February 14, 2018
Vector3 # Decentraland uses vector3 data to represent paths, points in space, and directions. Vectors can also be used to define rotation orientations, as a friendlier alternative to quaternions. A Vector3 object contains numerical values for each of the x, y, and z axis.
const myVector: Vector3 = { x: 8, y: 1, z: 8 } The Vector3 namespace contains a series of handy methods that you can call to avoid having to deal with most vector math operations.
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December 21, 2022
❗Warning: This is a legacy page covering functionality with the old SDK version 6. See the latest version of this topic here . To invite others to visit a scene you built, you’ll need to publish it in Decentraland. To do this, you’ll need to have deploy permissions to Decentraland parcels or own a Decentraland NAME in order to deploy to a Decentraland World.
Decentraland is made up of parcels of LAND, each 16 meters by 16 meters.
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June 20, 2022
As a creator, it’s very valuable to track player visits and the way in which players interact with your scene. Instead of assuming, you can obtain real data and make informed decisions while iterating on your designs.
The Atlas Corp produced a powerful analytics tool that is specially designed for using in Decentraland scenes. It was originally funded by a grant in the Decentraland DAO .
Builders can customize their own data points they want to collect, and get more granular feedback that can be visualized.
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February 24, 2018
❗Warning: This is a legacy page covering functionality with the old SDK version 6. See the latest version of this topic here . Your scene can leverage external services that expose APIs, you can use this to obtain updated price data, weather data or any other kind of information exposed by an API.
You can also set up your own external server to aid your scene and serve to synchronize data between your players.
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February 12, 2018
❗Warning: This is a legacy page covering functionality with the old SDK version 6. See the latest version of this topic here . To move, rotate or resize an entity in your scene, change the position, rotation and scale values stored in an entity’s Transform component incrementally, frame by frame. This can be used on primitive shapes (cubes, spheres, planes, etc) as well as on 3D models (glTF).
You can easily perform these incremental changes by moving entities a small amount each time the update() function of a system is called.
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February 11, 2018
❗Warning: This is a legacy page covering functionality with the old SDK version 6. See the latest version of this topic here . 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.
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January 10, 2018
❗Warning: This is a legacy page covering functionality with the old SDK version 6. See the latest version of this topic here . Decentraland runs scenes locally in a player’s browser. By default, players are able to see each other and interact directly, but each one interacts with the environment independently. Changes in the environment aren’t shared between players by default. You need to implement this manually.
Allowing all players to see a scene as having the same content in the same state is extremely important to for players to interact in more meaningful ways.
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January 6, 2018
❗Warning: This is a legacy page covering functionality with the old SDK version 6. See the latest version of this topic here . Before you begin # Make sure of the following:
Your scene complies with all of the scene limitations . Most of these are validated each time you run a preview of your scene.
You have a Metamask account, or another wallet that’s accessible via Wallet Connect, and that your LAND parcels are owned by that account or have permissions.
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Entities that have colliders occupy space and block a player’s path, entities without colliders can be walked through by a player`s avatar.
Colliders are also needed to make an entity clickable. Button events are based on the collider shape of an entity, not on its visible shape.
There are separate collision layers for interacting with either the player’s physics, or with pointer events, colliders can be configured to only interact with one or the other.
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