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[1.16.5] Entity model floating in air


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My model for some reason floating in air.




public class CarRenderer extends MobRenderer<Car, CarModel> {
    public static final ResourceLocation TEXTURE = new ResourceLocation("testcar", "textures/entities/car.png");

    public CarRenderer(EntityRendererManager manager) {
        super(manager, new CarModel(), 0.5f);

    public ResourceLocation getTextureLocation(Car p_110775_1_) {
        return TEXTURE;




public class CarModel extends EntityModel<Car> {
	private final ModelRenderer bb_main;

	public CarModel() {
		bb_main = new ModelRenderer(this);
		bb_main.setTexSize(40, 25);
		bb_main.texOffs(0, 0).addBox(-4.0F, -2.0F, -6.0F, 8.0F, 1.0F, 12.0F, 0.0F, false);
		bb_main.texOffs(0, 13).addBox(-3.0F, -6.0F, -5.0F, 6.0F, 4.0F, 8.0F, 0.0F, false);
		bb_main.texOffs(28, 13).addBox(-5.0F, -3.0F, 3.0F, 1.0F, 3.0F, 3.0F, 0.0F, false);
		bb_main.texOffs(28, 13).addBox(-5.0F, -3.0F, -6.0F, 1.0F, 3.0F, 3.0F, 0.0F, false);
		bb_main.texOffs(28, 13).addBox(4.0F, -3.0F, -6.0F, 1.0F, 3.0F, 3.0F, 0.0F, false);
		bb_main.texOffs(28, 13).addBox(4.0F, -3.0F, 3.0F, 1.0F, 3.0F, 3.0F, 0.0F, false);

	public void setupAnim(Car p_225597_1_, float p_225597_2_, float p_225597_3_, float p_225597_4_, float p_225597_5_, float p_225597_6_) {}

	public void renderToBuffer(MatrixStack matrixStack, IVertexBuilder buffer, int packedLight, int packedOverlay, float red, float green, float blue, float alpha) {
		bb_main.render(matrixStack, buffer, packedLight, packedOverlay, red, green, blue, alpha);




public class Car extends MonsterEntity {
    public Car(EntityType<? extends MonsterEntity> type, World world) {
        super(type, world);

    protected void registerGoals() {
        this.goalSelector.addGoal(1, new SwimGoal(this));
        this.goalSelector.addGoal(1, new MeleeAttackGoal(this, 1.5d, true));
        this.targetSelector.addGoal(1, new NearestAttackableTargetGoal<>(this, PlayerEntity.class, true));
        this.goalSelector.addGoal(2, new LookAtGoal(this, PlayerEntity.class, 8.0F));
        this.goalSelector.addGoal(4, new OpenDoorGoal(this, false));
        this.goalSelector.addGoal(3, new WaterAvoidingRandomWalkingGoal(this, 1.0d));
        this.goalSelector.addGoal(3, new LookRandomlyGoal(this));

    public static AttributeModifierMap.MutableAttribute createMobAttributes() {
        return MonsterEntity.createMonsterAttributes()
                .add(Attributes.ATTACK_DAMAGE, 6.0D)
                .add(Attributes.MAX_HEALTH, 8.0D)
                .add(Attributes.FOLLOW_RANGE, 40.0D);



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