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Problem with custom game renderer


Jetug

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I needed to rewrite the GameRenderer#pick() method so I wrote my own GameRenderer class and set an instance of it to Minecraft#gameRenderer with reflection:

@Mod.EventBusSubscriber(modid = Global.MOD_ID, bus = Mod.EventBusSubscriber.Bus.MOD, value = Dist.CLIENT)
public final class SetupEvents {

    @SubscribeEvent()
    public static void onRegisterRenderers(EntityRenderersEvent.RegisterRenderers event){
        try {
            var minecraft = Minecraft.getInstance();
            var gameRenderer = new ModGameRenderer(minecraft, minecraft.getResourceManager() ,minecraft.renderBuffers());
            Field field = minecraft.getClass().getDeclaredField("gameRenderer");
            field.setAccessible(true);
            field.set(minecraft, gameRenderer);
        } catch (Exception e) {
            e.printStackTrace();
        }
    }
}

And when I run the mod in the IDE my pick() method works but when I build the mod and run it through the minecraft launcher it doesn't. Maybe it's because of the GeckoLib library that I use in my project?

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2 hours ago, Jetug said:

I needed to rewrite the GameRenderer#pick() method so I wrote my own GameRenderer class and set an instance of it to Minecraft#gameRenderer with reflection:

Don't do this. This is liable to break hundreds of mods. You should just replace the usage with a mixin injection whenever you need to do your specific logic.

3 hours ago, Jetug said:

And when I run the mod in the IDE my pick() method works but when I build the mod and run it through the minecraft launcher it doesn't. Maybe it's because of the GeckoLib library that I use in my project?

No, that's not it. It as to do with how you're reflecting the field. Forge uses SRG mappings during production, so the gameRenderer field is called something different. If you want to use reflection, you should use the ObfuscationReflectionHelper to handle this and provide the SRG name.

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