development-guide

Files in a scene

February 11, 2018
development-guide

❗Warning: This is a legacy page covering functionality with the old SDK version 6. See the latest version of this topic here . After creating a new scene using the CLI, the scene folder will have a series of files with default content. Default files in a local scene # Scenes include the following files: src/game.ts: The entry point of the scene. scene.json: The manifest that contains metadata for the scene. ...

Files in a scene

February 11, 2018
development-guide

After creating a new scene , the scene folder will have a series of files with default content. Default files in a scene # Scenes include the following files: src/index.ts: The entry point of the scene. scene.json: The manifest that contains metadata for the scene. package.json and package-lock.json: Specify the versions of all dependencies of the scene. tsconfig.json: Typescript configuration file. .dclignore: Lists the files in your project that will not be uploaded when you publish your scene. ...

Second layer blockchain

February 7, 2018
development-guide

❗Warning: This is a legacy page covering functionality with the old SDK version 6. See the latest version of this topic here . About second layer solutions # Any transaction that affects the blockchain takes time to complete, and costs gas. Both these things are obstacles to making blockchain gaming popular, because players usually don’t have the patience to wait that long for their actions to take effect, and aren’t willing to spend money on many transactions as they play. ...

Second layer blockchain

February 7, 2018
development-guide

About second layer solutions # Any transaction that affects the blockchain takes time to complete, and costs gas. Both these things are obstacles to making blockchain gaming popular, because players usually don’t have the patience to wait that long for their actions to take effect, and aren’t willing to spend money on many transactions as they play. A common workaround is to keep most of the game-play off-chain, and only carry out blockchain transactions for key events, like earning a game item or registering a high score. ...

Systems

January 16, 2018
development-guide

❗Warning: This is a legacy page covering functionality with the old SDK version 6. See the latest version of this topic here . Decentraland scenes rely on systems to update the information stored in each entity’s components as the scene changes. systems are what make scenes dynamic, they’re able to execute functions periodically on every frame of the scene’s game loop, changing what will be rendered. The following example shows a basic system declaration: ...

Systems

January 16, 2018
development-guide

Decentraland scenes rely on systems to update any data over time, including information stored in each entity’s components . systems are what make scenes dynamic, they’re functions that are executed periodically on every tick of the scene’s game loop, changing what will be rendered. The following example shows a basic system declaration: // Define the system function mySystem() { console.log("Performed on every tick. My system is running") } // Add system to engine engine. ...

Scene limitations

January 6, 2018
development-guide

In order to improve performance in the metaverse, we have established a set of limits that every scene must follow. These limits are per-parcel. So the larger the scene, the higher these limits are set. When working with the Creator Hub , you can see stats about the resources used by 3D models in your scene, together with the limits for your scene. You can expand this menu to view details. ...

Shape components

development-guide

❗Warning: This is a legacy page covering functionality with the old SDK version 6. See the latest version of this topic here . Three dimensional scenes in Decentraland are based on the Entity-Component model, where everything in a scene is an entity, and each entity can include components that shape its characteristics and functionality. The rendered shape of an entity is determined by what component it uses. Each entity can have only one shape component assigned to it. ...

Shape components

development-guide

Three dimensional scenes in Decentraland are based on the Entity-Component model, where everything in a scene is an entity, and each entity can include components that shape its characteristics and functionality. The rendered shape of an entity is determined by what component it uses. Use the Scene Editor # The easiest way to give an entity a shape is to use the Scene Editor . You can add a Mesh Renderer component to provide a primitive shape, or a GLTF component to reference a 3D model from a file. ...

Make your scene discoverable

December 21, 2022
development-guide

Decentraland offers a vast array of content. You must ensure your scene stands out and connects with its audience. Here are some key strategies: Social media: Share your scene on social media platforms to increase its visibility. Include multimedia content to tempt more players, don’t just add a link and text. Decentraland’s Discord server is also an excellent platform to engage with the community. Categories and tags: Utilize categories and tags to help players find your scene through the search feature on the Decentraland map. ...