| name | optimize-scene |
| description | Optimize Decentraland scene performance. Scene limit formulas (triangles, entities, materials, textures, height per parcel count), object pooling, LOD patterns, texture optimization, system throttling, and asset preloading. Use when the user wants to optimize, improve performance, fix lag, reduce load time, check limits, or reduce entity/triangle count. Do NOT use for deployment (see deploy-scene). |
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
function spawnBullet() {
const bullet = engine.addEntity()
}
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)
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) })
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(() => {
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'
} else if (distance > 15) {
gltf.src = 'models/building_lod1.glb'
} else {
gltf.src = 'models/building_lod0.glb'
}
})
Use Primitives Instead of Models
For simple shapes, MeshRenderer is lighter than loading a .glb:
MeshRenderer.setBox(entity)
MeshRenderer.setSphere(entity)
MeshRenderer.setPlane(entity)
Texture Optimization
- Dimensions must be power-of-two: 256, 512, 1024, 2048
- Recommended sizes: 512x512 for most objects, 1024x1024 max for hero pieces
- Use
.png for UI/sprites with transparency
- Use
.jpg for 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:
Material.setPbrMaterial(entity1, { texture: Material.Texture.Common({ src: 'images/wall.jpg' }) })
Material.setPbrMaterial(entity2, { texture: Material.Texture.Common({ src: 'images/wall.jpg' }) })
System Optimization
Avoid Per-Frame Allocations
engine.addSystem(() => {
const target = Vector3.create(8, 1, 8)
})
const TARGET = Vector3.create(8, 1, 8)
engine.addSystem(() => {
})
Throttle Expensive Operations
let lastCheck = 0
engine.addSystem((dt) => {
lastCheck += dt
if (lastCheck < 0.5) return
lastCheck = 0
})
Remove Systems When Not Needed
const systemFn = (dt: number) => { }
engine.addSystem(systemFn)
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'
const preloadEntity = engine.addEntity()
AssetLoad.create(preloadEntity, { src: 'models/large-model.glb' })
function assetLoadingSystem(dt: number) {
for (const [entity] of engine.getEntitiesWith(AssetLoad)) {
const state = AssetLoad.get(entity)
if (state.loadingState === LoadingState.FINISHED) {
GltfContainer.create(entity, { src: 'models/large-model.glb' })
Transform.create(entity, { position: Vector3.create(8, 0, 8) })
AssetLoad.deleteFrom(entity)
}
}
}
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: false unless you need per-frame raycasting.
- Text rendering:
TextShape is expensive. Use Label (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