Content Creators
Deprecated functions

Deprecated functions

The following functions are all legacy and should be avoided. They still work, but in the future they might stop being supported. All these examples include links to alternative ways to obtain the same information or achieve the same results.

Player enters or leaves scene #

📔 Note: The onEnterSceneObservable and onLeaveSceneObservable events are deprecated on SDK 7.x. Use onEnterScene instead, see Player enters or leaves scene .

Whenever an avatar steps inside or out of the parcels of land that make up your scene, or teleports in or out, this creates an event you can listen to. This event is triggered by all avatars, including the player’s.

import {
	onEnterSceneObservable,
	onLeaveSceneObservable,
} from '@dcl/sdk/observables'

onEnterSceneObservable.add((player) => {
	console.log('player entered scene: ', player.userId)
})

onLeaveSceneObservable.add((player) => {
	console.log('player left scene: ', player.userId)
})
📔 Note: This event only responds to players that are currently being rendered locally. In large scenes where the scene size exceeds the visual range, players entering in the opposite corner may not be registered. If the number of players in the region exceeds the capabilities of an island on Decentraland servers, players that are not sharing a same island aren’t visible and are not tracked by these events either.

The observables onEnterScene and onLeaveScene imported from '@dcl/sdk/observables' are also deprecated. The correct functions are named the same, but imported from '@dcl/sdk/src/players' instead. In the example below you can see both variations, first the deprecated version, then the proper one.

// DEPRECATED - imported from observables
import { onEnterScene, onLeaveScene } from '@dcl/sdk/observables'

onEnterScene.add((player) => {
	console.log('player entered scene: ', player.userId)
})

onLeaveScene.add((player) => {
	console.log('player left scene: ', player.userId)
})

// CURRENT - imported as a player function
import { onEnterScene, onLeaveScene } from '@dcl/sdk/src/players'

export function main() {
	onEnterScene((player) => {
		if (!player) return
		console.log('ENTERED SCENE', player)
	})

	onLeaveScene((userId) => {
		if (!userId) return
		console.log('LEFT SCENE', userId)
	})
}

Player connects or disconnects #

📔 Note: The getConnectedPlayers function and the onPlayerConnectedObservable and onPlayerDisconnectedObservable events are deprecated on SDK 7.x. Use onEnterScene instead, see Player enters or leaves scene . Each scene is now a distinct comms island, making it the same to be connected or on the same scene.

Get the full list of currently connected players from getConnectedPlayers.

import { getConnectedPlayers } from '~system/Players'

executeTask(async () => {
	let connectedPlayers = await getConnectedPlayers({})
	connectedPlayers.players.forEach((player) => {
		console.log('player was already here: ', player.userId)
	})
})

Whenever another player starts or stops being rendered by the local engine, this creates an event you can listen to. Players may or may not be standing on the same scene as you, but must be within visual range (not necessarily in sight). The onPlayerConnectedObservable detects both when a player newly connects nearby or comes close enough to be in visual range, likewise the onPlayerDisconnectedObservable detects when a player ends their session or or walks far away.

import {
	onPlayerConnectedObservable,
	onPlayerDisconnectedObservable,
} from '@dcl/sdk/observables'

onPlayerConnectedObservable.add((player) => {
	console.log('player entered: ', player.userId)
})

onPlayerDisconnectedObservable.add((player) => {
	console.log('player left: ', player.userId)
})

Keep in mind that if other players are already being rendered in the surroundings before the player has loaded your scene, this event won’t notify the newly loaded scene of the already existing players. If you need to keep track of all current players, you can query for existing players upon scene loading, and then listen to this event for updates.

Query all players in scene #

📔 Note: The getPlayersInScene function is deprecated on SDK 7.x. Instead, iterate over all players with a PlayerIdentityData component. See Fetch all players .

You can also get the full list of players who are currently on your scene and being rendered by calling getPlayersInScene().

import { getPlayersInScene } from '~system/Players'

executeTask(async () => {
	let connectedPlayers = await getPlayersInScene({})
	connectedPlayers.players.forEach((player) => {
		console.log('player was already here: ', player.userId)
	})
})

Player plays animation #

📔 Note: The onPlayerExpressionObservable event is deprecated on SDK 7.x. Use the AvatarEmoteCommand component instead, see Player plays animation .

Whenever the player plays an emote (dance, clap, wave, etc), you can detect this event.

import { onPlayerExpressionObservable } from '@dcl/sdk/observables'

onPlayerExpressionObservable.add(({ expressionId }) => {
	console.log('Expression: ', expressionId)
})

The event includes the following information:

  • expressionId: Name of the emote performed (ie: wave, clap, kiss)
📔 Note: This event is triggered any time the player makes an emote and the scene is loaded. The player could be standing in a nearby scene when this happens.

Player changes profile #

📔 Note: The onProfileChanged event is deprecated on SDK 7.x. Use the AvatarEquippedData component instead, see Player changes profile .

Whenever the player makes a change to their profile, the onProfileChanged event is called. These changes may include putting on different wearables, changing name, description, activating portable experiences, etc.

import { onProfileChanged } from '@dcl/sdk/observables'

onProfileChanged.add((profileData) => {
	console.log('Own profile data is ', profileData)
})

Event data includes only the ID of the player and a version number for that avatar’s profile, according to the catalyst server. Every time a change is propagated, the version number increases by 1.

When this event is triggered, you can then use the getUserData() function to fetch the latest version of this information, including the list of wearables that the player has on. You may need to add a slight delay before you call getUserData() to ensure that the version this function returns is up to date.

💡 Tip: When testing in preview, to avoid using a random avatar, run the scene in the browser connected with your Metamask wallet. In the Decentraland Editor, open the Decentraland tab and hover your mouse over it to display the three dots icon on the top-right. Click this icon and select Open in browser with Web3.
📔 Note: This event is only triggered by changes to the current player, not by changes on the profiles of other nearby players.

Scene finished loading #

📔 Note: The onSceneReadyObservable event is deprecated from SDK v7.x. This function is no longer relevant. You can ensure that something is executed after the scene finished loading by running it inside the Main() function. See Scene lifecycle

When the scene finishes loading, the onSceneReadyObservable gets called. This works both if the player loads straight into the scene, or if the player walks up to the scene from somewhere else. When all of the content in the scene has finished its initial load, including heavy models, etc, this event is called.

import { onSceneReadyObservable } from '@dcl/sdk/observables'

onSceneReadyObservable.add(() => {
	console.log('SCENE LOADED')
})

Deprecated player data methods #

📔 Note: The getUserData() and getPlayerData() functions are deprecated from SDK v7.4.x. Use getPlayer() instead. See User data .

To obtain information from the current player that’s running the scene, use getUserData().

The example below imports the ~system/UserIdentity namespace and runs getUserData().

import { getUserData } from '~system/UserIdentity'

executeTask(async () => {
	let userData = await getUserData({})
	console.log(userData.data)
})

You can obtain data from other players that are nearby, by calling getPlayerData(), passing the id of a Decentraland account.

import { getPlayerData } from '~system/Players'

executeTask(async () => {
	let userData = await getPlayerData({ userId: '0x….' })
	console.log(userData)
})

Both getUserData() and getPlayerData() return the same data structure available via the content API. See Data from any player

getPlayerData() can only fetch data from players who are currently nearby. They don’t have to be necessarily standing in the same scene, but in visual range, that’s because this information is being fetched from the local engine that’s rendering these avatars. To try this out in preview, open a second tab and log in with a different account.

📔 Note: User IDs must always be lowercase. If copying a wallet address, make sure all the characters are set to lowercase.

The getUserPublicKey() and getUserAccount() functions are also deprecated. Please use getPlayer() instead. See User data .

Get skybox time #

📔 Note: The getDecentralandTime() function is deprecated from SDK v7.x.x. Use getWorldTime() instead. See Get Decentraland Time .
import { getDecentralandTime } from '~system/EnvironmentApi'

executeTask(async () => {
	let time = await getDecentralandTime({})
	console.log(time)
})

Get realm #

📔 Note: The getCurrentRealm() function is deprecated from SDK v7.x.x. Use getRealm() instead. See Get Realm Data .
import { getCurrentRealm } from '@decentraland/EnvironmentAPI'

async function fetchPlayerData() {
	const playerRealm = await getCurrentRealm()

	console.log(playerRealm.domain)
}

fetchPlayerData()

Is preview mode #

📔 Note: The isPreviewMode() function is deprecated from SDK v7.x.x. Use getRealm() instead, which contains a preview property. See Get Realm Data .
import { isPreviewMode } from '~system/EnvironmentAPI'

executeTask(async () => {
	const preview: boolean = await isPreviewMode({})

	if (preview) {
		console.log('Running in preview')
	}
})

Player clicks on another player #

Whenever the player clicks on another player, you can detect an event.

import { onPlayerClickedObservable } from '@dcl/sdk/observables'

onPlayerClickedObservable.add((clickEvent) => {
	console.log('Clicked ', clickEvent.userId, ' details: ', clickEvent.ray)
})

📔 Note: The onPlayerClickedObservable event is deprecated from SDK v7.x. Future versions will allow for a more data-oriented approach , based on regularly querying data rather than events.

As an alternative, you can attach an invisible collider to the player and detect clicks against this.

📔 Note: Both the player performing the click and the player being clicked must be standing within the parcels of the scene. This listener only detects events of the current player clicking on other players, not those of clicks performed by other players.

The event includes the following data:

  • userId: The id of the clicked player
  • ray: Data about the ray traced by the click
    • direction: Vector3 A normalized Vector3 that represents the direction from the point of origin of the click to the hit point of the click.
    • distance: number The distance in meters from the point of origin to the hit point.
    • origin: Vector3 The point of origin of the click, the position of the player who did the click, relative to the scene.
💡 Tip: The default behavior of clicking on another player is opening the player passport, where you can see additional information about that player, add them as a friend, etc. You can disable the opening of this UI so that it doesn’t get in the way of the experience you want to build by adding an Avatar Modifier Area .

Player locks/unlocks cursor #

📔 Note: The onPointerLockedStateChange event is deprecated from SDK v7.x. See Event listeners for a non-deprecated alternative.

Players can switch between two cursor modes: locked cursor mode to control the camera or unlocked cursor mode for moving the cursor freely over the UI.

Players unlock the cursor by clicking the Right mouse button or pressing the Esc key, and lock the cursor back by clicking anywhere in the screen.

This onPointerLockedStateChange event is activated each time a player switches between these two modes, while near the scene.

import { onPointerLockedStateChange } from '@dcl/sdk/observables'

onPointerLockedStateChange.add(({ locked }) => {
	if (locked) {
		console.log('Pointer has been locked')
	} else {
		console.log('Pointer has been unlocked')
	}
})
📔 Note: This event is triggered even if the player is not standing directly inside the scene.

Player changes realm or island #

Players in decentraland exist in separate realms, and in separate islands within each realm. Players in different realms or islands cant see each other, interact or chat with each other, even if they’re standing on the same parcels.

Each time the player changes realms or island, the onRealmChangedObservable event gets called.

import { onRealmChangedObservable } from '@dcl/sdk/observables'

onRealmChangedObservable.add((realmChange) => {
	console.log('PLAYER CHANGED ISLAND TO ', realmChange.room)
})
📔 Note: The onRealmChangedObservable event is deprecated from SDK v7.x. Future versions will allow for a more data-oriented approach , based on regularly querying data rather than events.

This event includes the following fields:

  • serverName: string; The catalyst server name.
  • room: string; The island name.
  • displayName: string; The catalyst server name followed by a - and the island name. For example unicorn-x011.
  • domain: string; The url to the catalyst server being used.

As players move through the map, they may switch islands to be grouped with those players who are now closest to them. Islands also shift their borders dynamically to fit a manageable group of people in each. So even if a player stands still they could be changed island as others enter and leave surrounding scenes.

If your scene relies on an 3rd party server to sync changes between players in real time, then you may want to only share data between players that are grouped in a same realm+island, so it’s a good practice to change rooms in the 3rd party server whenever players change island.

Crypto functions #

📔 Note: The functions requirePayment(), signMessage(), convertMessageToObject() are deprecated. Use the sendAsync() function instead. See Scene blockchain operations . There are also libraries that can help simplify some common use cases with these functions.

Video Events #

📔 Note: The onVideoEvent event is deprecated from SDK v7.x. See Event listeners for a non-deprecated alternative.

When a video changes its playing status, the onVideoEvent observable receives an event.

onVideoEvent.add((data) => {
	log('New Video Event ', data)
})

The input of a video event contains the following properties:

  • videoClipId ( string): The ID for the entity that changed status.

  • componentId (string): The ID of the entity that changed status.

  • currentOffset (number): The current value of the seek property on the video. This value shows seconds after the video’s original beginning. -1 by default.

  • totalVideoLength (number ): The length in seconds of the entire video. -1 if length is unknown.

  • videoStatus: The value for the new video status of the VideoTexture, expressed as a value from the VideoStatus enum. This enum can hold the following possible values:

  • VideoStatus.NONE = 0,

  • VideoStatus.ERROR = 1,

  • VideoStatus.LOADING = 2,

  • VideoStatus.READY = 3,

  • VideoStatus.PLAYING = 4,

  • VideoStatus.BUFFERING = 5