[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 to limit the player reach depending on the crosshair location (perspective offset). limit_player_reach = true #Size of the camera adjustment per step. #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 camera_step_size = 0.025 #Whether or not to temporarily center the camera when climbing. center_camera_when_climbing = true #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 = 15.0 #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 #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 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 = 15.0 #Whether or not to dynamically adjust camera offsets depending on space constraints. dynamically_adjust_offsets = true #Whether or not to skip the third person front perspective. skip_third_person_front_perspective = false [perspective.offset] #Third person camera x-offset. #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 offset_x = -0.4999999999999998 #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 = 2.8750000000000004 [perspective.offset.min] #If x-offset is limited this is the minimum amount. #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 min_offset_x = -3.0 #If y-offset is limited this is the minimum amount. #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 min_offset_y = -1.0 #If z-offset is limited this is the minimum amount. #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 min_offset_z = -3.0 [perspective.offset.max] #If x-offset is limited this is the maximum amount. #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 max_offset_x = 3.0 #If y-offset is limited this is the maximum amount. #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 max_offset_y = 1.5 #If z-offset is limited this is the maximum amount. #Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 max_offset_z = 5.0 [perspective.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 [perspective.offset.multiplier] [perspective.offset.multiplier.passenger] #x-offset multiplier for when the player is a passenger. #Range: 0.0 ~ 1.7976931348623157E308 multiplier_offset_x = 1.0 #y-offset multiplier for when the player is a passenger. #Range: 0.0 ~ 1.7976931348623157E308 multiplier_offset_y = 1.0 #z-offset multiplier for when the player is a passenger. #Range: 0.0 ~ 1.7976931348623157E308 multiplier_offset_z = 1.0 [perspective.offset.multiplier.sprint] #x-offset multiplier for when the player is sprinting. #Range: 0.0 ~ 1.7976931348623157E308 multiplier_offset_x = 1.0 #y-offset multiplier for when the player is sprinting. #Range: 0.0 ~ 1.7976931348623157E308 multiplier_offset_y = 1.0 #z-offset multiplier for when the player is sprinting. #Range: 0.0 ~ 1.7976931348623157E308 multiplier_offset_z = 1.0 [crosshair] #Crosshair type to use for shoulder surfing. #Allowed Values: ADAPTIVE, DYNAMIC, STATIC, STATIC_WITH_1PP, DYNAMIC_WITH_1PP crosshair_type = "ADAPTIVE" #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 #Additional items that trigger the dynamic crosshair when in apative mode. adaptive_crosshair_items = ["minecraft:snowball", "minecraft:egg", "minecraft:experience_bottle", "minecraft:ender_pearl", "minecraft:splash_potion", "minecraft:fishing_rod", "minecraft:lingering_potion"] [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"