advanced-rendering

Installation
SKILL.md

Advanced Rendering in Decentraland

When to Use Which Rendering Feature

Need Component When
Entity faces the camera Billboard Name tags, signs, sprite-like objects
Text in the 3D world TextShape Labels, signs, floating text above entities
Custom material appearance Material.setPbrMaterial Metallic, rough, transparent, emissive surfaces
Show/hide without removing VisibilityComponent LOD systems, toggling objects, conditional display
Modify GLTF model nodes GltfNodeModifiers Override materials or shadow casting on specific mesh nodes

Decision flow:

  1. Need text on screen? → Use build-ui (React-ECS Label) instead
  2. Need text in 3D space? → TextShape (+ Billboard to face camera)
  3. Need glowing/transparent materials? → Material.setPbrMaterial with emissive/transparency
  4. Need to override material on a model node? → GltfNodeModifiers with modifiers array

Not available in SDK7: reflections, mirrors, render-to-texture. There is no reflection probe, mirror or camera-to-texture component (@dcl/ecs component list, 7.30; Material.reflectivityColor is a specular tint, not a reflection). A mirror is faked by duplicating the reflected geometry behind a tinted, slightly transparent glass plane and driving a double of anything that moves (the player double is in npcs → "Copies of the player"). Budget the space: the reflection needs as much depth behind the glass as the room in front of it, and content outside the parcels is clipped (add-3d-models), so a mirror on a parcel edge means adding a parcel. Trim the reflected side walls, floor and ceiling where they meet the real ones — overlapping copies z-fight at the seam (observed 2026-10-12).

Installs
261
GitHub Stars
4
First Seen
Apr 13, 2026