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 Warning: Beta Version
Version: Beta ⚠️
Difficulty: Normal

Region Audiences

On manifest pages, you can gate any audience on a region:

Add Region Inside Audience
Filter players based on whether they're inside a region
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Region Inside Audience passes only players inside the region, and can be inverted to pass only players outside. Region Proximity Audience passes players within a distance of the boundary, on either side.

Any audience entry can be a child of these filters. Ambient sounds that only play inside a cave region, a sidebar that only shows in the arena, or a boundary display that only renders near the edge are all the same pattern: put the entry under the region audience.

Example: cave ambience

  1. Create a Polygon Region Definition named crystal_cave and walk its outline in the capture editor.
  2. On a manifest page, add a Region Inside Audience with its Region reference set to crystal_cave.
  3. Add your ambient sound entry as its child.

Players hear the ambience while any part of their body is inside the cave region, and it stops the moment they leave. Invert the filter and the same pattern drives everything players should only get outside an area, like a compass pointing back to town.

Protecting players inside a region

Six entries from the Basic extension cover common protection cases. None of them know what a region is; each one only filters whoever is already in the audience it sits in. Put one under a Region Inside Audience and it applies to whoever is standing inside the region, the same pattern as the ambience example above.

  • Prevent Eating Audience stops players from consuming anything, food, potions, or milk.
  • Prevent Damage Audience makes players immune to every damage source. The damage never lands, so there is no hurt animation and no knockback.
  • Lock Health Audience holds health at a configurable value, defaulting to 20. Damage does land, so the hurt animation, sound, and knockback still play, and the health is put back right after. Values above the player's maximum are clamped.
  • Prevent Hunger Loss Audience keeps the hunger bar from dropping. Eating still fills it.
  • Prevent Block Place Audience stops players from placing blocks anywhere.
  • Prevent Block Break Audience stops players from breaking blocks anywhere.

Prevent Damage Audience and Lock Health Audience take opposite routes to invincibility. Prevent Damage stops the hit before it lands, so nothing plays. Lock Health lets the hit land and puts the health back immediately after, so the hurt animation, sound, and knockback still play even though the player never actually loses health. Reach for Prevent Damage when you want true invincibility, and for Lock Health when you want the combat feedback to stay believable.

Prevent Block Place Audience and Prevent Block Break Audience are about the player, wherever they are standing. A player in the audience cannot place or break blocks anywhere on the server, not only inside the region. Protecting a region's own blocks from everyone, including a player standing outside it and mining inward, is a region flag instead. See Region Flags.

Holding players back with a barrier

Add Region Barrier Audience
Continuously push players back at a region boundary
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The barrier watches every audience player each tick and applies a velocity push toward the allowed side. KEEP_IN pushes players back into the region and KEEP_OUT pushes them away from it. The push ramps up across the last Activation Distance blocks on the side the player is allowed to be, reaching the full Strength at the boundary and staying there beyond it, so the push grows as a player approaches the edge. The barrier never drives a player away faster than 1 block per tick, so a Strength above 1 behaves the same as 1. Below it the number is felt: the default 0.6 is a firm nudge, and a barrier that should shove harder wants both a higher Strength and a longer Activation Distance to build it up over.

Concretely, this is what the barrier does and does not do:

  • It does not block movement. A sprinting or flying player can push a short way past the line; the current keeps working against them the whole time.
  • It does not prevent teleports. A player teleported to the wrong side is not snapped back.
  • It does not ramp against a face underfoot. A region resting on the terrain has its floor face exactly where everyone stands, so a player the ground or their own flight is holding up on the allowed side is left alone while the shortest way out points upward. A falling player is still caught by it, and a player who has crossed is still pushed back.
  • It does keep pushing players on the wrong side, however they got there. A teleported or engulfed player is steadily carried back across the boundary. When they stand on the ground and the shortest way out points into the floor or ceiling, the push is redirected toward the nearest wall, so they are walked out sideways instead of being pinned in place.
  • It works on dynamic regions. When a moving region catches up to a player, the current pushes them along ahead of it.
  • It leaves region editors alone. A player inside a region content mode (editor, workspace, or debugger) is never pushed, so the barrier cannot fight the person shaping the region.

Distance Mode picks the boundary the barrier measures against. FULL, the default, uses the whole boundary, floor and ceiling included. HORIZONTAL uses only the region's vertical silhouette: those two faces stop counting altogether, so nobody is caught falling through the floor and only the walls push.

If the barrier alone is not what you want, combine it:

  • You want walking blocked outright: use Cancel on a Region Enter Event or Region Exit Event from Region Events. The barrier is the fallback for what cancel cannot stop.
  • You want teleports blocked: use a Region Enter Event with Causes set to TELEPORTED and Cancel enabled.
  • You want an instant eject instead of a current: use the Region Boundary Push action on an enter event.
  • You want players to see the line: add a boundary display on the same region.

Example: fencing off a build site

  1. Create a definition for the area, for example a Cuboid Region Definition named build_site.
  2. On a manifest page, add a Region Barrier Audience entry.
  3. Set its Region reference to build_site and its mode to KEEP_OUT.
  4. Publish. Players walking toward the site are pushed back before they reach it.

A manifest page with the barrier, and a sidebar that only shows inside an arena region, looks like this:

Interactive Graph

This is an interactive graph of all the entries in the selected pages.
You can view different pages by clicking on the tabs. Each page contains a view of the entries in that page.
Click on an entry to view its details.