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Space (Data Type)

A String that picks the coordinate system directions are read in.

Values

ValueDescription
worldThe axes are global: x points west (negative) or east (positive), y down (negative) or up (positive), and z north (negative) or south (positive).
localThe axes follow the entity: x points to its left side and is always horizontal, y points to the top of its head, and z points the way it is facing.
local_horizontalLike local, except the vertical part of the entity's facing counts as 0, so z is flattened onto the horizontal plane and gets shorter. x and y shrink by the same amount, and y always points up. The axes shrink the further the entity's facing is from horizontal, and if it looks straight up or straight down they have a length of 0, as if x, y and z were all 0.
local_horizontal_normalizedLike local_horizontal, except the axes are normalized, so the offset keeps its full length whatever the entity's pitch is. It is a pure rotation around the entity's yaw, so unlike local_horizontal it still works when the entity looks straight up or straight down.
velocityThe axes follow the entity's velocity, much like local. If the velocity is purely vertical, the way the entity faces decides the direction of x and y instead. The axes scale with how fast the entity is moving, so when it isn't moving they have a length of 0, as if x, y and z were all 0.
velocity_normalizedLike velocity, except the axes are normalized back to a length of 1 whenever they aren't zero, so they don't depend on how fast the entity moves, only that it is moving.
velocity_horizontalLike velocity, except the vertical velocity counts as 0.
velocity_horizontal_normalizedLike velocity_horizontal, except the axes are normalized back to a length of 1 whenever they aren't zero.