# Advanced Rendering

> Advanced rendering in Decentraland scenes. Billboard, TextShape, PBR materials, GltfNodeModifiers, and VisibilityComponent. Use when the user wants billboards, floating labels, 3D text, material effects, glow, transparency, or model node control. Do NOT use for screen-space UI (see build-ui) or loading 3D models (see add-3d-models).

- Skill: `decentraland/advanced-rendering` (Agent Skill, multi-file: 2 files)
- Install (CLI): `npx skillmds@latest add decentraland/advanced-rendering`
- Raw SKILL.md: https://api.skillmd.com/api/skills/decentraland/advanced-rendering/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: AI & ML
- Author: decentraland (https://skillmd.com/u/decentraland)
- Updated: 2026-09-17
- Page: https://skillmd.com/skills/decentraland/advanced-rendering

---


# Advanced Rendering in Decentraland

## When to Use Which Rendering Feature

| Need | Component | When |
|------|-----------|------|
| Entity faces the camera | `Billboard` | Name tags, signs, sprite-like objects |
| Text in the 3D world | `TextShape` | Labels, signs, floating text above entities |
| Custom material appearance | `Material.setPbrMaterial` | Metallic, rough, transparent, emissive surfaces |
| Show/hide without removing | `VisibilityComponent` | LOD systems, toggling objects, conditional display |
| Modify GLTF model nodes | `GltfNodeModifiers` | Override materials or shadow casting on specific mesh nodes |

**Decision flow:**
1. Need text on screen? → Use **build-ui** (React-ECS Label) instead
2. Need text in 3D space? → `TextShape` (+ `Billboard` to face camera)
3. Need glowing/transparent materials? → `Material.setPbrMaterial` with emissive/transparency
4. Need to override material on a model node? → `GltfNodeModifiers` with `modifiers` array

## Billboard (Face the Camera)

Make entities always rotate to face the player's camera:

```typescript
import { engine, Transform, Billboard, BillboardMode, MeshRenderer } from '@dcl/sdk/ecs'
import { Vector3 } from '@dcl/sdk/math'

const sign = engine.addEntity()
Transform.create(sign, { position: Vector3.create(8, 2, 8) })
MeshRenderer.setPlane(sign)

// Rotate only on Y axis (most common — stays upright)
Billboard.create(sign, {
  billboardMode: BillboardMode.BM_Y
})
```

### Billboard Modes

```typescript
BillboardMode.BM_Y      // Rotate on Y axis only (stays upright) — most common
BillboardMode.BM_ALL    // Rotate on all axes (fully faces camera)
BillboardMode.BM_X      // Rotate on X axis only
BillboardMode.BM_Z      // Rotate on Z axis only
BillboardMode.BM_NONE   // No billboard rotation
```

- Prefer `BM_Y` over `BM_ALL` for most use cases — it looks more natural and is cheaper to render.
- `BM_ALL` is useful for particles or effects that should always directly face the camera.
- **No `oppositeDirection` flag.** The SDK7 `Billboard` component exposes only `billboardMode` — there is no way to invert which model face points at the camera. If a model shows its back instead of its front, rotate the model 180° on Y (`Quaternion.fromEulerDegrees(0, 180, 0)`). On a parent-Billboard + child-model setup, apply the rotation to the **child** — the Billboard owns the parent's rotation.
- **Porting note**: SDK6 → SDK7 ports occasionally show a billboarded model facing **away** from the camera that was correct under SDK6. The two SDKs appear to disagree on which face the billboard points at the camera. Same fix — rotate the displayed model 180° on Y. See [[migrate-sdk6-to-sdk7]] (Common Pitfalls) for context.

### Face another entity — `targetEntity`

`Billboard` has an optional `targetEntity?: Entity` field. When set, the entity reorients to face **that target entity** instead of the camera.

```typescript
// Face a specific entity instead of the camera
Billboard.create(card, { targetEntity: sphere })

// Yaw-only tracking of a target (BM_Y respected while targeting)
Billboard.create(card, { targetEntity: target, billboardMode: BillboardMode.BM_Y })

// Retarget at runtime
Billboard.getMutable(card).targetEntity = otherEntity
```

- **Unset (default)** → faces the main camera, exactly as before. `targetEntity` is fully backwards-compatible.
- Setting `targetEntity` to the **camera reserved entity** (`engine.CameraEntity`, id `2`) is equivalent to leaving it unset.
- `billboardMode` still applies: `BM_Y` with a `targetEntity` yaws to face the target on the Y axis only.
- **Gotcha:** if the referenced target entity does not exist or is deleted, billboard reorientation is **disabled** (the entity freezes at its last orientation) until the target exists again.
- **Multiplayer:** a camera-facing billboard is computed locally per player (each player sees it facing themselves, nothing is synced). A `targetEntity` billboard instead faces the same way for **all** players, because the target's position is scene state. Use `targetEntity` when every player must see the same orientation.

## TextShape (3D Text)

Render text directly in 3D space:

```typescript
import { engine, Transform, TextShape, TextAlignMode } from '@dcl/sdk/ecs'
import { Vector3, Color4 } from '@dcl/sdk/math'

const label = engine.addEntity()
Transform.create(label, { position: Vector3.create(8, 3, 8) })

TextShape.create(label, {
  text: 'Hello World!',
  fontSize: 24,
  textColor: Color4.White(),
  outlineColor: Color4.Black(),
  outlineWidth: 0.1,
  textAlign: TextAlignMode.TAM_MIDDLE_CENTER
})
```

- Keep `fontSize` readable — 16-32 for in-world text.
- Always add `outlineColor` and `outlineWidth` for legibility against any background.

### Text Alignment Options

```typescript
TextAlignMode.TAM_TOP_LEFT
TextAlignMode.TAM_TOP_CENTER
TextAlignMode.TAM_TOP_RIGHT
TextAlignMode.TAM_MIDDLE_LEFT
TextAlignMode.TAM_MIDDLE_CENTER
TextAlignMode.TAM_MIDDLE_RIGHT
TextAlignMode.TAM_BOTTOM_LEFT
TextAlignMode.TAM_BOTTOM_CENTER
TextAlignMode.TAM_BOTTOM_RIGHT
```

For the floating-label pattern (Billboard + TextShape combined into a camera-facing label), see the **Floating Label (Billboard + TextShape)** section in `{baseDir}/references/rendering-patterns.md`.

## Advanced PBR Materials

### Metallic and Roughness

```typescript
import { engine, Transform, MeshRenderer, Material, MaterialTransparencyMode } from '@dcl/sdk/ecs'
import { Color4, Color3 } from '@dcl/sdk/math'

// Shiny metal
Material.setPbrMaterial(entity, {
  albedoColor: Color4.create(0.8, 0.8, 0.9, 1),
  metallic: 1.0,
  roughness: 0.1
})

// Rough stone
Material.setPbrMaterial(entity, {
  albedoColor: Color4.create(0.5, 0.5, 0.5, 1),
  metallic: 0.0,
  roughness: 0.9
})
```

### Transparency

```typescript
// Alpha blend — smooth transparency
Material.setPbrMaterial(entity, {
  albedoColor: Color4.create(1, 0, 0, 0.5), // 50% transparent red
  transparencyMode: MaterialTransparencyMode.MTM_ALPHA_BLEND
})

// Alpha test — cutout (binary visible/invisible based on threshold)
Material.setPbrMaterial(entity, {
  texture: Material.Texture.Common({ src: 'assets/Images/cutout.png' }),
  transparencyMode: MaterialTransparencyMode.MTM_ALPHA_TEST,
  alphaTest: 0.5
})
```

- `MTM_ALPHA_TEST` is cheaper than `MTM_ALPHA_BLEND` — use cutout when smooth transparency isn't needed.

### Emissive (Glow Effects)

```typescript
// Glowing material (emissiveColor uses Color3, not Color4)
Material.setPbrMaterial(entity, {
  albedoColor: Color4.create(0, 0, 0, 1),
  emissiveColor: Color3.create(0, 1, 0),  // Green glow
  emissiveIntensity: 2.0
})

// Emissive with texture
Material.setPbrMaterial(entity, {
  texture: Material.Texture.Common({ src: 'assets/Images/diffuse.png' }),
  emissiveTexture: Material.Texture.Common({ src: 'assets/Images/emissive.png' }),
  emissiveIntensity: 1.0,
  emissiveColor: Color3.White()
})
```

- Use `emissiveColor` with a dark `albedoColor` for maximum glow visibility.

### Texture Maps

```typescript
Material.setPbrMaterial(entity, {
  texture: Material.Texture.Common({ src: 'assets/Images/diffuse.png' }),
  bumpTexture: Material.Texture.Common({ src: 'assets/Images/normal.png' }),
  emissiveTexture: Material.Texture.Common({ src: 'assets/Images/emissive.png' })
})
```

### castShadows

Both `setPbrMaterial` and `setBasicMaterial` accept `castShadows: boolean` (default `true`). Set `false` to stop a surface from casting shadows without changing its appearance:

```typescript
Material.setPbrMaterial(entity, { albedoColor: Color4.Green(), castShadows: false })
```

For disabling shadows on a specific node inside a GLTF model, use `GltfNodeModifiers` with `castShadows: false` instead (see below).

## GltfContainer Collision Masks

Use collision masks to control which collision layers respond to the different mesh layers in a GLTF model. GLTF models have two mesh layers: visible meshes (what players see rendered), and invisible layers (collider meshes, named internally with _collider):

```typescript
import { engine, Transform, GltfContainer, ColliderLayer } from '@dcl/sdk/ecs'
import { Vector3 } from '@dcl/sdk/math'

const model = engine.addEntity()
Transform.create(model, { position: Vector3.create(4, 0, 4) })

GltfContainer.create(model, {
  src: 'models/myModel.glb',
  visibleMeshesCollisionMask: ColliderLayer.CL_PHYSICS | ColliderLayer.CL_POINTER,
  invisibleMeshesCollisionMask: ColliderLayer.CL_PHYSICS
})
```

## VisibilityComponent

Show or hide entities without removing them:

```typescript
import { engine, VisibilityComponent } from '@dcl/sdk/ecs'

// Hide an entity
VisibilityComponent.create(entity, { visible: false })

// Toggle visibility
const visibility = VisibilityComponent.getMutable(entity)
visibility.visible = !visibility.visible
```

For a distance-based LOD (Level of Detail) system that toggles `VisibilityComponent` per frame, see the **LOD via VisibilityComponent** section in `{baseDir}/references/rendering-patterns.md`.

### propagateToChildren

Set `propagateToChildren: true` on a `VisibilityComponent` to apply visibility to all children in the hierarchy at once. This avoids having to mark every child entity individually:

```typescript
VisibilityComponent.create(parentEntity, { visible: false, propagateToChildren: true })
```

Rules (verified against the `1,0-visibility-comp-propagation` test scene):
- If a child has its **own** `VisibilityComponent`, that value wins regardless of what an ancestor propagates — even if the child's own `propagateToChildren` is `false`, the child stays at its own `visible` value and does not re-inherit the parent's.
- If a child has **no** `VisibilityComponent`, it inherits from the nearest ancestor with `propagateToChildren: true`.
- A child that overrides an invisible parent to `visible: true` can itself set `propagateToChildren: true` to force its own subtree visible again — propagation re-evaluates at each node that carries a `VisibilityComponent`.
- Propagation follows the live `Transform.parent` hierarchy: re-parenting an entity at runtime changes which ancestor's propagated visibility applies to it.

### Per-Node Modifiers (GltfNodeModifiers)

Override material or shadow casting on specific nodes within a GLTF model:

```typescript
import { GltfNodeModifiers } from '@dcl/sdk/ecs'

GltfNodeModifiers.create(entity, {
  modifiers: [
    {
      path: 'RootNode/Armor',     // GLTF hierarchy path
      castShadows: false           // Disable shadow casting for this node
    }
  ]
})
```

To override the material or shadow casting of the **entire** model (`path: ''`) — including the nested `material: { material: { $case: 'pbr' | 'unlit', ... } }` shape — see the **GltfNodeModifiers — Whole-Model Material Override** section in `{baseDir}/references/rendering-patterns.md`.

**Modifier details** (from the `74,-8-gltfnodemodifier` test scene):

- `path` is the GLTF node hierarchy path, `/`-separated (e.g. `Scene_root/shark_skeleton/Sphere/Sphere.001`). `path: ''` targets the whole model; a nested path targets one node and its descendants.
- `material` accepts either `$case: 'pbr'` (full PBR: `albedoColor`, `emissiveColor`, `emissiveIntensity`, textures, …) or `$case: 'unlit'` (`diffuseColor`, …). Different nodes in the same `modifiers` array can use different cases.
- Textures work here too, including video: `pbr: { texture: Material.Texture.Video({ videoPlayerEntity: someEntityWithVideoPlayer }) }`.
- `castShadows: false` per node (no `material` needed) disables shadow casting for that node only.
- One `modifiers` array can contain many entries, each targeting a different `path` in a single call.
- **Debug trick**: passing a `path` that does not exist logs the model's full GLTF node hierarchy to the scene console — use a deliberately wrong path to discover the correct node names.
- Update with `GltfNodeModifiers.createOrReplace(entity, { modifiers: [...] })`; remove all overrides with `GltfNodeModifiers.deleteFrom(entity)`.

Node paths are engine-visible names baked into the GLB, not arbitrary — if a target node has no material of the requested kind, the override may be ignored.


### Avatar Texture

Generate a texture from a player's avatar portrait:

```typescript
Material.setPbrMaterial(portraitFrame, {
  texture: Material.Texture.Avatar({ userId: '0x...' })
})
```

This will fetch a thumbnail image with a closeup of the player's face, wearing the wearables that this player currently has on.


### Texture Modes

Control how textures are filtered and wrapped:

```typescript
import { TextureFilterMode, TextureWrapMode } from '@dcl/sdk/ecs'

Material.setPbrMaterial(entity, {
  texture: Material.Texture.Common({
    src: 'assets/Images/pixel-art.png',
    filterMode: TextureFilterMode.TFM_POINT,    // crisp pixels (no smoothing)
    wrapMode: TextureWrapMode.TWM_REPEAT        // tile the texture
  })
})
```

Filter modes: `TFM_POINT` (pixelated), `TFM_BILINEAR` (smooth), `TFM_TRILINEAR` (smoothest).
Wrap modes: `TWM_REPEAT` (tile), `TWM_CLAMP` (stretch edges), `TWM_MIRROR` (mirror tile).

## Texture Tweens

For animated texture patterns (`Tween.setTextureMoveContinuous` scrolling, `Tween.setTextureMove` slide-once, `TMT_OFFSET` vs `TMT_TILING` movement types, and looping via `TweenSequence`) — all requiring a texture with `wrapMode: TWM_REPEAT` — see the **Texture Tweens** section in `{baseDir}/references/rendering-patterns.md`.


## FlatMaterial Accessors

The `Material` component provides shortcut methods that skip the nested union structure, making material access more ergonomic:

| Method | Returns | Throws if no material? |
|---|---|---|
| `Material.getFlat(entity)` | Read-only `FlatMaterial` | Yes |
| `Material.getFlatOrNull(entity)` | Read-only `FlatMaterial \| null` | No |
| `Material.getFlatMutable(entity)` | Read/write `FlatMaterial` | Yes |
| `Material.getFlatMutableOrNull(entity)` | Read/write `FlatMaterial \| null` | No |

```typescript
// Read a property safely
const src = Material.getFlatOrNull(entity)?.texture?.src

// Mutate a texture in-place without knowing PBR vs Basic
Material.getFlatMutableOrNull(entity)!.texture = Material.Texture.Common({ src: 'assets/Images/new.png' })
```

## Example scenes

Engine-team test scenes exercising these APIs against the real runtime:

- https://github.com/decentraland/sdk7-test-scenes/tree/main/scenes/74,-8-gltfnodemodifier — `GltfNodeModifiers` overriding PBR/unlit materials, video textures, per-node colors and `castShadows` on specific GLTF nodes; `createOrReplace`/`deleteFrom`; wrong-path console-dump debug trick.
- https://github.com/decentraland/sdk7-test-scenes/tree/main/scenes/1,0-visibility-comp-propagation — `VisibilityComponent` `propagateToChildren` across a parent/child/grandchild hierarchy with runtime re-parenting, covering every override combination.
- https://github.com/decentraland/sdk7-test-scenes/tree/main/scenes/1,1-billboard-target-entity — `Billboard.targetEntity`: unset (faces the camera), tracking a moving entity, a target deleted and re-created (orientation freezes while the target is absent, resumes when it returns), `BM_Y` vs `BM_ALL` against the same target, and `targetEntity: engine.CameraEntity` behaving identically to unset.
- https://github.com/decentraland/sdk7-test-scenes/tree/main/scenes/0,3-texture-movement — texture tweens via `Tween.setTextureMove` with `TextureMovementType.TMT_OFFSET` and `TMT_TILING`, paired with `TweenSequence` loops; also `Billboard` + `TextShape`.
- https://github.com/decentraland/sdk7-test-scenes/tree/main/scenes/52,-52-testing-gallery — PBR material sweeps (metallic/roughness/emissive/normal-map) and `GltfContainer` collision-mask combinations shown side by side.

