optimize-scene

Diagnose and optimize Decentraland scene performance against parcel-based resource limits.

1|Updated Apr 4, 2026
One-click install
npx skills add https://github.com/stom66/dcl-bowling --skill optimize-scene-stom66
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: optimize-scene
Source: https://github.com/stom66/dcl-bowling/tree/main/agent/skills/optimize-scene
Command: npx skills add https://github.com/stom66/dcl-bowling --skill optimize-scene-stom66

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Decentraland scenes frequently exceed triangle, entity, texture, and file-size budgets, causing low FPS, long load times, and failed deploys. This Skill provides the exact scene limit formulas, profiling guidance, and concrete code patterns needed to find and fix performance bottlenecks in SDK7 scenes. ## Core Features & Use Cases - Scene Limit Reference: Parcel-scaled formulas and tables for triangles, entities, physics bodies, materials, textures, height, and file size limits. - Optimization Patterns: Entity pooling, model reuse vs merging, LOD systems, texture sizing rules, system throttling, and AssetLoad preloading with copy-paste TypeScript examples. - Diagnostics & Tooling: Preview debug panel guidance, common pitfall tables, and tools like gltf-transform, Blender decimation, and local asset bundle preview. - Use Case: A scene stutters when spawning many objects. Use this Skill to apply object pooling, preload assets with AssetLoad, and verify renderer and material counts in the debug panel. ## Quick Start Ask the assistant to review your Decentraland scene for performance issues and suggest optimizations based on its parcel count.

Frequently Asked Questions about optimize-scene

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I optimize Decentraland scene performance?▼

Start by pressing P in preview mode to check FPS, draw calls, triangles, and entity counts against parcel limits. Then apply entity pooling, LOD model swapping, texture resizing to power-of-two dimensions, and throttled systems as needed.

What are the triangle and entity limits for Decentraland scenes?▼

Triangles scale linearly at 10,000 per parcel and entities at 200 per parcel, while materials, textures, and height scale logarithmically. File limits are 15 MB per parcel, 300 MB total, and 50 MB per individual file.

Should I reuse one GLB across many entities or merge meshes in Blender?▼

Default to one shared GLB referenced by many entities, since the engine dedups downloads and memory by source. Only merge meshes when many small static props are always co-visible and renderer count is the measured bottleneck.

How do I preload assets in a Decentraland scene?▼

Use the AssetLoad component with a list of asset paths, then track per-asset loading states via assetLoadLoadingStateSystem. Preloading only caches assets in memory; you still attach GltfContainer or AudioSource to entities to use them.

Why does my Decentraland scene fail to deploy due to size?▼

Deploy size counts only uploaded files, so working files like Blender sources, FBX, and concept art often cause the failure. Add them to .dclignore at the project root so only runtime assets are uploaded.