitbox and height related bug.
If there would be a single ticket for every bad hitbox of every mob, this would clutter the bug tracker.
Of course this ticket was created in 2014, but look at the rather long list of affected versions, there you'll find the current snapshots as well.

Llamas suffocating likely to be fixed next snapshot: https://twitter.com/_LadyAgnes/status/781416299599716352
edit: yes.

Llamas still have a too high eye level causing suffocation in 16w40a. This happens when
Adult llama stands on repeaters with block 2 blocks above
Baby llama stands on carpets with block 1 block above

Still happens in 1.11pre1.

The player's model is 1.85m
tall; the player's hitbox is 1.8m
tall.

Confirmed for 1.12-pre4

Confirmed for 1.12-pre7

Ender dragon hitboxes are also super buggy.
The left wing hitbox is much larger than the right and all 3 tail hitboxes are never even remotely aligned with the model when ascending or descending.
The head and neck hitboxes also heavily overlap eachother to the point where it's virtually impossible to hit the head hitbox and neither are ever aligned with the model when turning.
An example of the dragon's tail hitboxes being quite far above where they should be

Guardian hitboxes are hilariously bad if the pitch is below/above about -40/40. I added an image (guardian_hitbox.png) with a guardian and elder guardian at pitch -75 and 75 for demonstration. The guardians render completely outside their actual hitboxes.
/summon elder_guardian ~ ~ ~ {NoAI:true,Rotation:[0f,75f]}
Can confirm for 1.12.

@@unknown it might be good to create a seperate issue for that since the bug is rather that the guardian is rendered at the wrong position.
Edit: He created MC-119372.

Confirmed in 17w43b

As of 18w02a, (adult) llamas no longer suffocate when on a repeater; eye positions of illagers are still 1 pixel off though.
I didn't really check much else. 😃
Also affect the cod.
[media]
@unknown The cod was fixed as MC-126144 🙂

can reproduce in 1.13-pre10

Confirmed for 1.13-release!

Still in 18w30b

Still in 18w31a

Still in 18w32a

Still in 18w33a

Still in 1.13.1-pre1

Still in 1.13.1 release

Still in 1.13.2-pre1

Still in 1.13.2-pre2

Still in 18w43b

can reproduce in 18w50a

The baby giant's eye level is the same of normal giants.

Baby Pigman appears to be mentioned twice, one time with the zombies/drowned, and another with the husks.

@@unknown, I am not sure if the second entry even still applies. In general this report should probably be split since some parts of it are very specific (e.g. polar bear keeping same hitbox size when standing) and others are pretty similar, e.g. too high eye level causing suffocation.
@unknown Absolutely agree! This has been bugging me for a while. This issue is a collection of way too many different, although related, issues. It also makes it way harder to keep the list up to date.
It also mixed up somewhat subjective issues with the collision boxes with objective issues of mobs suffocating below blocks.
I now started splitting it by moving the suffocation part into its own issue (MC-142768) and marking special cases which may be moved into their own issues as well in the future.
We could also split it into an issue about collision boxes and one about eye positions. The latter tends to be less subjective, as the textures show where the eyes are supposed to be. Whereas it is unavoidable to have some compromise with the collision boxes.
I think MC-117619 is one to be reopened and marked as related. See my comment on the issue.

I created MC-143184 now for the inconsistent eye-levels and added a notice at the beginning of this report. Feel free to edit it though.

Still in 19w05a

Still in 19w06a

Still in 19w07a
As of 19w07a, foxes are affected as well.

Still in 19w08a

Still in 19w09a

Still in 19w11a

Still in 19w11b

I tested all mobs from the table in 19w12a. I did not test any other mobs. Here my results:
Horse: Hitbox is a bit higher than the torse, head is mostly outside. Eye height is right at the top, causing it to suffocate in water below solid blocks.
Donkeys have the same hitbox and eye height, despite being smaller.
Baby horses have too low hitboxes and the same suffocation problem.
Giant: Fixed.
Small armor stands: Eye height too low, hitbox a bit too low.
Baby zombie pigman: Hitbox too small, eye height slightly too low.
Baby zombies: Hitbox too small all around (very annoying), eye height ok.
Baby drowned: Hitbox too small, eye height ok.
Baby villager: Looks good. It's debatable whether the arms should be inside the hitbox.
Zombie pigman: Hitbox not high enough, eye height ok.
Baby zombie pigmen are in the list twice.
Baby husk: Hitbox too small, eye height too low.
Guardian: Hitbox too small all around, except for the bottom, eye position is hard to test due to MC-77576, but seems either ok or slightly too low.
Elder guardian: Same as regular guardian.
Ghast: Hitbox too small all around, eye position ok (but it's kind of weird that the eye position line isn't long enough to stick out).
Bat: Hitbox too far back, too high (not sure if intentionally wrong to be easier to hit), eye position is only correct on the lowest point of the up/down animation. It should probably be correct for the average.
Ender crystal hitbox is all kinds of weird, because there's the bedrock part, the up/down movement, it's probably meant to have a big hitbox to make it easier to hit it in the end fight, the eye position is pretty much irrelevant, … No idea what is intended here.
Zombie pigmen are in the list twice.
Zombie: Hitbox just about not high enough, width is debatable, because of torse, head, arms. Eye height ok.
Villager: See zombie.
Witch: See zombie and villager, but there's also the big witches hat.
Skeleton: Hitbox height good, width is debatable, eye height good.
Cave spider: Hitbox just about not high enough and not nearly wide/long enough. Eye position matches the top pair of eyes, not sure if that's intended or if it should be the average.
Vindicator: See zombie and villager.
Evoker: See zombie, villager and vindicator.
Parrot: Hitbox is too far back, height good, width debatable, eye height good.
Polar bear: Hitbox just about not high enough, width is debatable: should be longer and narrower, but all hitboxes are square, so I guess there has to be compromise. The hitbox should also probably be further forward. Eye position is way too high.
Panda: See polar bear, except that they are wider, so the short front/back length of the hitbox is a worse compromise.
Baby panda: See panda, but more extreme.
Fox: Hitbox is way too short in the forward/back direction, height looks good, but is hard to see, because the hitbox is so short that it doesn't even reach to the ears. Eye position looks good.
Llama spit: Can be tested now, hitbox is too small all around, eye position is arbitrary.
Player, not sneaking: Hitbox not high enough, eye position ok. Width debatable, like zombie, villager, vindicator and evoker.
Player, sneaking: Hitbox height looks ok, but is a bit hard to see, width debatable, eye height slightly too high.
Player, gliding: Very unclear, due to MC-90594. Looks pretty messed up when swimming at least.
Ender dragon: Hitbox looks reasonable for the farthest reaches of the head, wings, tail and feet in their animation, except that the tail sticks out slightly. Eye position is way too high.
@unknown, make separate bug reports for the issue that are not fixed.

Are you sure? It's almost all of them.
@unknown Thank you for testing all of it in the latest snapshot 🙂
I'm all for keeping this report closed. It was way to many little, sometimes subjective issues combined.
Some of the issues are already confirmed as "WAI" or "Won't fix" as of the comment of @unknown, as certain mobs are supposed to fit through certain spaces, but as they are mixed in with the other issues they never could officially be closed as such (One could argue that the rendering should change in these cases, but that's best done per case basis as well).
Sure, it will be a bunch of little reports that are all related, but at least it is possible to work with them. If we reopen this report it will stay open forever, because there will always be a collision box that could be better as cuboids only have to offer so much.
I would say don't report all of them, but just the ones where you see a significant enough offset or annoyance. Some small grouping might be reasonable if it affects all types of a mob or so.
That's just my take anyway. But the Mod-Team might have discussed a course of action for this issue.

IMO, it really would be best for one ticket per mob, since that's the smallest unit on which they can be fixed. Having a bunch of tickets linked as related does at least make things clearer, though it would be better if tickets could be nested (I think jira supports that somehow, but it's not something in use here) so that a big ticket like this could more accurately track the sub-issues. But lacking that, a ton of tickets is still the right approach.
(This is just my opinion, though. If it seems like it would be too much to, say, separate zombies and zombie pigmen, then consolidating the report makes sense. Do as you think is fit; they can always be adjusted later to some degree at least)

If I do it, I'll want to do it properly, which takes time that I currently don't have much of. So if nobody else does it, I'll do it in June at the earliest.

All is not corrected! Still a problem in 19w12b!
Then please create new tickets. We'll leave this ticket resolved and split it up.
If keeping this issue resolved is not just my opinion, but supported by the Mod-Team/Mojang, there are two steps I would like to recommend:
This issue should probably be marked as "Invalid" as it combines several issues and as the description "Fixed" does at least not apply to all of them. (I already added a note to the top of the description)
A reviewing the duplicates, as some of them might be good descriptions of remaining issues. Maybe it would be a good idea to poke the reporters of these issues and inform them about the change of this issue, so they can test if the part the care about still exists and make sure that it keeps being tracked.
Otherwise the reporters of the "duplicates" might rightfully feel a bit cheated as their issue was marked as duplicate, just to be sunk into a messy report that gets closed without everything being fixed.
When I got a bit more time again I will try to contribute to the second point as good as I can.
To all those reporters of "duplicates" as well as to the mod team, sorry for the mess this issue created. In my defence, I didn't create it, but just took over ownership to improve it 😛