What problem does it solve? Decentraland scenes run locally in each player's explorer, so environment changes are not shared between players by default. This Skill provides the patterns to synchronize scene state across players without running a server, using the SDK7 CRDT networking layer. ## Core Features & Use Cases - syncEntity State Sync: Share persistent world state (doors, scoreboards, elevators) across all players including late joiners, with stable enum-based sync IDs and custom synced components. - MessageBus Events: Broadcast fire-and-forget events like chat messages, sound effects, and particle triggers to players currently in the scene, including a binary transport for high-frequency payloads. - Decision Guidance: A strategy table and decision flow for choosing between syncEntity, MessageBus, fetch/signedFetch, and WebSocket based on persistence and authority needs. - Use Case: Build a shared door that any player can open, where late joiners immediately see its current state, by calling syncEntity with a stable enum sync ID on the door entity. ## Quick Start Add multiplayer synchronization to my Decentraland scene so all players see the same shared object state using syncEntity.