[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