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optimize-scene

optimize-scene

github.com/dcl-regenesislabsDevelopment1762 installsUpdated 21w ago
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About optimize-scene

A performance-optimization skill for Decentraland scene developers, covering entity, triangle, texture, system, and loading costs. It provides resource-budget guidance and patterns for scene code.

Key features

  1. 01Estimate scene budgets by parcel count
  2. 02Use object pools and entity hierarchies
  3. 03Control geometry costs with low-poly models and LOD
  4. 04Reuse materials and optimize textures
  5. 05Throttle systems and preload assets

Use cases

  1. 01Reduce entity and triangle counts in a scene
  2. 02Improve scene performance on lower-end devices
  3. 03Reduce visible pop-in while large models load

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/dcl-regenesislabs/opendcl --skill optimize-scene

After installing, type/optimize-scenein Claude Code to confirm it loaded.

Details

From the project README

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.

ResourceFormula1 parcel2 parcels4 parcels9 parcels16 parcels
Trianglesn x 10,00010,00020,00040,00090,000160,000
Entitiesn x 2002004008001,8003,200
Physics bodiesn x 3003006001,2002,7004,800
Materialslog2(n+1) x 202031466681
Textureslog2(n+1) x 101015233340
Height limitlog2(n+1) x 20m20m31m46m66m81m

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 .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:
// 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

  1. Too many systems: Each system runs every frame. Combine related logic.
  2. Unnecessary component queries: Cache engine.getEntitiesWith() results when the set doesn't change.
  3. Large GLTF files: Optimize in Blender before export (decimate, remove hidden faces).
  4. Uncompressed audio: Use .mp3 instead of .wav for music (10x smaller).
  5. Continuous raycasting: Set continuous: false unless you need per-frame raycasting.
  6. 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

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