Configuration
Armor cosmetics
An armor cosmetic's configuration looks like this by default. We'll go over what each of them do, and how you can configure them.
helmet
: the name of the cosmetic, only one cosmetic is allowed by a name
slot
: the slot of the armor cosmetic, can be helmet, chest_plate, leggings, boots, off_hand, main_hand
type
: the type of the cosmetic, this is how we know which cosmetic type we need to use
item-stack
: the item of the cosmetic, this can have all the different settings from our item builder
Backpack cosmetics
A backpack cosmetic's configuration looks like this by default. We'll go over what each of them do, and how you can configure them.
backpack1
: the name of the cosmetic, only one cosmetic is allowed by a name
slot
: the slot of the armor cosmetic, can be backpack
type
: the type of the cosmetic, this is how we know which cosmetic type we need to use
item-stack
: the item of the cosmetic, this can have all the different settings from our item builder
First-person backpack cosmetics
A first-person backpack cosmetic's configuration looks like this by default. We'll go over what each of them do, and how you can configure them.
backpack2
: the name of the cosmetic, only one cosmetic is allowed by a name
slot
: the slot of the armor cosmetic, can be backpack
type
: the type of the cosmetic, can be first-person-backpack
or legacy-first-person-backpack
, where first-person-backpack
uses interaction display entities for elevating the cosmetic (not recommended if you allow users from versions older than 1.20.4), while legacy-first-person-backpack
uses area effect clouds
height
: the height of the first-person backpack, this is limited to a whole number with legacy-first-person-backpack
item-stack
: the item of the cosmetic, this can have all the different settings from our item builder
first-person-item-stack
: the first-person item of the cosmetic, this is shown for the equipper, this can have all the different settings from our item builder