Gameplay Tester
Test the project you are currently editing without exporting it first. The tester reads the Creator's in-memory project directly and creates a disposable browser simulation for gameplay flow.
What it can test
The tester builds a lightweight top-down scene from managed Creator definitions. It can exercise player movement, hotbar selection and item use, player reaction events, managed objective sequences, menu/title-screen buttons, entity placement, JSON movement profiles, living portal trigger volumes, dimension transfers, world-type presentation, health changes and a runtime event trace.
Controls
W A S D move
1 - 9 select hotbar slot
Space use selected item
E interact with nearest entity
F attack nearest entityYou can also fire a block-use event, apply test damage, run a selected objective, switch worlds/dimensions, and click simulated menu/title-screen buttons.
Moving portals
Native entity definitions with an entity.movement object are animated by the tester. Portal entities with entity.portal.enabled: true expose their simulated trigger radius; walking into that radius transfers the test player to the configured destination and records the event.
{
"movement": {
"type": "floating_wander",
"speed": 0.04,
"radius": 12
},
"portal": {
"enabled": true,
"destination": "my_game:dream",
"trigger_radius": 1.5
}
}World types
Worldgen definitions and generated DAI dimensions are exposed in the tester's dimension selector. Void, water, flat/superflat and other world types receive different test-stage presentation so transfers are immediately visible while testing flow.
What still requires Minecraft
The browser tester is intentionally not a Minecraft reimplementation. Always perform an in-game test before publishing when behavior depends on exact entity physics, collisions, registry codecs, world generation output, block/entity NBT, server commands/functions, networking, resource-pack textures/models/sounds, renderer behavior, or mod interoperability.