--- name: player-avatar description: The live player in a Decentraland scene. Use when the user wants to read player position or profile, fetch avatar appearance for off-scene addresses (parcel owners, NFT holders), trigger emotes, read equipped wearables, attach items to players/avatar (cosmetic vs held gameplay items), show a custom label plate above a player's or NPC's nametag (AvatarNametag), hide avatars or disable passports in zones (AvatarModifierArea), adjust locomotion speed, teleport the player (movePlayerTo), or listen for scene entry/exit. Do NOT use for NPC characters (see npcs), wallet/blockchain checks (see nft-blockchain), freezing player movement (see advanced-input for InputModifier), or camera mode (see camera-control). --- # Player and Avatar System in Decentraland ## CRITICAL: The player Transform is READ-ONLY from scene code `Transform` on `engine.PlayerEntity` is engine-controlled. **Mutations from scene code are silently ignored** — your code compiles, runs, no error is thrown, and nothing moves in-world. This is the most common bug when trying to lift, push, knock back, float, or teleport the player. ```typescript // WRONG — compiles cleanly, runs, does NOTHING in-world const t = Transform.getMutable(engine.PlayerEntity) t.position.y += 0.1 // ignored t.position = Vector3.create(8, 0, 8) // ignored Transform.createOrReplace(engine.PlayerEntity, { ... }) // ignored ``` **Symptom to recognize:** TypeScript accepts the code, the system ticks, no console error, but the avatar never moves. If you wrote `Transform...PlayerEntity` and expected motion, this is your bug. **Correct API by intent:** | Goal | Use | Skill | |------|-----|-------| | Instant teleport / smooth slide to a point | `movePlayerTo` from `~system/RestrictedActions` | this skill, see below | | Lift / float / launch / jump pad / knockback / push / wind / repulsion | `Physics.*` from `@dcl/sdk/ecs` | `player-physics` | | Restrict / freeze movement | `InputModifier` on `engine.PlayerEntity` | `advanced-input` | | Change run speed / jump height | `AvatarLocomotionSettings` on `engine.PlayerEntity` | this skill, see below | `Transform.get(engine.PlayerEntity)` is valid for **reading** position and rotation only. ## Player Position and Movement (Reading) Access the player's position via the reserved `engine.PlayerEntity`: ```typescript import { engine, Transform } from '@dcl/sdk/ecs' function trackPlayer() { if (!Transform.has(engine.PlayerEntity)) return const playerTransform = Transform.get(engine.PlayerEntity) console.log('Player position:', playerTransform.position) console.log('Player rotation:', playerTransform.rotation) } engine.addSystem(trackPlayer) ``` Always check `Transform.has(engine.PlayerEntity)` before reading player data — it may not be ready on the first frame. ### Player speed — average over a window, never per frame **The player `Transform` does not advance every scene tick.** A per-frame speed computed as `Vector3.distance(pos, lastPos) / dt` therefore alternates between `0` on ticks with no update and roughly `2x` the real speed on the next one, and any "speed above X held for N seconds" test never passes. Observed in-world (SDK 7.30.1, 2026-10-12): a ~9 m/s sprint never satisfied a per-frame `speed > 7.5` held 0.5 s; the same threshold over 0.5 s windows triggered on the first try. Accumulate instead, and reset the window when it closes: ```typescript let winDist = 0, winTime = 0 let last = Vector3.Zero() function speedSystem(dt: number) { if (!Transform.has(engine.PlayerEntity)) return const pos = Transform.get(engine.PlayerEntity).position const step = Vector3.distance(pos, last) last = pos if (step > 3) return // teleport / respawn — discard, don't accumulate winDist += step winTime += dt if (winTime < 0.5) return // window must be >= ~0.5 s to be stable const speed = winDist / winTime winDist = 0; winTime = 0 // ... compare `speed` against your threshold here } ``` Skip any single delta over ~3 m: that is a teleport or a respawn, not movement, and it spikes the average. ### Distance-Based Logic ```typescript import { Vector3 } from '@dcl/sdk/math' function proximityCheck() { const playerPos = Transform.get(engine.PlayerEntity).position const npcPos = Transform.get(npcEntity).position const distance = Vector3.distance(playerPos, npcPos) if (distance < 5) { console.log('Player is near the NPC') } } engine.addSystem(proximityCheck) ``` ### GOTCHA: remote players' Transforms are in WORLD coordinates `Transform.get(engine.PlayerEntity).position` for the **local** player is **scene-local** (relative to the scene's base parcel). Another player's entity — the one you get from `engine.getEntitiesWith(PlayerIdentityData)` — reports its position in **world** coordinates. Mixing them silently puts remote players hundreds of metres away. Convert by subtracting the base parcel times 16: ```typescript import { Vector3 } from '@dcl/sdk/math' // scene.json base parcel 33,20 const SCENE_ORIGIN = Vector3.create(33 * 16, 0, 20 * 16) const sceneLocal = Vector3.subtract(worldPosition, SCENE_ORIGIN) ``` `33,20-spectate-mode` applies the subtraction **conditionally** — only when the position falls outside the scene's AABB — which is how it handles the local and remote players through one code path without needing to know which is which. If you always know the entity is a remote player, subtract unconditionally. Read the base parcel from `scene.json` rather than hardcoding it, or the conversion breaks the moment the scene is redeployed elsewhere. ## Player Profile Data Get the player's name, wallet address, and guest status: ```typescript import { getPlayer } from '@dcl/sdk/src/players' function main() { const player = getPlayer() if (player) { console.log('Name:', player.name) console.log('User ID:', player.userId) console.log('Is guest:', player.isGuest) } } ``` - `userId` — the player's Ethereum wallet address (or guest ID) - `isGuest` — `true` if the player hasn't connected a wallet Check `isGuest` before attempting any wallet-dependent feature (guests have no on-chain identity). **Mobile, other players' positions:** `getPlayer({ userId }).position`, `onEnterScene` and items attached to other players report **scene-relative** coordinates on mobile — same frame as the local player's — only since mobile app **v1.15.0** (docs commit `5f212e3`, Oct 2026). On an older mobile build those values are in a different frame, so proximity checks and leaderboards keyed on another player's position mis-fire there. Anything safety-critical should be derived from the local player's own position on each client rather than from a remote one. ## Profile Data for Off-Scene Users (Catalyst) `getPlayer(userId)` only returns data for users **currently connected to this scene**. For any other address (parcel owner, NFT holder, leaderboard entry, off-scene claimant), fetch from the catalyst: ``` GET https://peer.decentraland.org/lambdas/profile/ ``` - Always use `peer.decentraland.org` — it is the canonical catalyst regardless of realm/world. Worlds servers do NOT expose `/lambdas`, so do not blindly read `realmInfo.baseUrl`. - Response shape: `json.avatars[0].avatar.{ bodyShape, wearables, eyes:{color}, hair:{color}, skin:{color} }` (NOT the `json[0].metadata.avatars...` shape from older docs). - Unknown address returns `{ avatars: [], timestamp: 0 }` — handle the empty array. - Colors come as `{ r, g, b, a }` floats in `[0,1]`. Build a `Color3` and pass it directly to `AvatarShape.skinColor` / `hairColor` / `eyeColor` — these fields take a raw `Color3`, NOT `{ color: Color3 }` (wrapping causes TS2322). `AvatarShape.create({ id: address })` with only an `id` does NOT auto-fetch wearables — the avatar renders undressed unless you supply `bodyShape`, `wearables`, and the color fields explicitly. **Which API to use:** - Local or in-scene player → `getPlayer(userId)` (sync, includes wearables/emotes). - Off-scene address → `fetchAvatarFromCatalyst(address)` (async HTTP). For the full helper (`fetchAvatarFromCatalyst`), end-to-end usage example, and gotchas, see `{baseDir}/references/catalyst-profile-fetch.md`. ## Avatar Attachments Attach 3D objects to a player's avatar: ```typescript import { engine, Transform, GltfContainer, AvatarAttach, AvatarAnchorPointType, } from '@dcl/sdk/ecs' const hat = engine.addEntity() GltfContainer.create(hat, { src: 'models/hat.glb' }) Transform.create(hat, {}) // Attach to the local player's avatar AvatarAttach.create(hat, { anchorPointId: AvatarAnchorPointType.AAPT_NAME_TAG, }) ``` `AvatarAttach` requires the target player to be in the same scene — attachments disappear when the player leaves. > **Before picking `AvatarAttach`, decide whether the item is cosmetic or aim-critical.** Bone anchors inherit avatar skeleton animation (idle bob, walk cycle, gesture) — great for hats/backpacks/halos, **bad** for held weapons, aiming reticles, or anything where relative position must stay stable. See **Held items vs cosmetic items** below. ### Held items vs cosmetic items — `AvatarAttach` vs parenting to `engine.CameraEntity` / `engine.PlayerEntity` SDK7 gives you three distinct mechanisms for "an entity that follows the player". They are not interchangeable — picking the wrong one is the single most common mistake when porting "held item" patterns from SDK6, and the most common subtle failure is parenting an aim-sensitive item (gun, reticle, flashlight) to `engine.PlayerEntity` and discovering the item does not track camera pitch when the player looks up or down. **Default for any aim-sensitive held item: `Transform.parent = engine.CameraEntity`.** Use `engine.PlayerEntity` only when you specifically want yaw-only / no-pitch behavior (a body-fixed item the player carries but never aims with). | Goal | Use | Tracks | Reason | |------|-----|--------|--------| | **Aim-sensitive held item** — gun, aiming reticle, flashlight, anything pointed by looking around. **Recommended default for held gameplay items.** | `Transform.parent = engine.CameraEntity` (plus local position offset for "in front of and below" the camera) | Camera yaw **+ pitch** | Follows the camera's full transform, so the item points where the player is looking — including up/down. This is the SDK7 analogue of SDK6's `Attachable.FIRST_PERSON_CAMERA`. Aim stable (no animation jitter). | | **Yaw-only / body-fixed item** — a held shield the player doesn't aim, a static torch, a fixed-position carry item that should stay level regardless of where the player looks. | `Transform.parent = engine.PlayerEntity` (plus local offset for hand-height / forward distance) | Player root: feet position + body **yaw only** (no pitch) | Follows the player's root transform. Stable (no animation), but stays level when the player looks up/down — wrong default for guns/aim items, correct for items meant to ride the body orientation only. | | **Cosmetic item** — hat, halo, backpack, name plate, glow effect, torch visible to other players riding the avatar. | `AvatarAttach` with an `anchorPointId` (e.g. `AAPT_HEAD`, `AAPT_SPINE`, `AAPT_LEFT_HAND`) | The actual animated bone | Item moves naturally with idle bob, walk cycle, and gestures — visually correct for cosmetics attached to the body. **Not for aim** — animation jitter makes aim-sensitive items unusable. | **Why `engine.CameraEntity` is the right default for aim-sensitive items:** `engine.PlayerEntity` only tracks the player's root (foot position + body yaw). Body yaw is NOT camera pitch — when the player tilts the camera up to aim at a flying target, the player root rotation does not change, so a gun parented to `PlayerEntity` stays flat and the muzzle doesn't track the look direction. Parenting to `engine.CameraEntity` inherits both yaw and pitch, so the gun aims where the camera looks. This matches the SDK6 `Attachable.FIRST_PERSON_CAMERA` behavior creators expect when porting. **Why bone anchors break aim:** anchor points like `AAPT_RIGHT_HAND`, `AAPT_SPINE`, `AAPT_HEAD` are positions on the animated avatar skeleton. Every frame the engine pulls the bone's current world transform — which includes the procedural idle bob and any active animation clip. An entity parented there inherits all of that motion. For a weapon, this reads as jitter and makes aiming feel uncontrollable. #### Example — gun held in first person (aim follows camera pitch) ```typescript import { engine, Transform, GltfContainer, CameraModeArea, CameraType } from '@dcl/sdk/ecs' import { Vector3, Quaternion } from '@dcl/sdk/math' const gun = engine.addEntity() GltfContainer.create(gun, { src: 'assets/Models/blaster.glb' }) Transform.create(gun, { parent: engine.CameraEntity, // gun follows camera (yaw + pitch) — aim tracks where you look position: Vector3.create(0.25, -0.2, 0.5), // right, down, forward of camera rotation: Quaternion.fromEulerDegrees(0, 0, 0), scale: Vector3.One(), }) ``` If the user does NOT want the item to track pitch (e.g. a held torch that should stay level, not point up when looking up), swap `engine.CameraEntity` for `engine.PlayerEntity`. **Do not pick `PlayerEntity` for a gun** — the result is a flat-pointing weapon that ignores look direction. **Pair with `CameraModeArea` or a forced camera mode when equipping a held gun**, so the player is in first-person while aiming. See [[camera-control]]. #### Anti-pattern (what NOT to do for a held weapon) ```typescript // WRONG — gun jitters with every idle/walk/gesture animation frame AvatarAttach.create(gun, { anchorPointId: AvatarAnchorPointType.AAPT_RIGHT_HAND, }) ``` This **looks** like the right SDK7 way to "put a gun in the avatar's hand" because the API name reads that way — but the hand bone is animated, so the gun is unaimable in practice. Use parenting instead. ```typescript // SUBTLY WRONG for a gun — looks correct in hip-fire, fails the moment the player aims up Transform.create(gun, { parent: engine.PlayerEntity, position: ... }) ``` `engine.PlayerEntity` inherits body yaw but NOT camera pitch. The gun stays flat when the player looks up to aim at a high target. Use `engine.CameraEntity` instead for any aim-sensitive item. `PlayerEntity` is correct only for body-fixed items that should stay level regardless of where the camera points (e.g. a carried lantern, a non-aimed shield). #### SDK6 porting note In SDK7 you have a choice that didn't exist in SDK6. SDK6's `Attachable.FIRST_PERSON_CAMERA` / `Attachable.AVATAR` mapped to coarse follow modes only. If you are porting a held item from an SDK6 scene that used `Attachable.FIRST_PERSON_CAMERA`, the SDK7 equivalent is **parenting to `engine.CameraEntity`** (NOT `AvatarAttach` to a hand anchor, and NOT `engine.PlayerEntity` — `PlayerEntity` loses camera pitch). See [[migrate-sdk6-to-sdk7]]. ### Anchor Points ```typescript AvatarAnchorPointType.AAPT_NAME_TAG // Above the head AvatarAnchorPointType.AAPT_RIGHT_HAND // Right hand AvatarAnchorPointType.AAPT_LEFT_HAND // Left hand AvatarAnchorPointType.AAPT_POSITION // [DEPRECATED] Avatar root position — protocol recommends parenting to `engine.PlayerEntity` (body-fixed) or `engine.CameraEntity` (aim-sensitive) instead AvatarAnchorPointType.AAPT_HEAD AvatarAnchorPointType.AAPT_NECK AvatarAnchorPointType.AAPT_SPINE AvatarAnchorPointType.AAPT_SPINE1 AvatarAnchorPointType.AAPT_SPINE2 AvatarAnchorPointType.AAPT_HIP AvatarAnchorPointType.AAPT_LEFT_SHOULDER AvatarAnchorPointType.AAPT_LEFT_ARM AvatarAnchorPointType.AAPT_LEFT_FOREARM AvatarAnchorPointType.AAPT_LEFT_HAND_INDEX AvatarAnchorPointType.AAPT_RIGHT_SHOULDER AvatarAnchorPointType.AAPT_RIGHT_ARM AvatarAnchorPointType.AAPT_RIGHT_FOREARM AvatarAnchorPointType.AAPT_RIGHT_HAND_INDEX AvatarAnchorPointType.AAPT_LEFT_UP_LEG AvatarAnchorPointType.AAPT_LEFT_LEG AvatarAnchorPointType.AAPT_LEFT_FOOT AvatarAnchorPointType.AAPT_LEFT_TOE_BASE AvatarAnchorPointType.AAPT_RIGHT_UP_LEG AvatarAnchorPointType.AAPT_RIGHT_LEG AvatarAnchorPointType.AAPT_RIGHT_FOOT AvatarAnchorPointType.AAPT_RIGHT_TOE_BASE AvatarAnchorPointType.AAPT_NAME_TAG ``` **Anchor points inherit bone animation.** Bone-targeted anchors (`AAPT_RIGHT_HAND`, `AAPT_SPINE`, `AAPT_HEAD`, etc.) follow the **animated** skeleton — idle bob, walk cycle, and gesture animations all propagate to the attached entity. This is correct for cosmetic items (hats, halos, backpacks) and **wrong** for gameplay items where aim stability matters (guns, reticles). For aim-sensitive items parent to `engine.CameraEntity` (yaw + pitch — the default for guns/reticles/flashlights); for yaw-only body-fixed items parent to `engine.PlayerEntity`. See "Held items vs cosmetic items" above. ### Attach to a Specific Player ```typescript AvatarAttach.create(hat, { avatarId: '0x123...abc', // Target player's wallet address anchorPointId: AvatarAnchorPointType.AAPT_RIGHT_HAND, }) ``` `avatarId` is the target player's wallet address. To attach to every player in the scene (including remote ones), iterate `engine.getEntitiesWith(PlayerIdentityData)` and read `player.address` for each — guard with a marker component so you attach only once per player: ```typescript import { PlayerIdentityData } from '@dcl/sdk/ecs' engine.addSystem(() => { for (const [entity, player] of engine.getEntitiesWith(PlayerIdentityData)) { // player.address is the wallet address to pass as avatarId } }) ``` To attach the **local** player's own held item, get the address from `getPlayer()` / `await getPlayer()` (`.userId`). Omitting `avatarId` attaches to the local player. For multiplayer visibility of a held/attached item, sync the anchor entity's `AvatarAttach` component (see [[multiplayer-sync]]). ## Triggering Emotes ### Default Emotes ```typescript import { triggerEmote } from '~system/RestrictedActions' // Play a built-in emote triggerEmote({ predefinedEmote: 'robot' }) triggerEmote({ predefinedEmote: 'wave' }) triggerEmote({ predefinedEmote: 'clap' }) ``` ### Custom Scene Emotes **Need a clip?** Before authoring one, check `{baseDir}/../avatar-animations/references/animation-catalog.md`: animated previews of every built-in emote, and 45 ready-made `_emote.glb` files from the Creator Hub's Avatar Animations pack (sitting on stools/puffs/bean bags, chess, fishing, carry, drink, dance…) with their download and the exact `src` path to play them. > ⚠️ **CRITICAL FILE NAMING REQUIREMENT:** The emote `.glb` file **MUST** end with `_emote.glb` (case-insensitive). This is **not** optional and **not** just a convention — the runtime rejects files that don't match this suffix. > > **Why this matters:** Scenes with incorrectly named emote files often **work fine in `npm run start` preview** but **silently fail in production** once deployed. Preview is more permissive; the deployed runtime is strict. Always rename the file on disk (e.g. `SnowballThrow.glb` → `SnowballThrow_emote.glb`) before deploying. > > Valid: `wave_emote.glb`, `Snowball_Throw_emote.glb`, `dance_EMOTE.GLB` > Invalid: `wave.glb`, `emote_wave.glb`, `wave_emote_v2.glb` ```typescript import { triggerSceneEmote } from '~system/RestrictedActions' // File MUST end with _emote.glb — rename it on disk if it doesn't // src is the path from the PROJECT ROOT, exactly as on disk (usually under assets/) triggerSceneEmote({ src: 'assets/animations/Snowball_Throw_emote.glb', loop: false, }) ``` **Notes:** - **`src` is the path relative to the project root, exactly as the file sits on disk** — an exact content lookup (`SceneContent.TryGetHash(src)`), with no search by file name or `_emote` suffix. A wrong path makes `triggerSceneEmote` resolve `false` with no error logged, and nothing plays. A file at `assets/animations/sit_emote.glb` needs `'assets/animations/sit_emote.glb'`; a bare `'animations/...'` only works if that folder really is at the project root. Same rule for `AvatarShape.expressionTriggerId` — see **npcs**. - Emotes play only while the player is standing still — walking or jumping interrupts them - If you don't want a player to interrupt an emote, use the `InputModifier` component to freeze the player for the duration of the emote - Both `triggerEmote` and `triggerSceneEmote` require the scene to declare the `ALLOW_TO_TRIGGER_AVATAR_EMOTE` permission in `scene.json` `requiredPermissions`. - Both accept an optional `mask` (upper-body-only animation) — see "Emote masks" below. - To **create** the `.glb` (pose the official avatar rig in Blender, export, verify), see the **avatar-animations** skill. ### Stopping an emote `stopEmote({})` from `~system/RestrictedActions` stops the local player's currently playing emote (built-in or scene emote). Useful to end a looping scene emote (`triggerSceneEmote({ src, loop: true })`) on demand — e.g. a "pick up / put down" toggle. ```typescript import { stopEmote } from '~system/RestrictedActions' stopEmote({}).then(({ success }) => { // `success` is a plain boolean (the RPC returns `SuccessResponse`). }) ``` If `typeof success` reads `'object'` rather than `'boolean'`, the runtime handed the scene an unresolved promise instead of the value — a client/SDK defect, not a scene bug. Verified in the `80,-6-explorer-ui-events` test scene, which exists partly to catch it. **Mobile:** `stopEmote` is supported from mobile app **v1.15.0** (docs commit `5f212e3`). The same release also made scene-started **upper-body** emotes pause when the player leaves the scene, resume on return, and stop on scene unload — and made them read as upper-body to *other* mobile players. On older mobile builds a looping scene emote could not be stopped from the scene, so do not design a mechanic whose only exit is `stopEmote`; give the player an action that also restores the pose some other way. ### Detecting when an emote finishes Every emote lifecycle event is appended to the `AvatarEmoteCommand` grow-only set on the player entity, with a `state` field (`EmoteState` enum). Works for scene-triggered emotes (`triggerEmote`/`triggerSceneEmote`), emotes the player plays via the emote wheel, AND other players' emotes (pass their entity instead of `engine.PlayerEntity`). ```typescript import { AvatarEmoteCommand, EmoteState } from '@dcl/sdk/ecs' AvatarEmoteCommand.onChange(engine.PlayerEntity, (cmd) => { if (!cmd) return switch (cmd.state ?? EmoteState.ES_STARTED) { case EmoteState.ES_STARTED: // emote started (also the value when `state` is absent) break case EmoteState.ES_FINISHED: // non-looping emote played to its natural end break case EmoteState.ES_INTERRUPTED: // cut short: movement/jump, teleport, another emote, stopEmote(), or scene exit break } }) ``` - `state` is an **optional** protocol field: always default it to `ES_STARTED` (`cmd.state ?? EmoteState.ES_STARTED`) rather than assuming it is present. - **Masked (partial-body) emotes on the local player report no lifecycle events** — known limitation. A scene that needs to know when a masked clip ends must time it itself from the clip duration. - Verified against protocol `avatar_emote_command.proto` (commit `215d09c`, field 5, optional) and js-sdk-toolchain (commit `f858f905`). ### Emote masks (upper-body only) Full-body emotes are interrupted when the player walks or jumps — the default locomotion animations take over. `AvatarMask.AM_UPPER_BODY` limits the animation to the waist up, leaving the legs controlled by locomotion. This means the player can keep walking, running, and jumping while the upper body plays your animation. Use cases: carrying a crate, holding a torch, juggling, cheering while running. `triggerEmote` and `triggerSceneEmote` both accept an optional `mask` (enum `AvatarMask`, imported from `@dcl/sdk/ecs`) that limits which bones the animation drives. ```typescript import { AvatarMask } from '@dcl/sdk/ecs' import { triggerSceneEmote } from '~system/RestrictedActions' triggerSceneEmote({ src: 'animations/Carry_emote.glb', loop: true, mask: AvatarMask.AM_UPPER_BODY }) ``` - Only value: `AvatarMask.AM_UPPER_BODY` (= 0). Omitting `mask` plays the full-body animation (the default) — there is no `AM_FULL_BODY` value in the enum. - `mask` applies to `triggerEmote` and `triggerSceneEmote` only. `stopEmote({})` takes no arguments (`StopEmoteRequest` is empty). - **Loop + mask interaction:** `loop: false` with `mask: AM_UPPER_BODY` plays the upper-body animation exactly once, then returns the upper body to locomotion. `loop: true` with the mask repeats until `stopEmote({})` is called. The loop flag is respected regardless of the mask. Verified against sdk7-test-scenes `88,-13-avatar-masks` and `80,-1-scene-emotes` (commit `1c0f394`). - **Mobile support:** Avatar Masks (upper-body-only emotes) are **available on mobile since v1.13.0** — no longer a parity gap — and since **v1.15.0** a masked emote is also seen as upper-body by *other* mobile players rather than as full-body. Older mobile clients play masked emotes as full-body, so keep the full-body fallback visually acceptable. Still open: emotes arriving from other clients (scene emotes from Bevy-Web players, Unity players' emotes over LiveKit) may not play on mobile at all. Verified against docs commit `5f212e3` (Oct 2026, mobile v1.15.0). - **Masked emotes do not stack with other emotes:** starting a masked emote stops a playing full-body emote (a chair's sitting emote included) and a full-body emote cancels a masked one; the mask only layers over locomotion. For a seated player, play a full-body clip that contains the seated pose instead. Authoring details in **avatar-animations** → "Upper-body (masked) animations". - Verified against protocol `restricted_actions.proto` / `common/avatar_mask.proto` (pinned in `@dcl/sdk` via protocol `0010e70`) and sdk7-test-scenes `88,-13-avatar-masks` (2026-07-16). Earlier speculative names `AvatarEmoteMask` / `AEM_UPPER_BODY` / `AEM_FULL_BODY` were never released — do not use them. ## NPC Avatars For creating NPCs (characters, shopkeepers, guards, etc.), see the **npcs** skill. It covers both the NPC Toolkit library (GLB-based, with dialogue and movement) and `AvatarShape`-based avatar NPCs. **A lookalike of the player (a queue of "you", a posed clone) is an `AvatarShape` fed from `getPlayer()` — not a baked model**, so it matches whatever the player is wearing at the time. The exception is a double that must track the player every frame (mirror, shadow, replay): `AvatarShape` locomotion is engine-driven, so it lags behind and auto-faces its direction of travel — that one is a rigged GLB with an `Animator`, see **npcs** → "Copies of the player". Field mapping (`avatar?.eyesColor` → `eyeColor`, `avatar?.bodyShapeUrn` → `bodyShape`), posing the copy with `expressionTriggerId`, and the fact that avatars ignore `VisibilityComponent` are all in **npcs** → "Copies of the player". ## Custom Nametag Plates (`AvatarNametag`) Draws a plate with scene-provided text **above** an avatar's native nametag — for a rank, role, team, or title the scene assigns ("VIP", "Team Red", "Club Owner"). It does not replace the native nametag. Requires `@dcl/sdk` **7.28.0+** (not in 7.27.0 or earlier). ```typescript import { AvatarNametag, engine } from '@dcl/sdk/ecs' AvatarNametag.createOrReplace(engine.PlayerEntity, { label: 'Club Owner' }) ``` A plain LWW component from `@dcl/sdk/ecs` — standard `create` / `createOrReplace` / `getMutable` / `getOrNull` / `deleteFrom`, no helper functions. `label: string` is required; `labelColor`, `backgroundColor`, `borderColor` are optional `Color3` fields that fall back to the native nametag's colors (border defaults to the background, so no visible border). Full field table, `label` edge cases, component ids, and the multiplayer roster pattern: `{baseDir}/references/avatar-nametag.md`. **Valid targets:** `engine.PlayerEntity`, any remote player entity (the ones carrying `PlayerIdentityData`), and any entity with an `AvatarShape` (NPCs — see the **npcs** skill). Writes to **any other entity are silently ignored** — no error, no plate. ### Attaching to other players Remote players are ordinary entities, so both idioms are one-liners: ```typescript import { onEnterScene } from '@dcl/sdk/src/players' import { AvatarNametag } from '@dcl/sdk/ecs' onEnterScene((player) => { AvatarNametag.createOrReplace(player.entity, { label: rankFor(player.userId) }) }) ``` ```typescript import { engine, AvatarNametag, PlayerIdentityData } from '@dcl/sdk/ecs' for (const [entity, identity] of engine.getEntitiesWith(PlayerIdentityData)) { AvatarNametag.createOrReplace(entity, { label: rankFor(identity.address) }) } ``` `AvatarNametag.deleteFrom(entity)` removes the plate immediately; the native nametag is unaffected. To revert a color to its native default, use `createOrReplace` and omit the field — it clears fields you leave out, whereas `getMutable` keeps them. ### Gotchas - **No avatar-readiness dance.** Writing to a still-loading avatar is fine — the renderer retries internally and applies the plate when the avatar is ready. Do NOT poll, delay, or try to detect avatar readiness before writing. - **The plate is client-local and is never relayed**, and player entity ids are recycled across disconnects — resolve the entity from the user id on *every* write (both idioms above do). For everyone to see the same tags, derive them from shared data (the roster pattern in the reference) or sync the assignment: **multiplayer-sync** → "Per-player visuals are NOT automatically shared". - **Never call `createOrReplace` while iterating `engine.getEntitiesWith(...)`.** Replacing a component can move the entity to a different archetype and invalidate the live iterator. Collect entities into an array first, then write. - **Don't rewrite the component every tick.** Compare against `AvatarNametag.getOrNull(entity)` before writing, or the scene emits a CRDT message per player per frame. - **`label` is a single line.** Long labels truncate with an ellipsis; there is no wrapping. For a bare colored plate with no text, use a spaces-only label (`label: ' '`; more spaces = wider plate). Setting `labelColor` equal to `backgroundColor` does **not** hide the text — the rendered text color is not an exact match to the plate, so the word stays faintly visible. - **Colors have no alpha.** `Color3` only; there is no opacity field. - **Not implemented on mobile** (no ETA as of the Oct 2026 parity refresh). Mobile players see no plate at all, so never make it the only carrier of information — mirror rank/role in a `TextShape`, a HUD list, or a color the avatar already wears. - Plates are hidden along with the native nametag inside an `AvatarModifierArea` using `AMT_HIDE_NAMETAGS` or `AMT_HIDE_AVATARS` (see below). There is no way to keep the plate while hiding the native tag. ## Avatar Modifier Areas Modify how avatars appear or behave in a region. ```typescript import { engine, Transform, AvatarModifierArea, AvatarModifierType, } from '@dcl/sdk/ecs' import { Vector3 } from '@dcl/sdk/math' const modifierArea = engine.addEntity() Transform.create(modifierArea, { position: Vector3.create(8, 1.5, 8), scale: Vector3.create(4, 3, 4), }) AvatarModifierArea.create(modifierArea, { area: Vector3.create(4, 3, 4), modifiers: [AvatarModifierType.AMT_HIDE_AVATARS], excludeIds: ['0x123...abc'], // Optional: exclude specific players }) ``` ### Available Modifiers ```typescript AvatarModifierType.AMT_HIDE_AVATARS // Hide all avatars in the area AvatarModifierType.AMT_DISABLE_PASSPORTS // Disable clicking on avatars to see profiles AvatarModifierType.AMT_HIDE_NAMETAGS // Hide the name tag above avatars in the area ``` `modifiers` is an array — combine several, e.g. `[AMT_HIDE_NAMETAGS, AMT_DISABLE_PASSPORTS]`. The region size is the explicit `area: Vector3` field — the runtime sizes the region from a non-zero `area` and compensates out `Transform.scale` (a zero or unset `area` falls back to the scale, and a zero scale axis still collapses the region on that axis — `SDKEntityTriggerAreaComponent`, unity-explorer main). **Still keep `Transform.scale` equal to `area`:** the Creator Hub writes the gizmo scale into `area` whenever the entity is edited and draws the placeholder cube from the scale, so a mismatch shows the user a misleading box and the next editor save silently resizes the region to the scale. Set `area` to the dimensions you mean and mirror the same numbers in `scale`; never rely on `scale` alone to size the area. `excludeIds` is an array of wallet addresses that stay unaffected (e.g. keep the scene owner visible); mutate it at runtime via `AvatarModifierArea.getMutable(entity).excludeIds = [...]`. `AMT_HIDE_AVATARS` hides both avatars AND nametags — do not combine it with `AMT_HIDE_NAMETAGS` (redundant). Both modifiers also hide any `AvatarNametag` plate (see above); there is no way to hide the native tag while keeping the plate. Use `AMT_HIDE_NAMETAGS` only when you want nametags hidden while keeping avatars visible (e.g. stages, presentations, clean visual experiences). `AMT_HIDE_NAMETAGS` is combinable with `AMT_DISABLE_PASSPORTS`. **Nametag hiding is head/torso based:** the nametag is hidden only while the player's head or torso is inside the area. If the area is too short, a player who double-jumps above it will have their nametag briefly reappear. Make the area tall enough to cover the expected range of movement. **GOTCHA — an explicit `area` wins over `Transform.scale` for the life of the component, so you cannot resize the region by scaling.** The inverse world scale is re-applied every frame: scaling the area entity (or any of its **parents** — it compensates `lossyScale`) afterwards leaves the region exactly the `area` size, and the player's experience does not change. An axis scaled to **0** still collapses the region on that axis. Consequences: - **Do not animate or tween the scale of an area entity to grow or shrink the region** — nothing happens. Write `AvatarModifierArea.getMutable(entity).area` instead (and mirror it into `scale` for the editor, as above). - **Do not parent an area under a group you scale**, e.g. a prop rig that scales up on activation: the region stays put while the visuals grow, and the mismatch is invisible in-world because there is no API to read whether an avatar is hidden. - To *visualise* the region, use a **separate** box entity sized from the same numbers, as the regression scene does — a visible box on the area entity itself will lie the moment either value changes. - `TriggerArea` is the exact opposite: `PBTriggerArea` has **no size field at all** (only `mesh` and `collision_mask`), so its volume is the entity's `Transform` — scale it and the trigger follows, including scale changes made later. Two sibling components, opposite sizing rules; do not carry a habit from one to the other. See **add-interactivity**. Regression coverage: [`9,99-modifier-areas`](https://github.com/decentraland/sdk7-test-scenes/tree/main/scenes/9,99-modifier-areas) (`src/areaScaleDrift.ts`), which scales a 2x2x2 `CameraModeArea` entity to 2.5 and asserts the camera still releases 2 m from the centre. It scales the entity itself only; the parent case follows from the code (inverse `lossyScale`), not from a test. **Creator Hub / Inspector support:** the Creator Hub now has a dedicated inspector panel for `AvatarModifierArea` with a multi-select dropdown for modifiers (`Hide Avatars`, `Disable Passports`) and a wallet-address list editor for `excludeIds`. A "Avatar Modifier Area" smart item (utils category, translucent placeholder cube) is available in the asset catalog. The editor keeps the `area` field invisibly in sync with the entity's `Transform.scale` (the runtime sizes the region from a non-zero `area` and compensates out `scale`; a zero `area` falls back to the scale), so resizing the entity via the gizmo automatically updates the modifier region. **That mirroring is an editor-time write, not a runtime binding** — once the scene runs, `area` stands alone (GOTCHA above). Note: the inspector panel exposes only `AMT_HIDE_AVATARS` and `AMT_DISABLE_PASSPORTS` in its dropdown; `AMT_HIDE_NAMETAGS` is SDK-only for now. Verified against creator-hub commit `a843390a`. ## Avatar Locomotion Settings Adjust the player's movement speed and jump height: ```typescript import { engine, AvatarLocomotionSettings } from '@dcl/sdk/ecs' // Modify run speed and jump height (set only the fields you want to change) AvatarLocomotionSettings.createOrReplace(engine.PlayerEntity, { runSpeed: 14, // default is 10 jumpHeight: 3, // default is 1 }) ``` Fields (all `float`, optional) with client defaults — verified against unity-explorer `origin/main` `CharacterControllerSettings.asset`: `walkSpeed` (1.5), `jogSpeed` (8, the default movement speed), `runSpeed` (10), `jumpHeight` (1), `runJumpHeight` (1.5), `doubleJumpHeight` (2), `glidingSpeed` (6), `glidingFallingSpeed` (1), `hardLandingCooldown` (0.75s). See `references/avatar-apis.md`. `glidingFallingSpeed` is a **max descent cap** — it limits how fast the player falls while gliding, but does not limit upward motion. While gliding, continuous scene forces are 1.5× stronger and can lift the player; see the `player-physics` skill ("Forces while gliding"). - **No negative values.** Every field is clamped to `>= 0`; a negative value becomes `0`. Setting a field to `0` has the same effect as blocking the matching key with `InputModifier` (e.g. `runSpeed: 0` ≈ `disableRun: true`). - **Scene beats smart wearable.** If a scene and a smart wearable both set a field, the **scene's** value wins. - **Scene bounds only.** The component affects the player solely while they are inside the scene's bounds, and only the local player — to change another avatar's locomotion, the code must run on *their* client. - **Enforcing the defaults is a real use case:** a parkour or racing scene can write the default values explicitly so a smart wearable can't give its owner an advantage. **Creator Hub / Inspector support:** a **"Locomotion Settings"** smart item (`utils` category, id `f0fdd9ac-5451-4d84-9964-ea437b11b211`) ships in the Smart Items pack. It is a `asset-packs::Script` item (`locomotion-settings.ts`, class `LocomotionSettings`) whose nine params are `Slider` fields seeded with the SDK defaults above, so a no-code user gets the same component without writing TypeScript. `start()` calls `AvatarLocomotionSettings.createOrReplace(engine.PlayerEntity, {...})`; it exposes two `@action`s — **Apply** (re-write the configured values) and **Restore Defaults** (`AvatarLocomotionSettings.deleteFrom(engine.PlayerEntity)`), so other smart items can trigger a speed boost and undo it. Its placeholder is an editor-only cube (`asset-packs::Placeholder`), invisible in-world. Prefer it over hand-built entities when the scene is open in the Creator Hub (see **creator-hub-mcp** `place_smart_item`). Verified against creator-hub commit `cb097fff`. ## Restrict Locomotion (InputModifier) Use `InputModifier` on `engine.PlayerEntity` to freeze or selectively restrict the player's movement — useful for cutscenes, locked interactions, or controlled game mechanics. ```typescript import { InputModifier, engine } from '@dcl/sdk/ecs' // Freeze all movement InputModifier.create(engine.PlayerEntity, { mode: InputModifier.Mode.Standard({ disableAll: true }), }) // Remove restrictions InputModifier.deleteFrom(engine.PlayerEntity) ``` **Behavior when frozen:** gravity and external forces still apply, camera rotation stays available, global input events are still detectable, restrictions lift automatically when the player leaves scene bounds. **Standard-mode flags** (all optional booleans, on `InputModifier.Mode.Standard({...})`): `disableAll`, `disableWalk`, `disableJog`, `disableRun`, `disableJump`, `disableEmote`, `disableDoubleJump`, `disableGliding` — all eight are in the SDK type (`input_modifier.gen.d.ts`) and documented, not protocol-only. Note `disableJog` is separate from `disableWalk`/`disableRun` — jog is the default movement speed, so disabling only walk+run still lets the player jog. The `mode` can be built two equivalent ways — the `InputModifier.Mode.Standard({...})` helper, or the raw discriminated union `{ $case: 'standard', standard: {...} }`. **Tip:** Combine with `triggerSceneEmote` — freeze the player during an animation, then remove InputModifier when it ends. For the cutscene pattern, see the **advanced-input** skill. ## Teleporting the Player **`movePlayerTo` from `~system/RestrictedActions` is the only way to relocate the player to a position.** Setting `Transform.getMutable(engine.PlayerEntity).position` does NOT work (see the read-only warning at the top of this file). For sustained forces (lift, knockback, push, wind), use the `player-physics` skill instead — `movePlayerTo` is for explicit teleports/slides, not for forces. `movePlayerTo` accepts: - `newRelativePosition` — where to move the player (scene-relative `Vector3`) - `cameraTarget` _(optional)_ — a point in space for the camera to face after moving - `avatarTarget` _(optional)_ — a point in space for the avatar to face after moving - `duration` _(optional)_ — transition time in seconds; if provided, movement can be awaited **Constraints:** - The player must already be inside the scene's bounds for this to work - The target position must also be within the scene's bounds - During the transition the avatar passes through colliders (verified: a `CL_PHYSICS` obstacle placed in the path is passed through) - Requires the `ALLOW_TO_MOVE_PLAYER_INSIDE_SCENE` permission in `scene.json` `requiredPermissions` - All fields except `newRelativePosition` are optional — `cameraTarget` and `avatarTarget` may each be omitted or used independently - The target Y may be elevated (e.g. `y: 12`) to place the player on a raised platform, not just ground level ### Instant teleport ```typescript import { movePlayerTo } from '~system/RestrictedActions' void movePlayerTo({ newRelativePosition: Vector3.create(8, 0, 8), cameraTarget: Vector3.create(8, 1, 12), avatarTarget: Vector3.create(8, 1, 12), }) ``` ### Smooth transition with duration When `duration` is set, `movePlayerTo` is awaitable. The resolved value has a `success` boolean — `false` if the player interrupted the movement with input. ```typescript import { movePlayerTo } from '~system/RestrictedActions' async function teleport() { const result = await movePlayerTo({ newRelativePosition: Vector3.create(1, 0, 1), cameraTarget: Vector3.create(8, 1, 8), duration: 2, }) if (!result.success) { console.log('Movement was interrupted by the player') } } ``` ### Prevent the player from interrupting a transition Combine `InputModifier` with `movePlayerTo` to lock movement for the duration: ```typescript import { movePlayerTo } from '~system/RestrictedActions' import { InputModifier, engine } from '@dcl/sdk/ecs' async function lockedTeleport() { InputModifier.create(engine.PlayerEntity, { mode: InputModifier.Mode.Standard({ disableAll: true }), }) await movePlayerTo({ newRelativePosition: Vector3.create(1, 0, 1), cameraTarget: Vector3.create(8, 1, 8), duration: 2, }) InputModifier.deleteFrom(engine.PlayerEntity) } ``` ### Avatar Change Listeners React to avatar changes in real-time: ```typescript import { AvatarEmoteCommand, EmoteState, AvatarBase, AvatarEquippedData, } from '@dcl/sdk/ecs' // Detect when the Explorer reports an emote playing on a player. // AvatarEmoteCommand is written BY THE EXPLORER to report emote playback // TO the scene -- it is NOT a signal from scene to renderer. It is appended // to every player entity (local and remote alike). // Each entry carries an optional `state` field (EmoteState enum) — see // "Detecting when an emote finishes" above. AvatarEmoteCommand.onChange(engine.PlayerEntity, (cmd) => { if (cmd) console.log('Emote:', cmd.emoteUrn, 'state:', cmd.state ?? EmoteState.ES_STARTED) }) // Detect avatar appearance changes (wearables, skin color, etc.) AvatarBase.onChange(engine.PlayerEntity, (base) => { if (base) console.log('Avatar name:', base.name) }) // Detect equipment changes AvatarEquippedData.onChange(engine.PlayerEntity, (equipped) => { if (equipped) console.log('Wearables changed:', equipped.wearableUrns) }) ``` ### Additional Anchor Points Beyond the commonly used anchor points, the full list includes: - `AvatarAnchorPointType.AAPT_POSITION` — avatar feet position - `AvatarAnchorPointType.AAPT_NAME_TAG` — above the name tag - `AvatarAnchorPointType.AAPT_LEFT_HAND` / `AAPT_RIGHT_HAND` - `AvatarAnchorPointType.AAPT_HEAD` — head bone - `AvatarAnchorPointType.AAPT_NECK` — neck bone > **Need to check the player's wallet before showing avatar items?** See the **nft-blockchain** skill for wallet checks with `getPlayer()` and `isGuest`. ## Example scenes Engine-team test scenes (exercised against the real engine): - [100,102-avatar-attach-test](https://github.com/decentraland/sdk7-test-scenes/tree/main/scenes/100,102-avatar-attach-test) — `AvatarAttach` on multiple anchor points; enumerates every player via `PlayerIdentityData` and attaches to `player.address`; a follower entity reconstructs the attached world position from `PlayerEntity` + attached Transform. - [80,-1-scene-emotes](https://github.com/decentraland/sdk7-test-scenes/tree/main/scenes/80,-1-scene-emotes) - [4,23-emote-finish](https://github.com/decentraland/sdk7-test-scenes/tree/main/scenes/4,23-emote-finish) — emote **completion** detection: `AvatarEmoteCommand.onChange(engine.PlayerEntity, ...)` logging every appended entry as `STARTED` / `FINISHED` / `INTERRUPTED`, with absent `state` defaulting to `ES_STARTED`. Play an emote out fully to see `FINISHED`; walk away mid-playback to see `INTERRUPTED`. Covers both `triggerEmote` (predefined) and a non-looping `triggerSceneEmote`. — `triggerEmote`, `triggerSceneEmote` (with a deliberately mis-named non-`_emote.glb` file shown NOT playing), `stopEmote`, `mask: AvatarMask.AM_UPPER_BODY`, plus `loop: false` + mask (plays once, returns to locomotion) and `loop: true` + mask (repeats until stopped). - [11,0-move-player-to-duration](https://github.com/decentraland/sdk7-test-scenes/tree/main/scenes/11,0-move-player-to-duration) — `movePlayerTo` with `duration`, reading `result.success` via `.then()`, `InputModifier` locking input during the slide, and a `CL_PHYSICS` obstacle the avatar passes through mid-transition. - [9,99-modifier-areas](https://github.com/decentraland/sdk7-test-scenes/tree/main/scenes/9,99-modifier-areas) — `AvatarModifierArea` (`AMT_HIDE_AVATARS`) with runtime-mutated `excludeIds`, alongside `CameraModeArea`. - [10,99-avatar-modifier-hide-nametags](https://github.com/decentraland/sdk7-test-scenes/tree/main/scenes/10,99-avatar-modifier-hide-nametags) — `AvatarModifierArea` with `AMT_HIDE_NAMETAGS`: hides nametags while keeping avatars visible. - [4,24-avatar-nametag](https://github.com/decentraland/sdk7-test-scenes/tree/main/scenes/4,24-avatar-nametag) — `AvatarNametag` on the local player, remote players, and an `AvatarShape` NPC: every color field and its fallback, label edge cases, `deleteFrom`, `AMT_HIDE_NAMETAGS`, plus the multiplayer roster module (`src/modules/multiplayerRoster.ts`) documented in `references/avatar-nametag.md`. - [0,1-input-modifier](https://github.com/decentraland/sdk7-test-scenes/tree/main/scenes/0,1-input-modifier) — `InputModifier` toggling every Standard flag (`disableAll/Walk/Jog/Run/Jump/Emote`), both via the helper and the raw `$case` form. - [80,-4-restricted-actions](https://github.com/decentraland/sdk7-test-scenes/tree/main/scenes/80,-4-restricted-actions) — `movePlayerTo` (incl. elevated `y`, `avatarTarget`-only turns), `triggerEmote`, `triggerSceneEmote`, `teleportTo`, `openExternalUrl`. - [88,-13-avatar-masks](https://github.com/decentraland/sdk7-test-scenes/tree/main/scenes/88,-13-avatar-masks) — emote masks: looping `AvatarMask.AM_UPPER_BODY` scene emote + `AvatarAttach` anchor to hold a synced crate, `stopEmote` to release. Also includes `loop: false` + mask pair (plays once then returns upper body to locomotion) and `loop: true` + mask pair (repeats until stopped) for verifying the masked-emote loop flag is respected. For component field details, see `{baseDir}/../sdk-scenes/references/components-reference.md`. For anchor points, emote names, and event callbacks, see `{baseDir}/references/avatar-apis.md`. For `AvatarNametag` fields, edge cases, and the multiplayer roster pattern, see `{baseDir}/references/avatar-nametag.md`.