optimize-scene

Diagnose and optimize Decentraland SDK7 scene performance against parcel-based resource limits.

Updated Sep 11, 2026
One-click install
npx skills add https://github.com/ansonj-dev/neon-reverse --skill optimize-scene-ansonj-dev
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: optimize-scene
Source: https://github.com/ansonj-dev/neon-reverse/tree/main/agent/skills/optimize-scene
Command: npx skills add https://github.com/ansonj-dev/neon-reverse --skill optimize-scene-ansonj-dev

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: Object pooling, entity parenting, GLB reuse vs merging, LOD swapping, texture atlasing, back-face culling, system throttling, and AssetLoad preloading with ready-to-use TypeScript snippets. - Diagnostics Workflow: Guidance for the preview debug panel (P key), local asset bundle conversion, Blender-based model repair, and gltf-transform compression. - Use Case: A scene stutters when spawning many objects. Use this Skill to apply entity pooling, preload assets with AssetLoad, and verify renderer and material counts in the debug panel before publishing. ## Quick Start Ask the assistant to review your Decentraland scene for performance issues and suggest optimizations based on its parcel count and current entity, triangle, and texture usage.

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 entities against the parcel-based limits. Then apply targeted fixes: pool entities, reuse one GLB across many entities, add LOD swapping, compress textures to power-of-two sizes, and throttle expensive systems.

What are the triangle and entity limits for a Decentraland scene?

Triangles are limited to 10,000 per parcel and entities to 200 per parcel, scaling linearly. Materials, textures, and height scale logarithmically with log2(n+1). File limits are 15 MB per parcel, 300 MB total, and 50 MB per individual file.

Should I reuse one GLB across 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 in Blender when many small static props are always co-visible and measurements show renderer count is the bottleneck, since merging sacrifices per-object culling.

Why does my Decentraland scene stutter when spawning objects?

Stutters come from creating entities per frame or spawning many copies at once without preloading. Use object pooling for dynamic entities and AssetLoad to preload assets before bursts, since building copies costs a frame even when the asset is already resident.

What texture size should I use for Decentraland assets?

Use power-of-two dimensions with a maximum of 1024x1024, since the asset bundle converter downscales anything larger. Use 512x512 for most props, 1024x1024 for hero pieces, and 256x256 for UI elements, preferring WebP or atlases to reduce memory.

When should I use AssetLoad preloading in Decentraland?

Use AssetLoad only for assets not needed at startup, such as models or sounds that appear later or on interaction. Preloading makes later use instant but never frees memory, and assets needed immediately at scene start gain no benefit from it.