| name | multiplayer-sync |
| description | 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). |
Multiplayer Synchronization in Decentraland
Decentraland runs scenes locally in a player's instance of the explorer. By default, players are able to see each other and interact directly, but each player interacts with the environment independently. Changes in the environment aren't shared between players by default.
To sync any changes in the scene state, SDK7 uses CRDT-based synchronization.
Runtime constraint: Decentraland runs in a QuickJS sandbox. No Node.js APIs (fs, http, path, process). Use fetch() and WebSocket for 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, but only as long as at least one player remains in the scene. The state resets as soon as the scene is empty | 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. |
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 the information to be persisted even after all players leave, or to run secure validations on that information? -->
fetch or signedFetch
- Do you need continuous real-time server communication? -->
WebSocket
- Combine approaches freely: use
syncEntity for world state, MessageBus for effects, and fetch for 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 synchronize
componentIds[] — 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.
Best practice — always give singletons a stable sync ID. Auto IDs derive identity from the creating peer + its local engine entity number (which the engine recycles). A singleton synced entity that is destroyed and recreated repeatedly with an auto ID is fragile over real network comms: it may fail to reconcile on remote clients (they see only default component data) even though it works perfectly in local single-process preview. Assign any singleton or small fixed set of well-known synced entities a STABLE explicit sync ID from a reserved enum. Reserve auto IDs for genuinely dynamic, many-instance, create-and-forget entities. Also: never removeEntity a fixed-ID synced entity and recreate it with the same ID in the SAME frame — the internal NetworkEntity survives until a later CRDT flush, so recreating immediately throws id provided is already in use; defer the re-spawn to a later tick. See {baseDir}/references/networking-patterns.md (syncEntity identity section) for the full failure-mode signature, fix, and the optimistic-prediction companion pattern.
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(spec, default?) | Nested struct — spec is named fields ({ x: Schemas.Int, ... }), NOT a homogeneous key→value map |
Schemas.Optional(innerType) | Nullable values |
Schemas.EnumNumber(enumObj, default) | Numeric enum; default is required (e.g. Schemas.EnumNumber(State, State.Lobby)) |
Schemas.EnumString(enumObj, default) | String enum; default is required |
Schemas.OneOf({ ... }) | Discriminated union ($case + payload) |
Example with the less common schema types:
enum Rarity { Common = 0, Rare = 1, Legendary = 2 }
const Loot = engine.defineComponent('game::Loot', {
rarity: Schemas.EnumNumber<Rarity>(Rarity, Rarity.Common),
payload: Schemas.OneOf({
coins: Schemas.Int,
item: Schemas.String,
}),
label: Schemas.Optional(Schemas.String),
})
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)
parentEntity(child, parent)
const parentRef = getParent(child)
const childrenArray = Array.from(getChildren(parent))
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
})
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: late joiners get current state, automatic conflict resolution. The state persists as long as at least one player remains in the scene
MessageBus: fire-and-forget, late joiners miss past messages, good for transient effects
Binary MessageBus (Performance Optimization)
The regular MessageBus JSON-encodes every payload before sending. For high-frequency messages or large payloads, there's a lower-level binary alternative that sends raw Uint8Array data directly — faster to process because it skips JSON serialization on both ends. This is the same transport syncEntity uses internally.
Use it when:
- You are emitting many messages per second (e.g., continuous movement streams, particle triggers in tight loops)
- Payload size matters (binary encoding is more compact than JSON)
- You already have binary data (e.g., pre-encoded buffers, CRDT deltas)
Stick with the regular MessageBus for low-frequency events where ergonomics beat performance.
import { sendBinary } from '~system/CommunicationsController'
import { executeTask } from '@dcl/sdk/ecs'
executeTask(async () => {
const payload = new Uint8Array([1, 2, 3, 4])
const response = await sendBinary({
data: [payload],
peerData: undefined,
})
for (const incoming of response.data) {
handleBinaryMessage(incoming)
}
})
You are responsible for encoding/decoding the Uint8Array payloads yourself (e.g., with DataView, TextEncoder/TextDecoder, or protobuf). There's no on/emit/topic layer — sendBinary is a single call that both sends pending outgoing messages and returns incoming ones, so you typically drive it from a system on each tick.
REST API and Signed Fetch
For communicating with your own backend (leaderboards, game state persistence, player auth), use fetch or signedFetch. All network calls must run inside executeTask. signedFetch attaches a cryptographic proof of the player's wallet identity — use it when your server needs to verify who is making the request.
See the scene-runtime skill for full fetch and signedFetch patterns.
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 |
|---|
Profile not initialized. Call syncEntity inside main() | syncEntity called at module top-level (e.g. in a module initialiser) | Move all syncEntity calls (and entity creation that depends on them) into a function called from main(). Never call syncEntity at module load time. Same applies to engine.addSystem(). |
| 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 |
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.
Example scenes
No serverless syncEntity/MessageBus reference scene is available in the engine-team test set yet. For contrast, the closest multiplayer scene is server-authoritative (use it to see how the authoritative pattern differs from the serverless one described here):
- https://github.com/decentraland/sdk7-test-scenes/tree/main/scenes/90,-9-authoritative-server-leaderboard — authoritative (NOT serverless): only the server calls
syncEntity, and synced components are locked with validateBeforeChange so clients can only read them and send messages. If you instead want any client to mutate shared state directly (the pattern this skill documents), each client calls syncEntity on its own and there is no validateBeforeChange. See the authoritative-server skill for that scene's full breakdown.
Important Notes
- Entities must be explicitly synced via
syncEntity(entity, [componentIds]) — pass the componentId of 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 (unless using the authoritative server)
- Custom schemas must be deterministic: Same component name = same schema across all clients
- Use
Schemas.Int64 for timestamps: Schemas.Number corrupts large numbers (13+ digits). Always use Schemas.Int64 for values like Date.now()
- Any changes in the scene state done with
syncEntity are not persisted. If all players leave the scene then the next player to come back will find the scene in its default state.
syncEntity and the messageBus are not entirely reliable, if it's important that all players see the same state change in the scene, see the authoritative-server skill
- For server-authoritative multiplayer with validation and anti-cheat, see the
authoritative-server skill