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decentraland/sdk-skills235 installs

advanced-rendering

Advanced rendering in Decentraland scenes. Billboard, TextShape, PBR materials, GltfNodeModifiers, and VisibilityComponent. Use when the user wants billboards, floating labels, 3D text, material effects, glow, transparency, or model node control. Do NOT use for screen-space UI (see build-ui) or loading 3D models (see add-3d-models).

How do I install this agent skill?

npx skills add https://github.com/decentraland/sdk-skills --skill advanced-rendering
view source ↗

Is this agent skill safe to install?

  • Gen Agent Trust Hubpass

    This skill provides documentation and code examples for advanced 3D rendering in Decentraland, including billboards, 3D text, PBR materials, and model modifiers. All external references point to official vendor resources and no security risks were identified.

  • Socketpass

    No alerts

  • Snykpass

    Risk: LOW · No issues

What does this agent skill do?

Advanced Rendering in Decentraland

When to Use Which Rendering Feature

NeedComponentWhen
Entity faces the cameraBillboardName tags, signs, sprite-like objects
Text in the 3D worldTextShapeLabels, signs, floating text above entities
Custom material appearanceMaterial.setPbrMaterialMetallic, rough, transparent, emissive surfaces
Show/hide without removingVisibilityComponentLOD systems, toggling objects, conditional display
Modify GLTF model nodesGltfNodeModifiersOverride materials or shadow casting on specific mesh nodes

Decision flow:

  1. Need text on screen? → Use build-ui (React-ECS Label) instead
  2. Need text in 3D space? → TextShape (+ Billboard to face camera)
  3. Need glowing/transparent materials? → Material.setPbrMaterial with emissive/transparency
  4. Need to override material on a model node? → GltfNodeModifiers with modifiers array

Billboard (Face the Camera)

Make entities always rotate to face the player's camera:

import { engine, Transform, Billboard, BillboardMode, MeshRenderer } from '@dcl/sdk/ecs'
import { Vector3 } from '@dcl/sdk/math'

const sign = engine.addEntity()
Transform.create(sign, { position: Vector3.create(8, 2, 8) })
MeshRenderer.setPlane(sign)

// Rotate only on Y axis (most common — stays upright)
Billboard.create(sign, {
  billboardMode: BillboardMode.BM_Y
})

Billboard Modes

BillboardMode.BM_Y      // Rotate on Y axis only (stays upright) — most common
BillboardMode.BM_ALL    // Rotate on all axes (fully faces camera)
BillboardMode.BM_X      // Rotate on X axis only
BillboardMode.BM_Z      // Rotate on Z axis only
BillboardMode.BM_NONE   // No billboard rotation
  • Prefer BM_Y over BM_ALL for most use cases — it looks more natural and is cheaper to render.
  • BM_ALL is useful for particles or effects that should always directly face the camera.
  • No oppositeDirection flag. The SDK7 Billboard component exposes only billboardMode — there is no way to invert which model face points at the camera. If a model shows its back instead of its front, rotate the model 180° on Y (Quaternion.fromEulerDegrees(0, 180, 0)). On a parent-Billboard + child-model setup, apply the rotation to the child — the Billboard owns the parent's rotation.
  • Porting note: SDK6 → SDK7 ports occasionally show a billboarded model facing away from the camera that was correct under SDK6. The two SDKs appear to disagree on which face the billboard points at the camera. Same fix — rotate the displayed model 180° on Y. See [[migrate-sdk6-to-sdk7]] (Common Pitfalls) for context.

Face another entity — targetEntity

Billboard has an optional targetEntity?: Entity field. When set, the entity reorients to face that target entity instead of the camera.

// Face a specific entity instead of the camera
Billboard.create(card, { targetEntity: sphere })

// Yaw-only tracking of a target (BM_Y respected while targeting)
Billboard.create(card, { targetEntity: target, billboardMode: BillboardMode.BM_Y })

// Retarget at runtime
Billboard.getMutable(card).targetEntity = otherEntity
  • Unset (default) → faces the main camera, exactly as before. targetEntity is fully backwards-compatible.
  • Setting targetEntity to the camera reserved entity (engine.CameraEntity, id 2) is equivalent to leaving it unset.
  • billboardMode still applies: BM_Y with a targetEntity yaws to face the target on the Y axis only.
  • Gotcha: if the referenced target entity does not exist or is deleted, billboard reorientation is disabled (the entity freezes at its last orientation) until the target exists again.
  • Multiplayer: a camera-facing billboard is computed locally per player (each player sees it facing themselves, nothing is synced). A targetEntity billboard instead faces the same way for all players, because the target's position is scene state. Use targetEntity when every player must see the same orientation.

TextShape (3D Text)

Render text directly in 3D space:

import { engine, Transform, TextShape, TextAlignMode } from '@dcl/sdk/ecs'
import { Vector3, Color4 } from '@dcl/sdk/math'

const label = engine.addEntity()
Transform.create(label, { position: Vector3.create(8, 3, 8) })

TextShape.create(label, {
  text: 'Hello World!',
  fontSize: 24,
  textColor: Color4.White(),
  outlineColor: Color4.Black(),
  outlineWidth: 0.1,
  textAlign: TextAlignMode.TAM_MIDDLE_CENTER
})
  • Keep fontSize readable — 16-32 for in-world text.
  • Do not use TextShape (or a textured plane) as a rulebook: long paragraphs in-world are too small and too long to read, and players will not stop to squint. One idea per sign, ≤ 10 words, large type; move the rest into visuals and gameplay (see game-design → "Rules: show, don't tell").
  • Always add outlineColor and outlineWidth for legibility against any background.

Text Alignment Options

TextAlignMode.TAM_TOP_LEFT
TextAlignMode.TAM_TOP_CENTER
TextAlignMode.TAM_TOP_RIGHT
TextAlignMode.TAM_MIDDLE_LEFT
TextAlignMode.TAM_MIDDLE_CENTER
TextAlignMode.TAM_MIDDLE_RIGHT
TextAlignMode.TAM_BOTTOM_LEFT
TextAlignMode.TAM_BOTTOM_CENTER
TextAlignMode.TAM_BOTTOM_RIGHT

For the floating-label pattern (Billboard + TextShape combined into a camera-facing label), see the Floating Label (Billboard + TextShape) section in {baseDir}/references/rendering-patterns.md.

Advanced PBR Materials

Metallic and Roughness

import { engine, Transform, MeshRenderer, Material, MaterialTransparencyMode } from '@dcl/sdk/ecs'
import { Color4, Color3 } from '@dcl/sdk/math'

// Shiny metal
Material.setPbrMaterial(entity, {
  albedoColor: Color4.create(0.8, 0.8, 0.9, 1),
  metallic: 1.0,
  roughness: 0.1
})

// Rough stone
Material.setPbrMaterial(entity, {
  albedoColor: Color4.create(0.5, 0.5, 0.5, 1),
  metallic: 0.0,
  roughness: 0.9
})

Transparency

// Alpha blend — smooth transparency
Material.setPbrMaterial(entity, {
  albedoColor: Color4.create(1, 0, 0, 0.5), // 50% transparent red
  transparencyMode: MaterialTransparencyMode.MTM_ALPHA_BLEND
})

// Alpha test — cutout (binary visible/invisible based on threshold)
Material.setPbrMaterial(entity, {
  texture: Material.Texture.Common({ src: 'assets/Images/cutout.png' }),
  transparencyMode: MaterialTransparencyMode.MTM_ALPHA_TEST,
  alphaTest: 0.5
})
  • MTM_ALPHA_TEST is cheaper than MTM_ALPHA_BLEND — use cutout when smooth transparency isn't needed.

Emissive (Glow Effects)

// Glowing material (emissiveColor uses Color3, not Color4)
Material.setPbrMaterial(entity, {
  albedoColor: Color4.create(0, 0, 0, 1),
  emissiveColor: Color3.create(0, 1, 0),  // Green glow
  emissiveIntensity: 2.0
})

// Emissive with texture
Material.setPbrMaterial(entity, {
  texture: Material.Texture.Common({ src: 'assets/Images/diffuse.png' }),
  emissiveTexture: Material.Texture.Common({ src: 'assets/Images/emissive.png' }),
  emissiveIntensity: 1.0,
  emissiveColor: Color3.White()
})
  • Use emissiveColor with a dark albedoColor for maximum glow visibility.

Texture Maps

Material.setPbrMaterial(entity, {
  texture: Material.Texture.Common({ src: 'assets/Images/diffuse.png' }),
  bumpTexture: Material.Texture.Common({ src: 'assets/Images/normal.png' }),
  emissiveTexture: Material.Texture.Common({ src: 'assets/Images/emissive.png' })
})

castShadows

Both setPbrMaterial and setBasicMaterial accept castShadows: boolean (default true). Set false to stop a surface from casting shadows without changing its appearance:

Material.setPbrMaterial(entity, { albedoColor: Color4.Green(), castShadows: false })

For disabling shadows on a specific node inside a GLTF model, use GltfNodeModifiers with castShadows: false instead (see below).

GltfContainer Collision Masks

Use collision masks to control which collision layers respond to the different mesh layers in a GLTF model. GLTF models have two mesh layers: visible meshes (what players see rendered), and invisible layers (collider meshes, named internally with _collider):

import { engine, Transform, GltfContainer, ColliderLayer } from '@dcl/sdk/ecs'
import { Vector3 } from '@dcl/sdk/math'

const model = engine.addEntity()
Transform.create(model, { position: Vector3.create(4, 0, 4) })

GltfContainer.create(model, {
  src: 'models/myModel.glb',
  visibleMeshesCollisionMask: ColliderLayer.CL_PHYSICS | ColliderLayer.CL_POINTER,
  invisibleMeshesCollisionMask: ColliderLayer.CL_PHYSICS
})

VisibilityComponent

Show or hide entities without removing them:

import { engine, VisibilityComponent } from '@dcl/sdk/ecs'

// Hide an entity
VisibilityComponent.create(entity, { visible: false })

// Toggle visibility
const visibility = VisibilityComponent.getMutable(entity)
visibility.visible = !visibility.visible

For a distance-based LOD (Level of Detail) system that toggles VisibilityComponent per frame, see the LOD via VisibilityComponent section in {baseDir}/references/rendering-patterns.md.

propagateToChildren

Set propagateToChildren: true on a VisibilityComponent to apply visibility to all children in the hierarchy at once. This avoids having to mark every child entity individually:

VisibilityComponent.create(parentEntity, { visible: false, propagateToChildren: true })

Rules (verified against the 1,0-visibility-comp-propagation test scene):

  • If a child has its own VisibilityComponent, that value wins regardless of what an ancestor propagates — even if the child's own propagateToChildren is false, the child stays at its own visible value and does not re-inherit the parent's.
  • If a child has no VisibilityComponent, it inherits from the nearest ancestor with propagateToChildren: true.
  • A child that overrides an invisible parent to visible: true can itself set propagateToChildren: true to force its own subtree visible again — propagation re-evaluates at each node that carries a VisibilityComponent.
  • Propagation follows the live Transform.parent hierarchy: re-parenting an entity at runtime changes which ancestor's propagated visibility applies to it.

Per-Node Modifiers (GltfNodeModifiers)

Override material or shadow casting on specific nodes within a GLTF model:

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

GltfNodeModifiers.create(entity, {
  modifiers: [
    {
      path: 'RootNode/Armor',     // GLTF hierarchy path
      castShadows: false           // Disable shadow casting for this node
    }
  ]
})

To override the material or shadow casting of the entire model (path: '') — including the nested material: { material: { $case: 'pbr' | 'unlit', ... } } shape — see the GltfNodeModifiers — Whole-Model Material Override section in {baseDir}/references/rendering-patterns.md.

Modifier details (from the 74,-8-gltfnodemodifier test scene):

  • path is the GLTF node hierarchy path, /-separated (e.g. Scene_root/shark_skeleton/Sphere/Sphere.001). path: '' targets the whole model; a nested path targets one node and its descendants.
  • material accepts either $case: 'pbr' (full PBR: albedoColor, emissiveColor, emissiveIntensity, textures, …) or $case: 'unlit' (diffuseColor, …). Different nodes in the same modifiers array can use different cases.
  • Textures work here too, including video: pbr: { texture: Material.Texture.Video({ videoPlayerEntity: someEntityWithVideoPlayer }) }.
  • castShadows: false per node (no material needed) disables shadow casting for that node only.
  • One modifiers array can contain many entries, each targeting a different path in a single call.
  • Debug trick: passing a path that does not exist logs the model's full GLTF node hierarchy to the scene console — use a deliberately wrong path to discover the correct node names.
  • Update with GltfNodeModifiers.createOrReplace(entity, { modifiers: [...] }); remove all overrides with GltfNodeModifiers.deleteFrom(entity).

Node paths are engine-visible names baked into the GLB, not arbitrary — if a target node has no material of the requested kind, the override may be ignored.

Avatar Texture

Generate a texture from a player's avatar portrait:

Material.setPbrMaterial(portraitFrame, {
  texture: Material.Texture.Avatar({ userId: '0x...' })
})

This will fetch a thumbnail image with a closeup of the player's face, wearing the wearables that this player currently has on.

Texture Modes

Control how textures are filtered and wrapped:

import { TextureFilterMode, TextureWrapMode } from '@dcl/sdk/ecs'

Material.setPbrMaterial(entity, {
  texture: Material.Texture.Common({
    src: 'assets/Images/pixel-art.png',
    filterMode: TextureFilterMode.TFM_POINT,    // crisp pixels (no smoothing)
    wrapMode: TextureWrapMode.TWM_REPEAT        // tile the texture
  })
})

Filter modes: TFM_POINT (pixelated), TFM_BILINEAR (smooth), TFM_TRILINEAR (smoothest). Wrap modes: TWM_REPEAT (tile), TWM_CLAMP (stretch edges), TWM_MIRROR (mirror tile).

Texture Tweens

For animated texture patterns (Tween.setTextureMoveContinuous scrolling, Tween.setTextureMove slide-once, TMT_OFFSET vs TMT_TILING movement types, and looping via TweenSequence) — all requiring a texture with wrapMode: TWM_REPEAT — see the Texture Tweens section in {baseDir}/references/rendering-patterns.md.

FlatMaterial Accessors

The Material component provides shortcut methods that skip the nested union structure, making material access more ergonomic:

MethodReturnsThrows if no material?
Material.getFlat(entity)Read-only FlatMaterialYes
Material.getFlatOrNull(entity)Read-only FlatMaterial | nullNo
Material.getFlatMutable(entity)Read/write FlatMaterialYes
Material.getFlatMutableOrNull(entity)Read/write FlatMaterial | nullNo
// Read a property safely
const src = Material.getFlatOrNull(entity)?.texture?.src

// Mutate a texture in-place without knowing PBR vs Basic
Material.getFlatMutableOrNull(entity)!.texture = Material.Texture.Common({ src: 'assets/Images/new.png' })

Example scenes

Engine-team test scenes exercising these APIs against the real runtime:

Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.

<a href="https://skillzs.dev/skills/decentraland/sdk-skills/advanced-rendering">View advanced-rendering on skillZs</a>