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dcl-sittables

v0.1.0

Published

Click-to-sit seats and sittable furniture (stools, couches, benches) for Decentraland SDK7 scenes

Readme

dcl-sittables

Click-to-sit seats and sittable furniture for Decentraland SDK7 scenes.

  • Seats: a glowing orb over each seat and a click box on it (and the furniture itself, for single seats). Click, and your avatar sits with one of Decentraland's own sitting emotes; walk away and you're up. Which seats are taken is shared between players, so a taken seat's orb disappears for everyone (and frees itself if its sitter leaves).
  • Furniture, ready to place: bar stools (seven colourways, round, backrest), couches, a garden bench and tables, each with its seats already worked out and tested in-world.
  • Hooks for other code: know when someone sits or stands, and take over sitting down (dcl-bar-kit uses this to sit you straight into a drinking emote).

Documentation: Getting started · Full reference · Your own furniture · How it works · Troubleshooting

Install

npm install dcl-sittables
npx dcl-sittables-copy-assets        # the models, into assets/dcl-sittables/ (re-run after updating)

A Decentraland scene can only load files inside its own folder, so the models have to be copied in. If you put them somewhere else, call setSittablesAssetRoot('your/folder/') first.

Your scene.json needs "ALLOW_TO_MOVE_PLAYER_INSIDE_SCENE" and "ALLOW_TO_TRIGGER_AVATAR_EMOTE" in requiredPermissions.

Place furniture

import { Vector3 } from '@dcl/sdk/math'
import { FURNITURE, placeFurniture } from 'dcl-sittables'

export function main() {
  // facing: the way people sitting on it face, in degrees (0: +Z, 90: +X)
  placeFurniture(FURNITURE.pedestalStoolPinkGold, { position: Vector3.create(8, 0, 8), facing: 0 })
  placeFurniture(FURNITURE.petalSofa, { position: Vector3.create(12, 0, 6), facing: 90 })
}

placeFurniture returns { entity, seats }. Options: position, facing, scale (extra, on top of the model's own; seats move with it) and hoverText.

| FURNITURE. | What | Seats | |---|---|---| | pedestalStool, pedestalStoolCyanMagenta, pedestalStoolBluePurple, pedestalStoolLimeTeal, pedestalStoolMonochrome, pedestalStoolPinkGold, pedestalStoolRedOrange | Pedestal bar stools, seven colourways | 1 | | roundStool, backrestStool | Round bar stool; bar stool with a backrest | 1 | | siltCouch | The Silt's couch | 3 | | petalSofa, darkPetalSofa | MetaPetal's petal sofa, light and dark | 3 | | gardenBench | Garden bench | 2 | | highBarTable, circularHighBarTable, squareHighBarTable, coffeeTable | Tables (not for sitting on) | 0 |

Make anything sittable

Your own furniture: describe it as a FurnitureModel and place it the same way:

import { placeFurniture, FurnitureModel } from 'dcl-sittables'

const myChair: FurnitureModel = {
  file: 'models/my-chair.glb', // relative to the assets root; or set up your own seats with addSeat (below)
  scale: 1,
  uprightX: 0,     // -90 for models exported Z-up
  yawOffset: 0,    // degrees to turn the model so its front faces `facing`
  collision: 'model',
  kind: 'stool',
  seats: [{ across: 0, forward: 0.35, rise: 0, orbForward: 0, orbRise: 0.65 }]
}

Or add seats yourself, anywhere:

import { addSeat } from 'dcl-sittables'

addSeat({
  position: Vector3.create(8, 0, 8.4),     // where the player's moved to sit (see "Where a seat goes")
  lookAt: Vector3.create(8, 1.5, 12),      // what they face
  orbPosition: Vector3.create(8, 0.65, 8), // the orb, over the seat
  clickTargets: [myChairEntity],           // optional: more things to click
  kind: 'stool'                            // 'stool' | 'couch' | 'bench'
})

Where a seat goes

Decentraland's sitting emotes (sittingChair1, sittingChair2) are made for the player standing on the floor just in front of the seat: they raise the hips 0.64 m and move them back 0.37 m onto it. So a seat's position is at floor level (or on something whose top is ~0.47 m below the seat's top), about 0.3–0.45 m in front of the middle of the seat, and the seated player faces lookAt. Two things that matter, learned the hard way:

  • Nothing may overlap the player at the seat position. A stool's seat position is under its cushion's edge; had the cushion collided, the avatar would be shoved off it, a different way on every stool, and sit off-centre. That's why stools use collision: 'stool': the model only takes clicks, a collider stands round the bottom of the pole, and a small invisible step at the seat position holds the sitter at exactly the right height.
  • The avatar is turned to face lookAt as it's moved, because the emote moves back from however it's facing.

Orbs

import { setSeatOrbStyle } from 'dcl-sittables'
import { Color4 } from '@dcl/sdk/math'

setSeatOrbStyle({ color: Color4.create(1, 0.4, 0.8, 0.4), glow: Color4.create(1, 0.4, 0.8, 1) }) // before adding seats

Hooks

import { isSeated, currentSeat, onSitDown, onStandUp, setSitHandler } from 'dcl-sittables'

onSitDown((seat) => console.log('sat in', seat.id, seat.kind))
onStandUp((seat) => console.log('got up from', seat.id))

// Take over sitting down: return true if you've sat the player down yourself
setSitHandler((seat) => false)

Sharing seats between players

Seat occupancy uses syncEntity, keyed by each seat's order (or its syncId). Every player's client must add seats in the same order, which is the case when your scene adds them in its main(). If seats are added in varying orders (say, after fetching something), give each a syncId that's the same on every client.

Licence

Code: MIT. Models: CC BY 4.0, by MetaPetal: credit "Furniture by MetaPetal (dcl-lounge-kit), CC BY 4.0". See the repository's ASSETS-LICENSE.md.