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Found 31 Skills
Iterate on a local Decentraland SDK7 scene against a running Explorer build through its MCP automation server. Use when the user asks to see, test, verify, walk through, screenshot, or debug a scene in-world, when they name the Explorer or its MCP server, or whenever an `mcp__explorer__*` tool is available in the session.
Animate objects in Decentraland scenes. Play GLTF model animations with Animator, create procedural motion with Tween, chain sequences with TweenSequence. Use when the user wants to animate, move, rotate, scroll a texture, or create motion effects. Do NOT use for audio/video playback (see audio-video), player emotes (see player-avatar), or physics-driven motion (see player-physics).
Scaffold a new Decentraland SDK7 scene project. Use when the user wants to start a new scene or create a project. Do NOT use for deployment (see deploy-scene or deploy-worlds).
Read real-time amplitude and 8-band frequency data from any AudioSource, AudioStream, or VideoPlayer entity in a Decentraland SDK7 scene with the AudioAnalysis component. Use when the user asks for music visualizers, beat reactivity, equalizers, or audio-reactive scenes. Do NOT use to play sound (see audio-video) or to detect player-emitted audio (this reads only entity-attached AudioSource/AudioStream/VideoPlayer audio).
Cross-cutting runtime APIs for Decentraland SDK7 scenes. Use when the user needs async work (executeTask), HTTP (fetch/signedFetch) or WebSocket, timers, realm/scene metadata, restricted actions (movePlayerTo, teleport, emotes, external URLs), system execution order/priority, or to write scene tests. Do NOT use for UI (see build-ui), multiplayer sync (see multiplayer-sync), avatar/player data (see player-avatar), or polling-based input (see advanced-input).
Report a Decentraland SDK bug, engine/Explorer runtime limitation, or docs gap to the SDK team BEFORE applying a workaround for it. Use whenever you or the user find that an SDK7 API, component, the Explorer, the Creator Hub, or the `@dcl/sdk` toolchain doesn't behave as documented, is missing something a scene reasonably needs, or forces a workaround — even when the workaround is easy. Asks the user for consent once per scene, then reports automatically and never sends the same issue twice. Do NOT use for bugs in the user's own scene code, for questions about how an API works, or for issues a skill already documents as a known limitation.
The live player in a Decentraland scene. Use when the user wants to read player position or profile, fetch avatar appearance for off-scene addresses (parcel owners, NFT holders), trigger emotes, read equipped wearables, attach items to players/avatar (cosmetic vs held gameplay items), hide avatars or disable passports in zones (AvatarModifierArea), adjust locomotion speed, teleport the player (movePlayerTo), or listen for scene entry/exit. Do NOT use for NPC characters (see npcs), wallet/blockchain checks (see nft-blockchain), freezing player movement (see advanced-input for InputModifier), or camera mode (see camera-control).
Build multiplayer Decentraland scenes with a headless Multiplayer Server. Use when the user wants authoritative multiplayer, anti-cheat, server-side validation, persistent storage, or server messages. Do NOT use for basic CRDT multiplayer without a server (see multiplayer-sync).
Control camera behavior in Decentraland scenes. Covers CameraMode, CameraModeArea, VirtualCamera, MainCamera, and camera vs collider interactions. Use when the user wants camera control, cutscenes, forced camera modes, or camera tracking. Do NOT use for input restriction during cutscenes (see advanced-input for InputModifier) or cursor lock detection (see advanced-input for PointerLock).
Add 3D models (.glb/.gltf) to a Decentraland scene using GltfContainer, including 8,800+ free assets from the OpenDCL catalog. Use when the user wants to add models, import GLB files, find free 3D assets, or set up model colliders. Do NOT use for materials/textures (see advanced-rendering) or model animations (see animations-tweens).
Optimize Decentraland scene performance. Scene limit formulas, object pooling, LOD patterns, texture optimization, system throttling, and asset preloading. Use when the user wants to optimize performance, fix lag, reduce load time, check limits, or reduce entity/triangle count. Do NOT use for deployment (see deploy-scene).
Migrate a legacy Decentraland SDK6 scene to SDK7. Use when the user wants to port an SDK6 scene, upgrade the decentraland-ecs dependency to @dcl/sdk, or rewrite class-based scene code in the ECS style. Do NOT use for new scenes (see create-scene) or for SDK7-to-SDK7 refactors.