cocos-mcp
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TDQS
Scored across 184 tools
The tool set has significant overlap and ambiguity, with many tools performing similar functions or having unclear boundaries. For example, there are multiple tools for adding components (cocos_add_component, cocos_add_rigidbody2d, cocos_add_box_collider2d, etc.) and many specialized tools that could be confused with more general ones (e.g., cocos_add_button_with_label vs cocos_add_button plus cocos_add_label). The descriptions help, but the sheer number of overlapping tools makes disambiguation difficult.
Tool names follow a highly consistent snake_case pattern with a clear 'cocos_' prefix and descriptive verb_noun structure throughout. Examples include cocos_add_script, cocos_create_scene, cocos_set_property, and cocos_scaffold_game_loop. There are no deviations in naming conventions, making the set predictable and readable.
With 184 tools, the count is extremely high for any server's purpose, indicating severe bloat and lack of focus. This many tools will overwhelm agents and make selection challenging, as many tools could be consolidated or removed without losing functionality. The scope appears to cover every possible Cocos Creator operation, but such comprehensiveness comes at the cost of usability.
The tool set provides exhaustive coverage of the Cocos Creator domain, including asset management, scene editing, physics, UI, animation, build processes, and testing. There are no obvious gaps; tools support full CRUD operations, lifecycle management, and integration with external systems like AI generation and preview interaction. The surface is complete for game development workflows.