Cocos Creator Local MCP
Click on "Install Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@Cocos Creator Local MCPCreate a new Cocos Creator 3.8 project called MyPlatformer"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
Cocos Creator Local MCP
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cocos-creator-local-mcp is an MCP server for local Cocos Creator automation. It gives coding agents a practical tool surface for creating Cocos Creator 3.8 projects, installing a project-local editor bridge, assembling scenes, saving editor state, and building local WeChat Mini Game packages.
This project is intentionally focused on local project automation, not AI asset generation. Pair it with an asset pipeline MCP when your workflow needs generated sprites, audio, UI packs, or tilesets.
Why This Exists
Coding agents can write TypeScript, but Cocos games are not finished by code alone. A playable local prototype also needs scene files, node hierarchies, serialized component references, editor imports, build configuration, and platform output checks.
This MCP closes that local loop:
create project -> create scene -> generate scripts -> open editor
-> apply scene blueprint -> save scene -> write build config
-> build wechatgame -> inspect outputIt is designed for agent-driven development on a developer machine where Cocos Creator is installed locally.
Related MCP server: mcp-bridge
Highlights
Local-first Cocos Creator 3.8 workflow with no cloud service dependency.
Project creation from Cocos Creator built-in templates.
Project-local editor bridge extension for scene inspection and mutation.
Generated mini-game starter scripts and scene blueprints.
Scene opening, node creation, component attachment, property assignment, and save operations through the bridge.
High-level sprite placement helpers for generated Cocos assets.
Repeatable
wechatgamebuild configuration and command-line build execution.Output checks for required WeChat Mini Game files and package-size warnings.
Clean responsibility boundary: this MCP automates Cocos locally; asset generation belongs in a separate asset MCP.
Quick Links
Requirements
Node.js 20 or newer.
macOS for the default paths currently documented here.
Cocos Creator 3.8.8 installed locally, or pass
creatorPathto tools.WeChat DevTools is optional unless you want to open/debug the built package in the simulator.
Default Cocos Creator executable path on macOS:
/Applications/Cocos/Creator/3.8.8/CocosCreator.app/Contents/MacOS/CocosCreatorDefault WeChat DevTools CLI path on macOS:
/Applications/wechatwebdevtools.app/Contents/MacOS/cliInstall
git clone https://github.com/lightblink/cocos-creator-local-mcp.git
cd cocos-creator-local-mcp
npm install
npm run buildRun locally during development:
npm run devUse the built server:
node dist/index.jsValidate the project:
npm run checkMCP Client Config
Example for MCP clients that launch stdio servers:
{
"mcpServers": {
"cocos-creator-local": {
"command": "node",
"args": [
"/absolute/path/to/cocos-creator-local-mcp/dist/index.js"
],
"startup_timeout_sec": 120
}
}
}If you also use an asset generation MCP, keep it as a separate server:
{
"mcpServers": {
"cocos-creator-local": {
"command": "node",
"args": [
"/absolute/path/to/cocos-creator-local-mcp/dist/index.js"
]
},
"cocos-asset-forge": {
"command": "node",
"args": [
"/absolute/path/to/cocos-asset-forge-mcp/dist/index.js",
"--config",
"/absolute/path/to/cocos-asset-forge-mcp/examples/config.example.json"
]
}
}
}Tools
Tool | Purpose |
| Detect local Cocos Creator and WeChat DevTools CLI paths. |
| Create a local Cocos Creator 3.8 project from a built-in template. |
| Launch Cocos Creator for a project and optionally wait for the bridge. |
| Create a Cocos scene from local Creator templates. |
| Inspect project folders, settings, scenes, scripts, bridge files, and build output. |
| Create a Cocos Creator TypeScript component. |
| Generate baseline mini-game scripts and a scene blueprint. |
| Install the project-local editor bridge extension. |
| Check bridge files and optionally ping the HTTP bridge. |
| Poll until the bridge responds. |
| Call a bridge HTTP route directly. |
| Open a scene in the running Cocos editor. |
| Apply a scene blueprint through the bridge and optionally save. |
| Assign a resolved SpriteFrame asset to an existing node's |
| Ensure one Sprite node exists and assign a generated SpriteFrame asset. |
| Place multiple generated sprite assets into the scene in one operation. |
| Write a repeatable local WeChat Mini Game build config. |
| Run a local Cocos |
| Inspect build output for required files and size warnings. |
Generated Assets To Scene
When paired with an asset generation MCP, write generated PNGs under the Cocos project assets/ folder, wait for Cocos AssetDB import, then place them with cocos_local_place_sprite_assets.
Example sprite placement payload:
{
"projectRoot": "/absolute/path/to/my-cocos-project",
"openScene": true,
"sprites": [
{
"assetPath": "assets/generated/background.png",
"nodePath": "Scene/Canvas/GameRoot/Background",
"position": { "x": 0, "y": 0, "z": -10 },
"scale": { "x": 1, "y": 1, "z": 1 }
},
{
"assetPath": "assets/generated/player.png",
"nodePath": "Scene/Canvas/GameRoot/Player",
"position": { "x": 0, "y": -120, "z": 0 },
"scale": { "x": 1, "y": 1, "z": 1 }
}
]
}assetPath accepts db://assets/..., assets/..., an absolute project path, or a SpriteFrame UUID. The tool resolves AssetDB info and prefers SpriteFrame sub-assets when assigning Sprite.spriteFrame.
From Zero To Local WeChat Build
Call
cocos_local_get_environmentto confirm local paths.Call
cocos_local_create_projectwith a targetprojectRoot.Call
cocos_local_open_projectwithwaitForBridge: true.Call
cocos_local_apply_scene_blueprintto create and wire the starter scene.Call
cocos_local_create_wechat_build_configwithstartScenePath: "assets/scenes/Main.scene".Call
cocos_local_build_wechatgame.Call
cocos_local_check_wechat_build_output.
Cocos Creator returns exit code 36 for a successful command-line build.
Editor Bridge
The bridge is installed into the target Cocos project as a project-local extension:
extensions/codex-editor-bridge/It exposes a localhost HTTP API while the project is open in Cocos Creator. The MCP uses that API to inspect and edit the active scene. The extension is local to the project being automated and should not be shipped with your game runtime.
Local Safety Boundary
This server is for local development and packaging only. It does not:
upload WeChat Mini Game builds
submit review or release candidates
manage production app credentials
change payment, ads, login, or backend configuration
generate art or audio assets
Use placeholder WeChat appids only for pure local gameplay checks. Use a real appid before testing platform APIs.
Development
npm install
npm run typecheck
npm test
npm run buildThe unit tests verify the editor bridge scaffold and generated mini-game skeleton. A full local smoke test also requires Cocos Creator 3.8.8 on the host machine.
Trademark Notice
Cocos Creator and WeChat are trademarks of their respective owners. This project is an unofficial local automation tool and is not affiliated with or endorsed by Cocos or Tencent.
Maintenance
Resources
Unclaimed servers have limited discoverability.
Looking for Admin?
If you are the server author, to access and configure the admin panel.
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