Optimizing Decentraland Scenes
Authoring split
The patterns in this skill — object pools, LOD, asset preloading, system throttling — are all runtime mechanics and live in src/index.ts. The static layout (chairs, walls, lamps, the props that get LOD'd) should still be declared in main-entities.ts; the optimization code reads those entities by name (engine.getEntityOrNullByName) or by component query (engine.getEntitiesWith(Transform)).
The parenting optimization (a static container with many children) is best expressed in main-entities.ts using Transform.parent: 'parent_name' — that way the editor can move the entire group as a unit.
Scene Limits (Per Parcel Count)
All limits scale with parcel count n. Triangles, entities, and bodies scale linearly. Materials, textures, and height scale logarithmically. Except for hard MB size limits on deploy, all other limits CAN be exceeded — scenes won't crash, but performance degrades and the scene may become unusable on lower-end devices. Treat the numbers as guidelines, not enforcement.
| Resource | Formula | 1 parcel | 2 parcels | 4 parcels | 9 parcels | 16 parcels | |---|---|---|---|---|---|---| | Triangles | n x 10,000 | 10,000 | 20,000 | 40,000 | 90,000 | 160,000 | | Entities | n x 200 | 200 | 400 | 800 | 1,800 | 3,200 | | Physics bodies | n x 300 | 300 | 600 | 1,200 | 2,700 | 4,800 | | Materials | log2(n+1) x 20 | 20 | 31 | 46 | 66 | 81 | | Textures | log2(n+1) x 10 | 10 | 15 | 23 | 33 | 40 | | Height limit | log2(n+1) x 20m | 20m | 31m | 46m | 66m | 81m |
File limits: 15 MB per parcel, 300 MB max total, 200 files per parcel, 50 MB max per individual file.
Entity Count Optimization
Reuse Entities
// BAD: Creating new entity each time
function spawnBullet() {
const bullet = engine.addEntity() // Creates entity every call
// ...
}
// GOOD: Object pooling
const bulletPool: Entity[] = []
function getBullet(): Entity {
const existing = bulletPool.find(e => !ActiveBullet.has(e))
if (existing) return existing
const newBullet = engine.addEntity()
bulletPool.push(newBullet)
return newBullet
}
Remove Unused Entities
engine.removeEntity(entity) // Frees the entity slot
Use Parenting
Instead of separate transforms for each child, use entity hierarchy:
const parent = engine.addEntity()
Transform.create(parent, { position: Vector3.create(8, 0, 8) })
// Children inherit parent transform
const child1 = engine.addEntity()
Transform.create(child1, { position: Vector3.create(0, 1, 0), parent })
const child2 = engine.addEntity()
Transform.create(child2, { position: Vector3.create(1, 1, 0), parent })
Triangle Count Optimization
Use Lower-Poly Models
- Small props: 100-500 triangles
- Medium objects: 500-1,500 triangles
- Large buildings: 1,500-5,000 triangles
- Hero pieces: Up to 10,000 triangles
Use LOD (Level of Detail)
Show simpler models at distance:
engine.addSystem(() => {
// Check distance to player and swap models
const playerPos = Transform.get(engine.PlayerEntity).position
const objPos = Transform.get(myEntity).position
const distance = Vector3.distance(playerPos, objPos)
const gltf = GltfContainer.getMutable(myEntity)
if (distance > 30) {
gltf.src = 'models/building_lod2.glb' // Low poly
} else if (distance > 15) {
gltf.src = 'models/building_lod1.glb' // Medium poly
} else {
gltf.src = 'models/building_lod0.glb' // High poly
}
})
Use Primitives Instead of Models
For simple shapes, MeshRenderer is lighter than loading a .glb:
MeshRenderer.setBox(entity) // Very cheap
MeshRenderer.setSphere(entity) // Cheap
MeshRenderer.setPlane(entity) // Very cheap
Texture Optimization
- Dimensions must be power-of-two: 256, 512, 1024, 2048
- Recommended sizes: 512x512 for most objects, 1024x1024 max for hero pieces
- Use
.pngfor UI/sprites with transparency - Use
.jpgfor photos and textures without transparency - Prefer compressed formats (WebP) over raw PNG where possible
- Use texture atlases (combine multiple textures into one image) to reduce draw calls and material count
- Share texture references across materials — do not duplicate texture files
- Reuse materials across entities:
// GOOD: Define material once, apply to many
Material.setPbrMaterial(entity1, { texture: Material.Texture.Common({ src: 'images/wall.jpg' }) })
Material.setPbrMaterial(entity2, { texture: Material.Texture.Common({ src: 'images/wall.jpg' }) })
// Same texture URL = shared in memory
System Optimization
Avoid Per-Frame Allocations
// BAD: Creates new Vector3 every frame
engine.addSystem(() => {
const target = Vector3.create(8, 1, 8) // Allocation!
})
// GOOD: Reuse constants
const TARGET = Vector3.create(8, 1, 8)
engine.addSystem(() => {
// Use TARGET
})
Throttle Expensive Operations
let lastCheck = 0
engine.addSystem((dt) => {
lastCheck += dt
if (lastCheck < 0.5) return // Only run every 0.5 seconds
lastCheck = 0
// Expensive operation here
})
Remove Systems When Not Needed
const systemFn = (dt: number) => { /* ... */ }
engine.addSystem(systemFn)
// When no longer needed:
engine.removeSystem(systemFn)
Asset Preloading (AssetLoad Component)
For large assets that would cause visible pop-in, use AssetLoad to pre-download before rendering:
import { engine, AssetLoad, LoadingState, GltfContainer, Transform } from '@dcl/sdk/ecs'
import { Vector3 } from '@dcl/sdk/math'
// Create a preload entity at scene startup
const preloadEntity = engine.addEntity()
AssetLoad.create(preloadEntity, { src: 'models/large-model.glb' })
// System to track loading progress
function assetLoadingSystem(dt: number) {
for (const [entity] of engine.getEntitiesWith(AssetLoad)) {
const state = AssetLoad.get(entity)
if (state.loadingState === LoadingState.FINISHED) {
// Asset is cached — now safe to create the visible entity
GltfContainer.create(entity, { src: 'models/large-model.glb' })
Transform.create(entity, { position: Vector3.create(8, 0, 8) })
AssetLoad.deleteFrom(entity) // Remove preload component
}
}
}
engine.addSystem(assetLoadingSystem)
Use this pattern for any model over ~1 MB or for assets that should be ready before a game phase begins.
Loading Time Optimization
- Lazy-load 3D models (load on demand, not all at scene start)
- Use compressed .glb files (Draco compression)
- Minimize total asset size
- Use CDN URLs for large shared assets when possible
- Preload critical assets with
AssetLoad, defer non-essential ones
Common Performance Pitfalls
- Too many systems: Each system runs every frame. Combine related logic.
- Unnecessary component queries: Cache
engine.getEntitiesWith()results when the set doesn't change. - Large GLTF files: Optimize in Blender before export (decimate, remove hidden faces).
- Uncompressed audio: Use .mp3 instead of .wav for music (10x smaller).
- Continuous raycasting: Set
continuous: falseunless you need per-frame raycasting. - Text rendering:
TextShapeis expensive. UseLabel(UI) for text that doesn't need to be in 3D space.
Cross-References
- add-3d-models — model loading, colliders, and file organization
- game-design — performance budgets, design patterns, and MVP planning
- advanced-rendering — texture modes, material reuse, and LOD with VisibilityComponent
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