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Testing in Play mode

Play lets you walk in first person inside the editor and test World logic rules. Without starting a server, entering a zone plays its sounds, titles and animations. Rules, walking physics and animations run at the same 20 TPS (20 ticks per second) as the server.

Play has two modes.

ModeCameraPlayer
PlayFirst person — the player’s eyesYou walk yourself.
SimulateThe edit camera as-is (free)A blue capsule is the player. Drag it to move it.

Actions during Play do not change the world. When you stop, everything returns to its original state.

WhatWhere
Start PlayThe Play button (▶) in the middle of the main toolbar
Choose mode · start location▾ next to the Play button
Straight to PlayAlt+P
Straight to SimulateAlt+S · Tools › Simulate (free camera · logic)
Straight from a rulePlay test in the World logic panel · Create and test in the zone trigger wizard
Play State panelOpens when Play starts (Window menu Play State).

The ▾ menu next to the Play button:

GroupItems
ModePlay — walk in the viewport (Alt+P) · Simulate — free camera, logic only (Alt+S)
Start locationFrom current camera position · From spawn point (Project Settings default spawn)
DisplayPlay stats overlay (tick · zone · flag)
  1. Create a zone trigger rule — see Quick start in World logic
  2. Place the camera in front of the zone.
  3. Click the Play button (or press Alt+P).
  4. Walk into the zone with W A S D. The sound and title play.
  5. If a Fire (number keys) list appears at the bottom right, fire those rules with the number keys.
  6. Check what ran and what was skipped in the World logic panel’s history or the event log of the Play State panel.
  7. Press Esc to end.
Key · actionAction
MouseLook around
W A S DWalk
SpaceJump
Ctrl or ShiftSprint
F · right-clickInteract with the actor you are looking at (trigger Right-click actor)
1–9Run a rule from the Fire list
F8Eject — leave the body and switch to the free camera (Simulate)
Shift+F1Release the mouse. Click the viewport to capture it again.
PausePause · resume
EscEnd Play

Interaction targets are display and text actors within 15° of your view direction and within 6 blocks. The click box of an Interactable component is a target if your line of sight hits it within 6.5 blocks. If there is no target, “No actor to interact with” appears on the action bar.

ActionResult
Edit camera controlsFly around as usual.
Drag the capsuleMoves the player (blue capsule).
Ctrl+clickTeleports the body to the clicked spot.
F8Enter the body and switch to first-person Play
EscEnd

Switching modes with F8 keeps the rule state (variables, waiting actions, etc.).

ButtonAction
Play (▶)Start
PausePause · resume during Play (Pause)
One tickAdvance only 1/20 second while paused
EjectLeave · enter the body (F8)
StopEnd (Esc)

Rules are copied and run when Play starts. Rule edits made during Play take effect from the next Play.

TriggerIn Play
On zone enter · leave · while insideDetected automatically from the feet position
Scene start · timerAutomatic
On signal · function · when a sequence endsAutomatic (follows the sender, caller or player)
On collideAutomatic when the walking body touches the actor box
Right-click actorF · right-click
On block break · place · right-click · redstone signal · projectile hit · player death · damageNot fired automatically — use Fire

Fire runs a rule as if its trigger had happened. Filters and conditions are still checked. The triggering player is the Play body.

WhereWhat
Fire (number keys) at the bottom right of the viewportEnabled rules with manually fired triggers (up to 9). Number keys 1–9
Fire on a rule row or header in the World logic panelThe same rules. If Play is not running, it starts Play and fires.
Rule firing in the Play State panelAll rules. Even automatic triggers run now without waiting.
ActionIn Play
SoundHeard as an audition (when the recipient is the Play body).
Screen title · Chat message · Action bar textShown as on-screen text.
Play animation · Show actor · HideShown as a non-destructive preview.
TeleportThe walking body is moved.
KnockbackThe walking body is pushed.
Cinematic cameraThe viewport camera follows the path. Returns to the original view when done.
Fill blocks · Place one blockOrange box preview only. The world is not changed.
Deal damage · Heal · Potion effect · Give item · KillThe fake player state changes and a line appears on the HUD.
Checkpoint · Particles · Server command · Cancel eventOnly logged.

Blocker boxes block the walking body. Both the barrier and push modes behave the same.

SectionContents
HeaderMode · running/paused · tick number · time · Pause · One tick · Eject · Stop buttons
PlayerHealth · Game mode · Main hand · Off hand · Effect · Received · Death · Feet position · zone · Reset state
Rule firingA Fire button for each rule
Event logLog with ticks. Check Skipped to also see rows skipped because of filters or conditions.

Game mode, main hand and off hand are the values the Game mode and Holding conditions see. In Creative and Spectator modes you take no damage. Reset state refills health and clears effects and received items. Logic state and the clock are kept.

OptionLocationMeaning
ModePlay ▾Play · Simulate
Start locationPlay ▾Current camera position · default spawn in Project Settings
Play stats overlayPlay ▾Overlays tick, zone and flag in the viewport.
Time of day · Weather · Has all permissionsWorld logic panel SimulationValues the Time of day and Weather conditions and the permission filter see
Game mode · Main hand · Off handPlay State panelValues the Game mode and Holding conditions see
KeyAction
Alt+PStart Play
Alt+SStart Simulate
EscEnd
F8Eject · enter the body
PausePause · resume
Shift+F1Release the mouse
F · right-clickInteract (Play)
1–9Fire

When you set a breakpoint (F9) on an action node in the Logic graph, Play pauses before that action. Resume (Pause) to continue from that action. Nodes executed during Play briefly light up in the logic graph.

Play runs by the same rules as the server, but there are differences.

Editor PlayReal server
One player (the Play body)Multiple players
Block, combat and death triggers only via FireVia real game events
Does not change the worldActually changes blocks
Sequencer camera cuts are only loggedChanges the viewer’s view
Server commands, particles and checkpoints are only loggedExecuted
Only sound events with files are audibleResource pack and vanilla sounds
State (once records, variables) is fresh every PlayKept in state.json
  • Walking and zone checks work even if there are no rules when Play starts.
  • On damage and On player death are not fired automatically even by damage actions during Play (to prevent infinite loops). Test them with Fire.
  • If you edit the world directly from a panel during Play, that change remains. You are notified in the Output Log when Play ends.