Cocos Creator Local MCP
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
Capabilities
Features and capabilities supported by this server
| 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 | |
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