Although i agree with some other commenters saying that the glass pane should be removed. ![]() Regardless, nice work! I think this is a really neat feature. Optimization is a very hot topic for me and I love discussing it. I'm just curious because I don't know how the commands (and more specifically the selector) work in the background. (To be a little more complex, the time complexity is O(n), meaning the time it takes to execute grows linearly with the more objects present in the scene) That means the overall framerate will be higher, but frame drops will occur more often (which is arguably more annoying than lower framerates). Therefore, every frame that command is invoked, a spike will occur. For example, in Unity, when I use GameObject.FindObjectOfType(), it will query every single GameObject present in the currently loaded scene(s). That would work, but that likely could cause frame drops on those ticks where the check is done. Something like a "nail" is small enough that you can argue that you can't see it, cuz it's a tiny nail. If anything, they should have just made a separate item that's invisible from the start. An item frame is an inanimate object, and so it can't be turned invisible with potions. It doesn't matter that one is an entity and the other is not, to a casual player the entire concept of an "entity" shouldn't matter. Im trying to /minecraft:give myself an itemframe item that has some sort of special id/name that I can later use /data (or /execute then data) on in order to switch specifically those item frames to being invisible (or visible). If that would work then you might as well be able to turn blocks invisible with potions. The changelog on the item frame page shows that in 1.16 on Java they were added, but in 1.16 on Bedrock they only added cartographer trades for item frames. Using invisibility potions is un-intuitive, because item frames are inanimate objects. Looking at the wiki (specifically the changelog), it looks like invisible item frames may not be in Bedrock. You can try to come up with reasons using existing mechanics, but it's not great. That requires making an entirely new mechanic based on turning things invisible, and I don't see that happening anytime soon. The only way to make invisible item frames make sense is if you can turn other things invisible too. As a game developer you have to think about these things. ![]() If you give your game such a mechanic you have to give it a reason to make sense. Having a single special item that can magically become invisible is just. To get an invisible item frame with the /give command, do the following: In Minecraft, open the chat window and enter /give p itemframeEntityTag:Invisible:1b. ![]() Because it doesn't make sense to make an item frame invisible in any context other than commands, namely survival. This command adds items to your inventory directly, including invisible item frames.
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