April 16, 2020
❗Warning: This is a legacy page covering functionality with the old SDK version 6. See the latest version of this topic here . You can add links from your scene out to other content, either to other scenes or to external websites.
Teleports # To teleport a player to another scene, call the following function, indicating the coordinates that you want players to teleport to.
teleportTo('-51,1') Players are presented a confirmation screen before they are teleported, this screen displays information from the destination scene’s scene.
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April 16, 2020
You can add links from your scene out to other content, either to other scenes or to external websites.
Use the Scene Editor # The easiest way to add an external link or a teleport is to use the Scene Editor . Use the Teleport Smart Item to add teleport to another scene in Genesis City, or use any of the Social Links smart items to add links to external sites.
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February 14, 2018
❗Warning: This is a legacy page covering functionality with the old SDK version 6. See the latest version of this topic here . Vectors # Decentraland uses vectors to represent paths, points in space, and directions. Vectors can also be used to define rotation orientations, as a friendlier alternative to quaternions. Vector2, Vector3 and Vector4 are each defined as different classes, containing a different number of dimensions.
Vector objects contain a series of handy methods that you can call to avoid having to deal with most vector math operations.
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February 11, 2018
Add text to a scene using the TextShape component. This text sits in a position
Text in Decentraland supports all utf8 characters, this includes oriental and special characters.
📔 Note: This component is useful for in-world labels and UIs that exist in the 3D space of the scene, not for the player’s 2D HUD UI. The TextShape component is mutually exclusive with other shape components like primitive shapes and glTF 3D models, see Shape components for more details.
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August 1, 2025
Trigger areas allow you to react to the event of a player entering or leaving an area, or of any other entity entering or leaving an area. This is a fundamental tool for creating interactive scenes. Use them for things like opening a door when the player approaches, or to score a point when a ball enters a goal.
Using trigger areas # To use trigger areas you need to add a TriggerArea component to an entity, then use a triggerAreaEventsSystem to react to the events.
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July 15, 2022
Data Oriented Programming is a powerful approach to programming that results in big improvements to performance. It focuses on treating data as the cental element, all else is organized around it, to either access or modify that data. This approach is also very multiplayer friendly, as it makes the data that needs to be synchronized between players easier and faster to access.
Data Oriented Programming encourages you to think about everything in your scene as data that needs to be copied and mutated throughout the various systems.
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February 27, 2018
❗Warning: This is a legacy page covering functionality with the old SDK version 6. See the latest version of this topic here . Raycasting is a fundamental tool in game development. With raycasting, you can trace an imaginary line in space, and query if any entities are intersected by the line. This is useful for calculating lines of sight, trajectories of bullets, pathfinding algorithms and many other applications.
When a player clicks or pushes the primary or secondary button, a ray is traced from the player’s position in the direction they are looking, see button events for more details about this.
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February 13, 2018
3D models in .glTF and .glb format can include as many animations as you want in them. Animations tell the mesh how to move, by specifying a series of keyframes that are laid out over time, the mesh then blends from one pose to the other to simulate continuous movement.
Most 3D model animations are skeletal animations . These animations simplify the complex geometry of the model into a “stick figure”, linking every vertex in the mesh to the closest bone in the skeleton.
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February 12, 2018
To move, rotate or resize an entity in your scene over a period of time, use the Tween component. The engine carries out the desired transformation smoothly, showing updates on every frame until the specified duration is over. Also the Transform component values of the affected entity gets updated in real time in case it’s needed to make proximity checks in the scene code.
💡 Tip: In the Scene Editor , you can move entities in a no-code way via Actions, see Make any item smart .
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October 8, 2024
You can restrict what actions the player can do in your scene. Use it to freeze the player, or to only restrict specific ways of locomotion, for example to prevent the player from jumping or running.
📔 Note: Input Modifiers are a feature that’s only supported in the DCL 2.0 desktop client. Freeze the player # You can freeze the player so that none of the input keys can move the avatar.
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