Bedrock needs a manifest.json in BOTH folders. Without this, your mod is a ghost.
Because you cannot copy Java code ( .class files) into Bedrock, you must manually define what the blocks or items do using Bedrock's JSON format. For example, if your Java mod added a custom sword, you must create a JSON file inside MyMod_Behavior_Pack/items/custom_sword.json that looks like this: how+to+convert+jar+to+mcaddon+verified
to instantly convert .jar → .mcaddon because the platforms are fundamentally different. Treat this as a reimplementation project , not a conversion. Bedrock needs a manifest
Check that your Bedrock geometry file version matches the target game version, and ensure the entity definition file correctly links the geometry identifier. For example, if your Java mod added a
Copy an existing vanilla Bedrock entity JSON file as a template. Edit components like minecraft:health or minecraft:movement to mirror the stats of the Java mod mob.
To help me tailor any specific file templates or troubleshooting steps for your conversion project, let me know: What or items are you trying to convert?
Create a new testing world, navigate to the world settings, activate both your custom Resource and Behavior packs under the Add-Ons tabs, and turn on in the Experiments toggle to ensure your custom data loads without errors.