development-guide

Smart Wearables

February 2, 2022
development-guide

Smart wearables are a kind of global scene that is associated to a wearable, and activated based on if the player is using that wearable. These global scenes are turned on when the player puts on a certain item of clothing, and turned off when the player takes off the item. Smart wearables can grant players new abilities, like a jetpack that lets them fly, or add a new layer of content on top of the rest of the world, like randomly placing coins to be collected throughout the whole of genesis city. ...

Trigger emotes

November 20, 2020
development-guide

❗Warning: This is a legacy page covering functionality with the old SDK version 6. See the latest version of this topic here . To make a player perform an emote, use the triggerEmote() function. Note that only existing default emotes are supported for now. This function takes a single argument: emote: An emote from the PredefinedEmote enum. import { triggerEmote, PredefinedEmote } from '@decentraland/RestrictedActions' const emoter = new Entity() emoter. ...

Sounds

February 10, 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 . Sound is a great way to provide feedback to player actions and events, background sounds can also give your scene more context and improve the player’s immersion into it. 📔 Note: Keep in mind that sounds are only heard by players who are standing within the parcels that make up the scene where the sound was generated, even if they would otherwise be in hearing range. ...

Sounds

February 10, 2018
development-guide

Sound is a great way to provide feedback to player actions and events, background sounds can also give your scene more context and improve the player’s immersion into it. 📔 Note: Keep in mind that sounds are only heard by players who are standing within the parcels that make up the scene where the sound was generated, even if they would otherwise be in hearing range. Players can also chose to turn off all sounds on their settings. ...

Preview your scene

January 1, 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 . Once you have built a new scene or downloaded a scene example you can preview it locally. ## Using the Scene Editor Make sure you’ve installed the Creator Hub . Open your scene project. Click the Preview button on the top-right corner. This will open a new window with the Decentraland Desktop Explorer, running just your scene. ...

Preview your scene

January 1, 2018
development-guide

Once you have built a new scene or downloaded a scene example you can preview it locally. Using the Scene Editor # Make sure you’ve installed the Creator Hub . Open your scene project. Click the Preview button on the top-right corner. This will open a new window with the Decentraland Desktop Explorer, running just your scene. There you can move around the scene and interact with interactive items. Configure different preview options from the dropdown menu next to the Preview button: ...

Component groups

development-guide

❗Warning: This is a legacy page covering functionality with the old SDK version 6. See the latest version of this topic here . Each component group keeps track of a list of entities that have all the required components . The engine automatically updates this list every time that: A new entity is added to the engine An entity is removed from the engine An entity in the engine adds a new component An entity in the engine removes a component 📔 Note: Only entities that are added to the engine are eligible for component groups. ...

Querying by component

development-guide

You can query components with the method engine.getEntitiesWith(...components) to keep track of all entities in the scene that have certain components. Systems typically iterate over the entities in these queries, performing the same operations on each. Having a predefined group of valid entities is a great way to save resources, specially for functions that run on every tick of the game loop. If on every tick your system would have to iterate over every single entity in the scene looking for the ones it needs, that would be very inefficient. ...

The Player Avatar

November 16, 2025
development-guide

There are varios ways in which you can control the player’s avatar and change the gameplay experience for your players. For dealing with avatars that are not players, see NPC Avatars . Move player # 💡 Tip: The easiest way to move the player is to use the Scene Editor . Use the no-code Move player or the Move player here Actions, see Make any item smart . To change the player’s position in the scene, use the movePlayerTo() function. ...

Lights

August 1, 2025
development-guide

Lights are a fundamental part of 3D graphics. They are used to illuminate the scene and create a sense of depth and realism, and can be used to create different moods and atmospheres. By default, the scene is lit with a single directional light. This is a light that shines in a specific direction, and is used to simulate the sun or the moon. See Skybox Control for more information. ...