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Beginner's Guide
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    • 1. Introduction
      guide
    • 2. Add-Ons Explained
    • 3. Software & Preparation
    • 4. Project Setup
    • 5. Create a Custom Item
    • 6. Create a Custom Entity
    • 7. Blockbench: Modeling, Texturing & Animating
    • 8. Adding Loot Tables, Spawn Rules & Crafting Recipes
  • Extra
    • a. Understanding JSON
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    • c. Troubleshooting
      help
    • d. Format Versions
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Animation Controllers
  • Intro to Animation Controllers
    guide
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Blocks
  • General
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      guide
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      help
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      help
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    • Intro to Block Visuals
      guide
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      guide
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      guide
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      Scripts
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Commands
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      guide
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      function
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      concept
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      concept
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      concept
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      function
Concepts
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  • Sounds (Server)
  • Pack Files
    • contents.json
    • manifest.json
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    • textures_list.json
Documentation
  • Advanced Molang
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Entities
  • General
    • Intro to Entities BP
      guide
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      guide
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      help
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      Scripts
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Items
  • General
    • Intro to Items
      guide
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      Scripts
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      help
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      help
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JSON UI
  • General
    • Intro to JSON UI
      guide
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      guide
  • Tutorials
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  • Documentation
    • JSON UI Documentation
Loot, Recipes & Trading
  • General
    • Trading Behavior
  • Documentation
    • Loot Tables
    • Trade Tables
    • Recipes
    • Item Functions
  • Tutorials
    • Randomized Structure Loot
Meta
  • Add-On Performance
  • Style Guide
  • Useful Links
  • Using Schemas
  • Version Control
  • Q&A
    • Blocks and Items Q&A 2024/08/30
    • Deferred Technical Preview Q&A 2024/02/23
    • GameTest Q&A 2021/08/06
    • Scripting and Editor Q&A 2023/09/22
    • World Generation Q&A 2024/11/15
NBT
  • General
    • .mcstructure
  • Tutorials
    • Enabling Experiments by Editing NBT
    • Extending Structure Limits
  • NBT in Depth
    • About NBT (Named Binary Tag)
    • NBT Libraries
    • Reading NBT Example
Particles
  • General
    • Intro to Particles
      guide
  • Tutorials
    • Disabling Particles
  • Documentation
    • Vanilla Particles
Scripting
  • General
    • Intro to Scripting
    • What is Script API?
    • API Modules
  • Tutorials
    • Script Core Features
    • Block Placement Prevention
    • Custom Commands
    • GameTests
    • Script Privileges
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    • Server Forms
  • Documentation
    • Engine Environment
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    • Script Watchdog
    • Troubleshooting JavaScript
    • TypeScript
Servers
  • Software
    • Bedrock Server Software
  • Protocols
    • Bedrock Protocol
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Text & Localization
  • General
    • Intro to Text & Localization
    • Raw Text
    • Splashes
  • Emojis & Symbols
    • Fonts
    • Intro to Emojis
    • Custom Emojis
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Visuals
  • General
    • Introduction to Entity Visuals
      guide
    • Bedrock Modeling
    • Custom Death Animations
    • Effects in Animations
    • Material Creations
    • Materials
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    • Skin Packs
  • Tutorials
    • Entity Texture Animation
    • Glowing Entity Texture
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    • Remove Entity Shadows
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  • Ideas
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World Generation
  • General
    • Intro to World Generation
      guide
    • Biomes
    • Client Biomes
    • Dimensions
    • Feature Types
    • Jigsaw Structures
  • Tutorials
    • Block Conditions for Features
    • Generating Custom Jigsaw Structures
    • Generating Custom Ores
    • Generating Custom Structures
    • Generating Patches
    • Heightmap Noise
  • Documentation
    • Biome Tags

manifest.json

manifest.json
  • Structure
  • Format Versions
    • Version Formats
  • UUIDs
    • Rules
  • Header
  • Modules
    • Module Types
  • Dependencies
    • Pack Dependencies
    • Script Module Dependencies
  • Capabilities
  • Metadata
  • Subpacks
    • How Subpacks Work
    • Creating Subpacks
    • Subpack Manifest Fields
    • Memory Tier Alignment
    • Subpack Selection
  • Pack Settings
    • Requirements
    • Setting Types
    • Example
    • Reading Settings in Resource Packs
    • Reading Settings in Behavior Packs
  • Complete Examples
    • Behavior Pack
    • Resource Pack
    • Skin Pack
    • World Template
  • Troubleshooting

TIP

New to manifests? The Project Setup page of the beginner guide walks through writing your first one. This page is the complete reference for every field. See also Pack Folder Structure for where the file lives.

The manifest.json file is what identifies a pack to Minecraft. It lives in the root folder of every behavior pack, resource pack, skin pack and world template. This page documents every section of the manifest, including the ones the beginner guide skips: dependencies, capabilities, metadata, subpacks and pack settings.

Structure ​

A manifest is a single JSON object with the following top-level keys.

KeyRequiredDescription
format_versionYesThe version of the manifest syntax itself. Use 3.
headerYesPublic-facing information about the pack: name, description, UUID, version.
modulesYesWhat kind of content the pack contains. Determines whether it is a BP, RP, skin pack or world template.
dependenciesNoOther packs or script modules this pack requires.
capabilitiesNoOptional engine features the pack opts into.
metadataNoAuthors, license, website, generating tool and product type.
subpacksNoSelectable variations of the pack, typically used for texture resolutions.
settingsNoPlayer-configurable toggles, sliders and dropdowns shown in the pack settings screen.

Format Versions ​

The manifest has its own format_version, separate from the format versions used by other pack files (see Format Versions).

VersionStatusNotes
1LegacyOnly still seen in skin packs. Do not use for new behavior or resource packs.
2SupportedThe long-standing format. Versions are written as arrays such as [1, 0, 0]. Does not support pack settings or memory_performance_tier.
3RecommendedCurrent format. All version fields, min_engine_version and base_game_version must be SemVer strings such as "1.0.0". Adds pack settings and memory_performance_tier for subpacks.

WARNING

In format version 3, the metadata.authors field is currently required. A version 3 manifest without it will fail to load. Microsoft has stated this is unintended and expected to change, but until then always include at least one author.

Version Formats ​

Format version 2 accepts either style below. Format version 3 only accepts strings.

json
"version": [1, 2, 3]   // Array style. Allowed in format_version 1 and 2 only.
"version": "1.2.3"     // SemVer string. Allowed in format_version 2 and required in 3.
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Script module dependency versions are always strings, regardless of the manifest format version.

UUIDs ​

A UUID (Universally Unique Identifier) is a 36-character string of hexadecimal digits and dashes, written in the form xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx. Minecraft uses UUIDs to tell packs apart, so every pack and every module needs its own.

Minecraft expects version 4 UUIDs, which are randomly generated. You can create them with:

  • uuidgenerator.net
  • uuidtools.com
  • The UUID Generator extension for VSCode
  • Most add-on editors such as bridge. generate them for you.

Rules ​

  • Never reuse a UUID. Every pack and every module needs a different one. If two packs share a header UUID the game treats them as the same pack, which causes "Duplicate pack detected" errors or silently replaces one with the other.
  • The header UUID and module UUIDs must all be different from each other, even within one manifest.
  • Keep the UUID stable across updates. The header UUID is the pack's identity. Changing it makes Minecraft treat the update as a brand new pack, so worlds using the old pack will not receive the update. Bump header.version instead.
  • Case does not matter. UUIDs are base 16, so A-F and a-f are equivalent. Lowercase is the convention.

Header ​

The header object describes the pack to the player and to the game.

FieldTypeRequiredDescription
nameStringYesThe name shown in-game. Can be a localization key such as pack.name, translated in the pack's own texts/ folder.
descriptionStringNoShown below the name in-game. Keep it to one or two lines. Can also be a localization key.
uuidStringYesThe pack's unique identity. See UUIDs.
versionVersionYesThe pack's version. When a pack with the same UUID is imported again, the new copy replaces the old one only if this version is higher. Equal or lower versions are ignored.
min_engine_versionVersionBP and RPThe lowest game version the pack supports. Also controls which legacy behaviors the game keeps enabled for the pack, so set it to the version you are developing against. Not used in skin packs or world templates.
pack_scopeStringNo (RP only)Where the pack can be applied. "world" means only inside a world, "global" means only from the global resource pack list, and "any" (the default) allows both.
base_game_versionVersionWorld templatesThe version of the vanilla behavior and resource packs the template was built against. The game applies the matching vanilla content when the template is used.
lock_template_optionsBooleanWorld templatesPrevents the player from changing world options when creating a world from the template.
allow_random_seedBooleanNo (world templates)Generates a new seed every time the template is used and lets the player change it.

Modules ​

modules is an array. Each entry declares one kind of content the pack contains. The module type is what makes a pack a behavior pack, resource pack, skin pack or world template.

FieldTypeRequiredDescription
typeStringYesOne of the module types below.
uuidStringYesA UUID for this module. Must differ from the header UUID and from every other module.
versionVersionYesThe module's version. Usually kept in step with header.version.
descriptionStringNoA note to yourself about what the module is for. Not shown in-game.
languageStringscript onlyThe scripting language. The only supported value is "javascript".
entryStringscript onlyPath to the script file the game runs first, relative to the pack root, for example "scripts/main.js".

Module Types ​

TypePack typeDescription
dataBehavior packEntities, items, blocks, loot tables, functions and every other server-side definition.
scriptBehavior packA Script API entry point. Requires language and entry. Usually appears alongside a data module.
resourcesResource packTextures, models, sounds, UI, animations and every other client-side asset.
skin_packSkin packSee Skin Packs.
world_templateWorld templateA world that players can create new copies of.
client_dataBehavior packLegacy client-side scripting. Removed from the game. Only listed so you recognize it in old packs.

A pack may contain more than one module, for example a data module and a script module in the same behavior pack. A pack may not mix behavior and resource content: a data module and a resources module cannot share a manifest.

Dependencies ​

dependencies is an array. Each entry is either a dependency on another pack, identified by UUID, or on a built-in script module, identified by name.

FieldTypeDescription
uuidStringThe header UUID of the pack this pack requires. Use this for pack dependencies.
module_nameStringThe name of a built-in script module, such as @minecraft/server. Use this for script dependencies.
versionVersionFor pack dependencies, the version of the other pack's header. For script modules, the API version string, which may carry a -beta suffix such as "2.4.0-beta".

Pack Dependencies ​

The most common use is a behavior pack depending on its resource pack. When the BP is added to a world, the game automatically adds the RP as well, and warns the player if it is missing. The dependency's uuid must match the RP's header.uuid exactly, and version should match the RP's header.version.

📝 BP/manifest.json
json
"dependencies": [
    {
        "uuid": "66c6e9a8-3093-462a-9c36-dbb052165822", // The RP's header UUID
        "version": "1.0.0"
    }
]
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Script Module Dependencies ​

Any behavior pack with a script module must declare the API modules it imports. The version chooses which API surface you get. See Script API Modules for the current list of modules and versions.

📝 BP/manifest.json
json
"dependencies": [
    {
        "module_name": "@minecraft/server",
        "version": "2.7.0"
    },
    {
        "module_name": "@minecraft/server-ui",
        "version": "2.0.0"
    }
]
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Capabilities ​

capabilities is an array of strings. Each one opts the pack into an optional engine feature.

CapabilityPack typeDescription
pbrRPThe pack ships physically based rendering assets, and Vibrant Visuals may be enabled while it is active.
raytracedRPThe pack ships ray-tracing assets and enables ray tracing on supported devices.
script_evalBPAllows eval() and Function() in scripts. Not recommended; see Script API Environment.
chemistryBP / RPThe pack may add, remove or modify chemistry (Education Edition) behavior.
editorExtensionBP / RPMarks the pack as an extension for the Minecraft Editor.
experimental_custom_uiRPLegacy flag from the old HTML-based custom UI system. It has no effect in current versions.
📝 RP/manifest.json
json
"capabilities": ["pbr"]
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Metadata ​

metadata holds information about who made the pack and how. None of it changes how the pack behaves in-game.

FieldTypeDescription
authorsArrayNames of the pack's authors. Required in format version 3 (see Format Versions).
licenseStringThe license the pack is distributed under, for example "MIT" or "All Rights Reserved".
urlStringThe pack's website.
product_typeStringThe only supported value is "addon". It tells the game the pack is an add-on rather than a full world or game. Before version 26.50, worlds with "addon" packs kept achievements enabled; this was removed in 26.50 as it was considered an exploit (MCPE-242529). It does not otherwise change how the pack behaves.
generated_withObjectRecords the tools that generated or edited the manifest. Keys are tool names matching [a-zA-Z0-9_-] with at most 32 characters. Values are arrays of SemVer strings, one for each tool version that touched the file.
📝 BP/manifest.json
json
"metadata": {
    "authors": ["Your Name"],
    "license": "MIT",
    "url": "https://wiki.bedrock.dev",
    "product_type": "addon",
    "generated_with": {
        "bridge": ["2.7.0"]
    }
}
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Subpacks ​

Subpacks let the player choose between different variations of a pack. They were designed for shipping several texture resolutions in one resource pack, so lower-memory devices load smaller textures, but they can hold any resource or behavior pack content.

How Subpacks Work ​

Files in a subpack folder override files in the pack's root when that subpack is selected. For example, if a pack contains both RP/textures/wiki/entities/ghost.png and RP/subpacks/pack_1/textures/wiki/entities/ghost.png, the second image replaces the first while pack_1 is active. Files that only exist in the root are still loaded.

For more on how files override each other, see Overwriting Vanilla Assets.

Creating Subpacks ​

Create a subpacks folder in the root of your BP or RP, then one folder per subpack inside it.

      • subpack_1
      • subpack_2

Each subpack folder is laid out exactly like a normal pack.

              • dirt.png
              • example_item.png
              • dirt.png
              • example_item.png

TIP

Keep subpack folder names short. Long names can hit path length limits on some platforms.

Subpack Manifest Fields ​

Register each folder in the subpacks array of the manifest.

FieldTypeRequiredDescription
folder_nameStringYesThe folder inside subpacks/ this entry refers to.
nameStringYesThe label shown on the subpack slider. Cannot be localized.
memory_tierIntegerYesThe minimum device memory needed to select this subpack, in units of 0.25 GB. A tier of 4 means 1 GB. Microsoft plans to replace this field with memory_performance_tier.
memory_performance_tierIntegerNoA platform tier from 1 to 5 (see the table below). Requires manifest format_version 3 and is still experimental.
📝 RP/manifest.json
json
{
    "format_version": 3,
    "header": {
        "name": "Pack Name",
        "description": "Pack Description",
        "uuid": "2fc2dd6f-86cb-4370-af70-21490a1ae471",
        "version": "1.0.0",
        "min_engine_version": "1.26.40"
    },
    "modules": [
        {
            "type": "resources",
            "uuid": "f6821b4a-1854-44fc-a8a4-0c2847ffda46",
            "version": "1.0.0"
        }
    ],
    "metadata": {
        "authors": ["Your Name"]
    },
    "subpacks": [
        {
            "folder_name": "subpack_1",
            "name": "Low Resolution",
            "memory_tier": 0,
            "memory_performance_tier": 1
        },
        {
            "folder_name": "subpack_2",
            "name": "High Resolution",
            "memory_tier": 12,
            "memory_performance_tier": 3
        }
    ]
}
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Memory Tier Alignment ​

Microsoft publishes the following mapping between memory_performance_tier, memory_tier and typical hardware.

Performance tierTypical platformsEquivalent memory_tierDevice memory
1Nintendo Switch≤ 112 to 4 GB
2PS4, PS4 Pro, Xbox One, Xbox One S, most mobile12 to 164 to 5 GB
3Xbox One X, Xbox Series S18 to 206 to 8 GB
4Xbox Series X, PS524 to 288 to 12 GB
5PS5 Pro, most PCs≥ 32over 12 GB

Subpack Selection ​

  • The default subpack is the one with the highest tier the device qualifies for. If several subpacks share that tier, the last one in the array wins, so avoid giving two subpacks the same tier.
  • Players can switch subpacks from the pack's settings. In the resource pack list, select the pack, press the gear icon and move the slider. Players can only move to tiers their device supports.
  • Adding a single subpack still produces two slider positions: the subpack and "no subpack". Selecting "no subpack" does not make root files override anything, it simply loads the root alone.

Pack Settings ​

Pack settings add a configurable options screen to a behavior or resource pack. The screen can contain labels, toggles, sliders and dropdowns. Players reach it from the gear icon next to the pack in the world's pack list, or from Settings while in-game.

  • Resource pack settings are stored per player. Each player picks their own values, and the pack reads them with Molang.
  • Behavior pack settings are stored per world. The world or server owner sets them, and the pack reads them from the Script API.
  • Skin packs cannot have settings.

Requirements ​

  • Manifest format_version 3. Settings are ignored in format version 2.
  • A min_engine_version of at least 1.21.130, which is when the Molang queries were added. The examples on this page use a newer version; any version from 1.21.130 upwards works.
  • @minecraft/server for the Script API method. world.getPackSettings() is available in the current stable API.

Setting Types ​

settings is an ordered array. Entries appear on the screen in the order they are listed. Every type has a text field, which accepts a plain string or a localization key.

Label ​

Read-only text. Use it for headings, descriptions or to break the screen into sections.

FieldTypeDescription
typeString"label"
textStringThe text to display. Supports § formatting codes.

Toggle ​

A true or false switch.

FieldTypeDescription
typeString"toggle"
nameStringThe identifier used to read the value. Namespace it, for example wiki:show_text.
textStringThe label shown next to the toggle.
defaultBooleanThe initial value.

Slider ​

A number within a range. Integers and decimals are both allowed.

FieldTypeDescription
typeString"slider"
nameStringThe identifier used to read the value.
textStringThe label shown above the slider.
minNumberThe lowest selectable value.
maxNumberThe highest selectable value.
stepNumberThe distance between slider notches.
defaultNumberThe initial value.

Dropdown ​

A choice between a fixed list of options.

FieldTypeDescription
typeString"dropdown"
nameStringThe identifier used to read the value.
textStringThe label shown next to the dropdown.
optionsArrayObjects with a name (the value your pack reads) and a text (the label shown to the player).
defaultStringThe name of the initially selected option.

Example ​

📝 RP/manifest.json
json
{
    "format_version": 3,
    "header": {
        "name": "Pack Name",
        "description": "Pack Description",
        "uuid": "7f3b2c91-5e84-4a16-bd73-91c8e52f604a",
        "version": "1.0.0",
        "min_engine_version": "1.26.40"
    },
    "modules": [
        {
            "type": "resources",
            "uuid": "c6a94725-1f3d-4e82-9b61-54e8f7a203dc",
            "version": "1.0.0"
        }
    ],
    "metadata": {
        "authors": ["Your Name"]
    },
    "settings": [
        {
            "type": "label",
            "text": "Text Settings"
        },
        {
            "type": "toggle",
            "name": "wiki:show_text",
            "text": "Show Text",
            "default": true
        },
        {
            "type": "slider",
            "name": "wiki:text_scale",
            "text": "Text Scale",
            "min": 0.5,
            "max": 2.0,
            "step": 0.1,
            "default": 1.0
        },
        {
            "type": "dropdown",
            "name": "wiki:text",
            "text": "Text Options",
            "options": [
                { "name": "text_1", "text": "This is text 1" },
                { "name": "text_2", "text": "This is text 2" },
                { "name": "text_3", "text": "This is text 3" }
            ],
            "default": "text_2"
        }
    ]
}
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Reading Settings in Resource Packs ​

Resource packs read their settings with three Molang queries. They work anywhere Molang does: render controllers, animations, animation controllers, particles and entity definitions.

molang
query.is_pack_setting_enabled('wiki:show_text')      // Toggle. Returns true or false.
query.get_pack_setting('wiki:text_scale')            // Slider. Returns the number.
query.is_pack_setting_selected('wiki:text', 'text_2') // Dropdown. True if that option is selected.
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Reading Settings in Behavior Packs ​

Behavior packs read their settings with the Script API. world.getPackSettings() returns an object keyed by setting name. Toggles are booleans, sliders are numbers and dropdowns are the selected option's name string.

📝 BP/scripts/main.js
js
import { world } from "@minecraft/server";

const settings = world.getPackSettings();

if (settings["wiki:show_text"] === true) {
    const scale = settings["wiki:text_scale"]; // Number
    const option = settings["wiki:text"]; // "text_1", "text_2" or "text_3"
    world.sendMessage(`Scale ${scale}, option ${option}`);
}
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Complete Examples ​

Behavior Pack ​

A behavior pack with data and scripts, depending on its resource pack and on two API modules.

📝 BP/manifest.json
json
{
    "format_version": 3,
    "header": {
        "name": "pack.name",
        "description": "pack.description",
        "uuid": "ee649bcf-256c-4013-9068-6a802b89d756",
        "version": "1.0.0",
        "min_engine_version": "1.26.40"
    },
    "modules": [
        {
            "type": "data",
            "uuid": "fa6e90c8-c925-460f-8155-c8a60b753caa",
            "version": "1.0.0"
        },
        {
            "type": "script",
            "language": "javascript",
            "entry": "scripts/main.js",
            "uuid": "c05a992e-482a-455f-898c-58bbb4975e47",
            "version": "1.0.0"
        }
    ],
    "dependencies": [
        {
            "uuid": "66c6e9a8-3093-462a-9c36-dbb052165822",
            "version": "1.0.0"
        },
        {
            "module_name": "@minecraft/server",
            "version": "2.7.0"
        },
        {
            "module_name": "@minecraft/server-ui",
            "version": "2.0.0"
        }
    ],
    "metadata": {
        "authors": ["Your Name"],
        "license": "MIT",
        "url": "https://wiki.bedrock.dev",
        "product_type": "addon"
    }
}
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Resource Pack ​

A world-scoped resource pack with Vibrant Visuals support.

📝 RP/manifest.json
json
{
    "format_version": 3,
    "header": {
        "name": "pack.name",
        "description": "pack.description",
        "uuid": "66c6e9a8-3093-462a-9c36-dbb052165822",
        "version": "1.0.0",
        "min_engine_version": "1.26.40",
        "pack_scope": "world"
    },
    "modules": [
        {
            "type": "resources",
            "uuid": "743f6949-53be-44b6-b326-398005028819",
            "version": "1.0.0"
        }
    ],
    "metadata": {
        "authors": ["Your Name"],
        "product_type": "addon"
    },
    "capabilities": ["pbr"]
}
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Skin Pack ​

Skin packs do not use min_engine_version, dependencies, capabilities or settings. See Skin Packs for the rest of the pack.

📝 skin_packs/my_skins/manifest.json
json
{
    "format_version": 2,
    "header": {
        "name": "My Skin Pack",
        "uuid": "bb9616eb-327c-4a81-9f00-064cae820cd5",
        "version": [1, 0, 0]
    },
    "modules": [
        {
            "type": "skin_pack",
            "uuid": "e4bc71b6-8f9b-4094-9d47-dc3824f8a3dc",
            "version": [1, 0, 0]
        }
    ]
}
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World Template ​

📝 world_templates/my_world/manifest.json
json
{
    "format_version": 2,
    "header": {
        "name": "My World",
        "description": "A world template",
        "uuid": "3d2e1f00-9a8b-4c7d-8e6f-5a4b3c2d1e0f",
        "version": [1, 0, 0],
        "base_game_version": [1, 26, 40],
        "lock_template_options": true,
        "allow_random_seed": false
    },
    "modules": [
        {
            "type": "world_template",
            "uuid": "9f8e7d6c-5b4a-4c3d-9e2f-1a0b9c8d7e6f",
            "version": [1, 0, 0]
        }
    ]
}
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Troubleshooting ​

  • The pack does not appear in-game. The manifest is not valid JSON, or a required field is missing. Paste it into a JSON validator. In format version 3, also check that metadata.authors is present and every version is a string.
  • "Duplicate pack detected". Another installed pack has the same header UUID. Either you copied a manifest without regenerating UUIDs, or you imported an update without raising header.version.
  • Scripts do not run. The script module is missing entry, or the @minecraft/server dependency is missing or requests a version the game does not have.
  • The resource pack is not applied with the behavior pack. The BP's dependency uuid does not match the RP's header.uuid, or the version does not match.
  • Settings screen is empty. The manifest is still format_version 2.

Contributors

Edit manifest.json on GitHub

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