Overview
The summon function spawns a new Rig instance at the caller’s position and rotation. It creates the root entity with all bone passengers, locators, interactions, and cameras, then fires any configured on-summon event functions.
Function Path
<blueprint_id>/summon Example (blueprint ID my_pack:my_rig):
function my_pack:my_rig/summon {args: {}} The function must be called with a {args: {}} macro compound. You can pass optional arguments inside args.
Arguments
All arguments are optional unless stated otherwise.
function <blueprint_id>/summon {args: {
variant: "variant_name",
animation: "animation_name",
frame: 0,
start_animation: false
}} variant(string, optional)The storage name of the variant to apply immediately after summoning. If omitted, the Default variant is used.
If the variant name is invalid, the rig is automatically removed and an error is logged.
Example:
variant: "angry"applies theangryvariant on spawn.animation(string, optional)The name of the animation to seek to after summoning. The rig is placed at the specified
frameof this animation but does not play it unlessstart_animationis also set.If the animation name is invalid or the frame number is negative, the rig is automatically removed and an error is logged.
frame(int, optional, default:0)The animation frame to seek to. Only used when
animationis specified. Frame indices are zero-based.start_animation(boolean, optional, default:false)When
true, the animation specified byanimationbegins playing immediately after summoning (equivalent to callingplayon it). Whenfalse, the rig is placed at the specified frame but the animation stays paused.
Examples
Summon with default settings:
function my_pack:my_rig/summon {args: {}} Summon at the current position with a specific variant:
function my_pack:my_rig/summon {args: {variant: "blue"}} Summon with a specific rotation (always use rotated to control facing direction):
execute rotated 0 0 run function my_pack:my_rig/summon {args: {}} Summon and immediately start the walk animation:
function my_pack:my_rig/summon {args: {animation: "walk", start_animation: true}} Summon and seek to frame 10 of the idle animation without playing it:
function my_pack:my_rig/summon {args: {animation: "idle", frame: 10}} Execution Context
The summon function can be called from any context. The rig is spawned at the caller’s position and rotation. Use execute positioned / execute rotated / execute at before calling summon to control where the rig appears.
# Summon at a specific location facing north
execute positioned 10 64 20 rotated 0 0 run function my_pack:my_rig/summon {args: {}}
# Summon at a player's position
execute at @p run function my_pack:my_rig/summon {args: {}} Notes
- The summon function uses Minecraft’s macro syntax — you must always pass the
{args: {...}}compound even if you pass no arguments. - All per-node
on_summon_functioncallbacks and the blueprint-levelon_summon_functionare called at the end of the summon sequence. - The rig’s first tick runs on the next game tick after summon.