SuperAPI AI Directory

creator-hub-mcp

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Updated 10-15 20:35

About this skill

Creator Hub MCP — live scene editing

The Creator Hub runs an MCP server inside the app (localhost, streamable HTTP, bearer token). Its tools read and mutate the scene that is open in the editor: changes apply to the live engine, show up in the viewport immediately, autosave to assets/scene/main.composite, and every one of them is a normal undo step for the user. The same server powers the Creator Hub's built-in AI assistant and can be exposed to any external MCP-capable tool.

Two ways you can be running:

You are… How the tools reach you
Inside the Creator Hub's AI assistant (Settings > AI > Enable AI Assistant; on by default since Creator Hub 0.50.0 — it is no longer experimental) Pre-wired. The app launches your claude / codex / cursor-agent / gemini CLI with the server registered as creator-hub, links these skills into the scene, and injects the same rules as this skill. Nothing to set up, for any of the four providers.
In another tool (Claude Code terminal or VS Code extension, Cursor, Codex, Claude Desktop, …) Connect to the running Creator Hub — see reference/connect.md. The user copies a JSON snippet from Settings > AI > Expose AI assistant MCP server. Skills are not wired up for you here — see Where the skills come from.

In Claude Code the tools appear as mcp__creator-hub__<tool>; inside the Creator Hub's assistant and in other clients they appear under their bare names (scene_state, create_entity, …). The connected tools are self-describing — treat the live catalog as authoritative over the table below.

Files the user attaches to a prompt

Inside the Creator Hub's assistant the user can attach files to a turn (creator-hub 3395b643): the Attach files paperclip left of the composer input opens a multi-select picker, files can be dropped onto the composer (overlay: Drop files to attach), and images can be pasted from the clipboard. Attachments appear as removable chips; 8 per prompt is the cap. What this means for you:

  • A file picked or dropped from disk arrives as its real absolute path — no copy, no base64 round-trip, no size cap. Read it in place; do not ask the user to re-paste its contents or to move it into the project. A pasted (clipboard) image has no path, so the app writes it to a temp file and hands you that path instead.
  • Any file type is accepted. The app classifies it only for the chip icon: image (png, jpg, jpeg, gif, webp, bmp, svg, avif), model (glb, gltf), audio (mp3, wav, ogg, m4a, flac), file for everything else.
  • This is the natural way to hand over a reference image or a GLB. A dropped .glb is a model the user wants in the scene: it is still outside the project, so copy it under assets/Models/ before referencing it from GltfContainer (see add-3d-models for the bounding-box and collider audit). A reference image is usually art direction for a UI or material, not a file to import.
  • A prompt may arrive with attachments and no text at all — the attachment is the request. Ask what to do with it rather than guessing.

RULE — the MCP is the way to change the scene graph; the file is the fallback

Never write assets/scene/main.composite, main.crdt, or scene.json by hand while the Creator Hub MCP is available. Reasons, all verified in the Creator Hub source:

  • The editor owns those files. It regenerates main.composite wholesale from its in-memory engine on every autosave (~100 ms after any editor transaction) and never re-reads the file from disk. A hand edit to an open scene is silently lost; there is no error.
  • The tools do the bookkeeping the file workflow makes you do by hand: inspector::Nodes registration, core-schema::Name, inspector::TransformConfig, entity-names.ts, entity-id allocation, jsonSchema on non-core components.
  • Every mutation is undoable by the user (Ctrl+Z / the assistant's Undo AI changes button). A file edit is not.

Decision ladder — pick the first row that matches:

  1. Tools present and answering (get_selection or scene_state returns) → use them for every entity/component/settings change. Read the composite from disk only as a read-only cross-check.
  2. Tools present but failing (No editor window is open., connection refused, 401) → the Creator Hub is closed, was restarted (URL and token rotate per launch), or no scene is open. Say so and ask the user to open the scene in the Creator Hub (or re-copy the connection snippet). Do not fall back to editing the file silently.
  3. Tools absent, but the user has the Creator Hub → tell them the MCP is the safe route and point them at reference/connect.md. Hand-edit the file only if they decline, and only with the scene closed in the Creator Hub (the composites skill's edit-mode rules then apply in full).
  4. No Creator Hub in play (CLI-only project, CI) → the composites skill's file workflow applies.

What still lives in files and is yours to edit directly: src/** (scene code; saving triggers a rebuild automatically), assets/Scripts/*.tsx (script components — write the file, then attach_script), and asset files you add under assets/Models/, assets/Images/, etc.

RULE — search the catalog before manually building any standard object

Before creating an entity and manually assembling its components with create_entity + set_component, always search_catalog first to check whether a Smart Item already exists for the object. This applies especially to:

  • Lights — the catalog has Spotlight and Point Light Smart Items (category lights) that bundle a real GLB model, a pre-configured LightSource component, and built-in Turn On / Turn Off / Toggle actions. Manually creating a LightSource entity misses the visual model, inspector integration, and action wiring.
  • Interactive furniture — doors, chairs, platforms, chests, buttons, levers, etc.
  • Media — screens, image displays, NFT frames.
  • Triggers — trigger areas, click triggers. The utils category has exactly one entry named "Trigger Area" (e9fa0eab-44de-4efe-af77-a71171a1a73f), a script-based item: an invisible box or sphere the user places and resizes, with a control that seeds the AI-assistant composer with a prompt describing what should happen on enter/leave. The older non-script item of the same name (1ab2733f-1782-4521-9eda-6aa8ad684277) and the interim label "Trigger Area (Script)" were both removed in creator-hub e43441b5 — do not search for either.

place_smart_item handles all the boilerplate that manual set_component calls miss:

  • Downloads the item's GLB files and resolves asset-packs::Placeholder with the real on-disk path (e.g. assets/asset-packs/spotlight/spotlight.glb).
  • Sets up asset-packs::Script, asset-packs::Actions, and inspector::Config components so the item works in the Creator Hub UI with configurable actions and triggers.
  • Registers the entity in inspector::Nodes automatically.

Only build manually when no catalog item fits the requirement.

Media the user already has: tell them to drag it from the Local Assets tab onto the viewport. Since creator-hub 062ed0a2 that is the fastest path and it spawns a catalog item pointed at their file, not a bare component — so the entity arrives with the same component set and basic-view inspector::Config a hand-placed item has:

Dropped file Item spawned What gets repointed
.png / .jpg / .jpeg Image (37460a1e-affc-4f87-b725-118cc11d86fc) the Material PBR texture src; the plane is also lifted +0.5 m so it stands on the ground instead of being half-buried
.mp3 / .ogg / .wav Ambient Sound - Forest Birds (5c8b4646-6ec0-41a0-8e9b-415a58728a9e) AudioSource.audioClipUrl
.mp4 Video Screen (0201653b-bd38-48af-b9ef-a902a7e8bc9c) VideoPlayer.src and asset-packs::VideoScreen.defaultURL — the admin message bus re-seeds src from defaultURL at runtime, so setting only src is silently reverted

The entity is named after the file with the extension stripped, de-duplicated against existing names, and the template's own placeholder media file is skipped on import. .glb / .gltf still drop as plain models. You can reproduce this through the tools (place_smart_item the same asset id, then set_component the field above), but the drag is one gesture for the user — prefer it when they are at the keyboard.

Tool catalog

Names as registered on the creator-hub server (packages/creator-hub/main/src/modules/scene-mcp.ts).

Group Tool What it does
Read get_project_info scene.json metadata (name, parcels, base, spawn points), SDK version, dependencies. Use it for Step 0 bounds.
Read scene_state Roster of authored entities: id, name, kind, world transform, component list, GLTF src, Smart-Item flag. Truncated to the first 200 entities.
Read entity_detail Every component value on one entity, by id or Name. Call it to learn a component's exact shape before set_component.
Read get_selection Entities currently selected in the editor. Resolve "this" / "the selected one" with it before acting.
Read get_scene_metrics Live budget (triangles, entities, bodies, materials, textures) vs per-scene limits, plus entities out of bounds.
Read editor_screenshot Image of the editor viewport (no preview needed).
Mutate create_entity New entity, optional name and parent id. Returns the id.
Mutate remove_entity Deletes an entity and its children.
Mutate set_parent Reparents (world position preserved). parent: 0 = scene root.
Mutate set_component Create or update a component. component accepts short (Transform) or full (core::GltfContainer) names; value is the same JSON the composite stores. On update the keys you pass are merged.
Mutate remove_component Removes a component by name.
Assets search_catalog Search the Creator Hub asset-packs catalog by name/category/tag. Despite the name it covers static items as well as Smart Items. Omit query to list everything.
Assets place_smart_item Place a catalog item by assetId at a world position (default 8,0,8). Downloads the item's files into assets/asset-packs/<pkg>/ and spawns it — Smart Items arrive with their behaviour. Most items now arrive as asset-packs::Script code (no Triggers); configure them through the Script's params, and wire "When X" hooks via their optional ActionCallback params. See script-components.
Scripts attach_script Adds an asset-packs::Script component pointing at a file. Write the file first (under assets/Scripts/), then call this. Optional priority.
Settings get_scene_settings / set_scene_settings Read / change scene.json fields (name, description, categories, tags, age rating, spawn points, skybox, terrain, layout.parcels, flags). Each passed field replaces the current one wholesale — read first. thumbnail is not in this tool's input schema (a thumbnail key is silently dropped) — set it with set_component on entity 0's inspector::SceneMetadata-v*, or in the editor's Scene settings → Thumbnail, and never write a cover to assets/images/autogenerated-thumbnail.png: see Gotchas.
Preview launch_preview, preview_status, stop_preview Start / poll / stop the scene in the Decentraland Explorer with its MCP server on.
Preview explorer_<name> (dynamic), explorer_call While a preview runs, the Explorer's runtime tools (explorer_screenshot, explorer_walk, explorer_click_entity, explorer_get_scene_logs, …) are registered live; explorer_call(tool, arguments) is the fallback if they haven't appeared yet.
Chat ask_user Blocks on a question shown in the Creator Hub chat. Only meaningful inside the embedded assistant.

Workflow

Read before you write. get_project_info for parcels (compute bounds exactly as in the composites skill Step 0 — the tools do not stop you from placing entities outside the scene, and get_scene_metrics is a weaker safety net than it looks — see the Bevy-renderer gotcha below). scene_state to see what exists and avoid duplicate names. get_selection whenever the user's request refers to what they have selected.

Adding a model.

  • Catalog item → search_catalog then place_smart_item. Files land in assets/asset-packs/<pkg>/ automatically.
  • Architecture (rooms, corridors, doorways, anything the avatar walks through or into) → size the envelope for the third-person camera before placing; realistic dimensions read cramped in-world. The dimensions are in add-3d-models → "RULE: Scale interiors up for the third-person camera".
  • Model the user already has, or one you authored → put the GLB under assets/Models/ (see the add-3d-models skill for Blender authoring and the bounding-box audit), then create_entity (with a name), set_component Transform ({position:{x,y,z}, rotation:{x,y,z,w}, scale:{x,y,z}}), and set_component core::GltfContainer ({src, visibleMeshesCollisionMask, invisibleMeshesCollisionMask} — mask rules and the animation/collider checks from add-3d-models still apply; add core::Animator when the GLB has clips).
  • Lights → search_catalog with category lights to find Spotlight and Point Light Smart Items, then place_smart_item. These include the light model, LightSource, and toggle actions. Only create a bare LightSource entity manually when you need an invisible light source or non-standard parameters -- see lighting-environment for the full LightSource API and the Smart Item rule.
  • Behaviour on it → a Smart Item if one fits (search_catalog first), otherwise write a script under assets/Scripts/ and attach_script (rules in script-components), or reference the entity by name from src/ code (engine.getEntityOrNullByName).

Component shapes. set_component validates against the real schema. Before your first write of a component type, entity_detail on any entity that already has it — or read its entry in the composites format catalog. For asset-packs::Script, params are positional inside layout (see script-components); prefer attach_script and let the editor build the layout.

After writing. Read-after-write is safe while the data layer is alive — the server waits for the autosave before returning from a mutation, so a following scene_state is fresh. It stops being safe the moment that process dies (next rule), which is why the check below is on disk and not on a tool answer. Check get_scene_metrics when you added geometry. editor_screenshot shows the result without a preview; launch_preview + explorer_* when you need the running scene (walk, click, logs, FPS). The iteration loop, camera framing, and performance references in the unity-explorer-mcp skill apply to the explorer_* tools unchanged — skip that skill's Setup section (no claude mcp add, no bind gate) because the tools arrive through the creator-hub server. When done, leave the camera in third person and stop_preview if you launched it only to check.

Mistakes. Undo is the user's — tell them what to undo, or remove_entity / set_component back to the previous value. Never "repair" a mistake by editing main.composite.

RULE — confirm a batch landed on disk; the data layer can die silently

The thing that holds the editor's engine and writes assets/scene/main.composite is the @dcl/inspector data layer, and under the Bevy renderer it runs in a separate child process — logged by the app as [UtilityProcess] Running "sdk-commands start --port <n> --no-browser --no-client --data-layer" (assembled in main/src/modules/bevy-realm.ts; the port is ephemeral, the binary is the scene's node_modules/@dcl/sdk-commands). Under the Babylon renderer the same data layer runs inside the inspector iframe instead. Either way the Electron main process never writes the composite — it only reads it.

When that data layer dies, the MCP server in the Electron app stays up and keeps answering every call as if nothing were wrong. Nothing in a tool result tells you the scene stopped changing.

So after every batch of mutations, check the file, not the tool: assets/scene/main.composite's modification time must have advanced (ls -l/stat). An unchanged mtime across a batch means the edits exist only in a process that is gone.

stat -f '%m %N' "assets/scene/main.composite"   # macOS; coreutils: stat -c '%Y %n'
(Get-Item "assets\scene\main.composite").LastWriteTime   # Windows (PowerShell)

Observed symptoms of a dead data layer (2026-10-08 session; check these when the mtime is stale):

  • set_component, create_entity, place_smart_item and friends all still return success.
  • scene_state / entity_detail keep returning the pre-crash values — a read-back "confirming" your write is confirming the old snapshot.
  • editor_screenshot returns a blank image.
  • get_scene_metrics returned all zeros with an empty entitiesOutOfBoundaries — but do not use that as the tell — under the Bevy renderer those fields are hardcoded zeros anyway (see Gotchas). The mtime check is the reliable one.

Recovery is the user's, and your in-memory edits are lost. There is no tool that restarts the data layer. Stop writing, look at the Creator Hub main log (macOS: ~/Library/Logs/creator-hub/main.log; Windows: %APPDATA%\creator-hub\logs\main.log) for an Exiting "sdk-commands start … --data-layer" … exit code=1 line, tell the creator to close and reopen the scene in the Creator Hub, then re-apply every mutation made since the crash — compare against the composite on disk to find where the truth stops.

Observed crash, for recognition only — not a claim about the only way it fails: TypeError: Cannot read properties of undefined (reading 'deserialize') inside node_modules/@dcl/inspector/dist/tooling-entrypoint.js (Object.deserialize → updateFromCrdt → receiveMessages → update), immediately after a set_scene_settings call that rewrote spawnPoints with range-valued ([min, max]) positions, and shortly after six place_smart_item calls. Treat range spawn points as a suspect, not a proven cause; if you hit it, report it via report-sdk-issue.

Preview lifecycle — stop_preview does not close the Explorer

stop_preview never closes the Explorer — by design, and there is no tool that does. Verified in main/src/modules/explorer-gateway.ts: it closes the MCP client/transport and treeKills the sdk-commands start --explorer-alpha --hub … --mcp --mcp-port <n> child (logged as [UtilityProcess] Killing process "…"), then answers {ok: true}. The Explorer app is not in that process tree — sdk-commands launches it with open decentraland://…, which hands off to the OS and exits — and nothing in the Creator Hub kills it.

preview_status does not notice, either: running is computed from the gateway object existing plus child.alive() on that same sdk-commands handle — not a probe of the Explorer or its port. So "no preview running" is a statement about the dev server, never about the app.

Why the next launch then fails — verified parts first: each launch_preview grabs a fresh ephemeral MCP port ([Gateway] launching preview … with MCP on :53880) and passes it as --mcp-port, and the desktop Explorer is single-instance, so a second launch's deep link is handed to the window already open. The inference (not read off the Explorer source) is that the open window keeps its MCP on the old port and never binds the new one. Either way, after ~45 s of retries the Hub returns:

The preview launched but its MCP server never answered. The Explorer may still be starting, or this build has no MCP support. (TypeError: fetch failed)

and — note — that failure path also kills the dev server it just started, leaving the Explorer orphaned on a dead realm. Observed 2026-10-08: two launches in a row reproduced it. (Related: preview_status can block up to 90 s polling an Explorer that is up but not ready, so a long hang there is not a crash.)

Rule — before launch_preview, check both the tool and the OS:

pgrep -fl '[M]acOS/Explorer'    # the Explorer app itself
pgrep -fl '[d]cl_watchdog'      # its watchdog, from /Applications/Decentraland.app

Keep the brackets in these patterns. pgrep -f / pkill -f match against every process's full command line, and many agent shell tools run commands as bash -c "<command>", so a plain pattern also matches the wrapper shell: the check reports a live Explorer that isn't there, and pkill kills the shell running it. [d]cl_watchdog still matches the real process, but never the command text itself.

preview_status saying "not running" is not evidence the Explorer is closed. If either process is alive and you need a clean preview, close the stale instance, confirm it exited, then launch_preview once:

pkill -f '[d]cl_watchdog'; pkill -f '[D]ecentraland.app/Contents/MacOS/Explorer'
for i in $(seq 1 30); do pgrep -f '[M]acOS/Explorer' >/dev/null || break; sleep 1; done   # wait up to 30 s

On Windows the Explorer is Decentraland.exe and the watchdog dcl_watchdog.exe. In PowerShell (matching by process name, so the check never matches the shell running it):

Get-Process Decentraland, dcl_watchdog -ErrorAction SilentlyContinue        # is either alive?
Stop-Process -Name dcl_watchdog -Force -ErrorAction SilentlyContinue        # watchdog first: it reacts to a non-zero Explorer exit
Stop-Process -Name Decentraland -Force -ErrorAction SilentlyContinue
Wait-Process -Name Decentraland -Timeout 30 -ErrorAction SilentlyContinue   # confirm it exited

Connected first try on both attempts after that. Prefer reusing a healthy running preview (hot reload + explorer_reload_scene) over restarting — only kill when it is stale or the MCP never answered. When the user owns that Explorer window, ask before killing it.

A re-baked GLB can keep rendering its old contents in a running preview. Not the dev server's doing: @dcl/sdk-commands 7.30.1 re-walks the project on every content request, serves current bytes no-cache, versions each file's id by mtime, and runs a chokidar watcher the Hub never disables — so the staleness is downstream, in the Explorer's own asset cache. Observed 2026-10-08: GLBs added or renamed after launch_preview were missing in-world until explorer_reload_scene (one case) or a full preview restart (another), and a GLB overwritten in place under the same name kept showing the old mesh. src/ hot reload is unaffected. Practical rule: after re-baking a model, export it under a new file name and repoint GltfContainer.src — that is the form that reloaded reliably; otherwise explorer_reload_scene and, if the old mesh persists, restart the preview. (Symptom: the mesh you just exported is absent or visibly stale while explorer_get_scene_logs shows no load error. Also check .dclignore — an ignored path is never served at all.)

Where the skills come from

How these skills reach the agent depends on which of the two setups above you are in.

Inside the Creator Hub's AI assistant the app installs them — never hand-copy them. The installer lives in packages/creator-hub/main/src/modules/skills.ts:

  • It downloads decentraland/sdk-skills main into a per-user cache (keyed on the upstream commit SHA plus the app version, swapped atomically, tolerant of being offline).
  • It symlinks that cache into the open scene as .claude/skills and .agents/skills. Links the app created are added to a .gitignore. If the user already has a real skills directory, it links each skill in individually and skips names the user already owns.

In that setup, do not copy skill directories into the scene and do not tell the user to: a hand-placed copy shadows the managed symlink and then silently goes stale; the app is the updater.

From an external client (Claude Code CLI or VS Code extension, Cursor, Codex, Claude Desktop, …) the skills are the user's to install. The MCP snippet only connects the tools; it does not bring the skills along. Two cases:

  • If the Creator Hub currently has the scene open, the app-managed .claude/skills / .agents/skills symlinks already exist in the scene folder, so a Claude Code session started in that folder picks them up. Do not duplicate them.

  • Otherwise (a different working directory, the scene not open in the Creator Hub, or a client that reads skills from elsewhere), install them the normal way, from the scene folder or the user's skills root:

    npx skills add decentraland/sdk-skills --all
    

    Re-run the same command to update; npx skills update only refreshes skills already present and misses newly added ones. See the repo README for per-skill installs.

Four skills are deliberately denylisted inside the Creator Hub agent: create-scene, deploy-scene, deploy-worlds, migrate-sdk6-to-sdk7. The Creator Hub owns scaffolding and publishing through its own UI, and it is SDK7-only. The installer handles them in two ways:

  • A denylisted skill that has supporting files (create-scene, migrate-sdk6-to-sdk7) ships without its SKILL.md — its references/ stay resolvable from other skills' relative paths, but the skill itself can never trigger.
  • A denylisted skill whose directory holds nothing but SKILL.md (deploy-scene, deploy-worlds) is skipped entirely.

If a user inside the Creator Hub asks to scaffold a project or publish, point them at the app's own flow rather than trying to load or reconstruct those skills. A manual npx skills add install from an external client is not denylisted: all four skills are available there.

Gotchas

  • URL and token rotate on every Creator Hub launch. A config that worked yesterday gives ECONNREFUSED or 401 today; the fix is re-copying the snippet from Settings, not retrying.
  • One open project at a time. The server operates on the scene open in the single editor window. Mutation tools answer No editor window is open. when the user is on the scene list.
  • Disk-read tools may say No scene is open. from an external client even though the scene is visibly open: as of the initial release (creator-hub 217e2f9f, PR #1499) the project directory is bound to get_project_info / scene_state / entity_detail when the embedded assistant runs a turn. Everything routed through the editor (get_selection, get_scene_metrics, get_scene_settings, all mutations, place_smart_item) works regardless. Workaround: read scene.json and assets/scene/main.composite from disk read-only for the roster, then mutate through the tools.
  • Read tools trail the engine by one autosave (~100 ms). The mutation tools already wait it out; only matters if the user is dragging things while you read.
  • scene_state caps at 200 entities. For big scenes filter by name via entity_detail or read the composite from disk.
  • Skill denylist inside the Creator Hub. The app links decentraland/sdk-skills into the scene as .claude/skills / .agents/skills, but drops the SKILL.md of create-scene, deploy-scene, deploy-worlds, and migrate-sdk6-to-sdk7: scaffolding, publishing, and SDK6 migration are the app's own flows there. Their reference files still resolve for cross-links.
  • The Explorer --mcp preview checkbox is a different server. Enable MCP Server lives in the Play Options popover (the dropdown arrow on the editor header's Play button), in the flyout that opens when you hover the Desktop Client row. It launches the Explorer with its own MCP on port 8123 (the unity-explorer-mcp skill). The Creator Hub MCP described here is the editor's server; when it is connected, use its launch_preview instead of that checkbox.
  • One Ctrl+Z = one of your operations, not one component write. Since creator-hub fdc384b5 a whole synchronous change burst commits as a single undo transaction (the old 200-operation batch cap used to split a big change across several entries, so one Ctrl+Z left orphaned entities behind). A multi-entity op — placing a composite Smart Item, a scripted item with children — is now one entry, and undoing an add removes the entity from the Bevy viewport too. Still describe your changes to the user in the units they will undo them in.
  • Scene audio can be muted in the editor, but only under Bevy. The viewport toolbar has a speaker toggle (Mute scene audio / Unmute scene audio) that forwards every AudioSource / AudioStream to the renderer at volume 0; the state survives a reload. It is absent under the Babylon renderer, which does not play scene audio at all. So "I can't hear the sound you added" is not evidence the component is wrong — check the renderer and the toggle first, and note that an authored volume is not what the Bevy viewport is playing while mute is on.
  • get_scene_metrics reports nothing useful under the Bevy renderer. Verified in packages/inspector/src/lib/renderer/bevy/BevyRenderer.ts: getSceneMetrics() returns {triangles: 0, bodies: 0, materials: 0, textures: 0} and getEntitiesOutsideLayout() returns [], both hardcoded ("No renderer to introspect yet — report zeros"). The limits are still real, and entities is derived from the Nodes tree rather than the renderer, but all-zero content metrics and an empty entitiesOutOfBoundaries mean "Bevy", not "empty scene" and not "problem" — do not read a budget or an out-of-bounds verdict out of them. Under Babylon they are real: computeEntitiesOutsideLayout tests each entity's bounding mesh against the layout, so it does catch oversized geometry there. For a trustworthy budget either way, launch_preview and use explorer_get_scene_content_stats.
  • Never save a custom thumbnail as assets/images/autogenerated-thumbnail.png. The Hub captures the viewport into that one fixed path, overwriting whatever file is there, every time it auto-generates a thumbnail — when a publish starts and when it refreshes the project card (getProjectThumbnailPath / saveThumbnail in packages/creator-hub/preload/src/modules/workspace.ts), so a cover written there is replaced right before the upload. It only rewrites scene.json's display.navmapThumbnail when the file that entry points at is missing, which is why the overwrite is silent. Save custom covers under a distinct name (e.g. assets/images/cover.png) and repoint the scene at it. set_scene_settings cannot (no thumbnail key in its input schema; the MCP SDK strips unknown keys before the editor sees them), but set_component can: entity_detail(0) to read the root entity's scene-metadata component, then set_component(0, "inspector::SceneMetadata-v5", {thumbnail: "assets/images/cover.png"}) — keys merge as in any update, and scene.json's display.navmapThumbnail follows on the next autosave (verified live; 106 parcels and the spawn points survived). Take the exact versioned name from that read instead of hardcoding -v5: the editor binds to whichever version carries data (resolveActiveSceneComponent), so a scene on an older pinned sdk-commands is still on -v4, and writing the wrong version just adds a component nobody reads. The editor's Scene settings → Thumbnail field is the equivalent UI route.
  • A thumbnail you generate (Blender render, image tool, screenshot) has to meet the publish spec before you point the scene at it. Publishing to a World rejects any thumbnail over 1,048,576 bytes — Invalid thumbnail: size 1185064 bytes exceeds maximum of 1048576 bytes (1MB), hit with an ordinary 1920x1080 PNG. That check is not in creator-hub (nothing in the repo matches the message or the constant); the Worlds content server enforces it at deploy time, so neither the editor nor a local build warns you first. The editor validates the rest: .png/.jpg and 16:9 within a 1 % tolerance, recommended 1920x1080 (getThumbnailWarnings / validateThumbnailFile, packages/inspector/src/components/EntityInspector/SceneInspector/utils.ts; the Hub's own captures are centre-cropped to 16:9 and capped at 1920 wide in packages/creator-hub/renderer/src/modules/image.ts).
  • So: render 16:9 (1920x1080, or 1344x756 for a lighter file), export JPEG at high quality rather than PNG — ffmpeg -i cover.png -q:v 2 cover.jpg came out around 100 KB at 1344x756 — and keep a PNG only if it actually stays under the cap. Check the byte size (ls -l) and the dimensions (sips -g pixelWidth -g pixelHeight) before writing the path into the scene, not after a failed publish. Keep the title and the main subject inside the central safe area: THUMBNAIL_SAFE_AREA_INSET = (1920 - 1080) / (2 * 1920) ≈ 0.219 of the width is cropped off each side wherever the platform shows the square 1080x1080 crop. Save it under a distinct name and repoint the scene as above — never assets/images/autogenerated-thumbnail.png.
  • asset-packs::Placeholder src needs a resolved file path, not a template variable. The catalog stores paths with {assetPath}/model.glb as a template; setting that string literally via set_component produces an invisible or broken gizmo because the engine cannot resolve the variable. place_smart_item resolves the path automatically (e.g. to assets/asset-packs/spotlight/spotlight.glb). If you must set Placeholder manually, use the real on-disk path to the GLB file.