npcs
Skill4 starsChanged 10 days agoApache-2.0View on GitHub
Create NPCs in Decentraland: GLB characters with dialogue, paths and state via dcl-npc-toolkit, or avatar-look NPCs with AvatarShape (wearables, emotes, copies of the player). Use for shopkeepers, guards, quest givers, any non-player character. For the live player see player-avatar.
- Installs packages
In this repository37 other files it gives its agents.
- add-3d-modelsSkill
- add-interactivitySkill
- advanced-inputSkill
- advanced-renderingSkill
- animations-tweensSkill
- audio-analysisSkill
- audio-videoSkill
- authoritative-serverSkill
- avatar-animationsSkill
- build-uiSkill
- camera-controlSkill
- compositesSkill
- create-sceneSkill
- creator-hub-mcpSkill
- dcl-gddSkill
- dcl-prototypeSkill
- deploy-sceneSkill
- deploy-worldsSkill
- fontsSkill
- lighting-environmentSkill
- migrate-sdk6-to-sdk7Skill
- multiplayer-syncSkill
- nft-blockchainSkill
- optimize-sceneSkill
- particle-systemSkill
- player-avatarSkill
- player-physicsSkill
- promote-sceneSkill
- report-sdk-issueSkill
- scene-feedbackSkill
- scene-retroSkill
- scene-runtimeSkill
- script-componentsSkill
- sdk-scenesSkill
- smart-wearablesSkill
- unity-explorer-mcpSkill
- wearablesSkill
The file
We split this skill into the rules it gives an agent
4 rules. About 0 are common, 2 are distinctive, and 2 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈2
Distinctive · estimate
This author's own choices. Worth a look.
2
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 70
Create an NPC that looks like a Decentraland player avatar, dressed in any wearables.
- Distinctive: line 98
Always include eyebrows, mouth, and eyes wearables — the avatar won't render face features without them.
- Very specific: line 102
Use expressionTriggerTimestamp as a Lamport timestamp to replay the same emote: first play = 0, second play = 1, etc.
- Very specific: line 103
Clone the current player's look: read getPlayer() and pass userData.wearables and userData.emotes straight into AvatarShape.create.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
NPCs in Decentraland
Two approaches — choose based on what the NPC needs to do:
| Approach | Use when |
NPC Toolkit (dcl-npc-toolkit) | GLB model, needs dialogue, walking, state machine behavior |
| AvatarShape | Needs to look like a Decentraland avatar (wearables, expressions) |
Approach 1 — NPC Toolkit (GLB-based)
The toolkit handles dialogue UI, movement along paths, animations, and interaction out of the box.
Install:
npm i dcl-npc-toolkitBasic usage:
import * as npc from 'dcl-npc-toolkit'
import { Vector3, Quaternion } from '@dcl/sdk/math'
const dialogs: npc.Dialog[] = [{ text: 'Hello there!', isEndOfDialog: true }]
const npcEntity = npc.create(
{ position: Vector3.create(8, 0, 8), rotation: Quaternion.fromEulerDegrees(0, 180, 0) },
{
type: npc.NPCType.CUSTOM,
model: { src: 'assets/Models/guard.glb' },
idleAnim: 'Idle',
walkingAnim: 'Walk',
hoverText: 'Talk',
onlyExternalTrigger: false,
onActivate: () => {
// called when player activates the NPC
npc.talk(npcEntity, dialogs)
},
}
)For full dialogue scripting, movement paths, state machines, and all config options, see {baseDir}/references/npc-library.md — it covers:
- Dialogue types (talk, button choices, NPC responses)
- Walking to positions and following paths
- State management (quest giver, guard, shop patterns)
- Multiplayer considerations
- Performance optimization
Gotchas (NPC Toolkit)
- Button labels are clipped at about 15 characters with no ellipsis. Use short labels (
"Yes","No thanks","Tell me more"); for longer text dropfontSizeor setsizeon the button. Details:{baseDir}/references/npc-library.md→ ButtonData fields. - Opening dialogs on an entity not created via
npc.createneedsaddDialog(entity)plus a minimalnpcDataComponent.set(entity, ...); a standalonecreateDialogWindow()needs the same or its UI crashes onreading 'theme'. Setup code:{baseDir}/references/npc-library.md→ Toolkit Dialog UI vs Bubble UI. - Speech bubbles need
createDialogBubble(entity)beforetalkBubble. Bubbles do not render question buttons; questions are HUD-only. faceUser: true— place fixed-world objects unparented, beside the NPC.faceUserrewrites the NPC entity'sTransform.rotationevery frame (viaTrackUserFlag+faceUserSystem) to look at the player. Any child placed at a local offset inherits that rotation and orbits the NPC as the player moves, landing in unintended places (behind a door, occluded, unclickable). Fix: spawn such objects unparented at a computed world position (derive a stable world spot from a non-rotating reference like a door, plus the NPC's position). The same caveat applies to any entity whose Transform you rotate every frame.- dcl-npc-toolkit must be statically imported from the entry point. The toolkit calls
engine.defineComponent(...)at module-load time.engine.defineComponentthrows"Engine is already sealed. No components can be added at this stage"if it runs after the engine seals. A dynamicawait import('./client-setup')defers that registration past the seal point. So any module that imports the toolkit must be reached via a staticimportfromindex.ts. In an authoritative-server scene, keep the client setup (which imports the toolkit) static and dynamically import only the server-only branch. See authoritative-server.
Approach 2 — AvatarShape (Decentraland avatar look)
Create an NPC that looks like a Decentraland player avatar, dressed in any wearables.
import { engine, Transform, AvatarShape } from '@dcl/sdk/ecs'
import { Vector3 } from '@dcl/sdk/math'
const npc = engine.addEntity()
Transform.create(npc, { position: Vector3.create(8, 0, 8) })
AvatarShape.create(npc, {
id: 'guard-0001', // unique; its last 4 characters show beside the name
name: 'Guard', // display name shown above head
bodyShape: 'urn:decentraland:off-chain:base-avatars:BaseMale', // or BaseFemale
wearables: [
'urn:decentraland:off-chain:base-avatars:eyebrows_00',
'urn:decentraland:off-chain:base-avatars:mouth_00',
'urn:decentraland:off-chain:base-avatars:eyes_00',
'urn:decentraland:off-chain:base-avatars:blue_tshirt',
'urn:decentraland:off-chain:base-avatars:brown_pants',
'urn:decentraland:off-chain:base-avatars:classic_shoes',
'urn:decentraland:off-chain:base-avatars:short_hair',
],
hairColor: { r: 0.92, g: 0.76, b: 0.62 }, // RGB 0–1
skinColor: { r: 0.94, g: 0.85, b: 0.6 },
})Notes:
- Always include eyebrows, mouth, and eyes wearables — the avatar won't render face features without them.
idis required and must be unique per AvatarShape entity. The Explorer prints the last 4 characters ofidafter the name, in faded text, the way an unclaimed player name shows its address. An NPC has no profile, so it always gets the suffix and no field turns it off:id: 'guard-1'withname: 'Guard'renders as "Guard" with a faded "rd-1" appended. Choose ids whose last four characters look intentional, such asguard-0001(an id shorter than 4 characters shows0000). The only way to lose the suffix is to drop the whole tag.- Set
name: ''(empty string) to suppress the name tag above the NPC's head, suffix included. - Moving the
Transformposition causes the NPC to walk/run to the destination (it does not teleport). This mutation DOES take effect — unlike the read-only playerTransform. You can also drive movement withTween(Tween.Mode.Move) +TweenSequencefor scripted paths; the avatar plays its walk animation along the tween. For an NPC that continuously chases the player (or another moving target), useTween.setMoveContinuous; re-creatingsetMovetweens every frame jitters. See the animations-tweens skill ("PITFALL — a CONSTANTLY changing target") and the79,-4-tween-following-cubetest scene. - Use
expressionTriggerTimestampas a Lamport timestamp to replay the same emote: first play = 0, second play = 1, etc. - Clone the current player's look: read
getPlayer()and passuserData.wearablesanduserData.emotesstraight intoAvatarShape.create.getPlayer()may return null / empty emotes on the first frames — poll in a system untiluserData.emotes.length > 0before spawning (test scene 4,21).
Label plate above the NPC's name (AvatarNametag)
AvatarNametag works on any entity with an AvatarShape, not just on players. Attach it to the same entity:
import { AvatarNametag } from '@dcl/sdk/ecs'
AvatarNametag.create(npcEntity, { label: 'Shopkeeper' })name: ''on theAvatarShapeshows only the plate, with no empty native name box under it — label an NPC with a title alone.
Field table, edge cases, and gotchas: player-avatar skill ("Custom Nametag Plates") and {baseDir}/../player-avatar/references/avatar-nametag.md.
Playing expressions on an AvatarShape NPC
AvatarShape.getMutable(npc).expressionTriggerId = 'wave'
AvatarShape.getMutable(npc).expressionTriggerTimestamp = 1expressionTriggerId accepts either a built-in emote name ('robot', 'wave', ...) OR a scene-emote .glb path (e.g. 'animations/Snowball_Throw_emote.glb') — the same _emote.glb-suffixed files used with triggerSceneEmote. This is how you play a custom emote on an NPC (there is no triggerSceneEmote equivalent for AvatarShape entities). To cycle through the player's own emotes, set expressionTriggerId = userData.emotes[i].
Before authoring a custom clip for an NPC pose (sit, idle variant), check the embedded emotes first. The Explorer ships 21 emotes that expressionTriggerId accepts by name; the sitting ones loop and hold the pose with no re-trigger. Full list with ids and loop flags (single source of truth): {baseDir}/../avatar-animations/references/embedded-emotes.md. A built-in sit often reads more naturally than a hand-authored one. Next, the Creator Hub's Avatar Animations pack has 45 downloadable _emote.glb clips (stools, puffs, bean bags, ledges, chess, fishing, drinking, crafting…) that expressionTriggerId plays by file path — catalogued with previews in {baseDir}/../avatar-animations/references/animation-catalog.md. Only author a custom clip (avatar-animations) when neither fits.
Note: replaying the same expressionTriggerId value back-to-back requires bumping expressionTriggerTimestamp; setting a different id each time replays without touching the timestamp.
AvatarShape playback limits (mechanisms and workarounds: {baseDir}/references/avatar-shape-npcs.md):
- Custom clips do not loop on an
AvatarShape; only built-in emotes whose loop flag isyesin the avatar-animations catalog (sitting poses, several social dances) hold a pose. For a sustained custom pose, retrigger a long clip before it ends. - Moving the NPC cancels its emote (Transform write or
Tween). Bake travel during an emote into the_emote.glbas root motion. - Hide it by scaling to
0.001, not by moving it away: a movedAvatarShapevisibly walks there. - No masked (upper-body) emotes:
expressionTriggerIdis always full-body.
Copies of the player
A lookalike of the player — a line-up of "you", a clone posing in a shop, a twin that waves back — is an AvatarShape fed from live getPlayer() data (field mapping in player-avatar, clone bullet above), so it wears whatever the player wears.
- An
AvatarShapecannot be puppeted frame by frame: the engine walks it toward the authored position and turns it to face its travel. For a mirror double, shadow or replay ghost, use a rigged humanoid GLB with anAnimatorand write itsTransformeach frame. - What a copy can visibly differ in is decided by wearable categories (readable from the catalyst); scaling the copy (
1.07,0.93,1.10) always shows.
Details for both: {baseDir}/references/avatar-shape-npcs.md.
Mannequin mode (show wearables without a body)
Useful for storefronts and wearable displays:
AvatarShape.create(mannequin, {
id: 'mannequin-0001',
name: 'Display',
wearables: ['urn:decentraland:matic:collections-v2:0x...:0'],
showOnlyWearables: true,
})For the full AvatarShape field reference, body shape URNs, and common base wearable URNs, see {baseDir}/../player-avatar/references/avatar-apis.md.
Adding interactivity to AvatarShape NPCs
AvatarShape entities are not clickable — they have no collider, so pointer events won't register on them directly. To let players interact with an AvatarShape NPC, use one of these approaches:
Option A — Add a MeshCollider for click interaction
Attach an invisible collider to the same entity so pointerEventsSystem can detect clicks (see add-interactivity skill):
import { MeshCollider, pointerEventsSystem, InputAction } from '@dcl/sdk/ecs'
// invisible cylinder collider roughly matching avatar size.
// Pointer clicks require the CL_POINTER collider layer; MeshCollider defaults to
// all layers (which includes CL_POINTER), so an explicit layer is optional here.
// If you set a layer, include ColliderLayer.CL_POINTER or clicks won't register.
MeshCollider.setCylinder(npc)
pointerEventsSystem.onPointerDown(
{ entity: npc, opts: { button: InputAction.IA_POINTER, hoverText: 'Talk' } },
() => {
console.log('Player clicked NPC')
}
)Option B — Proximity-based interaction
Trigger the interaction when the player walks near the NPC, with a native TriggerArea on a child entity (the area's size is its Transform.scale, so scaling the NPC entity itself would scale the avatar):
import { engine, Transform, TriggerArea, triggerAreaEventsSystem } from '@dcl/sdk/ecs'
import { Vector3 } from '@dcl/sdk/math'
const zone = engine.addEntity()
Transform.create(zone, { parent: npc, scale: Vector3.create(8, 8, 8) }) // ~4 m radius
TriggerArea.setSphere(zone)
triggerAreaEventsSystem.onTriggerEnter(zone, (result) => {
if (result.trigger?.entity !== engine.PlayerEntity) return // local player only
// start dialogue or other interaction (fires once per entry)
})Full TriggerArea reference: add-interactivity → Trigger Areas.
Example scenes
Engine-team test scenes for the AvatarShape approach (exercised against the real engine):
- 4,20-avatar-shape — spawn AvatarShape NPCs with base-avatar wearables and with on-chain collection wearable URNs;
name: ''to hide the name tag. - 4,19-avatar-shape-movement — moving an AvatarShape by mutating its
Transform(walks to target) and byTween/TweenSequence; anAvatarAttachbox on the NPC's hand via itsid. - 4,21-avatar-shape-emotes — clone the local player onto an NPC using
getPlayer().wearables/.emotes, then cycle emotes viaexpressionTriggerId. - 4,22-avatar-shape-scene-emotes — play custom scene emotes on an NPC by setting
expressionTriggerIdto an_emote.glbpath.
These are AvatarShape-only scenes; they do not use dcl-npc-toolkit.
For dialogue flow, the docs example catalog ({baseDir}/../sdk-scenes/references/example-scenes.md) lists the NPC Toolkit and The Fortune Teller, a published game that models a conversation as an explicit state machine (tryTransition with allowed steps) and frames it with a pivot-mounted VirtualCamera.
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