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Cocos Creator Local MCP

by lightblink

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault

No arguments

Capabilities

Features and capabilities supported by this server

CapabilityDetails
tools
{
  "listChanged": true
}

Tools

Functions exposed to the LLM to take actions

NameDescription
cocos_local_get_environmentB

Detect local Cocos Creator and WeChat DevTools CLI paths for local WeChat Mini Game development.

cocos_local_create_projectB

Create a local Cocos Creator 3.8 project from a built-in template, optionally adding Codex mini-game skeleton scripts and the editor bridge.

cocos_local_open_projectC

Launch Cocos Creator 3.8 for a local project and optionally wait until the Codex editor bridge responds.

cocos_local_create_scene_from_templateC

Create a Cocos Creator scene asset from the local Creator 3.8 built-in default scene templates.

cocos_local_inspect_projectA

Inspect a Cocos Creator project root for the files and folders needed before local preview or wechatgame build.

cocos_local_create_wechat_build_configC

Create a Cocos Creator 3.x command-line build config JSON for the wechatgame platform.

cocos_local_build_wechatgameB

Run Cocos Creator command-line build for the wechatgame platform using a configPath or raw build options.

cocos_local_check_wechat_build_outputC

Check a local Cocos wechatgame build output for required files and package-size budget warnings.

cocos_local_create_component_scriptA

Create a Cocos Creator 3.8 TypeScript Component script with ccclass, typed properties, and lifecycle stubs.

cocos_local_create_minigame_skeletonC

Create a minimal Cocos Creator 3.8 mini-game runtime skeleton plus a scene assembly blueprint for Editor Bridge application.

cocos_local_install_editor_bridgeB

Install a project-local Cocos Creator 3.x editor extension that exposes a localhost bridge for scene inspection and simple scene operations.

cocos_local_check_editor_bridgeC

Check whether the project-local Codex editor bridge extension files exist and optionally ping its localhost HTTP server.

cocos_local_call_editor_bridgeC

Call the localhost HTTP bridge exposed by the Cocos editor extension after it is enabled in Cocos Creator.

cocos_local_wait_for_editor_bridgeB

Poll the localhost Codex editor bridge until it responds or a timeout is reached.

cocos_local_apply_scene_blueprintC

Read a generated scene blueprint JSON and apply it to the currently open Cocos scene through the editor bridge.

cocos_local_open_sceneC

Open a Cocos Creator scene asset in the running editor through the Codex editor bridge.

cocos_local_assign_sprite_frameB

Resolve a Cocos asset path or SpriteFrame UUID and assign it to an existing node's Sprite.spriteFrame property.

cocos_local_create_sprite_nodeA

Ensure a scene node exists, attach a Sprite component, resolve a SpriteFrame asset, assign it, and optionally save the scene.

cocos_local_place_sprite_assetsB

Place multiple generated sprite assets into the active Cocos scene as Sprite nodes in one bridge operation.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

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