deploy-worlds
Deploying to Decentraland Worlds
Worlds are personal 3D spaces not tied to LAND. They have no parcel limitations and are automatically listed on the Places page.
Requirements
To publish to a World, the user must own either:
- A Decentraland NAME (e.g.,
my-name.dcl.eth) - An ENS domain (e.g.,
my-name.eth)
The wallet signing the deployment must own the NAME, or have been granted permission via Access Control Lists (ACL).
1. Configure scene.json
Add a worldConfiguration section to scene.json:
{
"worldConfiguration": {
"name": "my-name.dcl.eth"
}
}
The name field must match a Decentraland NAME or ENS domain owned by the deploying wallet.
Opt out of Places listing
All Worlds are automatically listed on the Places page. To opt out:
{
"worldConfiguration": {
"name": "my-name.dcl.eth",
"placesConfig": {
"optOut": true
}
}
}
2. Deploy
Use the /deploy command — it auto-detects the worldConfiguration in scene.json and deploys to the Worlds content server automatically.
Alternatively, deploy manually via CLI:
npx @dcl/sdk-commands deploy --target-content https://worlds-content-server.decentraland.org
This will prompt the user to sign the deployment with their wallet. Validations run automatically to allow or reject the scene.
Via Creator Hub
- Open the scene project in Creator Hub
- Click the Publish button (top-right corner)
- Select PUBLISH TO WORLD
- Choose which NAME or ENS domain to publish to
3. Access the World
After a successful deploy, the /deploy command outputs a visit URL automatically. The World is also accessible at:
https://decentraland.zone/bevy-web?realm=NAME.dcl.eth
From inside Decentraland, use the chatbox command:
/goto NAME.dcl.eth
Full scene.json Example
{
"ecs7": true,
"runtimeVersion": "7",
"display": {
"title": "My World",
"description": "A personal 3D space"
},
"scene": {
"parcels": ["0,0"],
"base": "0,0"
},
"main": "bin/index.js",
"worldConfiguration": {
"name": "my-name.dcl.eth"
}
}
World Configuration Options
Beyond name and placesConfig, worldConfiguration supports skybox and minimap customization:
"worldConfiguration": {
"name": "my-name.dcl.eth",
"skyboxConfig": {
"fixedTime": 36000,
"textures": ["textures/skybox.png"]
},
"miniMapConfig": {
"visible": true,
"dataImage": "images/minimap.png",
"estateImage": "images/estate.png"
},
"placesConfig": {
"optOut": false
}
}
skyboxConfig.fixedTime values:
| Value | Time of day |
|---|---|
0 |
Midnight |
18000 |
6 AM (sunrise) |
36000 |
Noon |
45000 |
6 PM (sunset) |
50400 |
Maximum |
Omit fixedTime for a dynamic day/night cycle.
Multi-Scene Worlds
A World can host multiple independent scenes, each at different coordinates. The World grows and shrinks dynamically as scenes are added or removed, and gaps between scenes are filled with environment.
Enable via Creator Hub: When publishing, toggle Multi-Scene World (advanced) on the first publish.
After enabling, the World Owner can:
- Publish additional scenes to different parcels of the same World
- Add Collaborators with deploy rights (all parcels or specific coordinates)
- Manage layout via the Layout tab in World Settings (remove scenes, view the World map)
- Set a World Spawn Position (which parcel players enter on)
Collaborator note: Collaborators with "All Parcels" access can overwrite any scene in the World, including those published by the owner.
To deploy as a collaborator, use the normal deploy process — the publishing flow will let you select only the parcels you have access to.
Troubleshooting
| Error | Cause | Solution |
|---|---|---|
| "NAME not found" or "NAME not owned" | The wallet signing the deployment doesn't own the NAME/ENS in worldConfiguration.name |
Verify NAME ownership at https://builder.decentraland.org/names. The wallet used for signing must own the exact NAME |
| ENS resolution fails | ENS domain not registered or expired | Check ENS registration at https://app.ens.domains |
| "Scene too large" | World scenes have size limits even though parcels aren't constrained | Reduce asset sizes. Worlds still enforce file size and entity limits |
| Deploy succeeds but world is empty | main field misconfigured |
Ensure main is "bin/index.js" and code compiles |
| World not showing on Places | Propagation delay | Wait a few minutes after deployment. If opted out via placesConfig.optOut, it won't appear |
Deploying to Genesis City instead? See the deploy-scene skill.
Key Differences from Genesis City
- No parcel limitations — Worlds are not constrained by LAND ownership
- NAME/ENS required — must own a Decentraland NAME or ENS domain instead of LAND
- Different deploy target — uses
--target-content https://worlds-content-server.decentraland.org - Auto-listed on Places — unless opted out via
placesConfig.optOut
More from decentraland/sdk-skills
build-ui
Build 2D screen-space UI for Decentraland scenes using React-ECS (JSX). Create HUDs, menus, health bars, scoreboards, dialogs, buttons, inputs, and dropdowns. Use when the user wants screen overlays, on-screen UI, HUD elements, menus, or form inputs. Do NOT use for 3D in-world text (see advanced-rendering) or clickable 3D objects (see add-interactivity).
3advanced-input
System-level input polling and player movement control in Decentraland. Covers inputSystem (isTriggered/isPressed for held keys, WASD polling), InputModifier (freeze/restrict player movement), PointerLock (cursor capture detection), PrimaryPointerInfo (cursor screen coords and world ray), and number-key action bar patterns. Use when the user wants continuous key polling, WASD-controlled entities, to freeze the player during a cutscene, FPS-style cursor lock, or multi-key combo patterns. For event-driven clicks and hover on entities see add-interactivity.
3nft-blockchain
NFT display and blockchain interaction in Decentraland. NftShape (framed NFT artwork), wallet checks (getPlayer, isGuest), signedFetch (authenticated requests), smart contract interaction (eth-connect, createEthereumProvider), and RPC calls. Use when the user wants NFTs, blockchain, wallet, smart contracts, Web3, crypto, or token gating. Do NOT use for player avatar data or emotes (see player-avatar).
3camera-control
Control camera behavior in Decentraland scenes. CameraMode detection (first/third person, onChange listener), CameraModeArea (force a mode inside a box), VirtualCamera (cinematic scripted cameras with Speed/Time transitions and lookAtEntity), MainCamera (activate/deactivate virtual cameras), and camera vs collider interactions (CL_PHYSICS + CL_POINTER). Use when the user wants camera control, cutscenes, cinematic views, forced camera modes, or camera tracking. Do NOT use for input restriction during cutscenes (see advanced-input for InputModifier) or cursor lock detection (see advanced-input for PointerLock).
3scene-runtime
Cross-cutting runtime APIs for Decentraland SDK7 scenes. Covers async work (executeTask), HTTP (fetch, signedFetch, getHeaders), WebSocket, timers (timers.setTimeout/setInterval — native setTimeout is unavailable), realm/scene info (getRealm, getSceneInformation, getExplorerInformation), world time (getWorldTime), reading deployed files (readFile), EngineInfo frame timing, Component.onChange listeners, removeEntityWithChildren, restricted actions (movePlayerTo, teleportTo, triggerEmote, openExternalUrl, openNftDialog, copyToClipboard, changeRealm, triggerSceneEmote), and the @dcl/sdk/testing framework (test, assertEquals, assertComponentValue, assertEntitiesCount). Use when the user needs async, HTTP, WebSocket, timers, realm/scene metadata, restricted actions, or to write scene tests. Do NOT use for UI (see build-ui), multiplayer sync (see multiplayer-sync), avatar/player data (see player-avatar), or polling-based input (see advanced-input).
3create-scene
Scaffold a new Decentraland SDK7 scene project. Creates scene.json, package.json, tsconfig.json, and src/index.ts. Covers scene.json schema (parcels, spawnPoints, permissions, featureToggles), multi-parcel layouts, and project structure. Use when the user wants to start a new scene, create a project, or set up from scratch. Do NOT use for deployment (see deploy-scene or deploy-worlds).
3