unity-explorer-mcp

Iterate on Decentraland SDK7 scenes by driving a running Explorer build through its MCP automation server.

Updated Sep 11, 2026
One-click install
npx skills add https://github.com/ansonj-dev/neon-reverse --skill unity-explorer-mcp-ansonj-dev
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-explorer-mcp
Source: https://github.com/ansonj-dev/neon-reverse/tree/main/agent/skills/unity-explorer-mcp
Command: npx skills add https://github.com/ansonj-dev/neon-reverse --skill unity-explorer-mcp-ansonj-dev

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) and references (resource) components.

What problem does it solve? Testing a Decentraland SDK7 scene normally requires manual launching, walking, and clicking inside the Explorer client. This Skill lets an AI agent drive a running Explorer build through its embedded MCP automation server, so scenes can be edited, hot-reloaded, screenshotted, and verified in-world autonomously. ## Core Features & Use Cases - In-world scene iteration: Edit TypeScript scene code, watch hot-reload, then verify with screenshots, scene-state reads, and log polling until every requirement has visual proof. - Synthetic input and camera control: Teleport, walk, look, click entities, send chat, trigger emotes, and position free or retail camera modes to test interactions and framing. - Performance and content-budget debugging: Measure frame rates, scene content stats, and per-model breakdowns to find what exceeds per-parcel limits. - Use Case: While building a multiplayer maze scene, ask the agent to walk through each trigger area, click every switch, screenshot the results, and confirm the ECS state matches the intended gameplay. ## Quick Start Ask the agent to launch the scene with the MCP flag and verify in the running Explorer that the door opens when the switch is clicked.

Frequently Asked Questions about unity-explorer-mcp

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

FAQPage Schema
How do I test a Decentraland SDK7 scene in the Explorer automatically?

Launch the scene with npm run start -- --mcp, register the MCP server at http://127.0.0.1:8123/unity-explorer-mcp, then use the explorer tools to walk, click entities, take screenshots, and read scene state while hot-reload applies your code edits.

Why are the mcp__explorer__ tools missing in my session?

Claude Code binds MCP connections only at session startup, so a session started before the Explorer launched never sees the tools. Reconnect with /mcp in the terminal CLI or /mcp reconnect explorer in the VS Code extension, or open a fresh conversation tab with the Explorer left running.

Can I use this with the Decentraland Creator Hub preview?

Yes. Enable the MCP checkbox in the Creator Hub scene preview settings and hit Preview; it passes --mcp to the same preview process. When the Creator Hub editor MCP is connected, the runtime tools are re-published as explorer_<name> and no manual registration is needed.

Why does click_entity fail or hit the wrong entity?

click_entity takes the Explorer's Arch ECS id from list_scene_entities, not your scene's CRDT entity id, and the offset changes after every reload. The target also needs a PointerEvents component, a collider, an unobstructed camera raycast, and the avatar within maxDistance.

How do I check if my scene exceeds Decentraland content limits?

Call get_scene_content_stats for whole-scene counts against per-parcel caps, position the camera, then get_performance_stats for real frame rates and get_scene_content_breakdown to rank the heaviest source models. Judge draw-call risk by shaderVariants rather than material count.

Why did my scene disappear after saving files?

Each save triggers a rebuild, so splitting one change across multiple saves can make the Explorer load a mid-write bundle and crash with a SyntaxError, leaving a null scene that only a client relaunch recovers. Batch multi-part edits into a single file write and verify scene state before saving again.