Cocos Creator Local MCP
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
Instructions
Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.
This server publishes no instructions, or was last inspected before Glama recorded them.
Capabilities
Features and capabilities supported by this server
Protocol revision2025-11-25
| Capability | Details |
|---|---|
| tools | {
"listChanged": true
} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| 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
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
TDQS
Scored across 19 tools
Each tool has a distinct verb-noun pair clearly indicating its action (create, inspect, build, etc.) on a specific domain object (scene, script, build config, etc.). No two tools have overlapping purposes.
All tools follow the exact pattern cocos_local_verb_noun in snake_case, with consistent verb usage. The naming is uniform and predictable.
19 tools cover the full lifecycle of local Cocos Creator mini-game development without being excessive. Each tool serves a clear purpose within the domain.
The set covers project creation, scene management, sprite handling, scripting, editor bridge operations, building, and environment detection. No obvious gaps for the stated purpose of local Cocos Creator development.