In Windows 10 the default Titlebar is white, but in Windows 11 the correct titlebar has the Mica transparency effect, and adapts to the system theme (darker in Dark Mode and lighter in Light Mode).
This is in fact and issue because not only does Minecraft Bedrock use the correct Title at colors, but the UWP loading screen for the launcher also does. In addition, it seems that the issue has been fixed in a recent update.
Duplicate of MCPE-123918.
Still an issue in the recent versions
Does this still affect the recent versions?
This is especially noticeable on the more oxidized variants of the copper chest.
Can confirm!
What's interesting is that this issue has been repeatedly mentioned (April 3, 2025 at 1:50 PM, April 3, 2025 at 7:28 PM, April 4, 2025 at 4:40 PM, April 27, 2025 at 1:04 PM, April 24, 2025 at 7:00 AM, April 20, 2025 at 3:00 AM) in the feedback post regarding how lava looks in Vibrant Visuals. In fact, the first created and most upvoted comment mentions this but no effort has been made to change the way lava looks in any of the previews.
[media][media][media][media][media][media]Affects 1.21.80
Could this be reopened? It seems like the person who resolved this didn't read what was actually written in the issue.
According to this Reddit post, it's been happening quite often.
Does this issue still affect the 1.21.80 release or the 1.21.90 preview series?
Relates to MCPE-44852.
OreUI actually broke quite a few multiplayer features.
The change the OreUI on the play screen also makes LAN play require an Xbox live subscription as well when it previously didn’t. Also, all worlds with multiplayer on are disabled and cannot be opened unit Multiplayer is turned off even if no one joins the world.
The size and texture of the fire overlay should be the same as Java.
I can no longer reproduce this issue as of 1.21.80.25. Can anyone else reproduce this issue?
This issue was not fixed in 1.21.80.25 despite the supposed parity with Java in regard to the offset range and values. According to AgentMindStorm, the vertical offset is the main issue.
When compared with Java’s correct implementation, Bedrock tall grass appears to be is significantly shorter in average height because its often offset at a lower distance from the surface of the block it sits upon.
I forgot to include my Environment so there it is listed below:
Processor: AMD Ryzen 5 3500U with Radeon Vega Mobile Gfx 2.10 GHz
Installed RAM: 8.00 GB (5.92 GB usable)
Edition: Windows 11 Home
Version: 24H2
OS build: 26120.3653
Here are some pictures showcasing the issue:
[media][media]Trial chambers are also notorious for breaking strong holds which is a big problem. You can see some examples of this below:
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This issue has been resolved for some time now:
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