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multiplayer-sync

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UpdatedJuly 2, 2026 at 16:34

Peer-to-peer multiplayer in Decentraland using CRDT networking. syncEntity (auto-synced components), parentEntity for synced hierarchies, MessageBus and binary MessageBus (fire-and-forget events), custom component definition with Schemas (Int64, EnumNumber, EnumString, Map, OneOf, Optional), and connection state. 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).

Installation

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