add-interactivity
Event-driven interactivity for Decentraland entities. Covers pointerEventsSystem, proximity events, trigger areas (enter/exit zones), raycasting, and one-shot key presses on entities. Use when the user wants clickable objects, hover highlights, proximity-based interactions, detecting when a player enters a zone, E/F key actions on an entity, or ray-hit detection. For system-level polling (held keys, WASD movement, cursor lock, InputModifier, action bar) see advanced-input. For screen-space UI buttons see build-ui.
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npx skills add https://github.com/decentraland/sdk-skills --skill add-interactivityIs this agent skill safe to install?
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The skill provides comprehensive documentation and code examples for implementing interactivity in Decentraland scenes using the SDK 7. It follows standard development practices, and all external references point to official Decentraland project repositories and technical specifications.
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What does this agent skill do?
Adding Interactivity to Decentraland Scenes
RULE: Fetch composite entities — never re-create them
If the entity to make interactive was defined in assets/scene/main.composite, look it up by name or tag in index.ts. Do NOT call engine.addEntity() + component create — that would create a duplicate.
import { engine, pointerEventsSystem, InputAction } from "@dcl/sdk/ecs";
import { EntityNames } from "../assets/scene/entity-names";
export function main() {
// By name (type-safe via auto-generated EntityNames enum)
const door = engine.getEntityOrNullByName(EntityNames.Door_1);
if (door) {
pointerEventsSystem.onPointerDown(
{
entity: door,
opts: { button: InputAction.IA_PRIMARY, hoverText: "Open" },
},
() => {
/* open door */
}
);
}
// By tag (batch operations on groups of composite entities)
const crystals = engine.getEntitiesByTag("Crystal");
for (const crystal of crystals) {
pointerEventsSystem.onPointerDown(
{
entity: crystal,
opts: { button: InputAction.IA_PRIMARY, hoverText: "Collect" },
},
() => {
/* collect crystal */
}
);
}
}
These lookups must happen inside main() or functions called after main() — composite entities are not instantiated before that point.
Decision Tree
| Need | Approach | API |
|---|---|---|
| Click/hover on a specific entity | Pointer events | pointerEventsSystem.onPointerDown() |
| Button press when player is nearby (no aiming needed) | Proximity events | pointerEventsSystem.onProximityDown() |
| Detect player entering an area | Trigger area | TriggerArea + triggerAreaEventsSystem |
| Poll key state every frame | Global input | inputSystem.isTriggered() / isPressed() |
| Detect objects in a direction | Raycasting | raycastSystem or Raycast component |
| Read cursor position / lock state | Cursor state | PointerLock, PrimaryPointerInfo |
Pointer Events (Click / Hover)
Use pointerEventsSystem.onPointerDown() to add click handlers to entities. Also available: .onPointerUp(), .onPointerHoverEnter(), .onPointerHoverLeave(). Set maxDistance in the opts (8–16m typical) to bound the interaction range — it is measured from the avatar, not the camera (see "Distance rules" below) — and set hoverText so players know the outcome. Remove with .removeOnPointerDown(entity) etc. — clean up handlers when the entity is removed.
Distance rules (maxDistance / maxCameraDistance / maxPlayerDistance)
maxDistance is the distance from the AVATAR, not the camera. Older SDK/protocol comments called it a camera distance; that was wrong, and Unity/Godot always measured player distance. Verified: protocol pointer_events.proto (0e82dcd), @dcl/ecs EventSystemOptions (6a98834a), test scene 34,20-pointer-events-distances.
| Option | Measured from | Default |
|---|---|---|
maxDistance | the avatar/player position | 10 |
maxCameraDistance | the active camera origin | none (unset) |
maxPlayerDistance | [DEPRECATED] alias of maxDistance (same meaning) | none |
How the two live thresholds combine:
| Set | Interaction allowed when |
|---|---|
only maxDistance | player distance <= maxDistance |
only maxCameraDistance | camera distance <= maxCameraDistance |
| both | player distance <= maxDistance OR camera distance <= maxCameraDistance (OR, not AND) |
| neither | player distance <= 10 (the implicit default) |
- If both
maxDistanceandmaxPlayerDistanceare set, the larger of the two wins as the player threshold. - Prefer
maxDistance; usemaxCameraDistanceonly when the check genuinely belongs to the camera (e.g. a fixedVirtualCameralooking at something the avatar never walks up to). The default third-person camera trails the avatar by ~7m, so a camera-only rule of 10m is much tighter in practice than it reads. - Proximity events ignore
maxCameraDistanceentirely — see the Proximity Events section.
Requires @dcl/sdk 7.28.0+ for maxCameraDistance (EventSystemOptions.maxCameraDistance). [UNVERIFIED: renderer support — implemented in the Bevy explorer and in unity-explorer PR #9902; if that PR is not in the Unity build the player is running, maxCameraDistance is ignored there and only the player-distance arm applies. Confirm against the deployed explorer before shipping a scene that depends on a camera-only rule.]
Measurement origins (matters when a threshold behaves ~1m off from what you computed):
- Cursor player distance: avatar ROOT (feet,
Transform.get(engine.PlayerEntity).position) to the raycast hit point on the collider surface. - Cursor camera distance: the ray length from the camera to the hit point (
hitInfo.distance). - Proximity distance: from the capsule center (~1m above the feet), not the feet and not the hit point. Expect proximity and cursor readouts to differ by roughly that 1m even standing in the same spot.
Feedback options: showFeedback gates hoverText
Verified via 30,20-pointer-events-feedback:
showFeedback(defaulttrue) — enables the hover UI.hoverTextonly appears whenshowFeedbackis true. WithshowFeedback: false, no hover text shows regardless ofhoverText.showHighlight(defaulttrue) — the entity edge/outline highlight on hover. Independent of the text; requiresshowFeedbackto be on to be visible.- With
showFeedback: trueand no/emptyhoverText, the explorer shows its default action prompt (e.g. the button glyph) rather than nothing.
PITFALL: never (re-)register a pointer handler from inside its own callback
Calling onPointerDown / removeOnPointerDown (or the on/remove variants for Up / Hover) for an entity from within that entity's own pointer callback makes the same click fire the handler multiple times (observed: 3 fires from one click, as a state machine re-registered on each fire).
Why (verified — @dcl/ecs/dist/systems/events.js): the EventSystem iterates a per-entity Map of handlers each frame. onPointerDown does removeEvent(entity, EventType.Down) then getEvent(entity).set(EventType.Down, …), which re-inserts the Down key into that same Map. Re-inserting a key during the Map's own for…of iteration causes it to be visited again in the same pass, and inputSystem.getInputCommand(...) still returns the same buffered down command → the callback re-fires.
Fix — to change hover text dynamically, mutate the existing PointerEvents component in place instead of re-registering:
import { PointerEvents } from '@dcl/sdk/ecs'
function setHoverText(entity: Entity, hoverText: string) {
const pe = PointerEvents.getMutableOrNull(entity)
if (!pe) return
for (const entry of pe.pointerEvents) {
if (entry.eventInfo) entry.eventInfo.hoverText = hoverText
}
}
Register the handler exactly once (e.g. at entity creation); never re-call it from a click/hover callback or from a per-frame system.
Important: Colliders Required — Pointer events only work on entities with a collider using the ColliderLayer.CL_POINTER layer. Use MeshCollider.setBox(entity) for invisible colliders, or set visibleMeshesCollisionMask: ColliderLayer.CL_POINTER on GltfContainer.
GltfContainer clickability — which mask to use (and the skinned-mesh exception)
GltfContainer defaults (verified — @dcl/ecs gltf_container.gen.d.ts):
visibleMeshesCollisionMaskdefault:0(visible meshes are NOT clickable/collidable by default)invisibleMeshesCollisionMaskdefault:CL_POINTER | CL_PHYSICS(the GLB's*_collidermeshes get both layers)
Pick by how the model is authored:
| Model | To make it clickable |
|---|---|
Has a _collider mesh | Already on CL_POINTER via the invisible default. To split layers, set invisibleMeshesCollisionMask explicitly and keep visibleMeshesCollisionMask: 0. |
Static mesh, NO _collider | Set visibleMeshesCollisionMask: ColliderLayer.CL_POINTER — the visible mesh becomes the click target. |
Skinned / armature-rigged (NPCs, characters, ghosts), NO _collider | visibleMeshesCollisionMask does not make it clickable. Add an explicit invisible child collider (below). |
PITFALL: a skinned/rigged GLB is not made pointer-clickable by visibleMeshesCollisionMask. Observed in an SDK7 scene: an NPC/ghost GLB with no _collider mesh and visibleMeshesCollisionMask: ColliderLayer.CL_POINTER did not receive pointer events. SDK6's GLTFShape made a visible mesh clickable regardless of rigging; in SDK7 the visible-mesh mask did not raycast the skinned/animated visible mesh for pointer events in this case. (This is observed renderer behavior — the exact rigging conditions are not documented in the protocol; verify per-model.)
Fix — add an invisible box collider on CL_POINTER, parented to the entity so it tracks movement, and register the handler on the collider:
import { engine, MeshCollider, ColliderLayer, pointerEventsSystem, InputAction, Transform } from '@dcl/sdk/ecs'
import { Vector3 } from '@dcl/sdk/math'
// `npc` is the rigged GLB entity (with GltfContainer + Animator).
const clicker = engine.addEntity()
// scale to the avatar bounds; parent so it follows the NPC as it moves
Transform.create(clicker, { position: Vector3.create(0, 0.45, 0), scale: Vector3.create(2, 2.9, 2), parent: npc })
MeshCollider.setBox(clicker, ColliderLayer.CL_POINTER)
pointerEventsSystem.onPointerDown(
{ entity: clicker, opts: { button: InputAction.IA_PRIMARY, hoverText: 'Talk', showFeedback: true } },
() => { /* handle click */ }
)
The GltfContainer itself can keep visibleMeshesCollisionMask: 0. For an AvatarShape NPC (no mesh collider at all), the same child-collider approach applies — see [[npcs]] Option A.
All Input Actions
InputAction.IA_POINTER; // Left mouse button
InputAction.IA_PRIMARY; // E key
InputAction.IA_SECONDARY; // F key
InputAction.IA_ACTION_3; // 1 key
InputAction.IA_ACTION_4; // 2 key
InputAction.IA_ACTION_5; // 3 key
InputAction.IA_ACTION_6; // 4 key
InputAction.IA_JUMP; // Space key
InputAction.IA_FORWARD; // W key
InputAction.IA_BACKWARD; // S key
InputAction.IA_LEFT; // A key
InputAction.IA_RIGHT; // D key
InputAction.IA_WALK; // Control key
InputAction.IA_MODIFIER; // Shift key
All Event Types
PointerEventType.PET_DOWN; // Button pressed
PointerEventType.PET_UP; // Button released
PointerEventType.PET_HOVER_ENTER; // Cursor enters entity
PointerEventType.PET_HOVER_LEAVE; // Cursor leaves entity
PointerEventType.PET_PROXIMITY_ENTER; // Player walks within entity's proximity range
PointerEventType.PET_PROXIMITY_LEAVE; // Player moves out of entity's proximity range
Handler removal keeps the PointerEvents entry in step (SDK 7.28.1+)
Fixed in @dcl/ecs (js-sdk-toolchain #1577, e3d4af57). Behavior to rely on going forward:
removeOnPointerDown/removeOnClick/removeOnPointerUp/ the hover and proximity variants now remove thePointerEventsentry the registration created, regardless of whetherhoverTextwas passed. Previously only handlers registered with ahoverTexthad their entry removed; every other removal leaked the entry, so the renderer kept advertising an interaction whose callback was gone, and re-registering grew the array by one entry each time (re-shipping the whole array over CRDT). Do not add a dummyhoverTextas a workaround — that workaround is obsolete.- The callback map is keyed by
eventType:interactionType, soonProximityDownno longer evictsonPointerDownon the same entity. Registering both a cursor and a proximity handler for the same event type is now supported, and both callbacks fire when both conditions are met. - A removal takes only its own registration's entry:
removeOnClickno longer stealsonPointerDown's descriptor (both writePET_DOWN+CURSOR).
@dcl/sdk 7.28.0 (the current stable) predates this fix — it is on @next (7.28.1-…commit-e3d4af5). On 7.28.0 and earlier, assume a removal without hoverText leaks the entry.
Proximity Events (Nearby Interactions Without Aiming)
Proximity events let entities react to button presses when the player is nearby and roughly facing the entity, without requiring the player to aim their cursor at it. The interactive area is a wide triangular slice projecting forward from the avatar's position — the avatar's facing direction matters, not the camera direction.
Three gates must all pass for a proximity event to fire (verified against 34,20-pointer-events-distances and the Unity explorer's proximity path):
- Distance — player distance <=
maxDistance(default 10), measured from the capsule center (~1m above the feet). - Facing cone — the entity must fall inside a ~120 degree horizontal cone in front of the avatar.
- Occlusion raycast — nothing may sit between the player and the entity.
Gotcha — the 3m broad phase. The Unity explorer's proximity broad phase is a hard-coded 3m
OverlapSphere. AmaxDistancelarger than 3 on a proximity entry can be silently clamped to ~3m, so a proximity handler asking for 8m may go dead at ~3m. Design proximity interactions for close range and use aTriggerArea(or a cursor pointer event) when you need reach beyond ~3m.
If the player is both in proximity of an entity with a proximity interaction AND aiming at an entity with a pointer interaction, the pointer interaction always takes priority. Among multiple proximity entities in range, only the closest one (or highest priority) is activated.
Use pointerEventsSystem.onProximityDown() and .onProximityUp() — same signature as pointer events. Range comes from maxDistance (avatar distance, default 10); maxPlayerDistance is a deprecated alias of it. Only one proximity registration per event type per entity. Do not call within a system loop.
Use .onProximityEnter() and .onProximityLeave() for detecting when a player walks into/out of range — useful for sounds, animations, or UI hints.
Use the priority option (higher number wins) when multiple entities overlap. Closest entity wins ties. Remove with .removeOnProximityDown(entity) etc.
Proximity Options
button: Which button to listen for (same as pointer events)maxDistance: Max distance from the player's avatar to the entity (default10) — this is the proximity rangemaxPlayerDistance:[DEPRECATED]alias ofmaxDistance; if both are set the larger winsmaxCameraDistance: ignored on the proximity path. Only the player threshold applies. Setting it on a proximity entry does nothing.hoverText: Text shown when player is nearshowHighlight: Edge highlight when in range (default:true)showFeedback: Hover feedback around entity center (default:true)priority: Resolves conflicts — higher values take precedence, closest wins on ties
For the system-based approach (combining pointer + proximity on the same entity), use InteractionType.PROXIMITY with the PointerEvents component and inputSystem.isTriggered().
Trigger Areas (Proximity Detection)
Native ECS component for detecting when an entity enters a region. Prefer this over hand-rolled "check player position every frame" systems and over the older @dcl-sdk/utils triggers.addTrigger() helper — they exist as fallbacks but TriggerArea is the standard SDK7 primitive (ADR-258).
The volume's size, position, and rotation come from the entity's Transform. Transform.scale defines a unit box (or sphere radius from scale.x) at the entity's pose, respecting any parent chain.
Scene open in the Creator Hub? The utils catalog has a single "Trigger Area" Smart Item (e9fa0eab-44de-4efe-af77-a71171a1a73f) — an invisible box or sphere the user places and resizes, with a control that seeds the AI assistant's composer with a prompt for what should happen on enter/leave. Reach for it instead of hand-building the entity: it arrives with the shape param, the collider filter, and its Reactions wiring intact, and editing a param no longer wipes those Reactions (fixed in creator-hub e43441b5). The older non-script item and the interim "Trigger Area (Script)" label were both removed in that same commit — there is exactly one entry now. See creator-hub-mcp.
PITFALL — a thin trigger never fires. A pressure plate or floor marker modelled as a ~0.1m slab has a trigger volume the avatar capsule never overlaps while standing on top of it, so the
TriggerAreasilently never fires. This looks like a broken component and is not.Fix: keep the thin slab as the visual, and put the trigger in a separate invisible box ~2m tall sitting on it (verified in
149,149-synthetic-input-showcase, stations S2 and S3):// Visual plate stays where it is. Trigger is its own entity. const plateTrigger = engine.addEntity() Transform.create(plateTrigger, { position: Vector3.create(plate.x, plate.y + 1, plate.z), // centered 1m up scale: Vector3.create(3, 2, 3), // 2m tall }) TriggerArea.setBox(plateTrigger)
PITFALL — overlapping zones: recompute from occupancy, never write from the handler. When two trigger zones each install some state (an
InputModifier, a camera mode, an ambience track), do not set it inonTriggerEnterand clear it inonTriggerExit. A teleport (movePlayerTo) that crosses both volumes can deliver the destination's enter before the origin's exit, and the stale exit then wipes what the enter just installed. The order is not deterministic in either direction — both have been measured in one session, one per direction of travel — so you cannot code against either ordering.Fix: handlers only flip an occupancy flag; a single function derives the state from all flags and is called after every enter and every exit:
let insideZoneA = false let insideZoneB = false function applyModifierFromOccupancy() { if (insideZoneA) InputModifier.createOrReplace(engine.PlayerEntity, { mode: { $case: 'standard', standard: { disableAll: true } } }) else if (insideZoneB) InputModifier.createOrReplace(engine.PlayerEntity, { mode: { $case: 'standard', standard: { disableRun: true } } }) else InputModifier.deleteFrom(engine.PlayerEntity) } // every enter/exit handler: set its flag, then call applyModifierFromOccupancy()This makes event order irrelevant. Generalizes to any last-writer-wins state driven by more than one zone.
Minimal example — box that detects the local player:
import {
engine,
Transform,
TriggerArea,
triggerAreaEventsSystem,
ColliderLayer
} from '@dcl/sdk/ecs'
import { Vector3 } from '@dcl/sdk/math'
const zone = engine.addEntity()
Transform.create(zone, {
position: Vector3.create(8, 1, 8),
scale: Vector3.create(4, 2, 4) // 4m × 2m × 4m box
})
TriggerArea.setBox(zone, ColliderLayer.CL_PLAYER)
triggerAreaEventsSystem.onTriggerEnter(zone, (result) => {
if (result.trigger?.entity !== engine.PlayerEntity) return // local player only
console.log('player entered')
})
triggerAreaEventsSystem.onTriggerExit(zone, () => {
console.log('player left')
})
Sphere variant: TriggerArea.setSphere(entity, ColliderLayer.CL_PLAYER) — use uniform Transform.scale (radius taken from scale.x).
Collision mask: Default is CL_PLAYER. Pass other ColliderLayer values (bitwise-OR them, e.g. CL_PLAYER | CL_CUSTOM4) to react to physics or custom layers.
Detecting non-player entities: a TriggerArea fires for any entity whose own collider is on a layer the area listens for. To make a scene entity trip an area, give it a MeshCollider/GltfContainer collider on a matching custom layer and set the area's mask to include it (verified 75,-9-trigger-areas: a GltfContainer with visibleMeshesCollisionMask: ColliderLayer.CL_CUSTOM4 trips an area created with TriggerArea.setBox(entity, ColliderLayer.CL_PLAYER | ColliderLayer.CL_CUSTOM4)). You can also put a TriggerArea on a moving/falling entity to detect when it enters another volume.
Callbacks:
triggerAreaEventsSystem.onTriggerEnter(entity, cb)— fires once on entrytriggerAreaEventsSystem.onTriggerStay(entity, cb)— fires every tick while inside (SDK-synthesized from the ENTER/EXIT state machine)triggerAreaEventsSystem.onTriggerExit(entity, cb)— fires once on exit- Detach with
removeOnTriggerEnter/Stay/Exit(entity)
Callback shape — common gotcha:
The callback receives a PBTriggerAreaResult. result.trigger?.entity is the entity that entered (compare with engine.PlayerEntity to filter to the local player). result.triggeredEntity is the trigger area itself — comparing it to the player is always true and the guard never fires. The naming is genuinely counterintuitive — triggeredEntity sounds like "the entity that did the triggering" but actually means "the entity whose trigger area was activated". See {baseDir}/references/input-reference.md#trigger-area-callback-fields.
Multiplayer note: With CL_PLAYER, the trigger fires for every player that enters — remote players included. Always guard physics/UI side-effects with if (result.trigger?.entity !== engine.PlayerEntity) return.
Underlying components: TriggerArea (config) and TriggerAreaResult (CRDT result). You normally don't read TriggerAreaResult directly — use the events system.
Raycasting
Four direction modes: local direction (relative to entity rotation), global direction (world-space), global target (aim at position), target entity (aim at another entity).
Callback-based (recommended): raycastSystem.registerLocalDirectionRaycast(), .registerGlobalDirectionRaycast(), .registerGlobalTargetRaycast(), .registerTargetEntityRaycast(). Remove with .removeRaycasterEntity().
Component-based: Create Raycast component, read RaycastResult in a system. Set continuous: false unless you genuinely need per-frame results (true re-casts every frame and costs accordingly). Fields (verified 77,-1-raycast-unit-tests): direction: { $case: 'localDirection'|'globalDirection'|'globalTarget'|'targetEntity', ... }, originOffset, maxDistance, queryType, continuous, timestamp. RaycastResult (added a frame later) contains globalOrigin, a normalized direction, hits[], timestamp, and tickNumber.
Ray origin respects the world transform: the ray starts at the entity's world position (parent chain applied) plus originOffset, so a raycast entity nested under moved/scaled parents casts from its resolved world pose. localDirection is rotated by the entity's world rotation; globalDirection ignores it.
PITFALL: RaycastQueryType.RQT_HIT_FIRST picks the first hit in range, not necessarily the closest (verified enum doc). Use RQT_QUERY_ALL and sort by distance if you need the nearest. RQT_NONE skips the cast and returns empty hits.
Camera raycast: Use engine.CameraEntity as the entity to detect what the player is looking at. To cast along the cursor (works locked or free), use PrimaryPointerInfo.worldRayDirection as the direction (see advanced-input).
Global Input Handling
Listen for key presses anywhere (not entity-specific) using inputSystem.isTriggered() (just pressed this frame) and inputSystem.isPressed() (currently held) inside an engine.addSystem(). Use inputSystem.getInputCommand() for entity-specific input via system.
Design for both desktop and mobile — mobile has no keyboard, so rely on pointer events and on-screen UI buttons rather than key presses.
Cursor State
Read pointer lock with PointerLock.get(engine.CameraEntity).isPointerLocked. Get cursor position and world ray with PrimaryPointerInfo.get(engine.RootEntity).
Toggle Pattern
Common pattern: track state in a module-level boolean, flip it in the click handler, and update the entity accordingly.
For complex interactions (multi-step sequences, cooldowns, several entities reacting to shared state), move beyond a single boolean: track state in a module-level object or custom component and drive updates from a system.
Smart Items: behavior is Script code, not a trigger graph
Most catalog Smart Items were migrated (creator-hub 658f4daf) from the Actions/Triggers no-code graph to asset-packs::Script code with @action methods. If you open a migrated item expecting asset-packs::Triggers, there is none — the behavior is in a .ts file, its "When X" hooks are optional ActionCallback params (onClick, onActivate/onDeactivate, onReachStart/onReachEnd, onRing, onOpen/onClose), and its state is a synced asset-packs::States. The old public action names survive as call_script_method pointers, so existing wiring keeps working. Full details, the not-migrated list, and the world_teleport -> teleport merge are in script-components.
Example scenes
Engine-team test scenes exercising these APIs (ground truth):
- https://github.com/decentraland/sdk7-test-scenes/tree/main/scenes/3,2-proximity-interactions —
onProximityDown/Enter/Leave, cursor vs proximity priority, declarativePointerEventswith two buttons, proximity door. - https://github.com/decentraland/sdk7-test-scenes/tree/main/scenes/30,20-pointer-events-feedback —
showFeedback/showHighlight/hoverTextcombinations (hover text needsshowFeedback: true). - https://github.com/decentraland/sdk7-test-scenes/tree/main/scenes/34,20-pointer-events-distances — the distance rules: eight lanes proving
maxDistance(player), the deprecatedmaxPlayerDistancealias (larger wins),maxCameraDistance, the OR combination, the implicit 10m default, and that proximity ignoresmaxCameraDistance. Each cube predicts LIVE/DEAD every frame from the resolve-then-branch logic, so a mismatch with in-world behavior is the signal. Includes a probe for the explorer's hard-coded 3m proximity broad phase. Pins@dcl/sdk@next. - https://github.com/decentraland/sdk7-test-scenes/tree/main/scenes/149,149-synthetic-input-showcase — the tall-invisible-
TriggerAreafix (S2/S3) and the occupancy-recomputeInputModifierpattern, driven live through the Unity Explorer MCP. - https://github.com/decentraland/sdk7-test-scenes/tree/main/scenes/75,-9-trigger-areas —
TriggerArea.setBox/setSphere,onTriggerEnter/Stay/Exit,result.trigger?.entity, custom collider-layer masks so non-player entities trip the area. - https://github.com/decentraland/sdk7-test-scenes/tree/main/scenes/0,0-cube-spawner — declarative
PointerEventsread in a system viainputSystem.isTriggered(IA_POINTER, PET_DOWN, entity). - https://github.com/decentraland/sdk7-test-scenes/tree/main/scenes/77,-1-raycast-unit-tests — component-based
Raycast/RaycastResultfor all four direction modes, incl. origin under a transformed parent chain.
For full code examples and implementation patterns, see {baseDir}/references/interactivity-patterns.md. For the input action reference table and declarative PointerEvents component, see {baseDir}/references/input-reference.md.
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