Pulse Documentation
Official documentation for Pulse, a Go-based Bedrock server runtime focused on plugin development and high-performance gameplay systems.
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Pulse Documentation
Pulse is a Go-based Bedrock server runtime focused on modular architecture, plugin development and high-performance gameplay systems.
Start with the Plugin API, learn the runtime lifecycle, create commands, handle events, build forms and interact with players, inventories and worlds.
Why Teams Pick Pulse
Plugin-first architecture
Register commands, tasks, forms, content specs, and gameplay actions without reaching into runtime internals.
Authoritative gameplay
Inventory, world, entity, and session changes are routed through runtime services so validation, sync, and events stay consistent.
Compatibility path
Request-style methods remain supported for compatibility while new APIs move toward PMMP-like handles.
Docs beside source
The site is ready for Markdown or MDX pages and mirrors the API surface from the local source documentation.
Simple Integration
playerHandle, ok := ctx.Gameplay().Players().ByName("Steve")if !ok { return fmt.Errorf("player not found")}target, ok := ctx.Gameplay().Players().Resolve("Steve") // ID, name, XUID, or UUID_ = target_ = ok_, err := playerHandle.Inventory().Give(item.New("diamond_sword"). Enchant(item.Sharpness(5)). NameTag("Arena Blade"). Stack())worldHandle, ok := ctx.Gameplay().Worlds().ByName("Hub")if !ok { return fmt.Errorf("world not found")}container := worldHandle.ContainerAt(world.Pos{X: 10, Y: 64, Z: 10}, 27)_, err = container.Give(item.New("diamond").Count(8).Stack())Start With The API
Compatibility
Request-style methods remain supported for compatibility while new APIs route mutations through server services.
Architecture Map
Pulse separates plugin-facing handles from core runtime state. Plugins describe intent through typed APIs, and the server applies that intent through authoritative services.
- Plugin Context: registration, logging, scheduler, permissions, forms, and access to Gameplay().
- Gameplay Collections: players, worlds, entities, sessions, and player data.
- Handles: player, entity, inventory, world, container, and session operations.
- Runtime Services: validation, events, cancellation, sync, and Bedrock updates.
Read Next
Start with Plugin API Overview when you are wiring a new plugin. Move to Gameplay Handles before touching player inventory or world state. Use Content Builders when custom blocks, items, effects, or entity types need stable definitions.