What problem does it solve? Standard Decentraland multiplayer relies on serverless CRDT sync, which means any client can write shared state, making cheating trivial and preventing server-side validation, persistent storage, or secret-keeping. This Skill guides the implementation of scenes where a headless server owns game state, validates every change, and blocks client tampering. ## Core Features & Use Cases - Server-authoritative state: Branch one codebase with isServer(), define synced components, and lock them with validateBeforeChange() so only the server can write. - Anti-cheat validation: Verify player actions server-side using real positions from PlayerIdentityData and Transform instead of trusting client-reported data. - Persistence and secrets: Use Storage for scene and per-player data that survives restarts, and EnvVar for server-only secrets and live-tunable parameters. - Use Case: Build a competitive leaderboard scene where clients send a claimPoint action, the server validates proximity to a score orb, increments the score itself, persists totals, and broadcasts a synced top-N board. ## Quick Start Ask the AI to convert your Decentraland scene to authoritative multiplayer by installing the @dcl/sdk@auth-server branch and adding server-side validation for all shared game state.