development-guide

Register callback

February 14, 2018
development-guide

The easiest way to handle button events is to register a callback function for a particular entity. Every time that entity is interacted with using a specific button, the callback function is called. If you need to add the same behavior to multiple similar entities, consider using the System-based approach instead of adding callbacks to each entity. The system-based approach can result in more efficiency as you iterate over a list of similar entities. ...

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 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/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 what files in your project not to deploy to IPFS. ...

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. If a scene exceeds these limitations, then the parcel won’t be loaded and the preview will display an error message. For a straight-forward reference of what limitations you’ll have for a specific number of parcels, check the following table: Reference table Scene limitation rules # Below are the maximum number of elements that a scene is allowed to render at the same time: ...

Editor Installation Guide

January 1, 2018
development-guide

The Decentraland Editor is a Visual Studio extension, that allows you to build, preview and deploy Decentraland scenes. 📔 Note: For a simple no-code scene creation tool that doesn’t require any installation, check out the Builder . To install the Decentraland Editor: Install Visual Studio Code , if you don’t have it already. Open Visual Studio Code, and open the extensions marketplace. Search for the Decentraland Editor SDK7 extension and click Install. ...

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. ...