[camera]
	#The distance multiplier on whether or not to hide the player model if the camera gets too close to it. Set to 0 to disable.
	#Range: 0.0 ~ 1.7976931348623157E308
	keep_camera_out_of_head_distance_multiplier = 0.75
	#Size of the camera adjustment per step.
	#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
	camera_step_size = 0.025
	#The speed multiplier at which the camera transitions between positions.
	#Range: 0.05 ~ 1.0
	camera_transition_speed_multiplier = 0.25
	#The angle at which the camera will be centered when looking down. Set to 0 to disable.
	#Range: 0.0 ~ 90.0
	center_camera_when_looking_down_angle = 1.0
	#Whether or not to dynamically adjust camera offsets depending on space constraints.
	dynamically_adjust_offsets = true
	#Whether or not to decouple the camera rotation from the player rotation.
	decoupled_camera = true
	#Whether or not to orient the camera rotation when the player is teleported. This includes passenger (dis-)mounting and traveling through portals.
	orient_camera_on_teleport = true

	[camera.offset]
		#Third person camera x-offset.
		#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
		offset_x = -0.75
		#Third person camera y-offset.
		#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
		offset_y = 0.0
		#Third person camera z-offset.
		#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
		offset_z = 4.0

		[camera.offset.min]
			#When x-offset is limited this is the minimum amount.
			#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
			min_offset_x = -3.0
			#When y-offset is limited this is the minimum amount.
			#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
			min_offset_y = -1.0
			#When z-offset is limited this is the minimum amount.
			#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
			min_offset_z = -3.0

		[camera.offset.max]
			#When x-offset is limited this is the maximum amount.
			#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
			max_offset_x = 3.0
			#When y-offset is limited this is the maximum amount.
			#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
			max_offset_y = 1.5
			#When z-offset is limited this is the maximum amount.
			#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
			max_offset_z = 5.0

		[camera.offset.limits]
			#Whether or not x-offset adjustment has limits.
			unlimited_offset_x = false
			#Whether or not y-offset adjustment has limits.
			unlimited_offset_y = false
			#Whether or not z-offset adjustment has limits.
			unlimited_offset_z = false

			[camera.offset.multiplier.passenger]
				#x-offset multiplier for when the player is a passenger.
				#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
				multiplier_offset_x = 1.0
				#y-offset multiplier for when the player is a passenger.
				#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
				multiplier_offset_y = 1.0
				#z-offset multiplier for when the player is a passenger.
				#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
				multiplier_offset_z = 1.0

			[camera.offset.multiplier.sprint]
				#x-offset multiplier for when the player is sprinting.
				#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
				multiplier_offset_x = 1.0
				#y-offset multiplier for when the player is sprinting.
				#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
				multiplier_offset_y = 1.0
				#z-offset multiplier for when the player is sprinting.
				#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
				multiplier_offset_z = 1.0

			[camera.offset.multiplier.aiming]
				#x-offset multiplier for when the player is aiming.
				#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
				multiplier_offset_x = 1.0
				#y-offset multiplier for when the player is aiming.
				#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
				multiplier_offset_y = 1.0
				#z-offset multiplier for when the player is aiming.
				#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
				multiplier_offset_z = 1.0

			[camera.offset.multiplier.fall_flying]
				#x-offset multiplier for when using Elytra.
				#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
				multiplier_offset_x = 1.0
				#y-offset multiplier for when using Elytra.
				#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
				multiplier_offset_y = 1.0
				#z-offset multiplier for when using Elytra.
				#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
				multiplier_offset_z = 1.0

			[camera.offset.multiplier.climbing]
				#x-offset multiplier for when the player is climbing.
				#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
				multiplier_offset_x = 0.0
				#y-offset multiplier for when the player is climbing.
				#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
				multiplier_offset_y = 1.0
				#z-offset multiplier for when the player is climbing.
				#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
				multiplier_offset_z = 1.0

			[camera.offset.modifiers.passenger]
				#x-offset modifier for when the player is a passenger.
				#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
				modifier_offset_x = 0.0
				#y-offset modifier for when the player is a passenger.
				#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
				modifier_offset_y = 0.0
				#z-offset modifier for when the player is a passenger.
				#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
				modifier_offset_z = 0.0

			[camera.offset.modifiers.sprint]
				#x-offset modifier for when the player is sprinting.
				#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
				modifier_offset_x = 0.0
				#y-offset modifier for when the player is sprinting.
				#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
				modifier_offset_y = 0.0
				#z-offset modifier for when the player is sprinting.
				#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
				modifier_offset_z = 0.0

			[camera.offset.modifiers.aiming]
				#x-offset modifier for when the player is aiming.
				#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
				modifier_offset_x = 0.0
				#y-offset modifier for when the player is aiming.
				#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
				modifier_offset_y = 0.0
				#z-offset modifier for when the player is aiming.
				#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
				modifier_offset_z = 0.0

			[camera.offset.modifiers.fall_flying]
				#x-offset modifier for when using Elytra.
				#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
				modifier_offset_x = 0.0
				#y-offset modifier for when using Elytra.
				#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
				modifier_offset_y = 0.0
				#z-offset modifier for when using Elytra.
				#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
				modifier_offset_z = 0.0

			[camera.offset.modifiers.climbing]
				#x-offset modifier for when the player is climbing.
				#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
				modifier_offset_x = 0.0
				#y-offset modifier for when the player is climbing.
				#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
				modifier_offset_y = 0.0
				#z-offset modifier for when the player is climbing.
				#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
				modifier_offset_z = 0.0

[perspective]
	#The default perspective when you load the game.
	#Allowed Values: FIRST_PERSON, THIRD_PERSON_BACK, THIRD_PERSON_FRONT, SHOULDER_SURFING
	default_perspective = "FIRST_PERSON"
	#Whether or not to remember the last perspective used.
	remember_last_perspective = true
	#Whether or not to replace the default third person perspective.
	replace_default_perspective = false
	#Whether or not the first person perspective is enabled.
	first_person_enabled = true
	#Whether or not the third person front perspective is enabled.
	third_person_front_enabled = false
	#Whether or not the third person back perspective is enabled.
	third_person_back_enabled = false

[player]
	#Whether or not to adjust the player model transparency when view is obstructed. Changing this value may require a game restart to take full effect.
	adjust_player_transparency = true
	#The angle at which the player will no longer be rendered when looking up. Set to 0 to disable.
	#Range: 0.0 ~ 90.0
	hide_player_when_looking_up_angle = 0.0
	#Whether the x-rot of the player should follow the camera x-rot. This config option only applies when camera is decoupled.
	player_x_rot_follows_camera = false
	#Whether the y-rot of the player should follow the camera y-rot. This config option only applies when camera is decoupled.
	player_y_rot_follows_camera = false
	#The maximum angle to which the player y-rot follows the camera y-rot. This config option only applies when player y-rot follows camera option is enabled.
	#Range: 0.0 ~ 180.0
	player_y_rot_follow_angle_limit = 90.0

	[player.turning]
		#Whether to turn the player when using an item. This config option only applies when camera is decoupled.
		#Allowed Values: ALWAYS, NEVER, REQUIRES_TARGET
		when_using_item = "ALWAYS"
		#Whether to turn the player when attacking. This config option only applies when camera is decoupled.
		#Allowed Values: ALWAYS, NEVER, REQUIRES_TARGET
		when_attacking = "ALWAYS"
		#Whether to turn the player when interacting with blocks. This config option only applies when camera is decoupled.
		#Allowed Values: ALWAYS, NEVER, REQUIRES_TARGET
		when_interacting = "ALWAYS"
		#Whether to turn the player when picking blocks or entities. This config option only applies when camera is decoupled.
		#Allowed Values: ALWAYS, NEVER, REQUIRES_TARGET
		when_picking = "ALWAYS"
		#The time in ticks the player will remain turned after the interaction has ended. Set to 0 to disable. This config option only applies when camera is decoupled.
		#Range: > 0
		turning_lock_time = 4

[object_picker]
	#The raytrace distance used for the dynamic crosshair.
	#Range: 0.0 ~ 1.7976931348623157E308
	custom_raytrace_distance = 400.0
	#Whether or not to use the custom raytrace distance used for the dynamic crosshair.
	use_custom_raytrace_distance = true

	[object_picker.pick_origin]
		#The origin where the entity pick starts when using the static crosshair.
		#Allowed Values: PLAYER, CAMERA
		entity_pick_origin = "PLAYER"
		#The origin where the block pick starts when using the static crosshair.
		#Allowed Values: PLAYER, CAMERA
		block_pick_origin = "PLAYER"

	[object_picker.pick_vector]
		#The vector direction of the raytrace when picking objects. This config option only applies when using the dynamic crosshair.
		#Allowed Values: PLAYER, CAMERA
		pick_vector = "CAMERA"

[crosshair]
	#Crosshair type to use for shoulder surfing.
	#Allowed Values: ADAPTIVE, DYNAMIC, STATIC, STATIC_WITH_1PP, DYNAMIC_WITH_1PP
	crosshair_type = "STATIC"
	#Items that when held, trigger the dynamic crosshair in adaptive mode. This config option supports regular expressions. Example: 'minecraft:.*sword' matches 'minecraft:wooden_sword' and 'minecraft:netherite_sword'.
	adaptive_crosshair_hold_items = ["minecraft:snowball", "minecraft:egg", "minecraft:experience_bottle", "minecraft:ender_pearl", "minecraft:splash_potion", "minecraft:fishing_rod", "minecraft:lingering_potion"]
	#Items that when used, trigger the dynamic crosshair in adaptive mode. This config option supports regular expressions. Example: 'minecraft:.*sword' matches 'minecraft:wooden_sword' and 'minecraft:netherite_sword'.
	adaptive_crosshair_use_items = []
	#Item properties of an item, that when held, trigger the dynamic crosshair in adaptive mode.
	adaptive_crosshair_hold_item_properties = ["minecraft:charged"]
	#Item properties of an item, that when used, trigger the dynamic crosshair in adaptive mode.
	adaptive_crosshair_use_item_properties = ["minecraft:pull", "minecraft:throwing"]

	[crosshair.obstruction]
		#When the crosshair type is static, shows an additional indicator on obstacles that stand between you and your target.
		show_obstruction_indicator = true
		#Only show the obstruction indicator when using items that would trigger the adaptive crosshair.
		only_when_aiming = true
		#Hide the obstruction indicator when it is too close to the main crosshair. Distance measured in scaled pixels.
		#Range: > 0
		min_distance_to_crosshair = 8
		#Ignore obstructions that are too far away from the player. Distance measured in blocks. Set to 0 to disable.
		#Range: 0.0 ~ 1.7976931348623157E308
		max_distance_to_obstruction = 20.0

	[crosshair.visibility]
		#Crosshair visibility for first person.
		#Allowed Values: ALWAYS, NEVER, WHEN_AIMING, WHEN_IN_RANGE, WHEN_AIMING_OR_IN_RANGE
		first_person = "ALWAYS"
		#Crosshair visibility for third person back.
		#Allowed Values: ALWAYS, NEVER, WHEN_AIMING, WHEN_IN_RANGE, WHEN_AIMING_OR_IN_RANGE
		third_person_back = "NEVER"
		#Crosshair visibility for third person front.
		#Allowed Values: ALWAYS, NEVER, WHEN_AIMING, WHEN_IN_RANGE, WHEN_AIMING_OR_IN_RANGE
		third_person_front = "NEVER"
		#Crosshair visibility for shoulder surfing.
		#Allowed Values: ALWAYS, NEVER, WHEN_AIMING, WHEN_IN_RANGE, WHEN_AIMING_OR_IN_RANGE
		shoulder_surfing = "ALWAYS"

[audio]
	#Whether to center sounds made by the player.
	center_player_sounds = false