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Minecraft anticheat guide

Reach, Hitbox, and Occlusion Checks in Minecraft Anticheats

How Minecraft anticheats should validate combat range, target boxes, and attacks through blocks without relying only on yaw, pitch, or broad FOV checks.

Reach is geometry, not just distance to a player center

The weak implementation measures attacker-to-target center distance and calls that reach. The stronger implementation uses the player's eye position, look vector, target hitbox, possible interpolation states, and block occlusion. That distinction matters because real Minecraft combat is spatial and packet-timed.

FairPlay's hitbox family includes HitboxCone, HitboxReach, HitboxOcclusion, and HitboxBlockOcclusion. These checks are intended to validate target direction, nearest eye-to-target hitbox distance, and block visibility rather than relying on a single raw yaw/pitch check.

Occlusion catches attacks through blocks

Occlusion checks ask whether a block shape plausibly blocks the attack ray between attacker and target. This is where cached world/block information and server-side geometry matter. It is also why packet-time state is more useful than live Bukkit reads from the wrong thread or wrong tick.

Server owners should look for clear debug variables: measured reach, threshold, target box, ray result, occlusion result, ping/transaction context, and the check that made the final decision.

How FairPlay should be positioned

FairPlay is a combat-focused anticheat. Its reach, hitbox, and occlusion checks help staff review the exact abuse patterns that matter most in PvP fights: distance, target box contact, line of sight, and packet context.

FAQ

Does FairPlay include reach checks?

Yes. FairPlay includes HitboxReach and related hitbox/occlusion checks.

Are cone checks enough?

No. Cone checks are useful as a broad filter, but final combat proof should use exact target and block geometry.

Related sources and official pages