Skip to content
Agentmart
Submit a tool

Funplay Cocos MCP

stdio bridge for the local Cocos Creator Editor MCP server from FunplayAI/funplay-cocos-mcp.

Connector by FunplayAI · GitHub account verified by the MCP Registry

IndexedMITLocal (stdio)★ 356
Write a review

Install

Works with Claude Code, Codex, VS Code, Cursor, Windsurf, Claude Desktop. Read the repository before you give any tool access to your data.

npx agentmarket install connector/funplayai-funplay-cocos-mcp

Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.

Get the weekly diff

The weekly diff: one email a week with new agent tools, notable updates and grade changes, plus security alerts for tools you follow. Double opt-in, one-click unsubscribe.

We use your email only for this newsletter. Privacy

About

stdio bridge for the local Cocos Creator Editor MCP server from FunplayAI/funplay-cocos-mcp.

Use cases: debugging, testing

No reviews yet. Installed it? Reviews come from verified installers only. How reviews work

Permissions

What this server can do and what it asks for, from its tool list and install config. Checked Oct 25, 2026.

Tools
48 read · 38 write · 10 delete · 10 not yet classified
Secrets
None asked for
Install scripts
None found
Runs as
Node.js package

Tools by what they do 106

Read from the source code; the running server may list different tools.

Read 48 · Look things up without changing anything.

  • capture_desktop_screenshot
  • capture_editor_screenshot
  • capture_game_screenshot
  • capture_preview_screenshot
  • capture_scene_screenshot
  • check_asset_ready
  • check_for_updates
  • exists
  • find_nodes
  • get_build_status
  • get_editor_preference
  • get_editor_selection
Show 36 more tools
  • get_editor_state
  • get_file_snippet
  • get_hierarchy
  • get_performance_snapshot
  • get_preview_mode
  • get_project_info
  • get_recent_logs
  • get_runtime_state
  • get_scene_info
  • get_script_diagnostic_context
  • get_selection
  • get_tool_catalog
  • inspect_asset
  • inspect_asset_dependencies
  • inspect_component
  • inspect_node
  • inspect_prefab
  • inspect_prefab_instance
  • list_animations
  • list_assets
  • list_button_click_events
  • list_cameras
  • list_components
  • list_directory
  • list_editor_windows
  • list_prefabs
  • list_project_instructions
  • list_scenes
  • read_file
  • read_project_instruction
  • search_files
  • search_project_logs
  • simulate_preview_input
  • validate_asset_dependencies
  • validate_prefab_references
  • validate_scene

Write 38 · Create, change, send or run things.

  • add_animation_clip
  • add_component
  • apply_prefab_instance
  • bind_button_click_event
  • broadcast_editor_message
  • create_button
  • create_camera
  • create_canvas
  • create_cocos_mcp_project_skill
  • create_label
  • create_node
  • create_prefab_from_node
Show 26 more tools
  • create_prefab_instance
  • create_project_skill
  • create_scene
  • create_sprite
  • edit_prefab_json
  • invoke_component_method
  • open_build_panel
  • replace_in_file
  • run_project_preview
  • run_scene_asset
  • save_current_scene
  • select_asset
  • set_camera_properties
  • set_component_property
  • set_editor_preference
  • set_node_transform
  • set_preview_mode
  • set_selection
  • set_time_scale
  • simulate_button_click
  • simulate_key_press
  • simulate_mouse_click
  • simulate_mouse_drag
  • stop_animation
  • write_file
  • write_project_instruction

Delete 10 · Delete, drop, revoke or wipe things.

  • clear_logs
  • delete_asset
  • delete_node
  • execute_editor_script
  • execute_javascript
  • execute_scene_script
  • remove_component
  • reset_component_property
  • revert_prefab_instance
  • run_script_diagnostics

Not yet classified 10 · We could not tell from the name and description.

  • duplicate_prefab
  • emit_node_event
  • instantiate_prefab
  • open_asset
  • open_scene
  • pause_runtime
  • play_animation
  • refresh_assets
  • resume_runtime
  • simulate_key_combo

Secrets and settings it asks for

Other settings (environment variables or headers).

  • FUNPLAY_COCOS_MCP_TIMEOUT_SECONDS
  • FUNPLAY_COCOS_MCP_URL

Tools (106)

Read from the source code; the running server may differ. Descriptions are the server’s own words; hidden characters are shown as [U+…].

  • add_animation_clip

    Add an AnimationClip asset to a node Animation component.

  • add_component

    Add a component to a node by component class name.

  • apply_prefab_instance

    [core] Apply a scene prefab instance back to its associated prefab asset using the Cocos editor scene apply-prefab message.

  • bind_button_click_event

    [core] Bind a Cocos Button click event to a target node component method.

  • broadcast_editor_message

    [core] Send or broadcast a Cocos editor message for advanced editor automation.

  • capture_desktop_screenshot

    [core] Capture a screenshot from the local desktop and return it as an MCP image payload.

  • capture_editor_screenshot

    [specialist] Capture the focused Cocos Creator editor window and return it as an MCP image payload. Prefer screenshot tools only when visual verification is explicitly needed.

  • capture_game_screenshot

    [core] Capture the Game/Preview panel region from the editor window with panel-level cropping when available.

  • capture_preview_screenshot

    [specialist] Capture the preview or simulator window as an MCP image payload. Prefer this only when you need visual proof of game or preview output.

  • capture_scene_screenshot

    [specialist] Capture the Scene panel region from the editor window with panel-level cropping when available. Prefer this only for visual validation of scene-side results.

  • check_asset_readyread-only

    [specialist] Check bounded AssetDB readiness and optionally a stable imported UUID/URL identity. Does not prove importer queue, script compilation, source bytes, or runtime loading completion.

  • check_for_updates

    [specialist] Check the latest Funplay Cocos MCP GitHub release and compare it with the installed extension version.

  • clear_logs

    [specialist] Clear in-memory MCP logs and, only with explicit confirmation, truncate common project log files.

  • create_button

    Create a UI Button node with child Label.

  • create_camera

    Create a Camera node in the active scene.

Show 91 more tools
  • create_canvas

    Create a Cocos Canvas node with UITransform.

  • create_cocos_mcp_project_skill

    [core] Create the recommended Funplay Cocos MCP workflow Skill for a supported client (defaults to Codex).

  • create_label

    Create a UI Label node under a parent.

  • create_node

    Create a new node under the active scene or a specified parent path.

  • create_prefab_from_node

    [core] Create a prefab asset from an existing scene node using scene-process serialization and asset-db persistence. The cloned hierarchy is normalized to UI_2D without modifying the source nodes. Use this instead of raw scene:create-prefab on Cocos Creator 3.8.x.

  • create_prefab_instance

    [core] Create and verify a linked prefab instance in the editor hierarchy using Cocos scene create-node when available.

  • create_project_skill

    [core] Create a project Skill for a supported client. Defaults to Codex under .agents/skills.

  • create_scene

    [core] Create an empty scene or a copy of the active scene at an explicit assets path without opening an interactive save dialog.

  • create_sprite

    Create a UI Sprite node, optionally assigning a SpriteFrame asset uuid.

  • delete_asset

    Delete an asset from asset-db by uuid, db url, or path.

  • delete_node

    Delete a node by path, uuid, or name.

  • duplicate_prefab

    [core] Create a new prefab asset by duplicating an existing prefab file without copying its .meta UUID.

  • edit_prefab_json

    [core] Edit a prefab JSON file by JSON path assignment or literal search/replace, then validate references.

  • emit_node_event

    [core] Emit a custom event on a target scene node with an optional JSON payload.

  • execute_editor_script

    [compat] Execute JavaScript in the editor/browser context. Prefer execute_javascript with context="editor" as the main unified tool; use this when you specifically want the editor-only compatibility entrypoint.

  • execute_javascript

    [primary] Execute JavaScript in either the scene or editor context. Use context="scene" for live scene/runtime inspection and mutation, or context="editor" for Editor APIs, asset-db workflows, MCP orchestration, local filesystem access, and higher-level automation. Prefer this as the main flexible tool when many narrow tools would be noisy.

  • execute_scene_script

    [compat] Execute JavaScript in the active Cocos scene context. Prefer execute_javascript with context="scene" as the main unified tool; use this when you specifically want the scene-only compatibility entrypoint.

  • exists

    [core] Check whether a project file or directory exists.

  • find_nodes

    [core] Find scene nodes by exact name, partial path, or component type.

  • get_build_status

    [specialist] Query Cocos build/preview status using known builder message variants.

  • get_editor_preference

    [core] Read a Cocos editor preference through Editor.Profile when available.

  • get_editor_selection

    [compat] Return the current node and asset selection in the Cocos editor. Prefer get_selection as the primary structured selection read tool.

  • get_editor_state

    [specialist] Return a structured editor-state snapshot including project info, runtime server status, current selection, and visible Electron windows. Prefer this when you want one compact editor summary.

  • get_file_snippet

    [core] Read a focused snippet around a file line number.

  • get_hierarchy

    [specialist] Return a structured hierarchy tree from the active scene or a specific node path. Prefer execute_javascript for broader reasoning or repair; use this when you want a predictable hierarchy snapshot.

  • get_performance_snapshot

    [specialist] Return edit-scene scale and performance-oriented counters such as node/component counts, UI counts, depth, memory, and warnings. Its director counters are not Game View preview state.

  • get_preview_mode

    [specialist] Query the active Cocos Creator preview mode. Browser results use a same-host loopback url/localUrl and preserve Creator's reported LAN address as networkUrl.

  • get_project_info

    [specialist] Return the active Cocos project path, version, and MCP server configuration. Prefer this for a fast structured project summary; use execute_javascript when you need to inspect and act in one step.

  • get_recent_logs

    [specialist] Return recent MCP runtime logs, recent tool interactions, and tails of common project log files.

  • get_runtime_state

    [specialist] Return the editor Game View preview running/paused state and toolbar synchronization status, not edit-scene director counters. Does not inspect browser or simulator runtime state.

  • get_scene_info

    [specialist] Return a structured summary of the active Cocos scene. Prefer execute_javascript for multi-step inspection or mutation; use this when you specifically want a compact scene snapshot.

  • get_script_diagnostic_context

    [specialist] Run TypeScript diagnostics and attach source snippets for each error. This is a preferred specialist tool for compile-error triage before repair.

  • get_selection

    [specialist] Return the current editor selection in a compact structured form. Prefer this when selection state matters for the next action.

  • get_tool_catalog

    [specialist] Return every built-in MCP tool with profile, category, and current exposure state. Use this before changing custom tool exposure.

  • inspect_asset

    [specialist] Inspect asset-db info, metadata, and serialized asset data by uuid or path. Prefer this when you need a precise structured asset read.

  • inspect_asset_dependencies

    [specialist] Inspect UUID-style dependencies referenced by a serialized Cocos asset.

  • inspect_component

    [core] Inspect a component attached to a node.

  • inspect_node

    [core] Inspect a specific node by path, uuid, or name.

  • inspect_prefab

    [specialist] Inspect a prefab asset, its metadata, serialized file path, and UUID-like asset references.

  • inspect_prefab_instance

    [specialist] Inspect whether a scene node is linked to a prefab instance and return prefab metadata when available.

  • instantiate_prefab

    Instantiate a prefab into the active scene by prefab uuid.

  • invoke_component_method

    [core] Invoke a method on a component for runtime validation and test hooks.

  • list_animations

    [core] List Animation components in the active scene or under one node.

  • list_assets

    [specialist] Query project assets from asset-db by pattern or asset type. Prefer this when you need exact asset discovery; otherwise use execute_javascript for broader automation.

  • list_button_click_events

    [core] List click event bindings on a Cocos Button component.

  • list_cameras

    [core] List Camera components in the active scene.

  • list_components

    [core] List components attached to a scene node.

  • list_directory

    [core] List files and directories inside a project directory.

  • list_editor_windows

    [specialist] List available Electron windows so screenshots or input-targeting can choose the correct window. Use this when window targeting is the explicit problem.

  • list_prefabs

    [core] List prefab assets in the project.

  • list_project_instructions

    [specialist] List project AI instruction files and Skills for a supported client (defaults to Codex).

  • list_scenes

    [specialist] List scene assets in the project. Prefer this when you need exact scene discovery before opening one; otherwise stay in execute_javascript for broader workflows.

  • open_asset

    [specialist] Open an asset inside Cocos Creator by uuid, db url, or path. Use this only when opening the asset itself is the explicit next step.

  • open_build_panel

    [core] Open the Cocos build panel, defaulting to the builder panel id.

  • open_scene

    [specialist] Open a scene asset in Cocos Creator by uuid, db url, or path. Use this when scene switching is the explicit goal; otherwise keep execute_javascript as the main planning tool.

  • pause_runtime

    [core] Pause an active editor Game View preview through the native toolbar. Idempotent; does not pause the edit-scene director, browser, or simulator.

  • play_animation

    [core] Play an Animation component clip on a node.

  • read_file

    [core] Read a file from the Cocos project.

  • read_project_instruction

    [specialist] Read a project AI instruction file such as AGENTS.md, CLAUDE.md, or a project SKILL.md.

  • refresh_assets

    [core] Best-effort asset database refresh for a file or the assets root.

  • remove_component

    Remove a component from a node by name or index.

  • replace_in_file

    [core] Replace text in a file, useful for script auto-fix loops.

  • reset_component_property

    Reset or clear a component property by dot path.

  • resume_runtime

    [core] Resume a paused editor Game View preview through the native toolbar. Idempotent; requires a running Game View preview.

  • revert_prefab_instance

    [core] Revert a scene prefab instance from its associated prefab asset using available Cocos editor prefab revert messages.

  • run_project_preview

    [core] Start Cocos Creator 3.8.x preview in browser, editor Game View, or simulator mode. Game View uses the native toolbar and does not toggle off an already running preview. Browser results use a same-host loopback url/localUrl and preserve Creator's reported LAN address as networkUrl.

  • run_scene_asset

    Load a scene asset by uuid directly into the current runtime scene context.

  • run_script_diagnostics

    [specialist] Run a TypeScript no-emit check for the current Cocos project and return parsed diagnostics. This is a preferred specialist tool for script errors when diagnostics are needed.

  • save_current_scene

    [core] Save the currently open Cocos scene using available editor scene messages.

  • search_files

    [core] Search project files by simple wildcard pattern.

  • search_project_logs

    [specialist] Search common Cocos project log files for a string or regular expression.

  • select_asset

    [specialist] Select an asset in the Cocos editor. Use this when editor selection state matters; otherwise keep execute_javascript as the primary workflow.

  • set_camera_properties

    Set selected Camera component properties.

  • set_component_property

    Set a component property by dot path using a JSON value.

  • set_editor_preference

    [core] Write a Cocos editor preference through Editor.Profile when available.

  • set_node_transform

    Update node position, rotation, scale, or active state.

  • set_preview_mode

    [core] Switch Cocos Creator 3.8.x preview mode through the native toolbar, synchronizing its state and stopping Game View before switching away.

  • set_selection

    [specialist] Set or clear the current editor selection for an asset or node. Use this when downstream editor workflows depend on selection state.

  • set_time_scale

    [core] Set the edit-scene Cocos scheduler time scale. Does not change the separate Game View preview runtime.

  • simulate_button_click

    [core] Simulate a Cocos Button click by emitting click events on the target button node.

  • simulate_key_combo

    [core] Send a low-level Electron modified key press such as Ctrl+S or Cmd+P.

  • simulate_key_press

    [core] Send a low-level Electron key press to the editor, preview, or simulator window.

  • simulate_mouse_click

    [core] Send a low-level Electron mouse click to the editor, preview, or simulator window.

  • simulate_mouse_drag

    [core] Send a low-level Electron mouse drag to the editor, preview, or simulator window.

  • simulate_preview_input

    [core] Convenience wrapper for low-level preview/simulator input. Uses mouse click by default or key press when keyCode is provided.

  • stop_animation

    [core] Stop an Animation component clip on a node.

  • validate_asset_dependencies

    [specialist] Validate UUID-style dependencies for one asset or a project asset query.

  • validate_prefab_references

    [specialist] Validate prefab asset references by checking serialized UUID references against asset-db.

  • validate_scene

    [specialist] Run a compact validation pass over the active scene, runtime state, TypeScript diagnostics, and recent project log errors.

  • write_file

    [core] Write or overwrite a file in the Cocos project.

  • write_project_instruction

    [core] Create or update a project AI instruction file inside the Cocos project.

Signals

Stars
356
Forks
43
Open issues
0
Contributors
4
Last commit
Oct 20, 2026 (7 days ago)
Last release
Oct 20, 2026 (7 days ago)

From GitHub (fetched Oct 24, 2026).

Details

Registry name
io.github.FunplayAI/funplay-cocos-mcp
Version
0.6.8
Auth
No auth
Packages
npm funplay-cocos-mcp
License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

More from FunplayAI

Cite this page

Funplay Cocos MCP. Agent Mart. https://agentmart.dev/connectors/funplayai-funplay-cocos-mcp (last updated 2026-10-24)