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decentraland

@decentraland source repo

47 published skills

  1. I18N · decentraland
    Decentraland Godot Explorer — localization
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  2. Godot · decentraland
    This skill should be used when working on Godot Engine projects. It provides specialized knowledge of Godot's file formats (.gd, .tscn, .tres), architecture patterns (component-based, signal-driven, resource-based), common pitfalls, validation tools, code templates, and CLI workflows. The `godot` command is available for running the game, validating scripts, importing resources, and exporting builds. Use this skill for tasks involving Godot game development, debugging scene/resource files, implementing game systems, or creating new Godot components.
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  3. Pr Description · decentraland
    Decentraland Godot Explorer — PR descriptions
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  4. Godot UI Components · decentraland
    Use when creating, moving, or refactoring UI in this repo (`godot/src/ui/`). Encodes the Atomic Design tier system (atoms / molecules / organisms / layouts / pages) established in PR
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  5. Mobile Dev Debug Tool · decentraland bundle
    Use when inspecting or reporting the state of the running Decentraland Godot Explorer client — on desktop or on a mobile device (iOS/Android) — over the unified scene-inspector debug-hub (`cargo run -- debug-hub`; device port 9231, consumer port 9230) that the client dials out to. Covers the SCENE_INSPECTOR_CMD JSON protocol, the five trees (`scene`/`entity`, `ui_scene`/`ui_entity`, `avatars`/`avatar`, `app_ui`, `ping`/`scenes`), the `focus` keyboard-focus tracker, the `log`/`network` streams, the shared `filters` dict, the `websocat` helper scripts (`scripts/unified.sh`, `unified-tail.sh`), and the wiring across `godot/src/tool/debug_server/`, `scene_inspector_bridge.gd` and the Rust `SceneManager::debug_*` / `AvatarScene::debug_*` hooks. Also covers the `eval` command for running arbitrary GDScript against the live client (non-production only). Trigger when the user asks what state the running app/client is in (what scenes/realm are loaded, where the avatar is, what the UI is showing — desktop or on-device/
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  6. Add Route · decentraland
    Use when adding a new route/page to the SPA. Decides Layout-less vs lightweight vs heavy (DappsShell) tier, enforces the dual-shell boundary, and adds the navbar clearance that fixed-position layout requires. Triggers on "new page", "new route", "add route", "create page", or edits to src/App.tsx.
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  7. Auth Flow · decentraland
    Use when working with authentication, identity, wallet, or sign-in/sign-out logic in the SPA. Covers the localStorage-based wallet hooks, identity resolution, signed mutations, and the no-Web3-providers boundary. Triggers on edits to `src/hooks/useWalletAddress.ts`, `src/hooks/useAuthIdentity.ts`, `src/utils/signedFetch.ts`, or any code touching `single-sign-on-*`, MetaMask `accountsChanged`, or sign-in/sign-out flows. Also on mentions of "auth", "identity", "wallet", "sign-in", "sign-out", "signedFetch", "SSO".
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  8. Perf Tier · decentraland
    Use when changing the build config, lazy-loading, manual chunks, hero prerender, or any code that affects Lighthouse scores / LCP / bundle size. Covers the dual-shell lazy boundaries, manual chunks setup (including the CSS gotcha), hero prerender, and deferred analytics. Triggers on edits to `vite.config.ts`, `scripts/prerender-hero.mjs`, `src/modules/DeferredAnalyticsProvider.tsx`, `src/modules/deferredThirdParty.ts`, `src/App.tsx` (lazy imports). Also on mentions of "LCP", "Lighthouse", "manualChunks", "modulePreload", "hero prerender", "lazy loading", "deferred analytics", "Core Web Vitals", "bundle size", "render-blocking".
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  9. SEO Worker · decentraland
    Use when editing the Vercel SEO function (`api/seo.ts`), the rewrite rules (`vercel.json`), or anything CMS-origin related across env config and the vite dev proxy. Covers the OG/Twitter meta rewrite flow, HTML escaping, origin allowlist, and the CMS_BASE_URL coherence rule. Triggers on edits to `api/seo.ts`, `vercel.json`, `src/config/env/{dev,stg,prd}.json`, or `vite.config.ts` (proxy section). Also on mentions of "SEO", "OG tags", "open graph", "Twitter card", "crawler", "Helmet titles", "Vercel function", "CMS_BASE_URL", "Contentful API", "PAGES map".
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  10. Add I18N Key · decentraland
    Use when adding, editing, or removing a translation key in src/intl/*.json. Enforces 6-locale parity (en, es, fr, ja, ko, zh) and detects duplicate top-level keys. Triggers when the user mentions "translation", "i18n", "locale", "intl", "translation key", or edits any file under src/intl/.
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  11. Migrate Dapp · decentraland
    Use when absorbing a standalone Decentraland dapp (whats-on, blog, jump, social, cast, storage, reels, report) into the sites SPA as a heavy DappsShell route (or, for reels, a Layout-less lightweight route). Triggers on "migrate dapp", "absorb <dapp> into sites", "port <dapp>". Captures path/auth/i18n/sign-in decisions, files to touch, the Web3-drop pattern, and the Jest/ts-jest gotchas you'd otherwise re-discover by trial.
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  12. Pre Pr Review · decentraland
    Use before running `gh pr create` or `git push`. Runs the full pre-PR gate from CLAUDE.md (format, lint, lint:pkg, build, test) plus the code-reviewer agent on the diff. Catches P0/P1 findings before the review bot blocks the PR. Triggers on "create PR", "open pull request", "ready to push", "pre-PR check".
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  13. Coverage Guard · decentraland
    Run on demand to check the coverage floor (>=95% statements / lines / functions per CLAUDE.md rule 6). Reports current totals plus the 10 worst files by uncovered statements, and dispatches the coverage-keeper agent on them when the floor is breached. Triggers on /coverage-guard, "check coverage", "coverage floor", "verify coverage", or before opening a PR that adds non-trivial src changes.
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  14. Rtk Query Split · decentraland
    Use when adding or editing RTK Query base clients (`src/services/<name>Client.ts`) or endpoint files (`src/features/<domain>/*.client.ts`, including `*.admin.client.ts` and `*.search.client.ts`). Covers the services/features split rationale plus Pre-PR rule 17 (no direct store imports in endpoint files) and rule 18 (no internal RTK Query cache state access via `as any`). Triggers on edits to those paths or mentions of "RTK Query", "injectEndpoints", "transformResponse", "onQueryStarted", "base client", "endpoint injection", "reducerPath".
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  15. Tracking Events · decentraland
    Reference and investigation playbook for analytics tracking in sites. Use when locating where an event is fired, understanding the deferred-analytics provider, adding/changing a Segment event, debugging missing events in the warehouse, or reasoning about download/onboarding/Click funnels. Triggers on "Segment", "analytics event", "tracking", "useTrackClick", "useDeferredTrack", "useAnalytics", "data-event", "download_started", "download_success", "download_failed", "Onboarding Checkpoint", "REELS_*", "GO_TO_EXPLORER", "page tracking", "where is X fired", "what tracks X", "anon_user_id", "dónde se manda evento", "utm", "campaign attribution", "partner attribution", "download_target".
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  16. Shell Safe Imports · decentraland
    Use when adding or editing files under `src/shells/*` or any file imported by `src/shells/store.ts` (RTK Query base clients, feature endpoint files, listener middleware). Covers Pre-PR rule 16 — no module-top-level throws in shell-reachable code, because one bad import crashes the entire lazy `DappsShell` chunk load. Triggers on edits to `src/shells/store.ts`, `src/services/*Client.ts`, `src/features/*/*.client.ts`, or any file in the shell's import graph. Also on mentions of "top-level throw", "env var validation", "lazy chunk", "DappsShell crash", "shell-reachable", "module top-level".
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  17. Avatar Background Color · decentraland
    Use when adding or editing any avatar surface (AvatarFace, custom avatar styled components, EventCard avatar slot, navbar avatar). Enforces the deterministic background color from ADR-292's NameColorHelper so avatars render the same hue here as in the unity-explorer. Triggers on "avatar", "AvatarFace", "AvatarImage", "creator avatar", "profile picture", or edits to files matching `**/avatar*` or any styled component in `**/*.styled.ts` whose name contains `Avatar`.
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  18. Npcs · decentraland bundle
    Create NPCs (non-player characters) in Decentraland scenes. Two approaches: the NPC Toolkit library (dcl-npc-toolkit) for GLB NPCs with dialogue, movement, and state machines; and AvatarShape for avatar-look NPCs in wearables. Use when the user wants to add an NPC, shopkeeper, or quest giver — any non-player entity with behavior or dialogue. For live player data (position, profile, wearables) see player-avatar instead.
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  19. Build UI · decentraland bundle
    Build 2D screen-space UI for Decentraland scenes using React-ECS (JSX). Create HUDs, menus, health bars, dialogs, buttons, inputs, and dropdowns. Use when the user wants on-screen UI, menus, or form inputs. Do NOT use for 3D in-world text (see advanced-rendering) or clickable 3D objects (see add-interactivity).
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  20. Composites · decentraland bundle
    Reference for the Decentraland `.composite` JSON format that declares the initial entities of a scene in `assets/scene/main.composite`. Use when authoring a main.composite from scratch, when editing one by hand because the Creator Hub MCP is not available (see creator-hub-mcp — the MCP is always preferred for an existing scene), or when other skills point to the composite reference. For scaffolding a whole scene project see create-scene.
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  21. Sdk Scenes · decentraland bundle
    Build, extend, and deploy Decentraland SDK7 scenes. This is the entry-point skill — it contains agent behavioral guidelines, the composite-first rule, and an index of all individual topic skills. Install this alongside the individual skills you need, or use `--skill '*'` to install everything.
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  22. Audio Video · decentraland bundle
    Add sound effects, music, audio streaming, and video players to Decentraland scenes with AudioSource, AudioStream, and VideoPlayer. Use when the user wants sound, music, video screens, radio, live streams, or media playback. Do NOT use for player emotes (see player-avatar) or screen-space UI sounds (sounds attach to entities, not UI).
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  23. Editable UI · decentraland bundle
    Write React-ECS scene UI that the Creator Hub's 2D UI editor (UI Designer) can fully read and edit — file layout, the state/props binding surface, useInteraction style layers, actions, platform variants, and the driver pattern for animation. Use when the user wants UI that is editable in the Creator Hub, wants to generate UI for the UI Designer, or wants to adapt an existing coded UI so it opens in the editor. For coded UI with no editor requirement, use build-ui.
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  24. Game Design · decentraland
    Plan and design Decentraland games and interactive experiences. Use when the user wants game design advice, scene architecture, performance planning, or help structuring a game. Do NOT use for specific implementation (see add-interactivity, build-ui, multiplayer-sync).
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  25. Create Scene · decentraland bundle
    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).
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  26. Deploy Scene · decentraland
    Deploy a Decentraland scene to Genesis City (LAND-based). Use when the user wants to deploy or publish to parcels they own, or reduce the deployed scene size. Do NOT use for Worlds deployment (see deploy-worlds).
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  27. Add 3d Models · decentraland bundle
    Add 3D models (.glb/.gltf) to a Decentraland scene using GltfContainer — 8,800+ free assets from the OpenDCL catalog, plus authoring and editing custom models by driving Blender (headless CLI or Blender MCP). Use when the user wants to add models, import GLB files, find free 3D assets, set up model colliders, or create/edit/retexture/optimize a model in Blender — also whenever an `mcp__blender__*` tool is available and the task touches 3D models. Do NOT use for SDK materials/textures (see advanced-rendering) or model animations (see animations-tweens).
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  28. Deploy Worlds · decentraland
    Deploy a Decentraland scene to a World (personal 3D space using a DCL NAME or ENS domain). Use when the user wants to deploy to a World or use a DCL NAME/ENS domain. Do NOT use for Genesis City LAND deployment (see deploy-scene).
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  29. Player Avatar · decentraland bundle
    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).
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  30. Scene Runtime · decentraland bundle
    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).
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  31. Advanced Input · decentraland bundle
    System-level input polling, player movement control, and mobile on-screen controls in Decentraland. Covers inputSystem, InputModifier, PointerLock, PrimaryPointerInfo, and TouchScreenControls. Use when the user wants continuous key polling, WASD-controlled entities, to freeze the player during a cutscene, FPS-style cursor lock, multi-key combo patterns, or to hide/customize the mobile joystick, crosshair, or on-screen buttons. For event-driven clicks and hover on entities see add-interactivity.
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  32. Audio Analysis · decentraland bundle
    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).
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  33. Camera Control · decentraland bundle
    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, camera tracking, or a spectate / observer / replay / free-cam mode. Do NOT use for input restriction during cutscenes (see advanced-input for InputModifier) or cursor lock detection (see advanced-input for PointerLock).
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  34. Nft Blockchain · decentraland bundle
    NFT display and blockchain interaction in Decentraland. Use when the user wants NFTs, blockchain, wallet, smart contracts, Web3, or token gating. Do NOT use for player avatar data or emotes (see player-avatar).
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  35. Optimize Scene · decentraland
    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).
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  36. Player Physics · decentraland bundle
    Apply physics forces to the player in Decentraland scenes. Impulses (one-shot pushes), knockback (push away from a point with falloff), continuous forces (wind tunnels, anti-gravity, lift, hover), timed forces, and repulsion fields. Use when the user wants launch pads, knockback on hit, wind zones, gravity fields, or lifting/floating/hovering the player. THIS is also the right skill when an agent's first instinct is to mutate `Transform` on `engine.PlayerEntity` to move/lift/push the player — that does NOT work (player Transform is engine-controlled and read-only); use the Physics API instead. Do NOT use for player movement speed (see player-avatar AvatarLocomotionSettings) or platform movement (see animations-tweens).
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  37. Creator Hub MCP · decentraland bundle
    Edit a Decentraland scene's entities, components, Smart Items and scene settings live through the Creator Hub's MCP server instead of hand-editing assets/scene/main.composite. Use whenever a scene is open in the Creator Hub, whenever `mcp__creator-hub__*` tools (scene_state, create_entity, set_component, place_smart_item, …) are available in the session, when the user mentions the Creator Hub AI assistant or its MCP server, or before ANY edit to main.composite, main.crdt, or scene.json.
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  38. Particle System · decentraland bundle
    Emit particles (fire, smoke, snow, fireworks, magic, trails) from an entity in a Decentraland SDK7 scene with the ParticleSystem component. Do NOT use for procedural entity motion (see animations-tweens), GLTF model effects (see add-3d-models), or 2D UI effects (see build-ui).
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  39. Multiplayer Sync · decentraland bundle
    Peer-to-peer multiplayer in Decentraland using CRDT networking with syncEntity and MessageBus. Use when the user wants multiplayer, synced entities, shared world state, broadcast events, or player-to-player communication without a server. Do NOT use for server-authoritative multiplayer, anti-cheat, or persistent storage (see authoritative-server). Do NOT use for screen UI (see build-ui).
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  40. Add Interactivity · decentraland bundle
    Event-driven interactivity for Decentraland entities. Covers pointerEventsSystem, proximity events, trigger areas (enter/exit zones), raycasting, and one-shot key presses on entities. Use when the user wants clickable objects, hover highlights, proximity-based interactions, detecting when a player enters a zone, E/F key actions on an entity, or ray-hit detection. For system-level polling (held keys, WASD movement, cursor lock, InputModifier, action bar) see advanced-input. For screen-space UI buttons see build-ui.
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  41. Animations Tweens · decentraland bundle
    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).
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  42. Script Components · decentraland
    Writing .ts script files for the Creator Hub Script component — self-contained classes attached to individual entities. Use when the user wants to create a custom smart item, a reusable scripted entity, or write code that runs on a Creator Hub Script component. Do NOT use for regular scene index.ts code or global systems (see scene-runtime, add-interactivity).
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  43. Advanced Rendering · decentraland bundle
    Advanced rendering in Decentraland scenes. Billboard, TextShape, PBR materials, GltfNodeModifiers, and VisibilityComponent. Use when the user wants billboards, floating labels, 3D text, material effects, glow, transparency, or model node control. Do NOT use for screen-space UI (see build-ui) or loading 3D models (see add-3d-models).
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  44. Unity Explorer MCP · decentraland bundle
    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.
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  45. Authoritative Server · decentraland bundle
    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).
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  46. Lighting Environment · decentraland
    Dynamic lighting and environment in Decentraland scenes. LightSource, shadows, SkyboxTime, realm detection, and emissive materials. Use when the user wants lights, shadows, skybox control, day-night cycle, or glowing materials. Do NOT use for PBR material properties like metallic/roughness (see advanced-rendering).
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  47. Migrate Sdk6 To Sdk7 · decentraland bundle
    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.
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