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typescript
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6 months ago
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2 months ago
Catalog Refreshed
Documentation & install
Readme and setup notes from the catalogue, plus a client-ready config you can copy for your MCP host.
You install and run a dedicated MCP server for Cocos Creator 3.8+ that lets an AI assistant interact with the editor through a standardized protocol. With a single setup, you unlock automated scene, node, prefab, asset, and project operations, plus debugging, preferences, server messaging, and more, all accessible from your preferred MCP client.
How to use
To use the MCP server with an MCP client, start the server panel from your editor’s Extensions menu and ensure the HTTP endpoint is reachable at the configured port. Your MCP client connects to the endpoint to issue actions such as opening scenes, querying nodes, creating prefabs, managing assets, running the project, and broadcasting messages. The server exposes a comprehensive set of capabilities that map to editor operations, enabling you to automate repetitive tasks, integrate AI-driven workflows, and coordinate complex editor interactions through standard requests.
How to install
Prerequisites you need before installation:
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Install Cocos Creator 3.8.6 or higher on your system.
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Ensure Node.js is available in your environment (Cocos Creator provides Node.js as part of the editor bundle, but you may need it for building the plugin).
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Prepare your project for extensions by creating an extensions folder if it does not exist.
Available tools
scene_management
Scene management tools for getting the current scene, opening, saving, creating, and closing scenes, plus scene list queries.
scene_hierarchy
Retrieve full scene structure, including component information, and inspect scene hierarchy.
scene_execution_control
Execute methods on components, run scene scripts, and synchronize prefabs.
node_query
Query nodes by name or pattern, retrieve node information, and detect 2D/3D types.
node_lifecycle
Create or delete nodes, support component preloading and prefab instantiation.
node_transform
Modify node name, position, rotation, scale, visibility, and other transform properties.
node_hierarchy
Move, copy, and paste nodes within the hierarchy.
node_clipboard
Copy, paste, and cut nodes via a clipboard-like mechanism.
node_property_management
Reset node properties, component properties, and transform attributes.
component_manage
Add or remove engine components like cc.Sprite, cc.Button, etc.
component_script
Attach or remove custom script components from nodes.
component_query
List components, view detailed information, and discover available component types.
set_component_property
Set values for properties on one or multiple components.
prefab_browse
List prefabs, view prefab information, and validate prefab files.
prefab_lifecycle
Create and delete prefabs from node structures.
prefab_instance
Instantiate prefabs into the scene, detach links, apply changes, and revert.
prefab_edit
Enter/exit prefab edit mode, save prefabs, and test changes.
asset_manage
Import, delete, and manage asset metadata and URLs.
asset_analyze
Analyze asset dependencies and export asset manifests.
asset_system
Refresh assets and query asset database status.
asset_query
Query assets by type or folder and retrieve detailed information.
asset_operations
Create, copy, move, delete, save, or re-import assets.
project_manage
Run projects, build projects, and retrieve project information and settings.
project_build_system
Control the build panel, monitor build status, and manage local servers.
debug_console
Retrieve and clear console logs with filtering and limits.
debug_logs
Read, search, and analyze project logs with pattern matching.
debug_system
Fetch editor information, performance statistics, and environment details.
preferences_manage
Get and set editor preferences.
preferences_global
Manage global configurations and system settings.
server_info
Query server status, project details, and environment information.
broadcast_message
Listen for and broadcast custom messages within the editor context.
reference_image_manage
Add or remove reference images used in scene views.
reference_image_view
Control the display and editing of reference images.
scene_view_control
Control Gizmo tools, coordinate systems, and view modes.
scene_view_tools
Manage scene view tools and options.
validation_scene
Validate scene integrity and check for missing assets.
validation_asset
Validate resource references and asset integrity.