Reloading, Debugging, Performance, and Release
About 1 minContent-Pack Authoring
29. Reload and test workflow
Use definition hot reload for JSON/config changes and resource reload for models, textures, language, and sounds. Restart the game whenever a loader, renderer, cache, or binary resource remains resident.
Test with folder packs first. ZIP only after the folder build passes. The ZIP root must directly contain pack.mcmeta and content folders.
30. Performance rules
- Remove hidden/internal faces and unused nodes before export.
- Share materials and texture atlases where practical.
- Avoid unnecessary armatures, bones, static animation channels, transparent layers, and draw calls.
- Keep particle counts, shell lifetime, tracers, laser glow, and charm physics bounded.
- Measure first person, third person, modification UI, item frames, shaders, and multiplayer separately.
31. Troubleshooting
| Symptom | First checks |
|---|---|
| Missing or misplaced attachment | Anchor spelling, shared reference space, animated owner |
| Black/purple model | Resource ID, file path, base texture |
| Wrong PBR or emissive result | Normal/specular/glow declarations and shader path |
| Hands drift during an action | Duplicate ownership, wrong bind pose, unwanted additive channels |
| One-frame snap after an action | Endpoint mismatch, stale finite-action owner, incorrect handoff |
| Animation clip missing | Exported action name, multi-armature merge, skin ownership |
| Sound doubled or delayed | Duplicate event/composite layer, stale frame timing |
| Scope/laser differs with shaders | Transparent pass, stencil, depth, and reference-space route |
32. Release checklist
- Pack metadata and namespace paths validate.
- Every referenced JSON, GLB, PNG, and OGG exists.
- All default and optional parts mount correctly.
- Fire, reload, empty state, ADS, sprint, inspect, melee, interruption, and weapon switching work.
- Event frames match current animation lengths.
- First person, third person, offhand stow, fixed display, dropped item, HUD, and modification screen are correct.
- Materials work with and without shaders.
- No diagnostic output, temporary assets, duplicate actions, or unused fallbacks remain.
- Folder and ZIP builds both load in a clean instance.