What problem does it solve? In Decentraland SDK7, each player runs the scene locally, so changes one player makes to the world are invisible to others by default. This Skill provides the patterns to keep shared world state consistent across all players without running a server. ## Core Features & Use Cases - Shared State with syncEntity: Synchronize entities and custom components via CRDTs so late joiners see current state, using stable enum sync IDs for singletons and auto IDs for player-spawned entities. - Ephemeral Events with MessageBus: Broadcast fire-and-forget events like sounds, chat, or hit effects, plus a binary sendBinary path for high-frequency payloads. - Server Communication: Patterns for fetch, signedFetch, and WebSocket connections with reconnection, heartbeat, and typed JSON message conventions. - Use Case: Build a cooperative puzzle game where door states, switches, and scoreboards stay consistent for every player, while transient effects like particle triggers are sent as MessageBus events. ## Quick Start Add multiplayer synchronization to my Decentraland scene so the door entity's Transform stays in sync for all players using syncEntity.