askill
blockbench-plugins

blockbench-pluginsSafety 88Repository

Blockbench plugin/extension development for the 3D modeling tool. Use when creating, modifying, or debugging JavaScript plugins for Blockbench including actions, dialogs, panels, menus, toolbars, model manipulation, animation APIs, and custom formats/codecs. Triggers on Blockbench plugin, Blockbench extension, Blockbench API, BBPlugin, model editor plugin, or 3D modeling tool extension.

2 stars
1.2k downloads
Updated 1/31/2026

Package Files

Loading files...
SKILL.md

Blockbench Plugin Development

Overview

Blockbench runs on Electron (desktop) and as a web PWA, using THREE.js for 3D rendering and Vue 2 for reactive UI. Plugins have full access to global APIs within an isolated execution context.

Quick Reference

TaskApproach
Create clickable commandnew Action() - add to menus/toolbars
Show form/dialognew Dialog() with form fields
Add sidebar panelnew Panel() with Vue component
Modify model elementsUse Undo.initEdit() → modify → Undo.finishEdit()
Custom import/exportnew Codec() + new ModelFormat()
React to changesBlockbench.on('event_name', callback)

Plugin File Structure

plugins/
└── my_plugin/
    ├── my_plugin.js      # Main file (required, ID must match filename)
    ├── about.md          # Extended docs (optional)
    └── icon.png          # 48x48 icon (optional)

Plugin Registration Template

(function() {
    // Store references for cleanup
    let myAction, myPanel, myDialog, eventCallback;
    
    Plugin.register('my_plugin', {
        title: 'My Plugin',
        author: 'Author Name',
        description: 'Short description',
        icon: 'extension',            // Material icon name
        version: '1.0.0',
        variant: 'both',              // 'desktop', 'web', or 'both'
        min_version: '4.8.0',
        tags: ['Utility'],
        
        onload() {
            // Initialize all components here
        },
        
        onunload() {
            // CRITICAL: Delete ALL components here
        },
        
        oninstall() {
            Blockbench.showQuickMessage('Installed!');
        }
    });
})();

Actions

Actions are clickable commands for menus, toolbars, and keybindings.

myAction = new Action('my_action_id', {
    name: 'Action Name',
    description: 'Tooltip text',
    icon: 'star',
    category: 'edit',                 // For keybind settings
    
    condition: () => Cube.selected.length > 0,
    
    keybind: new Keybind({ key: 'k', ctrl: true }),
    
    click(event) {
        // Action logic
    }
});

MenuBar.addAction(myAction, 'filter');  // Add to Filter menu

// Cleanup
myAction.delete();

Menu locations: 'file', 'edit', 'transform', 'filter', 'tools', 'view', 'help'

Action variants:

// Toggle (on/off state)
new Toggle('toggle_id', {
    name: 'Feature',
    default: false,
    onChange(value) { /* handle */ }
});

// Tool (viewport interaction)
new Tool('tool_id', {
    name: 'My Tool',
    cursor: 'crosshair',
    onCanvasClick(data) { /* handle */ },
    onCanvasDrag(data) { /* handle */ }
});

Dialogs

myDialog = new Dialog({
    id: 'my_dialog',
    title: 'Dialog Title',
    width: 540,
    
    form: {
        name: { label: 'Name', type: 'text', value: 'default' },
        count: { label: 'Count', type: 'number', value: 10, min: 1, max: 100 },
        enabled: { label: 'Enabled', type: 'checkbox', value: true },
        mode: {
            label: 'Mode',
            type: 'select',
            options: { a: 'Option A', b: 'Option B' },
            value: 'a'
        },
        color: { label: 'Color', type: 'color', value: '#ff0000' },
        // Conditional field
        advanced: {
            label: 'Advanced',
            type: 'text',
            condition: (form) => form.enabled
        }
    },
    
    onConfirm(formData) {
        console.log(formData.name, formData.count);
        this.hide();
    }
});

myDialog.show();

// Quick dialogs
Blockbench.textPrompt('Enter Value', 'default', (text) => { });
Blockbench.showMessageBox({ title: 'Alert', message: 'Text', buttons: ['OK'] });

Panels

Panels appear in sidebars with Vue components.

myPanel = new Panel('my_panel', {
    name: 'My Panel',
    icon: 'dashboard',
    condition: () => Format.animation_mode,
    
    default_position: {
        slot: 'left_bar',             // 'left_bar', 'right_bar', 'bottom'
        height: 300
    },
    
    component: {
        template: `
            <div>
                <h3>{{ title }}</h3>
                <ul><li v-for="item in items">{{ item.name }}</li></ul>
                <button @click="refresh">Refresh</button>
            </div>
        `,
        data() {
            return { title: 'Items', items: [] };
        },
        methods: {
            refresh() {
                this.items = Cube.selected.map(c => ({ name: c.name }));
            }
        }
    }
});

// Cleanup
myPanel.delete();

Model Manipulation (with Undo)

CRITICAL: Always wrap modifications in Undo for user reversibility.

// Start tracking
Undo.initEdit({ elements: Cube.selected });

// Modify elements
Cube.selected.forEach(cube => {
    cube.from[0] += 5;
    cube.to[1] = 20;
    cube.rotation[1] = 45;
});

// Update view
Canvas.updateView({
    elements: Cube.selected,
    element_aspects: { geometry: true, transform: true }
});

// Commit
Undo.finishEdit('Move cubes');

Creating Elements

// Cube
let cube = new Cube({
    name: 'my_cube',
    from: [0, 0, 0],
    to: [16, 16, 16],
    origin: [8, 8, 8],
    rotation: [0, 45, 0]
}).init();
cube.addTo(Group.selected[0]);  // Add to group

// Group (bone)
let group = new Group({
    name: 'bone_arm',
    origin: [0, 12, 0]
}).init();
group.addTo();  // Add to root

// Texture
let texture = new Texture({ name: 'my_texture' });
texture.fromPath('/path/to/file.png');  // or .fromDataURL()
texture.add(true);  // true = add to undo

Global Collections

CollectionDescription
Cube.all / Cube.selectedAll cubes / selected cubes
Group.all / Group.selectedAll groups / selected groups
Mesh.all / Mesh.selectedAll meshes / selected meshes
Texture.all / Texture.selectedAll textures / selected
Animation.all / Animation.selectedAll animations / selected
Outliner.elementsAll outliner elements

Event System

// Subscribe
eventCallback = (data) => { /* handle */ };
Blockbench.on('update_selection', eventCallback);

// Unsubscribe (use SAME function reference)
Blockbench.removeListener('update_selection', eventCallback);

Common events: update_selection, select_project, new_project, load_project, save_project, close_project, add_cube, add_group, add_texture, add_animation, select_animation, render_frame, undo, redo, finish_edit

See references/events.md for full list.

Custom Menus

let menu = new Menu([
    'existing_action_id',
    myAction,
    '_',  // Separator
    {
        name: 'Custom Item',
        icon: 'star',
        click() { /* handle */ }
    },
    {
        name: 'Submenu',
        children: [ /* more items */ ]
    }
]);

menu.open(event);  // Open at mouse position

Format and Codec (Import/Export)

const myCodec = new Codec('my_codec', {
    name: 'My Format',
    extension: 'mymodel',
    
    compile(options) {
        // Model → file content
        let data = { bones: [] };
        Group.all.forEach(g => {
            data.bones.push({
                name: g.name,
                pivot: g.origin,
                cubes: g.children.filter(c => c instanceof Cube).map(c => ({
                    from: c.from, to: c.to
                }))
            });
        });
        return JSON.stringify(data, null, 2);
    },
    
    parse(content, path) {
        // File content → model
        let data = JSON.parse(content);
        newProject(myFormat);
        data.bones.forEach(b => {
            let group = new Group({ name: b.name, origin: b.pivot }).init();
            b.cubes.forEach(c => {
                new Cube({ from: c.from, to: c.to }).init().addTo(group);
            });
        });
        Canvas.updateAll();
    }
});

const myFormat = new ModelFormat('my_format', {
    id: 'my_format',
    name: 'My Format',
    icon: 'icon_name',
    codec: myCodec,
    box_uv: true,
    bone_rig: true,
    animation_mode: true
});

// Cleanup
myFormat.delete();
myCodec.delete();

Condition Patterns

// Function
condition: () => Format.id === 'bedrock' && Cube.selected.length > 0

// Object (combined with AND)
condition: {
    formats: ['bedrock', 'java_block'],
    modes: ['edit', 'paint'],
    project: true,
    selected: { cube: 1 },
    method: () => customCheck()
}

Code Style Conventions

TypeConventionExamples
ClassesPascalCaseOutlinerElement, Animation
MethodscamelCaseupdateTransform, getSelectedFaces
Propertiessnake_casedata_points, uv_offset
Event/Action IDssnake_caseselect_project, my_action

Critical Cleanup Pattern

MUST delete all components in onunload() to prevent memory leaks.

let action, panel, dialog, toolbar, format, codec, eventCallback, css;

Plugin.register('my_plugin', {
    onload() {
        action = new Action('id', { /* ... */ });
        panel = new Panel('id', { /* ... */ });
        format = new ModelFormat('id', { /* ... */ });
        codec = new Codec('id', { /* ... */ });
        
        eventCallback = (data) => { };
        Blockbench.on('update_selection', eventCallback);
        
        css = Blockbench.addCSS('.my-class { color: blue; }');
    },
    
    onunload() {
        action.delete();
        panel.delete();
        format.delete();
        codec.delete();
        Blockbench.removeListener('update_selection', eventCallback);
        css.delete();
    }
});

Anti-Patterns

// ❌ No stored reference = memory leak
onload() { new Action('leaked', { }); }

// ❌ No Undo = users can't reverse
Cube.selected.forEach(c => c.from[0] += 1);

// ❌ Bundling THREE.js (already global)
import * as THREE from 'three';

// ❌ Global pollution
window.myData = {};

Built-in Libraries (Do Not Bundle)

  • THREE — Three.js 3D rendering
  • Vue — Vue 2 reactive UI
  • JSZip — ZIP handling
  • marked — Markdown parsing
  • Molang — Molang expression parser

Icons

icon: 'star'              // Material icon
icon: 'fa-bone'           // Font Awesome
icon: 'icon-player'       // Blockbench custom
icon: 'data:image/...'    // Base64 image

TypeScript Setup

npm i --save-dev blockbench-types
/// <reference types="blockbench-types" />

Template Files

  • assets/plugin_template.js — Complete starter plugin
  • assets/format_plugin.js — Custom format/codec example

References

  • references/events.md — Full event list
  • references/api.md — Detailed API reference
  • references/elements.md — Element types and properties

Install

Download ZIP
Requires askill CLI v1.0+

AI Quality Score

88/100Analyzed 2/18/2026

High-quality technical skill for Blockbench plugin development. Provides comprehensive API reference with excellent code examples, templates, and patterns. Covers Actions, Dialogs, Panels, Model manipulation, Events, Custom formats, and critical cleanup. Strong safety guidance via anti-patterns and cleanup sections. Clear triggers and metadata improve discoverability. Minor improvement possible on icon field and more tags, but otherwise excellent.

88
90
85
88
92

Metadata

Licenseunknown
Version-
Updated1/31/2026
Publisherjasonjgardner

Tags

api