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Funplay MCP for Cocos

An Embedded MCP Server for Cocos Creator Editor

Cocos Creator 3.8+ License: MIT MCP Compatible Editor Only

中文 | English

If this project helps your Cocos workflow, please consider giving it a Star. It helps more developers discover the project and supports ongoing development.


Funplay MCP for Cocos is an MIT-licensed Cocos Creator extension that embeds an HTTP MCP server directly inside the editor. It lets AI assistants such as Claude Code, Cursor, Codex, VS Code Copilot, Trae, and Kiro inspect and operate your running Cocos project.

The package follows the same product direction as Funplay MCP for Unity: keep the default tool surface focused, provide a one-click client configuration window, and make one high-flexibility execution tool the primary workflow.

For Cocos, the primary tool is execute_javascript:

  • context: "scene" runs JavaScript in the active Cocos scene/runtime context
  • context: "editor" runs JavaScript in the Cocos editor/browser context

"Create a login page UI with account/password fields and a main login button."

Your AI assistant can call execute_javascript, build the UI hierarchy under the active Canvas, attach Cocos components, inspect the result, and capture a screenshot for validation.

Quick Start

If you just want to connect quickly, do these three things:

  • Install this repository as a Cocos Creator extension
  • Open Funplay > MCP Server
  • Use the built-in one-click MCP client configuration

1. Install as a Cocos Creator Extension

Clone or copy this repository into your Cocos project extension directory:

cd /path/to/your-cocos-project
mkdir -p extensions
git clone https://github.com/FunplayAI/funplay-cocos-mcp.git extensions/funplay-cocos-mcp

Then restart Cocos Creator or reload extensions from the editor.

You can also install it globally by copying the folder into your Cocos Creator user extensions directory.

2. Start the MCP Server

Open the editor menu:

Funplay > MCP Server

The server runs on http://127.0.0.1:8765/ by default.

If the configured port is already occupied, the extension automatically falls back to the next available local port and uses the actual running port for one-click MCP client configuration.

The panel is intentionally small:

  • Enable or disable the MCP server
  • Change the server port
  • Switch tool exposure between core and full
  • Configure AI clients with one click
  • Expand debug output only when needed

3. Configure Your AI Client

Use the built-in MCP Client Config section in the Funplay > MCP Server panel first.

Select your target client, click One-Click Configure, and the extension writes the recommended MCP config entry for you.

The MCP server name written to clients is:

funplay_cocos

If you prefer to edit config files manually, use the examples below as fallback references.

Claude Code / Claude Desktop
{
  "mcpServers": {
    "funplay_cocos": {
      "type": "http",
      "url": "http://127.0.0.1:8765/"
    }
  }
}
Cursor
{
  "mcpServers": {
    "funplay_cocos": {
      "url": "http://127.0.0.1:8765/"
    }
  }
}
VS Code
{
  "servers": {
    "funplay_cocos": {
      "type": "http",
      "url": "http://127.0.0.1:8765/"
    }
  }
}
Trae
{
  "mcpServers": {
    "funplay_cocos": {
      "url": "http://127.0.0.1:8765/"
    }
  }
}
Kiro
{
  "mcpServers": {
    "funplay_cocos": {
      "type": "http",
      "url": "http://127.0.0.1:8765/"
    }
  }
}
Codex
[mcp_servers.funplay_cocos]
url = "http://127.0.0.1:8765/"

4. Verify the Connection

Open your AI client and try a few safe requests first:

  • "Call get_project_info and summarize the current Cocos project."
  • "Read cocos://project/context and tell me the editor status."
  • "Use execute_javascript with context: \"scene\" to return the active scene name."
  • "Use execute_javascript with context: \"editor\" to return the project path."

If these work, the MCP server, resources, prompts, and primary execution tool are connected correctly.

5. Start Building

Try a higher-level prompt in your AI client:

Create a login page UI in the current Cocos scene with account/password fields, a login button, and a guest-login button. Use execute_javascript first, inspect the hierarchy, then capture a screenshot.

Before You Start

  • This extension is Editor-only. It is meant to automate Cocos Creator, not to add runtime dependencies to your final game build.
  • The MCP server listens on http://127.0.0.1:8765/ by default.
  • If the configured port is busy, the server automatically falls back to the next available port and the panel/client config use the actual running port.
  • The default core profile exposes 19 high-signal tools. Switch to full in the panel if you want all 67 tools exposed.
  • All exposed MCP tools execute directly. There is no extra approval toggle inside the Cocos extension.
  • The recommended workflow is execute_javascript first, then focused helper tools for screenshots, diagnostics, assets, and inspection.
  • If you change the server port or tool exposure in the panel, the extension saves the config and restarts the server when needed.

Why This Project

  • execute_javascript First — One high-flexibility JavaScript tool can orchestrate scene/runtime work and editor-side automation without flooding AI clients with too many narrow tool calls
  • Embedded Cocos Extension — No separate Python daemon or external bridge process is required for the Cocos-side plugin
  • One-Click Client Configuration — Configure Claude Code, Cursor, VS Code, Trae, Kiro, and Codex directly from Cocos Creator
  • Project Context Built In — Exposes live project, scene, selection, script diagnostics, and interaction-history resources
  • Focused by Default, Full When Neededcore reduces tool-list noise; full exposes every available tool
  • Visual Validation — Scene/editor/preview screenshots and input simulation help AI verify UI and gameplay changes

Highlights

  • 67 Built-in Tools — Scene hierarchy, assets, UI creation, components, files, script diagnostics, screenshots, runtime control, and input simulation
  • Primary Unified Toolexecute_javascript supports both scene and editor contexts
  • Resources & Prompts — Live project resources plus reusable workflows like script fixing, scene validation, and playable prototype creation
  • Cocos Panel UI — A minimal Funplay > MCP Server panel for service management and MCP client setup
  • Screenshot and Input Support — Capture editor/scene/game/preview screenshots and send Electron-level mouse/keyboard events
  • Vendor Agnostic — Works with any AI client that supports MCP over HTTP JSON-RPC

Relationship to Funplay MCP for Unity

Funplay MCP for Cocos follows the same design principles as Funplay MCP for Unity, adapted to Cocos Creator's JavaScript/TypeScript editor environment.

Area Funplay MCP for Cocos Funplay MCP for Unity
Editor integration Cocos Creator extension Unity Editor package
Embedded server Built-in HTTP MCP server Built-in HTTP MCP server
Primary execution tool execute_javascript execute_code
Primary language JavaScript in scene/editor contexts C# in Unity editor/runtime contexts
Default profile core with 19 tools core focused tool profile
Full profile 67 tools 79 tools
Client setup One-click config panel One-click config window

MCP Capabilities

The current package exposes four capability layers:

  • Tools — 19 tools in core, 67 tools in full
  • Primary executionexecute_javascript for scene/runtime and editor/browser automation
  • Promptsfix_script_errors, create_playable_prototype, scene_validation, and auto_wire_scene
  • Resources — project context, scene summaries, current selection, script diagnostics, asset selection, and MCP interaction history

The default core set is intentionally small: execute_javascript, execute_scene_script, execute_editor_script, get_project_info, get_scene_info, get_hierarchy, list_scenes, open_scene, list_assets, inspect_asset, open_asset, select_asset, run_script_diagnostics, get_script_diagnostic_context, get_runtime_state, capture_editor_screenshot, capture_scene_screenshot, capture_preview_screenshot, and list_editor_windows.

Built-in Resources

Resource Description
cocos://project/context Full project and editor context
cocos://project/summary Short project summary
cocos://scene/active Active scene snapshot
cocos://scene/current Alias for the current scene
cocos://selection/current Current editor selection
cocos://selection/asset Current selected asset
cocos://errors/scripts Script diagnostics
cocos://mcp/interactions Recent MCP interaction history

Built-in Tools

Funplay MCP for Cocos currently ships with 67 tool functions in the full profile:

Category Tools
Script Execution execute_javascript, execute_scene_script, execute_editor_script
Project & Scene get_project_info, get_scene_info, get_hierarchy, find_nodes, inspect_node, list_scenes, open_scene, run_scene_asset
Node Editing create_node, delete_node, set_node_transform
Assets & Prefabs list_assets, inspect_asset, open_asset, select_asset, delete_asset, list_prefabs, instantiate_prefab, get_editor_selection
Components list_components, inspect_component, add_component, remove_component, set_component_property, reset_component_property
UI create_canvas, create_label, create_button, create_sprite
Camera list_cameras, create_camera, set_camera_properties
Animation list_animations, add_animation_clip, play_animation, stop_animation
Files read_file, get_file_snippet, write_file, replace_in_file, search_files, list_directory, exists, refresh_assets
Diagnostics run_script_diagnostics, get_script_diagnostic_context
Runtime get_runtime_state, pause_runtime, resume_runtime, set_time_scale
Interaction emit_node_event, simulate_button_click, invoke_component_method, simulate_mouse_click, simulate_mouse_drag, simulate_key_press, simulate_key_combo, simulate_preview_input
Screenshots & Windows capture_desktop_screenshot, capture_editor_screenshot, capture_scene_screenshot, capture_game_screenshot, capture_preview_screenshot, list_editor_windows

Primary Tool Examples

Scene Context

{
  "context": "scene",
  "code": "return { sceneName: scene.name, rootCount: scene.children.length };",
  "args": {}
}

Editor Context

{
  "context": "editor",
  "code": "return { projectPath: context.projectPath, toolCount: helpers.listTools().length };",
  "args": {}
}

Editor-context scripts receive Editor, fs, path, os, require, context, args, and helper functions such as helpers.getStatus(), helpers.listTools(), helpers.readResource(uri), helpers.callTool(name, args), and helpers.configureClient(targetId).

Optional Configuration

Place funplay-cocos-mcp.config.json in the Cocos project root:

{
  "host": "127.0.0.1",
  "port": 8765,
  "toolProfile": "core",
  "autostart": true,
  "maxInteractionLogEntries": 50
}

Environment variables are also supported:

  • COCOS_MCP_HOST
  • COCOS_MCP_PORT
  • COCOS_MCP_PROFILE

Architecture

Cocos Creator Extension
    ├─ browser.js
    │   ├─ Embedded HTTP MCP Server
    │   ├─ Tool Registry
    │   ├─ Resource Provider
    │   ├─ Prompt Provider
    │   └─ One-Click Client Configuration
    ├─ scene.js
    │   └─ Scene/runtime execution bridge
    ├─ panel/index.js
    │   └─ Minimal MCP Server panel
    └─ lib/
        ├─ assets, diagnostics, screenshots, input
        └─ server, resources, prompts, tool registry

The server speaks MCP-style HTTP JSON-RPC 2.0 and supports tools, resources, resource templates, prompts, and health checks.

Development

Run a syntax check before publishing changes:

npm run check

License

MIT License. See LICENSE.

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MCP server for Cocos Creator engine control — expose Cocos Creator projects to AI agents for running, querying, and managing game assets.

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