Multiplayer Synchronization in Decentraland
Authoring split
syncEntity() adds a NetworkEntity component at runtime — and NetworkEntity is not in main-entities.ts's supported component list. The pattern is:
- Predefined synced entities (a door, a switch, a scoreboard — known at author time): declare them in
main-entities.tswith their visual components. Look them up insrc/index.tsand callsyncEntity(entity, [...componentIds], SyncIds.NAME)there. - Dynamically-spawned synced entities (projectiles, drops, runtime-created game objects): create with
engine.addEntity()insrc/index.tsandsyncEntityimmediately.
// main-entities.ts
door: {
components: {
Transform: { position: { x: 8, y: 1, z: 8 } },
MeshRenderer: { mesh: { $case: 'box', box: { uvs: [] } } }
}
}
// src/index.ts
import { engine, Transform, syncEntity } from '@dcl/sdk/network'
export function main() {
const door = engine.getEntityOrNullByName('door')
if (door) syncEntity(door, [Transform.componentId], SyncIds.DOOR)
}
Decentraland scenes are inherently multiplayer — every player in the same scene shares the same space. By default, however, players interact with the environment independently — changes one player makes are NOT shared with others. Opt in to sharing by wrapping mutable state in syncEntity, broadcasting events through MessageBus, or persisting through your own backend.
syncEntity state persists only as long as at least one player remains in the scene. The state resets as soon as the scene is empty. For durable state across scene resets, persist to your own server.
Runtime constraint: Decentraland runs in a QuickJS sandbox. No Node.js APIs (
fs,http,path,process). Usefetch()andWebSocketfor network communication. See the scene-runtime skill for async patterns.
Sync Strategy Decision Tree
Choose the right networking approach based on what you need:
| Strategy | Use When | Persistence | Example |
|----------|----------|-------------|---------|
| syncEntity | Shared state that all players see and that persists for new arrivals | Yes — state survives player join/leave | Doors, switches, scoreboards, elevators |
| MessageBus | Ephemeral events that only matter in the moment | No — late joiners miss past messages | Chat messages, sound effects, particle triggers |
| fetch / REST API | Reading or writing data to an external server | Server-dependent | Leaderboards, inventory, external game state |
| signedFetch | Authenticated requests that prove player identity | Server-dependent | Claiming rewards, submitting verified scores |
| WebSocket | Real-time bidirectional communication with a server | Connection-dependent | Live game servers, real-time chat, authoritative multiplayer |
Decision flow:
- Does every player need to see the same state, including late joiners? -->
syncEntity - Is it a fire-and-forget event only for players currently in the scene? -->
MessageBus - Do you need state persisted after all players leave, or server-side validation? --> external server via
fetchorsignedFetch - Do you need continuous real-time server communication? -->
WebSocket - Combine approaches freely: use
syncEntityfor world state,MessageBusfor effects, andfetchfor persistence.
syncEntity Essentials
Import and Basic Usage
import { engine, Transform, MeshRenderer, Material } from '@dcl/sdk/ecs'
import { syncEntity } from '@dcl/sdk/network'
import { Vector3, Color4 } from '@dcl/sdk/math'
Signature: syncEntity(entity, componentIds[], syncId?)
entity— the entity to synchronizecomponentIds[]— array of component IDs to keep in sync (e.g.,[Transform.componentId])syncId— unique numeric identifier (required for predefined entities, optional for player-spawned entities)
Enum Sync IDs (Predefined Entities)
Every predefined synced entity MUST have a unique numeric ID. Use an enum to avoid collisions:
enum SyncIds {
DOOR = 1,
ELEVATOR = 2,
SCOREBOARD = 3
}
const door = engine.addEntity()
Transform.create(door, { position: Vector3.create(8, 1, 8) })
MeshRenderer.setBox(door)
syncEntity(door, [Transform.componentId, MeshRenderer.componentId], SyncIds.DOOR)
Predefined entities (with a sync ID) persist after the creating player leaves. Player-created entities (no sync ID) are removed when the player disconnects.
Auto-Generated IDs (Player-Spawned Entities)
Entities created at runtime by players do not need an explicit sync ID:
function createProjectile() {
const projectile = engine.addEntity()
Transform.create(projectile, { position: Vector3.create(4, 1, 4) })
MeshRenderer.setSphere(projectile)
syncEntity(projectile, [Transform.componentId])
return projectile
}
Custom Synced Components
Define custom components and sync them between players:
import { engine, Schemas } from '@dcl/sdk/ecs'
import { syncEntity } from '@dcl/sdk/network'
const ScoreBoard = engine.defineComponent('scoreBoard', {
score: Schemas.Int,
playerName: Schemas.String,
lastUpdated: Schemas.Int64
})
const board = engine.addEntity()
ScoreBoard.create(board, { score: 0, playerName: '', lastUpdated: 0 })
syncEntity(board, [ScoreBoard.componentId])
function addScore(points: number) {
const data = ScoreBoard.getMutable(board)
data.score += points
data.lastUpdated = Date.now()
}
Player-Specific Data
Use PlayerIdentityData to distinguish players:
import { engine, PlayerIdentityData } from '@dcl/sdk/ecs'
engine.addSystem(() => {
for (const [entity] of engine.getEntitiesWith(PlayerIdentityData)) {
const data = PlayerIdentityData.get(entity)
console.log('Player:', data.address, 'Guest:', data.isGuest)
}
})
Schema Types
Available schema types for custom components:
| Type | Usage |
|------|-------|
| Schemas.Boolean | true/false |
| Schemas.Int | Integer numbers |
| Schemas.Float | Decimal numbers |
| Schemas.String | Text strings |
| Schemas.Int64 | Large integers (timestamps) |
| Schemas.Vector3 | 3D coordinates |
| Schemas.Quaternion | Rotations |
| Schemas.Color3 | RGB colors |
| Schemas.Color4 | RGBA colors |
| Schemas.Entity | Entity reference |
| Schemas.Array(innerType) | Array of values |
| Schemas.Map(valueType) | Key-value maps |
| Schemas.Optional(innerType) | Nullable values |
| Schemas.Enum(enumType) | Enum values |
Parent-Child Sync Relationships
For synced entities with parent-child relationships, use parentEntity() instead of setting Transform.parent:
import { syncEntity, parentEntity, getParent, getChildren, removeParent } from '@dcl/sdk/network'
const parent = engine.addEntity()
const child = engine.addEntity()
syncEntity(parent, [Transform.componentId], 1)
syncEntity(child, [Transform.componentId], 2)
// Use parentEntity() — NOT Transform.parent
parentEntity(child, parent)
const parentRef = getParent(child)
const childrenArray = Array.from(getChildren(parent))
// Remove parent relationship
removeParent(child)
Connection State
Check if the player is connected to the sync room:
import { isStateSyncronized } from '@dcl/sdk/network'
engine.addSystem(() => {
if (!isStateSyncronized()) return // wait for sync
// safe to read/write synced state
})
Note: The function is spelled isStateSyncronized (not "Synchronized") in the SDK.
MessageBus
Send custom messages between players (fire-and-forget, no persistence):
import { MessageBus } from '@dcl/sdk/message-bus'
const bus = new MessageBus()
bus.on('hit', (data: { damage: number }) => {
console.log('Took damage:', data.damage)
})
bus.emit('hit', { damage: 10 })
syncEntity vs MessageBus
syncEntity: state is persistent, late joiners get current state, automatic conflict resolutionMessageBus: fire-and-forget, late joiners miss past messages, good for transient effects- Combine both: use
syncEntityfor the door open/closed state,MessageBusfor the sound effect when it opens
REST API Calls (fetch)
All network calls must run inside executeTask because the SDK runtime does not support top-level await.
import { executeTask } from '@dcl/sdk/ecs'
executeTask(async () => {
try {
const response = await fetch('https://api.example.com/data')
if (!response.ok) {
console.error('HTTP error:', response.status)
return
}
const data = await response.json()
console.log('Response:', data)
} catch (error) {
console.error('Network error:', error)
}
})
Signed Fetch (Authenticated Requests)
signedFetch attaches a cryptographic signature proving the player's identity:
import { signedFetch } from '~system/SignedFetch'
executeTask(async () => {
try {
const response = await signedFetch({
url: 'https://example.com/api/action',
init: {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ action: 'claimReward', amount: 100 })
}
})
if (!response.ok) {
console.error('HTTP error:', response.status)
return
}
const result = JSON.parse(response.body)
console.log('Result:', result)
} catch (error) {
console.log('Request failed:', error)
}
})
WebSocket Connections
For full WebSocket patterns (reconnection, heartbeat, message format), see {baseDir}/references/networking-patterns.md.
Basic Connection
executeTask(async () => {
const ws = new WebSocket('wss://example.com/ws')
ws.onopen = () => {
console.log('Connected to WebSocket')
ws.send(JSON.stringify({ type: 'join', playerId: 'player123' }))
}
ws.onmessage = (event) => {
const msg = JSON.parse(event.data)
switch (msg.type) {
case 'gameState': handleGameState(msg); break
case 'playerJoin': handlePlayerJoin(msg); break
case 'playerLeave': handlePlayerLeave(msg); break
}
}
ws.onerror = (error) => console.error('WebSocket error:', error)
ws.onclose = () => console.log('Disconnected')
})
Player Enter/Leave Events
Detect players entering or leaving the scene:
import { onEnterScene, onLeaveScene } from '@dcl/sdk/src/players'
onEnterScene((player) => {
console.log('Player entered:', player.userId)
})
onLeaveScene((userId) => {
console.log('Player left:', userId)
})
Multiplayer Testing
Open multiple browser windows to test multiplayer locally. Each window is a separate player.
Offline Mode
For Decentraland Worlds that do not need multiplayer:
{
"worldConfiguration": {
"fixedAdapter": "offline:offline"
}
}
Troubleshooting
| Problem | Cause | Solution |
|---------|-------|----------|
| State not syncing between players | Missing syncEntity() call | Every entity you want shared must call syncEntity(entity, [ComponentId1, ComponentId2]) |
| Sync ID collision | Two entities share the same numeric sync ID | Use an enum to assign unique IDs to every predefined synced entity |
| Entity disappears when creator leaves | No sync ID provided | Add a sync ID (third argument) to syncEntity() for entities that should persist |
| Date.now() values corrupted | Using Schemas.Number for timestamps | Use Schemas.Int64 for any number over 13 digits (like Date.now()) |
| State not ready on join | Reading synced state before sync completes | Guard with if (!isStateSyncronized()) return in your system |
| MessageBus messages lost | Late joiner expecting past messages | MessageBus is fire-and-forget. Use syncEntity for persistent state |
Need server-side validation or anti-cheat? See the authoritative-server skill for the headless server pattern.
Important Notes
- Entities must be explicitly synced via
syncEntity(entity, [componentIds])— pass thecomponentIdof each component to sync - CRDT resolution: If two players change the same component simultaneously, last-write-wins
- No server-side code: Decentraland scenes run entirely client-side with CRDT sync
- Entity limits apply: Each synced entity counts toward the scene's entity budget
- Custom schemas must be deterministic: Same component name = same schema across all clients
- Use
Schemas.Int64for timestamps:Schemas.Numbercorrupts large numbers (13+ digits). Always useSchemas.Int64for values likeDate.now() - For server-authoritative multiplayer with validation and anti-cheat, see the
authoritative-serverskill
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