Adding 3D Models to Decentraland Scenes
RULE: Check bounding boxes before placing models
A model's Transform.position is its local origin, not its visual extent. Vegetation and large structural models often extend 6-12 m beyond their origin. A tree placed at x=2 can render at x=-10 — outside scene bounds and invisible.
Before placing any GLB model, determine its actual world-space bounding box. Raw accessor min/max values are NOT sufficient — many models have large node-level scales baked in. You must account for node transforms. Use the bounding box script in {baseDir}/references/model-patterns.md.
Then compute the safe placement zone: safeMinX = -bbox.minX + edgeMargin (>=1m) etc. Place the origin only within the safe zone. When bounding box is unknown, use a conservative 12 m buffer from all edges for trees/large foliage, or 3 m for small props.
RULE: Account for model depth before neighboring entities
Two models don't overlap just because their origins are different. Always verify that origin +/- extent doesn't intersect any neighbor's bounding box. Pay special attention to deep arch/gateway models (can extend 14 m in +/-Z) and rotated models (rotating 90deg around Y swaps X and Z extents).
RULE: Single-sided models — orient the rendered face toward players
Many GLB models use back-face culling. The rendered face is typically toward local -Z. Y rotation transforms facing: 0deg -> south, 90deg -> east, 180deg -> north, 270deg -> west. When players approach from both sides, add a second copy rotated 180deg. Prefer double-sided geometry for elements visible from all angles.
Decentraland uses a Y-up coordinate system — test model orientation after import: a model exported Z-up (common from Blender) loads tipped over and must be re-exported with "Y Up".
RULE: Text labels must be in open air — no occlusion by geometry
TextShape labels are rendered in world space and can be occluded by solid geometry. Place labels with no solid model within 2 m horizontally, ensure height clearance, use Billboard with billboardMode: 2 for readable labels, and prefer open-area placement. Exception: labels mounted on a wall without Billboard.
RULE: Use composite for initial models
Always add models that exist at scene load to assets/scene/main.composite, not in TypeScript. Only use TypeScript for models spawned dynamically at runtime. Use visibleMeshesCollisionMask: 3, invisibleMeshesCollisionMask: 0 when the model has no _collider meshes (common case). Use visibleMeshesCollisionMask: 0, invisibleMeshesCollisionMask: 3 when it has _collider meshes. Never set both to non-zero simultaneously.
To add behavior to a composite model, fetch it in index.ts by name or tag — do NOT re-create it.
When the scene is open in the Creator Hub and its MCP tools are available, add the model through them instead of writing the composite (skill: creator-hub-mcp): search_catalog + place_smart_item for a catalog item (the catalog covers static items as well as Smart Items and downloads the files for you), or create_entity + set_component Transform + set_component core::GltfContainer for a GLB you placed under assets/Models/. The bounding-box, collider-mask, and Animator rules in this skill apply either way.
RULE: Swapping a model src requires fresh Transform — never inherit scale/position
When you change the src of an existing GltfContainer (in a composite, in code, or via builder asset replacement), the entity's existing Transform.scale, Transform.position, and often rotation were tuned for the previous model's native dimensions and pivot. They are almost never correct for the new model — applying them blindly can produce buildings that overshoot scene bounds, props at wrong heights, or models visibly shifted from where the user expected them.
Treat every model swap as fresh placement:
- Look up the new GLB's native bounding box — use the bounding box script in
{baseDir}/references/model-patterns.md(raw accessormin/maxis not sufficient; node-level scale/translation must be applied). - Recompute
scaleso the world-space size (native size × scale) is sensible for the role. Do not carry over the previous entity's scale — it was calibrated against a different native size. - Verify pivot location. Many architecture/building GLBs have pivots at a corner (e.g.
(0,0,0)at one base corner), not the center. Two models with the samepositionbut different pivots will visually shift after the swap. - Verify the resulting world-space bounding box stays inside scene bounds. Each parcel is 16 × 16 m horizontally; max height is
log2(parcels+1) × 20 m(1 parcel → 20 m, 4 parcels → 46 m, 9 parcels → 66 m — see{baseDir}/../optimize-scene/SKILL.md). Computeposition +/- bboxagainst scene[0, maxX] × [0, maxZ]andy <= maxHeight. - State the audit explicitly. After a swap, the agent must report: native dimensions of the new GLB, chosen scale, chosen position, and the resulting world-space bounding box vs. scene bounds. Do not silently keep the prior Transform.
This applies equally to code (GltfContainer.createOrReplace(entity, { src: '...' }) while leaving Transform untouched) and to composite edits where only the core::GltfContainer.data["<id>"].json.src was modified.
Runtime swap mechanics: to change a model in place, mutate the field directly — GltfContainer.getMutable(entity).src = newSrc — the engine reloads the GLB on the same entity. Other GltfContainer fields (e.g. visibleMeshesCollisionMask) can also be mutated live the same way. Reusing the Transform is only safe when the two models share the same native size and pivot; otherwise re-audit per the steps above.
RULE: When editing an existing composite, register new entities in inspector::Nodes
This rule is for hand-editing the file, which you should only do when the Creator Hub MCP is unavailable (see creator-hub-mcp — its create_entity does this registration for you, and hand-editing while the scene is open in the Creator Hub loses the edit).
If assets/scene/main.composite already contains inspector::Nodes (the user has opened the scene in the Creator Hub at least once), every new entity you add MUST also be registered there or it will be invisible in the Creator Hub entity tree — the model still renders in-world, but the user cannot select/edit it from the editor. You also need a core-schema::Name entry and an inspector::TransformConfig entry for the new entity.
See the "Editing an existing composite (edit mode)" section of {baseDir}/../composites/composite-reference.md for the exact arrays to append to. Don't skip this when adding 3D models to an existing scene.
RULE: Parenting a model to the player — pick by item type
When a GltfContainer entity needs to follow the player (held weapon, aiming reticle, cosmetic backpack, halo, torch), there are three SDK7 mechanisms and they are NOT interchangeable. Default for aim-sensitive items: parent to engine.CameraEntity — this is the most common porting mistake when coming from SDK6.
- Aim-sensitive held item (gun, aiming reticle, flashlight — anything the player should be able to point by looking around) →
Transform.create(entity, { parent: engine.CameraEntity, position: ..., ... }). Follows camera yaw + pitch, so the item points where the player is looking. This is the SDK7 analogue of SDK6'sAttachable.FIRST_PERSON_CAMERA. Recommended default for held gameplay items. - Yaw-only / body-fixed item (held shield not used for aim, static carried torch, non-aimed inventory item) →
Transform.create(entity, { parent: engine.PlayerEntity, position: ..., ... }). Follows feet + body yaw only — no pitch, no animation. Wrong default for guns: a weapon parented toPlayerEntitystays flat when the player looks up to aim. - Cosmetic item (hat, halo, backpack, name plate, decorative torch visible to other players) →
AvatarAttach.create(entity, { anchorPointId: AAPT_HEAD | AAPT_SPINE | AAPT_LEFT_HAND | ... }). Follows the animated bone — the item visually moves with idle bob, walk cycle, and gestures. Not for aim (animation jitter makes aim-sensitive items unusable).
Using a bone anchor like AAPT_RIGHT_HAND for a gun looks correct ("put the gun in the hand") but the hand bone is animated — the gun jitters every frame and is unaimable. This is a porting trap when coming from SDK6's Attachable.FIRST_PERSON_CAMERA pattern; the correct SDK7 mapping is engine.CameraEntity, NOT AvatarAttach and NOT engine.PlayerEntity (which loses pitch).
See [[player-avatar]] (Held items vs cosmetic items) for the full comparison and a worked gun example. For SDK6 porting context, see [[migrate-sdk6-to-sdk7]].
RULE: Always check for animations
Before finalizing any entity with GltfContainer, check if the GLB contains animations. If it has animations, always add an Animator component. Without it the engine silently loops the first clip forever. If no animations, omit Animator.
RULE: Always check for built-in colliders
Check whether the GLB contains _collider meshes (mesh or node name includes _collider). Use the collider detection script in {baseDir}/references/model-patterns.md.
Two correct patterns — pick one, never mix
Model HAS _collider meshes: visibleMeshesCollisionMask: 0, invisibleMeshesCollisionMask: 3
Model has NO _collider meshes: visibleMeshesCollisionMask: 3, invisibleMeshesCollisionMask: 0
Choose the mask based on role:
| Role | visibleMeshesCollisionMask | Why |
|---|---|---|
| Interactive (clicks) | 3 |
Physics + pointer |
| Structural / decorative | 3 |
Block walking + clicks |
| Clickable-only, no bulk | 1 |
Detect clicks only |
| Purely decorative | 0 |
No interaction |
Anti-pattern — DO NOT USE: visibleMeshesCollisionMask: 2, invisibleMeshesCollisionMask: 3 — mixes both patterns and causes pointer detection failures.
RULE: Always validate entity positions against parcel bounds
Entities entirely outside scene parcels are not rendered — no error shown; a model that straddles the boundary still renders the part that is inside. Each parcel is 16x16 m. Valid range: 0 <= x <= 16 * parcelsWide, 0 <= z <= 16 * parcelsDeep, y >= 0.
Loading a 3D Model in TypeScript (dynamic entities only)
Use GltfContainer.create(entity, { src: 'assets/Models/myModel.glb' }) for runtime-spawned entities. Place files in assets/Models/.
Asset folder conventions
- Default for models you download yourself:
assets/Models/. - Legacy scenes may already have models under
assets/scene/Models/— that path still works; reuse it for any new models in those scenes instead of creating a parallelassets/Models/folder. - Creator Hub assets: models imported directly through the Creator Hub UI land in
assets/Models/(same as the standard path). Items from free DCL asset packs land inassets/asset-packs/and custom items inassets/custom/. Older scenes may also have user imports directly underassets/scene/. Reference these paths as-is — never move or rename them.
Always check the scene's existing folders before deciding where to put a new model.
RULE: New models — offer the catalog AND custom authoring in Blender
When the user asks to add a model, there are two sources, and the choice is theirs — ask before picking:
"I can download the best match from the free catalog (8,800+ ready-made models), or create a custom model for you in Blender. Which do you prefer?"
- Catalog → the workflow in the next section (search → review → download).
- Blender → author the model by driving Blender; full guide (both ways to drive it, setup, modeling rules, export) in
{baseDir}/references/blender-authoring.md, ready-madebpyscripts in{baseDir}/references/blender-patterns.md. Blender is also the path for editing an existing scene model — retexturing, reshaping, optimizing — not just creating new ones.
Running as a subagent, you cannot ask — report the choice to your caller with your recommendation instead of picking on your own authority.
Two ways to drive Blender
Headless CLI (blender --background --python) |
Blender MCP | |
|---|---|---|
| Extra installs | None — just Blender itself | Blender 5.1+, MCP add-on, uv + server package, client registration, session restart |
| Availability | Any session where Blender is installed | Only when mcp__blender__* tools are bound at session start |
| Interaction model | Batch: one script per run, state resets between runs | Live: incremental edits in a running Blender, state persists |
| Visual verification | Rendered stills written to disk (temp camera) | Screenshots of the real viewport |
| User involvement | Sees results only | Watches — and can co-edit — in the open Blender GUI |
| Best for | Conversions, decimation, batch optimization, scripted model building | Iterative modeling sessions, working on the user's open file |
RULE: never fall back to headless silently
Whenever a task creates or edits a model in Blender and the MCP could possibly be used, pick by which of these three states the session is in:
MCP connected and working — a read-only probe (
get_objects_summaryor equivalent) answers → use it. No need to ask.MCP configured but not connected —
mcp__blender__*tools exist in the session, but the probe errors (Blender isn't running, the add-on is disabled, or its bridge server is down) → ASK before going headless:"The Blender MCP is set up but Blender isn't running. Want to open Blender so I can work in it live — you'd see the model as it's built and could edit alongside me — or should I do this headless instead?"
The user does not mind opening Blender, and may want to work on the model together. Only fall back to headless if the user says so, or if you genuinely cannot ask (fully non-interactive context — as a subagent, report the pending choice to your caller instead of deciding).
MCP not installed at all — no
mcp__blender__*tools in the session → don't ask the user to install it (that's a big setup effort). Proceed headless, but mention in your report that the Blender MCP exists as an option for live, interactive model editing, and that setup steps are in{baseDir}/references/blender-authoring.md.
Why: the MCP is what makes model work collaborative — the user watching and iterating on the model in their own Blender session. A silent headless fallback takes that away without giving them the choice.
Always say which path you're on; never let the user believe the MCP did work the CLI did, or vice versa. The modeling rules (low-poly, PBR, palette textures, bare colliders, scene limits) are identical on both paths.
Free 3D Models — OpenDCL Catalog (8,800+ models)
Always check the scene's local asset folder first. Before fetching any model, confirm with the user.
The catalog is at {baseDir}/references/model-catalog.md. Search with grep -i "keyword". Try synonyms if no results. Browse categories with grep "^##".
Workflow: Search catalog → review dimensions/triangles/animations → download with curl into assets/Models/ → reference in code → add Animator if model has animations.
Important:
GltfContaineronly works with local files. Always download intoassets/Models/first. Nevercdinto the models directory — run curl from the project root.
Troubleshooting
| Problem | Cause | Solution |
|---|---|---|
| Model not visible | Wrong file path | Verify path relative to project root |
| Model not visible | Outside scene boundaries | Check position is within 0-16 per parcel |
| Model not visible | Scale is 0 or very small | Check Transform.scale |
| Model loads but looks wrong | Y-up vs Z-up mismatch | Re-export from Blender with "Y Up" |
| "FINISHED_WITH_ERROR" | Corrupted .glb | Re-export as .glb (binary GLTF) |
| Clicking does nothing | CL_POINTER not set | Set visibleMeshesCollisionMask: 3 if no _collider meshes |
| Click through walls | CL_POINTER not on visible mesh | Set visibleMeshesCollisionMask: 3 (or at minimum 1) |
| Light fixtures don't illuminate | GLB light geometry is visual only | Add a LightSource component to the entity (see lighting-environment) |
RULE: 3D model light fixtures do not emit real light
Lamp meshes, bulb shapes, chandelier arms, and other light-fixture geometry in a GLB are purely decorative -- they do not cast dynamic light on surrounding objects. The Decentraland renderer treats them as normal geometry (with optional emissive material for a self-glow effect). To get actual illumination from a fixture model, add a LightSource component to the same entity or a child entity positioned at the light source. When the Creator Hub MCP is available, prefer search_catalog for a Smart Item light (e.g. Spotlight or Point Light from category lights) which bundles the model, LightSource, and toggle actions together -- see lighting-environment for details.
Model Best Practices
- Keep models under 50MB per file for good loading times
- Use
.glbformat (binary GLTF) — smaller than.gltf - Optimize triangle count: aim for under 1,500 triangles per model for small props
- Use texture atlases when possible to reduce draw calls
- Materials in models should use PBR for best results
- For repeated content (lamp posts, chairs, trees), point many entities at one shared
.glbrather than exporting a near-identical file per copy — the engine downloads, converts, and stores a shared source's meshes and textures once, session-wide. This does not reduce draw calls or material count — both track rendered objects; see optimize-scene → Repeated Models for when merging meshes is the right call instead.
For full code examples (loading, colliders, operations, catalog workflow), see {baseDir}/references/model-patterns.md. For the asset catalog (8,800+ models), see {baseDir}/references/model-catalog.md.
Example scenes
Engine-team test scenes exercising these APIs against the real runtime:
- https://github.com/decentraland/sdk7-test-scenes/tree/main/scenes/54,-55-Testing-3d-models — many GLB variants loaded via
GltfContainer(draco, morph targets, rigged animation, external-dep models); note it uses themodels/folder, notassets/Models/. - https://github.com/decentraland/sdk7-test-scenes/tree/main/scenes/3,33-gltf-container-update — swapping a live model's
srcand mutatingvisibleMeshesCollisionMaskviaGltfContainer.getMutable()(Book↔Monster on click; ray-cast againstCL_CUSTOM1). - https://github.com/decentraland/sdk7-test-scenes/tree/main/scenes/88,-12-asset-load — preloading GLB/audio/texture/video with the
AssetLoadcomponent and per-asset load-state callbacks; also lazy-spawns a model withGltfContainer.getOrCreateMutable()on click.