creator-hub-mcp

Edit Decentraland scenes live through the Creator Hub MCP server tools.

1|Updated Apr 4, 2026
One-click install
npx skills add https://github.com/stom66/dcl-bowling --skill creator-hub-mcp-stom66
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: creator-hub-mcp
Source: https://github.com/stom66/dcl-bowling/tree/main/agent/skills/creator-hub-mcp
Command: npx skills add https://github.com/stom66/dcl-bowling --skill creator-hub-mcp-stom66

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Hand-editing a Decentraland scene's main.composite, main.crdt, or scene.json files while the Creator Hub is open silently loses changes, because the editor regenerates those files from its in-memory engine. This Skill routes every scene mutation through the Creator Hub's built-in MCP server so edits apply to the live engine, autosave correctly, and remain undoable for the user. ## Core Features & Use Cases - Live scene graph editing: Create, reparent, and delete entities and set or remove components (Transform, GltfContainer, LightSource, and more) through tools like create_entity, set_component, and scene_state, with every change visible in the editor viewport. - Smart Item catalog integration: Search the asset-packs catalog with search_catalog and place fully wired Smart Items (lights, doors, screens, triggers) via place_smart_item instead of manually assembling components. - Preview and verification loop: Launch the scene in the Decentraland Explorer with launch_preview, then use explorer_* tools for screenshots, walking, clicking entities, and reading logs, plus get_scene_metrics for budget checks. - Use Case: A user asks to add a spotlight above a stage in their open scene. You call search_catalog with the lights category, place the Spotlight Smart Item at the target position, verify with editor_screenshot, and the user can undo the change with Ctrl+Z. ## Quick Start Connect to the running Creator Hub using the JSON snippet from Settings > Experimental > Expose AI assistant MCP server, then ask the assistant to list the current scene entities with scene_state before making any edits.

Frequently Asked Questions about creator-hub-mcp

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I edit a Decentraland scene with the Creator Hub MCP server?▼

Connect your MCP client to the Creator Hub's local server, then use tools like scene_state to read entities and create_entity or set_component to mutate them. Changes apply to the live editor, autosave to main.composite, and are undoable by the user.

How do I connect Claude Code or Cursor to the Creator Hub MCP?▼

Copy the JSON snippet from Settings > Experimental > Expose AI assistant MCP server and register it in your client, for example with claude mcp add or by pasting into .cursor/mcp.json. The port and bearer token rotate on every Creator Hub launch, so re-copy the snippet after restarts.

Why did my manual edit to main.composite disappear?▼

The Creator Hub regenerates main.composite from its in-memory engine on every autosave and never re-reads the file from disk, so hand edits to an open scene are silently lost. Always mutate the scene through the MCP tools while the editor is open.

Should I create entities manually or use Smart Items?▼

Always run search_catalog first to check for an existing Smart Item, especially for lights, doors, screens, and triggers. place_smart_item downloads the GLB files, resolves asset paths, and wires actions and inspector config that manual set_component calls miss.

Why do Creator Hub MCP tools return 401 or connection refused?▼

The server URL and bearer token are regenerated every time the Creator Hub starts, so yesterday's config fails today. Re-copy the connection snippet from Settings and update your client; connection refused can also mean the server setting was never enabled.

What are the limitations of the Creator Hub MCP scene_state tool?▼

scene_state truncates its roster to the first 200 entities, so large scenes need entity_detail lookups by name or a read-only disk read of the composite. Read tools can also trail the engine by one autosave cycle of about 100 ms.