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docs/wiki/3-实体/2-巧思案例/solid-entities.md
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---
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title: Solid Entities
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category: Tutorials
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tags:
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- recipe
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- intermediate
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mentions:
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- SirLich
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- Joelant05
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- Chikorita-Lover
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- Luthorius
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- MedicalJewel105
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- ThomasOrs
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---
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Solid entities are entities that the player can bump into, step on, or otherwise physically interact with without passing through. Entities like this have many uses, such as emulating blocks.
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This page will discuss some of the ways that solid entities can be created.
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Not all techniques are ideal for all scenarios. Experiment, and figure out what works best for you.
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## Runtime Identifiers
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[Runtime identifiers](/entities/runtime-identifier) can be used to achieve solid entities, but currently only 2, each with a specific shape, and their own side effects. Neither collision shapes are possible to change or scale.
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### Boat
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<CodeHeader>BP/entities/entity_name.json</CodeHeader>
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```json
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{
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"format_version": "1.16.0",
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"minecraft:entity": {
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"description": {
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"identifier": "wiki:solid_entity",
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"runtime_identifier": "minecraft:boat"
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. . .
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}
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}
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}
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```
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- Boat-shaped solid collision
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- Certain other boat-like effects
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### Shulker
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<CodeHeader>BP/entities/entity_name.json</CodeHeader>
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```json
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{
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"format_version": "1.16.0",
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"minecraft:entity": {
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"description": {
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"identifier": "wiki:solid_entity",
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"runtime_identifier": "minecraft:shulker"
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. . .
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}
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}
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}
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```
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- 1x1 block sized solid collision.
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- Sticks to block grid.
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- Teleports randomly when supporting block removed.
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## minecraft:is_stackable
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Add `minecraft:is_stackable` to your entity you want to be treated as being solid.
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**Note:** This requires editing `player.json` if you wish the entity to be solid for the player.
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`"minecraft:is_stackable": {}`
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You will also need to add `minecraft:push_through` and set its `value` parameter to 1.
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`"minecraft:push_through": 1`
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(they should both go in `components`)
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## Faking it with blocks
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In some scenarios, it's probably better to `/setblock` or `/fill` to place barrier blocks, either statically or dynamically. There needs to be both a way of placing the barriers, and removing them.
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`/fill ~ ~ ~ ~ ~1 ~ barrier 0 replace air`
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Places barriers in a 1x1x2 area.
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`/fill ~1 ~1 ~1 ~-1 ~-1 ~-1 air 0 replace barrier`
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Removes barriers within a 3x3x3 area.
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These [commands](/animation-controllers/entity-commands) will have to be triggering at a constant rate, for consistency. They can either be triggered through entity components, or animation controllers.
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