Universal Preview
作者:XDon_
Preview items, blocks, dropped items, and display entities in a smooth interface with visual anchor-based detail editing.
介绍
中文介绍正在准备中,下面暂时显示原文。
# Universal Preview
**Inspect objects, discover their stories, and keep the clues that matter.**
Universal Preview, or **UP**, is a Minecraft Java Edition mod for inspecting objects, creating interactive descriptions with text and images, and keeping a personal clue notebook.
Hold an item and press **V** to rotate, zoom, and pan its model in a dedicated preview screen. For map and modpack creators, UP also provides visual editing tools: mark a spot on a model, add text or images, and give players something to discover as they examine it.
It can be a convenient model viewer or an item examination system for your map. An object’s history, a note on a nameplate, or a photograph of a clue can all become part of the experience, with the content written by you.
In **3.0.1**, players can also save information they have read to their own **clue notebook**, revisit it later, mark important entries, and arrange them in their preferred order. Creators place the clues; players decide what to keep.
## Inspect Items and Objects in the World
Press the preview key while holding an item in your main hand to open its preview. Only one model is rendered, regardless of the stack size, so stacked items never produce overlapping copies.
With Preview Mode enabled for a player, they can also aim at permitted objects in the world and inspect them. Supported targets include:
– Regular blocks.
– Dropped items.
– Item display entities.
– Block display entities.
– Text display entities.
Eligible targets highlight when aimed at, helping players recognize what they can inspect. Creators choose which objects receive permission instead of making the entire scene inspectable by default.
| Control | Action |
| — | — |
| V | Open the preview; rebindable in the controls menu |
| B | Open your personal notebook; rebindable in the controls menu |
| Left-click and drag | Rotate the model |
| Mouse wheel | Zoom in or out |
| Ctrl + left-click and drag | Pan the model |
| R | Restore the initial view saved by the creator |
| Esc | Close the preview, or cancel/exit an active temporary operation first |
The preview model is rendered temporarily on the client. Displaying it does not place a block or spawn a real entity in the world. A regular player’s viewing controls do not overwrite the creator’s saved view.
The interface uses a fixed UI size independent of Minecraft’s GUI Scale, while its layout adapts to the available screen space.
## Place Discoverable Anchors on Model Surfaces
The small rings in a preview are **anchors**, each representing a group of information. Objects without configured content do not receive rings automatically. Creators decide how many to add, where to put them, and what they reveal.
**Surface anchors** attach to a particular part of a model. As players rotate, pan, or zoom, the rings follow their attached positions. An anchor hides when the model obscures its location and reappears when that location becomes visible. Players do not need to match the exact angle used during editing, and creators can place information on the back of an object for players to discover.
For information about the whole object, creators can add a **screen overview** in empty space. These anchors remain at their screen positions when the model rotates.
Hover over a ring to see its group name, then click to smoothly expand its text and images along a connecting line. Only one group is expanded at a time. Content is arranged according to its actual width and the screen boundaries: short descriptions stay close to their rings, while longer content wraps and scrolls instead of being replaced with an ellipsis.
While details are expanded, model zoom is temporarily locked so the wheel can be used to read the content. Dragging the model closes the details without hiding all surface anchors or screen overviews.
Surface attachment supports static models whose geometry can be reliably captured. Objects that do not support surface detection, such as text displays, special renderers, animated textures, or dynamic billboards, can still use previews and screen overviews. Legacy two-dimensional anchors retain their previous visibility rules and can be manually converted into surface anchors.
## Keep the Clues You Discover
You do not have to remember every detail. After expanding an anchor, click the **bookmark beside its title** to save that group to your personal notebook. This records only the selected group, not every anchor on the object, and does not list hidden information you have not recorded.
Press **B** to open the notebook, or use the notebook button in the preview. Saving a clue does not interrupt your investigation. Returning from the notebook preserves the model’s view and the expanded group. Regular players can record clues without editor permission.
### Information from the Same Object Stays Together
The notebook groups entries into source cards. The source icon appears on the left with its name underneath; recorded anchor titles, text, and images are arranged on the right.
For example, a diamond might have three anchors: “Origin,” “Marks on the Back,” and “Appraisal.” Recording the first two gives you **one diamond card containing two clues**. It does not reveal the third anchor. Recording the same content again does not use another slot; changed content can be saved as a separate snapshot.
– Each page holds up to **5 source cards**, not 5 anchors. Additional cards go on later pages.
– Short records stay compact, while cards with more information expand to fit their content without repeating the source icon for every anchor.
– Long titles and text wrap and scroll rather than hiding the remainder behind an ellipsis.
– Images retain their proportions and occupy their own space in the layout. Click an image to view it at a larger size.
– The top controls and bottom page navigation remain accessible while the content area scrolls.
### Mark, Delete, and Arrange Individual Clues
Clues within the same source card can be managed separately:
– Click a star to mark one clue as important, or click again to unmark it. Other entries are unaffected, and starring does not automatically change the order.
– Switch to the important filter to see only the entries you have marked.
– Deletion requires confirmation and removes only your selected record, not the original object, anchor, or another player’s copy. Deleting the last clue on a card also removes the empty card.
– Drag a card’s left-hand icon/name area or grip to move the whole card. Drag an individual clue’s grip to reorder it within its source card.
– Selection highlights, a cursor-following label, and an insertion line show where a dragged entry will go. Dragging near the edges scrolls the content, and whole cards can be moved between pages.
Sorting is disabled while the important filter hides other entries; switch back to all entries to reorder them. There is no undo or recycle bin for deletion, so check the confirmation before proceeding. You can investigate the original content again and record it anew.
### A Snapshot of What You Read
Notebook entries are **read-only snapshots**, preserving titles, font sizes, text colors and formatting, images, and element order. Removing the source object, revoking its preview permission, or editing its description later does not retroactively remove or overwrite existing records.
Images are archived by the server when a clue is recorded. Once saved, they remain available even if the original files are moved, deleted, or replaced. In multiplayer, clients automatically receive the images needed for their own records without copying files manually. Notebooks are saved separately for each player and world, not shared as a server-wide clue collection.
**Recording and rereading do not replay commands attached to anchors** or modify the original clues. The notebook is a personal investigation record, not an item container, a free-form text editor, or another 3D preview screen.
## Set the Capacity Your Map Needs
Players can save **20 clues** by default. Administrators can set the limit anywhere from **0 to 256**. Capacity counts anchors: recording three anchors from one object uses three slots, while still occupying just one source card for pagination.
“`mcfunction
/up notebook limit <count> <targets>
/up notebook limit query <targets>
/up notebook limit reset <targets>
/up notebook default_limit <count>
“`
For example:
“`mcfunction
/up notebook limit 30 @a
/up notebook limit query @s
/up notebook limit reset @s
/up notebook default_limit 20
“`
`limit` sets a personal limit for the selected online players. `query` checks usage and the effective limit. `reset` removes the personal override and restores the world default. `default_limit` changes the current world’s default for players without an override, including those who join later.
**A full notebook never automatically discards older clues.** Lowering a limit also preserves existing records. Setting it to zero prevents additions, but players can still read, mark, reorder, and delete what they have already saved.
Players who are **in Creative mode and have vanilla administrative permission** can also use the settings button at the top of the notebook to select an online player, adjust their limit, or restore the default. Creative mode alone, or UP editor permission alone, does not grant capacity management access.
## Visual Editing Without Entering Coordinates
With editor permission, right-click a supported model surface to create an anchor, or empty space to create a screen overview. The content editor opens immediately, without requiring coordinates, depth values, or visibility angles.
Right-click an existing anchor to edit, delete, or move it. During placement, a ring follows the cursor. In surface placement mode, white indicates a valid position and red indicates an invalid one. Click to confirm or press Esc to cancel. Screen overviews use a positioning grid with snapping instead.
Screen overviews and legacy anchors offer **Make surface anchor**, allowing them to be attached to a model without losing their content. Existing surface anchors simply use the move action to choose a new position.
An editor-only **anchor list** provides access to groups that are currently obscured or outside the view. Creators can edit, locate, move, and delete them without first finding their rings. Regular players do not receive this directory, so it does not reveal hidden information to them.
## Combine Text and Images
Each group can contain multiple text and image elements. An investigation note might include a description, a photograph, and an additional observation, all within the same group.
The editor supports:
– Group names and separate sliders for title size and each text element’s size.
– Bold, italic, underline, and strikethrough.
– Formatting or recoloring selected text without changing the rest of the element.
– A draggable color palette, hue bar, and HEX or RGB color input.
– Text and image insertion, individual element selection, and select-all batch deletion.
– A live preview of names, sizes, colors, and content beside the editor.
– Saving changes or canceling unsaved edits in the current panel.
Formatting is applied visually, without writing Markdown syntax. Long text wraps and scrolls, with separate scrolling for the content list and text inputs while settings and actions remain accessible.
Editors can also switch to **player-view preview** to try the anchor’s expanded presentation. This demonstration mode does not execute commands attached to anchors.
## Share Images with Other Players
Images are loaded from the `universal_preview` folder inside the current world directory. For single-player worlds, the path is usually:
“`text
saves/<world name>/universal_preview/
“`
Subfolders are supported, and the editor lists files hierarchically to help organize images by scene, item, or clue. Images scale proportionally to the available space and are arranged separately from surrounding text and image elements.
The supported format is **PNG**, with a maximum file size of **8 MiB** and a maximum width and height of **4096 pixels** each.
In multiplayer, the host or server provides the images. Other players automatically request the relevant resources when viewing them, so **they do not need to copy the files manually**. Dedicated servers use the `universal_preview` folder inside their actual world directory.
Original anchor groups store relative image paths. Include the image directory when distributing a map; moving or deleting an image can make the original anchor’s reference unavailable. Successfully archived notebook copies are unaffected, but their archive directory must also remain with the world.
## Save a Suitable Initial View for Each Object
Different models benefit from different viewing angles and sizes. Editors can rotate, zoom, and pan using the normal preview controls, then choose **Save as initial view** once the framing looks right.
Reopening the preview or pressing R restores that view. Simply rotating the model, editing text, or moving an anchor does not overwrite the default.
Surface anchors are not restricted to this default angle. Locating an anchor through the editor list also leaves the default view unchanged.
## Separate Viewing, Editing, and Target Permissions
UP separates three settings so creators can control what players can do:
| Setting | Controls |
| — | — |
| Player Preview Mode | Whether a player can inspect world targets by aiming at them |
| Player editor permission | Whether a player can create or edit content and use the permission tool |
| Target preview permission | Which blocks or supported entities can be selected for world previews |
Regular players do not need editor permission to read configured content. **Disabling Preview Mode does not disable held-item previews**, and an object having description data does not automatically give it world preview permission.
Administrators can use:
“`mcfunction
/up preview_mode <true|false> <targets>
/up editor <true|false> <targets>
/up preview_permissions set <entity selector> <true|false>
/up preview_permissions set <x> <y> <z> <true|false>
“`
`<targets>` accepts player names or player selectors such as `@s` and `@a`. Administrative commands require the appropriate permissions; single-player worlds need cheats enabled.
### Preview Permission Tool
UP includes a **Preview Permission Tool** with a dedicated three-dimensional pen model for configuring targets directly in the world:
– Left-click to grant preview permission.
– Right-click to revoke preview permission.
The player needs both Preview Mode and editor permission enabled. The tool supports regular blocks, dropped items, and all three display entity types. Dedicated ray targeting handles displays and dropped items instead of simply selecting the block behind them, while accounting for occlusion.
“`mcfunction
/give @s universal_preview:preview_permission_tool
“`
## Connect Anchors to Your Map’s Mechanics
Groups can do more than display information. Each can have a command that runs when a regular player actively expands it, allowing descriptions to connect to messages, story progression, or existing map mechanics. Enter the command without a leading `/`, or leave the field empty to run nothing.
Two execution modes are available:
– **Once per preview session:** runs only on the first expansion during that session. Closing and reopening the preview starts a new session; this is not a permanent once-per-world setting.
– **Repeatable:** runs whenever the group is expanded again.
Editing content, moving or locating anchors, and using player-view preview do not trigger attached commands. Since editor permission includes command configuration, it should only be granted to trusted creators or administrators.
## Open Previews with Commands or a Hold-to-Open Action
Creators can open and close previews for selected players, connecting them to story events, map functions, or other interactions:
“`mcfunction
/up preview_ui open <targets>
/up preview_ui open <targets> <id>
/up preview_ui close <targets>
“`
Without an ID, the command previews each target player’s main-hand item. With an ID, it can specify an item and its data components, or a supported display/dropped-item entity and its SNBT data. Items and components are parsed through the running environment’s registries rather than a hardcoded vanilla-only list. Invalid input produces an error message.
`close` also closes the anchor editor. Temporary previews created from a specified ID are for presentation: they do not spawn actual world targets and cannot write edits back to a nonexistent target.
By default, pressing V opens the preview immediately. An optional **hold-to-open** setting is available:
“`mcfunction
/up preview_ui progress_bar <true|false> <targets>
“`
When enabled, hold the preview key for about **750 milliseconds** while a clockwise progress ring fills below the crosshair. Releasing early cancels and resets progress, and each hold only triggers once. Command-opened previews also play the corresponding progress animation. Disabling the setting restores immediate opening without affecting other GUIs.
## Preset Content and Multiplayer Saving
Anchors and initial views are stored with their respective targets: items use the `universal_preview:preview_data` component, entities use a preview data attachment, and regular blocks use position records in their chunks. No separate database installation is required.
Alongside visual editing, creators can use item components, entity SNBT, and map functions to prepare objects with preset content. Regular blocks do not have a universal block-entity NBT field, so their documents can be assigned after placement using:
“`mcfunction
/up preview_data block <x> <y> <z> <document SNBT>
“`
Block items carrying preview data can pass their documents to normally placed blocks. Dropped items and item displays without independent configurations can inherit information from their contained items. If model spaces differ and surface positions no longer match, the anchors need repositioning rather than their text and images being discarded.
Edits are acknowledged by the server, with checks for changed targets and concurrent modifications. Conflicts and failed saves produce an error and retain the draft in the current preview instead of claiming it was saved. This is not an automatic draft backup that survives closing the game.
Personal notebooks are stored separately in the world’s `universal_preview_notebook` directory, including player records, capacity settings, and archived images. Keep the entire directory when backing up or moving a world, not just the text records or the original `universal_preview` image folder. Recording and organization actions are confirmed by the server; failures are reported rather than shown as successful client-only changes.
## What Can You Make with UP?
– **Exploration and puzzle maps:** inspect the back of an object, read clues, examine photographs, and keep important discoveries in the notebook for comparison.
– **Story and roleplay scenarios:** add item histories, personal messages, or event records.
– **Modpacks and item guides:** create illustrated descriptions and interaction points for selected items.
– **Exhibitions and displays:** let players choose which models and descriptions to explore.
– **Model and resource inspection:** view objects from different angles and check their presentation.
UP does not automatically generate stories or descriptions, or collect every clue for the player. Creators write the content, and players choose what to record. Use the basic preview when you only need to inspect a model, then add anchors, images, the notebook, and commands as your project needs them.
Choose the mod and dependencies matching your game environment, and install them correctly on both client and server for multiplayer. Back up important worlds before upgrading or editing. Resource packs, custom renderers, and shaders should also be checked in the environment where your map will actually run.
# Universal Preview(通用预览)
**查看模型,发现信息,把值得留下的线索记下来。**
Universal Preview,简称 **UP**,是一个面向 Minecraft Java 版的物品预览、图文交互与个人线索记录模组。
拿起一件物品,按下 **V**,就能在独立的预览界面中旋转、放大、移动它,仔细看看平时容易忽略的细节。对于地图与整合包制作者,UP 还提供了一套可视化编辑工具:在模型上标记位置,添加文字、图片和交互,让玩家在观察物品的同时发现更多信息。
它可以只是一个方便的模型查看工具,也可以成为地图中的调查界面。一件道具的来历、一块铭牌上的记录、一张现场照片,都能由制作者放进预览中,交给玩家自己探索。
在 **3.0.1** 中,玩家还能把已经读到的信息保存到自己的**线索记录板**,随时回看、标重点、整理顺序。制作者负责布置线索,玩家自己决定哪些内容值得留下。
## 自由查看物品与世界中的目标
主手拿着物品时,按预览键即可打开界面。同一种物品无论堆叠多少个,都只渲染一个模型,不会因为数量增加而重叠。
开启玩家的预览模式后,还可以通过准心查看世界中已获得预览许可的目标,包括:
– 普通方块。
– 地上的掉落物。
– 物品展示实体。
– 方块展示实体。
– 文本展示实体。
符合条件的目标在准心指向时会高亮,方便玩家识别哪些物体可以查看。UP 不会默认把整个场景里的所有东西都开放为调查对象,制作者可以按需要配置。
| 操作 | 作用 |
| — | — |
| V | 打开预览,可在按键设置中更改 |
| B | 打开个人记录板,可在按键设置中更改 |
| 鼠标左键拖动 | 旋转模型 |
| 鼠标滚轮 | 放大或缩小 |
| Ctrl + 鼠标左键拖动 | 平移模型 |
| R | 恢复制作者保存的初始视角 |
| Esc | 关闭预览;有临时操作时先取消或退出该操作 |
预览模型本身使用客户端临时渲染,不会因此在世界中放置方块或生成真实实体。普通玩家的观察操作也不会改写制作者保存的视角。
界面采用固定 UI 尺寸设计,改变原版 GUI 缩放时,按钮和文字不会跟着忽大忽小;布局会根据可用屏幕空间调整。
## 在模型表面留下可探索的锚点
预览中的小圆环叫作**锚点**,每个锚点对应一组信息。没有配置过内容的物品不会自动出现圆环,放几个、放在哪里、展示什么,都由制作者决定。
**表面锚点**可以附着在模型的某个部位。玩家旋转、平移或缩放模型时,圆环会跟着这个位置移动;对应部位被模型遮住时隐藏,再次露出时显示。无需把角度精确调回创建时的样子,也可以把信息安排在物品背面,等玩家转过去发现。
如果内容是针对整个物品的,也可以在空白处添加**整体说明**。这种锚点固定在屏幕位置,不会因为模型旋转而消失。
鼠标悬停显示群组名称,点击后沿着连接线平滑展开文字和图片。一次只展开一组信息,打开另一组时,上一组会收起。内容会根据实际宽度和屏幕边界排列:短说明贴近圆环,长内容换行并支持滚动,不用省略号代替剩余文字。
展开详情时,模型的滚轮缩放会暂时锁定,滚轮可用于阅读内容;拖动模型会收起详情,但不会统一隐藏新表面锚点和整体说明。
表面附着适用于能够可靠识别几何的静态模型。文本展示、特殊渲染器、动画纹理或动态朝向等暂不支持表面识别的对象,仍可使用预览与整体说明。旧版二维锚点继续保留原来的显示规则,也可以手动改为表面锚点。
## 把发现的线索留下来
调查不一定要靠记忆。展开一个锚点后,点击标题旁的**书签按钮**,就能把这一组信息记进个人记录板。它不会一次收录整个物品的全部锚点,也不会列出还没记录的隐藏内容。
默认按 **B** 打开记录板,也可以使用预览界面里的记录板按钮。记录成功不会打断当前调查;从记录板返回预览时,模型视角与原来展开的内容会保留。普通玩家可以直接记录,不需要编辑权限。
### 同一件物品的信息,放在一起看
记录板按来源归组:左边显示来源图标,名字放在图标下方;右边依次展示已经收录的锚点标题、文字和图片。
比如一颗钻石有“来源”“背面的刻痕”“鉴定结果”三个锚点,你只记录了前两个,记录板里就会出现**一张钻石来源卡、两条线索**。第三个锚点不会因此被暴露。相同内容重复记录不会重复占位,内容有变化时则可以留下另一份快照。
– **每页最多 5 张来源卡**,不是 5 个锚点;超过后自动分页。
– 内容少时保持紧凑,多条信息时扩展排版,不把每个锚点都拆成一张重复的物品卡。
– 长标题和正文换行、滚动阅读,不用省略号藏掉剩余内容。
– 图片保持比例,独立占据排版空间,点击后可以放大查看。
– 顶部操作和底部页码保持可用,中间内容区域滚动。
### 重点、删除和排序,都精确到线索
同一张来源卡里的线索可以分别管理:
– 点击星标,把某一条设为重点;再点一次取消。其他线索不受影响,也不会自动改变顺序。
– 切换到“重点”,只显示已经标记的条目,方便回看关键信息。
– 删除前会弹出确认,只删除自己的这一条记录,不影响原物品、原锚点或其他玩家。删掉一张卡里的最后一条线索后,空卡会自动移除。
– 拖动来源卡左侧的图标、名称区域或拖柄,调整整张卡的位置;拖动某条线索的拖柄,则调整它在同一卡内的顺序。
– 拖动时有选中高亮、跟随提示与插入线,靠近边缘可以自动滚动,整卡也可以拖到其他页。
为了避免在部分内容隐藏时误改顺序,重点筛选下不能拖动排序,切回“全部”即可。删除没有撤销或回收站,确认前请留意;之后重新调查原内容,可以再次记录。
### 保存的是当时看到的内容
记录板保存的是**只读图文快照**,保留标题、字号、局部文字颜色与样式,以及图片和元素顺序。原物品消失、目标许可被取消,或制作者后来改了说明,都不会追溯删除或覆盖已经留下的记录。
图片在记录时由服务器归档,之后即使原素材被移动、删除或替换,已保存的图片仍可回看。多人游戏中客户端自动同步自己记录需要的图片,不必手动复制文件。记录板按玩家与世界分别保存,不是全服共享的线索库。
**记录和回看不会再次执行锚点绑定的指令**,也不会修改原始线索。它是一份个人调查记录,不是物品容器、自由文字编辑器或新的三维预览界面。
## 按地图需要管理记录容量
默认每名玩家最多保存 **20 条线索**,管理员可以设置为 **0–256 条**。容量按锚点计数:同一件物品收录三个锚点,就占三条容量,但分页仍只占一张来源卡。
“`mcfunction
/up notebook limit <数量> <targets>
/up notebook limit query <targets>
/up notebook limit reset <targets>
/up notebook default_limit <数量>
“`
例如:
“`mcfunction
/up notebook limit 30 @a
/up notebook limit query @s
/up notebook limit reset @s
/up notebook default_limit 20
“`
`limit` 设置指定在线玩家的个人上限,`query` 查看已用量和上限,`reset` 取消个人覆盖、恢复世界默认。`default_limit` 修改当前世界的默认容量,影响没有个人覆盖的玩家,也包括以后加入的人。
**容量满了不会自动删掉旧线索。** 降低上限也不会清空或裁掉现有记录;设为 0 只是禁止新增,已有内容仍可查看、标记、排序和删除。
处于**创造模式且拥有原版管理权限**的玩家,还可以直接通过记录板顶部的设置按钮选择在线玩家、调整上限或恢复默认。只有创造模式,或只有 UP 编辑权限,并不足以管理他人的容量。
## 不用填坐标的可视化编辑
获得编辑权限后,对支持的模型表面右键即可新建锚点;对空白处右键则可以新建整体说明。新建后直接进入内容编辑器,不需要先填写坐标、深度或可见角度。
已有锚点可以右键编辑、删除或修改位置。移动时,待放置圆环会跟随鼠标;表面模式下,白色表示有效位置,红色表示不能放置,单击确认、Esc 取消。整体说明则提供屏幕网格与吸附辅助。
整体说明和旧版锚点可以通过“改为表面锚点”重新选择模型上的位置,原有内容不丢失。已经是表面锚点时,直接使用“修改锚点位置”即可。
编辑者还拥有专用的**锚点列表**,可以找到当前被遮挡或不在画面里的群组,继续编辑、定位、移动和删除。普通玩家不会得到这份目录,避免直接暴露背面的信息。
## 自由组合文字与图片
每个群组都可以组合多个文本或图片元素,例如把“调查记录”分成一段描述、一张照片和一条补充说明。
编辑器支持:
– 设置群组名称,通过滑动条分别调整标题与各个文本元素的字号。
– 粗体、斜体、下划线和删除线。
– 框选部分文字,只对选区修改样式或颜色,保留其他部分的格式。
– 使用可拖动色盘、色相条,或输入 HEX、RGB 数值选择文字颜色。
– 添加文字和图片,勾选单个元素,或全选后批量删除。
– 在编辑器右侧实时查看组名、字号、颜色和内容的展示效果。
– 保存修改,或取消当前面板中尚未保存的编辑。
文字格式通过可视化操作设置,不需要手写 Markdown。长文本可以换行、滚动阅读,内容列表与输入区域分别处理滚动,顶部设置和底部操作保持清晰可用。
编辑者也可以切换到**查看玩家效果**,直接体验圆环展开后的样子。这个演示模式不会触发锚点绑定的指令。
## 图片可以与其他玩家一起看
图片读取自当前世界目录下的 `universal_preview` 文件夹。单人游戏通常位于:
“`text
saves/<存档名称>/universal_preview/
“`
支持继续建立子文件夹,编辑器按文件夹层级列出文件,方便整理不同场景、物品和线索使用的图片。图片按可用空间等比缩放,与前后的文本、图片分别排列。
目前支持 **PNG**,单文件最大 **8 MiB**,宽和高均不超过 **4096 像素**。
多人游戏中,图片由房主或服务器提供,其他玩家查看时会自动请求对应资源,**无需每个人手动复制图片**。专用服务器使用其实际世界目录中的 `universal_preview` 文件夹。
原锚点群组保存的是图片相对路径。分享地图时,需要把图片目录一起打包;移动或删除原图片后,原锚点可能无法继续读取。记录板已经成功归档的图片副本不受此影响,但归档目录也需要随存档保留。
## 为每个目标设置合适的初始视角
不同模型不一定适合相同的角度和大小。编辑者可以像正常预览一样旋转、缩放、平移,调整出合适的画面,再点击**设为初始视角**。
以后重新打开,或按 R 重置时,就会回到这个设定。只是转动模型、编辑文字或移动锚点,不会自动覆盖默认视角。
表面锚点的显示不依赖这个默认角度;编辑者从列表定位某个锚点,也不会修改默认视角。
## 分开管理预览、编辑与目标许可
UP 将三种权限分开处理,方便地图作者控制玩家可以做什么:
| 设置 | 控制内容 |
| — | — |
| 玩家预览模式 | 是否可以通过准心预览世界中的目标 |
| 玩家编辑权限 | 是否可以制作、修改内容和使用许可笔 |
| 目标预览许可 | 哪些方块或受支持的实体可以被准心选中预览 |
普通玩家阅读已制作的内容,不需要编辑权限。**关闭预览模式并不会禁止手持物品预览**,目标拥有说明数据也不等于已经获得世界预览许可。
管理员可以使用以下指令:
“`mcfunction
/up preview_mode <true|false> <targets>
/up editor <true|false> <targets>
/up preview_permissions set <实体选择器> <true|false>
/up preview_permissions set <x> <y> <z> <true|false>
“`
`<targets>` 可以填写玩家名称或玩家选择器,例如 `@s`、`@a`。管理指令需要相应权限,单人游戏需要允许作弊。
### 预览许可笔
模组提供独立三维外观的**预览许可笔**,可以在世界里直接配置目标:
– 左键:给予目标预览许可。
– 右键:取消目标预览许可。
玩家同时开启预览模式与编辑权限后即可使用。支持普通方块、掉落物,以及物品展示、方块展示和文本展示实体;对展示实体和掉落物提供专门的视线拾取,避免直接穿过它们选中后方方块,并考虑遮挡。
“`mcfunction
/give @s universal_preview:preview_permission_tool
“`
## 让锚点连接地图中的其他机制
除了展示图文,群组还可以绑定一条指令,在普通玩家主动展开时执行,用于发送提示、推进剧情或连接地图已有的交互逻辑。指令无需填写开头的 `/`;留空则不执行任何内容。
执行方式有两种:
– **仅执行一次**:同一次预览会话中,只在首次展开时执行。关闭后重新打开属于新会话,不是整个存档永久一次。
– **可重复执行**:每次重新展开该群组时执行。
编辑内容、移动锚点、定位观察或查看玩家效果不会触发绑定指令。由于编辑权限包含指令配置能力,建议只授予可信的制作者或管理员。
## 通过指令打开界面,或使用长按入口
制作者可以主动为指定玩家打开和关闭预览,将它接入剧情、地图函数或其他流程:
“`mcfunction
/up preview_ui open <targets>
/up preview_ui open <targets> <id>
/up preview_ui close <targets>
“`
不填写 ID 时,预览目标玩家的主手物品。填写 ID 时,可以指定物品及其数据组件,或受支持的展示实体、掉落物及其 SNBT 数据。物品和组件按当前环境的注册表解析,不局限于固定的原版列表;无效输入会返回错误提示。
`close` 会同时关闭预览和锚点编辑界面。指定 ID 创建的临时预览用于展示,不会生成实际世界目标,也不能将编辑内容写回一个不存在的目标。
默认按一下 V 就能打开,也可以为玩家启用**长按预览**:
“`mcfunction
/up preview_ui progress_bar <true|false> <targets>
“`
启用后,按住预览键约 **750 毫秒**,准心下方的顺时针进度圈走完才打开界面。中途松开会取消并归零,同一次按住只触发一次;通过指令打开也会播放对应进度。关闭这项设置即可恢复直接打开,不影响其他 GUI。
## 预设内容与多人保存
锚点和初始视角保存在对应目标的预览数据中:物品使用 `universal_preview:preview_data` 组件,实体使用自身的预览数据附件,普通方块使用所属区块中的坐标记录,不需要另外安装数据库。
除了可视化编辑,制作者也可以通过物品组件、实体 SNBT 和地图函数制作带有预设内容的目标。普通方块没有通用的方块实体 NBT,可以先放置,再通过专用指令写入文档:
“`mcfunction
/up preview_data block <x> <y> <z> <文档SNBT>
“`
带有预览数据的方块物品在正常放置时可以继承文档;没有独立配置的掉落物和物品展示实体可以继承承载物品的信息。表面模型空间不同、无法继续对应原位置时,需要重新定位表面锚点,而不是丢弃图文内容。
编辑保存由服务端确认,并检查目标变化与并发修改。发生冲突或保存失败时会提示错误,保留当前预览里的草稿,避免把未成功提交的内容显示为已保存;这不是退出游戏后仍能找回的自动草稿备份。
个人记录板单独保存在当前世界的 `universal_preview_notebook` 目录中,包含玩家记录、容量配置和图片归档。备份或迁移存档时,应保留整个目录,而不只是文字记录;不要只复制原来的 `universal_preview` 素材文件夹。记录和整理操作以服务端保存结果为准,失败时会提示,不会仅在客户端显示为已经保存。
## 适合哪些玩法
– **探索与解谜地图**:检查物品背面、阅读线索、查看现场照片,再把重要发现留到记录板里对照。
– **剧情与角色扮演**:为道具补充来历、人物留言或事件记录。
– **整合包与物品介绍**:为特定物品制作图文说明和交互入口。
– **展览与场景陈列**:让玩家主动查看感兴趣的模型和介绍。
– **模型与资源检查**:从不同角度观察外观,确认展示效果。
UP 不会自动为物品生成故事或介绍,也不会替玩家自动收集全部线索,内容由制作者自行编写,记录由玩家主动选择。只想看模型,可以直接使用基础预览;需要更丰富的调查体验,再逐步加入锚点、图片、记录板和指令。
安装时请选择匹配游戏环境的模组与前置文件,多人使用时客户端和服务端都需要正确安装。升级或制作重要地图前建议备份存档;使用资源包、自定义渲染或光影时,也应在实际运行环境中检查效果。
常见问题
Universal Preview 支持哪些 Minecraft 版本?
Universal Preview 支持 Minecraft Java 版 1.20.1–26.3,共 6 个版本,可用的加载器:Fabric / Forge / NeoForge。下载时注意选择和你游戏版本一致的文件。
Universal Preview 怎么安装?
先用 PCL2 或 HMCL 启动器安装对应版本的 Fabric / Forge / NeoForge,再把下载的 .jar 文件放进游戏目录的 mods 文件夹,重新启动游戏即可。开启了版本隔离的,mods 文件夹在 versions/版本名 下面。
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