Every Bedrock pack requires a manifest.json file to tell Minecraft how to load the addon. You must generate unique identification codes (UUIDs) for these files using a site like uuidgenerator.net. Resource Pack Manifest
Create a new world, navigate to or Resource Packs , and activate your converted add-on.
Java uses .png files, which Bedrock supports, but the folder names are different. how+to+convert+jar+to+mcaddon+verified
If you see , the issue is usually:
"format_version": 2, "header": "name": "Your Add-on Name", "description": "Description of what your add-on does", "uuid": "YOUR-UNIQUE-UUID-HERE", "version": [1, 0, 0], "min_engine_version": [1, 19, 0] , "modules": [ Every Bedrock pack requires a manifest
: An automation tool specifically designed to bridge Java and Bedrock by converting .jar files into Bedrock-ready .mcaddon structures with automatic pack generation.
Place the textures extracted from the JAR into MyMod_RP/textures/ . Java uses
Once both packs are ready:
| Error Message | Cause | Solution | | :--- | :--- | :--- | | "Pack has no manifest" | Missing manifest.json or wrong case (Manifest.json) | Ensure file is exactly manifest.json | | "Duplicate UUID" | Copied/pasted same UUID twice | Generate fresh UUIDs for every single field | | "Invalid module type" | Used "java" instead of "resources" or "data" | Change to exactly "resources" or "data" | | "Missing dependency" | Behavior pack missing resource pack UUID | Add the dependencies array in behavior_pack manifest | | "Texture not found" | Java used .png in subfolder Bedrock doesn't read | Flatten structure or update terrain_texture.json |
: Create a manifest.json for both your Resource and Behavior packs. Use a UUID generator to give each pack a unique ID.
: Ensure the "geometry name" in your model file matches the identifier in your entity JSON.