What problem does it solve? Decentraland SDK7 scenes run in a single-threaded QuickJS runtime where bare promises are silently dropped, native timers are unsafe, and many APIs (teleports, emotes, external URLs) require prior player interaction. This Skill provides the correct patterns for these cross-cutting runtime APIs so scene code works in production, not just in preview. ## Core Features & Use Cases - Async & Networking: Wrap async work in executeTask, call public APIs with fetch, prove player identity to backends with signedFetch, and open WebSocket connections. - Runtime Metadata & Timing: Read scene/realm/explorer info, world time, deployed files, EngineInfo frame data, and use engine-bound timers instead of native setTimeout. - Restricted Actions & Systems: Control system execution priority, trigger movePlayerTo/teleportTo/emotes/changeRealm, manage portable experiences, and write scene tests with @dcl/sdk/testing. - Use Case: When building a multiplayer World that must call a backend to verify the player, then teleport them after a click, this Skill supplies the exact signedFetch and restricted-action patterns that survive deployment. ## Quick Start Ask the assistant to write Decentraland SDK7 scene code that fetches signed data from a backend and teleports the player after a button click, using the scene-runtime patterns.