October 19, 2022
Color values can passed as properties of different components, like Materials , Text or different properties of UI entities . Color values can either be of type Color3 or Color4.
Color3 contains three properties, red, green, and blue. Color4 has those same three plus alpha, for transparency values.
Set a color # You can make a color by using the Color3.create() or the Color4.create() functions.
// Red color const red3 = Color3.
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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
Create a new Decentraland scene project based on an example to start out with a solid base. You can use this to reuse game mechanics, art assets, or anything that may be included in the parent project.
Make sure you’ve installed the Decentraland VS Code Extension Open a Visual Studio Code window on an empty folder.
Select the Decentraland tab on Visual Studio’s left margin sidebar, and click Create Project
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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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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 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.
Freeze the player # You can freeze the player so that none of the input keys can move the avatar. This can be useful for many game mechanics. It’s also a good practice to freeze a player while performing an important animation that shouldn’t be interrupted by movement, or while a Virtual Camera points away from the avatar and you don’t want the player to move blindly.
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