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Found 1,767 Skills
Build 2D screen-space UI for Decentraland scenes using React-ECS (JSX). Create HUDs, menus, health bars, dialogs, buttons, inputs, and dropdowns. Use when the user wants on-screen UI, menus, or form inputs. Do NOT use for 3D in-world text (see advanced-rendering) or clickable 3D objects (see add-interactivity).
System-level input polling and player movement control in Decentraland. Covers inputSystem, InputModifier, PointerLock, and PrimaryPointerInfo. 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.
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.
Deploy a Decentraland scene to a World (personal 3D space using a DCL NAME or ENS domain). Use when the user wants to deploy to a World or use a DCL NAME/ENS domain. Do NOT use for Genesis City LAND deployment (see deploy-scene).
Writing .ts script files for the Creator Hub Script component — self-contained classes attached to individual entities. Use when the user wants to create a custom smart item, a reusable scripted entity, or write code that runs on a Creator Hub Script component. Do NOT use for regular scene index.ts code or global systems (see scene-runtime, add-interactivity).
Peer-to-peer multiplayer in Decentraland using CRDT networking with syncEntity and MessageBus. Use when the user wants multiplayer, synced entities, shared world state, broadcast events, or player-to-player communication without a server. Do NOT use for server-authoritative multiplayer, anti-cheat, or persistent storage (see authoritative-server). Do NOT use for screen UI (see build-ui).
Control camera behavior in Decentraland scenes. Covers CameraMode, CameraModeArea, VirtualCamera, MainCamera, and camera vs collider interactions. Use when the user wants camera control, cutscenes, 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).
NFT display and blockchain interaction in Decentraland. Use when the user wants NFTs, blockchain, wallet, smart contracts, Web3, or token gating. Do NOT use for player avatar data or emotes (see player-avatar).
Deploy a Decentraland scene to Genesis City (LAND-based). Use when the user wants to deploy or publish to parcels they own, or reduce the deployed scene size. Do NOT use for Worlds deployment (see deploy-worlds).
Create NPCs (non-player characters) in Decentraland scenes. Two approaches: the NPC Toolkit library (dcl-npc-toolkit) for GLB NPCs with dialogue, movement, and state machines; and AvatarShape for avatar-look NPCs in wearables. Use when the user wants to add an NPC, shopkeeper, or quest giver — any non-player entity with behavior or dialogue. For live player data (position, profile, wearables) see player-avatar instead.
Add 3D models (.glb/.gltf) to a Decentraland scene using GltfContainer, including 8,800+ free assets from the OpenDCL catalog. Use when the user wants to add models, import GLB files, find free 3D assets, or set up model colliders. Do NOT use for materials/textures (see advanced-rendering) or model animations (see animations-tweens).
Apply physics forces to the player in Decentraland scenes. Impulses (one-shot pushes), knockback (push away from a point with falloff), continuous forces (wind tunnels, anti-gravity, lift, hover), timed forces, and repulsion fields. Use when the user wants launch pads, knockback on hit, wind zones, gravity fields, or lifting/floating/hovering the player. THIS is also the right skill when an agent's first instinct is to mutate `Transform` on `engine.PlayerEntity` to move/lift/push the player — that does NOT work (player Transform is engine-controlled and read-only); use the Physics API instead. Do NOT use for player movement speed (see player-avatar AvatarLocomotionSettings) or platform movement (see animations-tweens).