scene-runtime

SKILL.md

Scene Runtime APIs

Cross-cutting runtime APIs available in every Decentraland SDK7 scene.

Async Tasks

The scene runtime is single-threaded. Wrap any async work in executeTask():

import { executeTask } from '@dcl/sdk/ecs'

executeTask(async () => {
  const res = await fetch('https://api.example.com/data')
  const data = await res.json()
  console.log(data)
})

HTTP: fetch & signedFetch

Plain fetch works for public APIs:

const res = await fetch('https://api.example.com/data')

signedFetch proves the player's identity to your backend. Use getHeaders() to obtain only the signed headers (useful when a library manages its own fetch):

import { signedFetch, getHeaders } from '~system/SignedFetch'

// Full signed request
const res = await signedFetch({ url: 'https://your-server.com/api', init: { method: 'POST', body: JSON.stringify(payload) } })

// Get signed headers only (for custom fetch calls)
const { headers } = await getHeaders({ url: 'https://your-server.com/api' })

Permission: External HTTP requires "ALLOW_TO_MOVE_PLAYER_INSIDE_SCENE" or no special permission for plain fetch; signedFetch needs the player to have interacted with the scene.

WebSocket

const ws = new WebSocket('wss://your-server.com/ws')
ws.onopen = () => ws.send('hello')
ws.onmessage = (event) => console.log(event.data)
ws.onclose = () => console.log('disconnected')

Scene & Realm Information

import { getSceneInformation, getRealm } from '~system/Runtime'
import { getExplorerInformation } from '~system/EnvironmentApi'

executeTask(async () => {
  // Scene info: URN, content mappings, metadata JSON, baseUrl
  const scene = await getSceneInformation({})
  const metadata = JSON.parse(scene.metadataJson)
  console.log(scene.urn, scene.baseUrl, metadata)

  // Realm info: baseUrl, realmName, isPreview, networkId, commsAdapter
  const realm = await getRealm({})
  console.log(realm.realmInfo?.realmName, realm.realmInfo?.isPreview)

  // Explorer info: agent string, platform, configurations
  const explorer = await getExplorerInformation({})
  console.log(explorer.agent, explorer.platform)
})

World Time

import { getWorldTime } from '~system/EnvironmentApi'

executeTask(async () => {
  const { seconds } = await getWorldTime({})
  // seconds = coordinated world time (cycles 0-86400 for day/night)
})

Read Deployed Files

Read files deployed with the scene at runtime:

import { readFile } from '~system/Runtime'

executeTask(async () => {
  const result = await readFile({ fileName: 'data/config.json' })
  const text = new TextDecoder().decode(result.content)
  const config = JSON.parse(text)
})

EngineInfo Component

Access frame-level timing:

import { EngineInfo } from '@dcl/sdk/ecs'

engine.addSystem(() => {
  const info = EngineInfo.getOrNull(engine.RootEntity)
  if (info) {
    console.log(info.frameNumber, info.tickNumber, info.totalRuntime)
  }
})

Restricted Actions

These require player interaction before they can execute. Import from ~system/RestrictedActions:

import {
  movePlayerTo,
  teleportTo,
  triggerEmote,
  changeRealm,
  openExternalUrl,
  openNftDialog,
  triggerSceneEmote,
  copyToClipboard,
  setCommunicationsAdapter
} from '~system/RestrictedActions'

// Move player within scene bounds
movePlayerTo({ newRelativePosition: { x: 8, y: 0, z: 8 } })

// Teleport to coordinates in Genesis City
teleportTo({ worldCoordinates: { x: 50, y: 70 } })

// Play a built-in emote
triggerEmote({ predefinedEmote: 'wave' })

// Open URL in browser (prompts user)
openExternalUrl({ url: 'https://decentraland.org' })

// Open NFT detail dialog
openNftDialog({ urn: 'urn:decentraland:ethereum:erc721:0x06012c8cf97BEaD5deAe237070F9587f8E7A266d:558536' })

// Copy text to clipboard
copyToClipboard({ value: 'Hello from Decentraland!' })

// Change realm
changeRealm({ realm: 'other-realm.dcl.eth', message: 'Join this realm?' })

Timers

setTimeout / setInterval are supported via the QuickJS runtime polyfill:

setTimeout(() => console.log('delayed'), 2000)
const id = setInterval(() => console.log('tick'), 1000)
clearInterval(id)

System-based timers (recommended for game logic — synchronized with the frame loop):

let elapsed = 0
engine.addSystem((dt: number) => {
  elapsed += dt
  if (elapsed >= 3) {
    elapsed = 0
    // Do something every 3 seconds
  }
})

Component.onChange() Listener

React to component changes on any entity:

Transform.onChange(engine.PlayerEntity, (newValue) => {
  if (newValue) {
    console.log('Player moved to', newValue.position)
  }
})

Utility: removeEntityWithChildren

Recursively remove an entity and all its children:

import { removeEntityWithChildren } from '@dcl/sdk/ecs'

removeEntityWithChildren(engine, parentEntity)

Portable Experiences

Scenes that persist across world navigation:

import { spawn, kill, exit, getPortableExperiencesLoaded } from '~system/PortableExperiences'

// Spawn a portable experience by URN
const result = await spawn({ urn: 'urn:decentraland:entity:bafk...' })

// List currently loaded portable experiences
const loaded = await getPortableExperiencesLoaded({})

// Kill a specific portable experience
await kill({ urn: 'urn:decentraland:entity:bafk...' })

// Exit self (if this scene IS a portable experience)
await exit({})

Testing Framework

SDK7 includes a testing framework for automated scene tests:

import { test, assert, assertEquals, assertComponentValue } from '@dcl/sdk/testing'
import { setCameraTransform } from '@dcl/sdk/testing'

test('cube is at correct position', async (context) => {
  // Set up camera for the test
  setCameraTransform({ position: { x: 8, y: 1, z: 8 } })

  // Wait for systems to run
  await context.helpers.waitNTicks(2)

  // Assert component values
  assertComponentValue(cubeEntity, Transform, {
    position: Vector3.create(8, 1, 8)
  })

  // Basic assertions
  assert(Transform.has(cubeEntity), 'Entity should have Transform')
  assertEquals(1 + 1, 2)
})

Run tests with:

npx @dcl/sdk-commands test

Best Practices

  • Always wrap async code in executeTask() — bare promises will be silently dropped
  • Use signedFetch (not plain fetch) when your backend needs to verify the player's identity
  • Prefer system-based timers over setTimeout/setInterval for game logic — they stay in sync with the frame loop
  • Check realm.realmInfo?.isPreview to detect preview mode and enable debug features
  • Use readFile() for data files (JSON configs, level data) deployed alongside the scene
  • removeEntityWithChildren() is essential when cleaning up complex entity hierarchies
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