PlayCanvas Editor MCP Server
Official# PlayCanvas Editor MCP Server
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[](https://www.npmjs.com/package/@playcanvas/editor-mcp-server)
[](https://github.com/playcanvas/editor-mcp-server/blob/main/LICENSE)
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| [User Manual](https://developer.playcanvas.com/user-manual/editor) | [API Reference](https://api.playcanvas.com/editor) | [Blog](https://blog.playcanvas.com) | [Forum](https://forum.playcanvas.com) |
An MCP server for automating the [PlayCanvas Editor](https://playcanvas.com/products/editor) with an LLM. The MCP client is built into the Editor — no browser extension needed. Install the server into your MCP client of choice (Claude Code, Codex, Claude Desktop, Cursor, …) and connect the Editor to it.
<img width="1864" alt="PlayCanvas Editor driven by an MCP client" src="https://github.com/user-attachments/assets/393ffe73-40eb-4e1b-9442-2295bbb63326" />
## Installation
Requires [Node.js](https://nodejs.org/) 22.18+. The server is published to npm as [`@playcanvas/editor-mcp-server`](https://www.npmjs.com/package/@playcanvas/editor-mcp-server) — a self-contained, zero-dependency bundle — so every client below runs it with `npx`. Nothing to clone or build.
### Claude Code
```sh
claude mcp add playcanvas -- npx -y @playcanvas/editor-mcp-server
```
To share the server with everyone working on a repo, commit a `.mcp.json` to the project root instead:
```json
{
"mcpServers": {
"playcanvas": {
"command": "npx",
"args": ["-y", "@playcanvas/editor-mcp-server"]
}
}
}
```
### Codex
The Codex CLI and the Codex app share `~/.codex/config.toml`, so one command covers both:
```sh
codex mcp add playcanvas -- npx -y @playcanvas/editor-mcp-server
```
> [!NOTE]
> On Windows, use `codex mcp add playcanvas -- cmd /c npx -y @playcanvas/editor-mcp-server`. If the server times out on first run (while `npx` downloads the package), raise `startup_timeout_sec` under `[mcp_servers.playcanvas]` in `~/.codex/config.toml`. ChatGPT itself only supports remote MCP connectors, so Codex is the OpenAI surface to use.
### Claude Desktop
Go to `Claude` > `Settings` > `Developer` > `Edit Config` and add to `claude_desktop_config.json`:
```json
{
"mcpServers": {
"playcanvas": {
"command": "npx",
"args": ["-y", "@playcanvas/editor-mcp-server"]
}
}
}
```
> [!NOTE]
> On Windows, use `"command": "cmd"` and `"args": ["/c", "npx", "-y", "@playcanvas/editor-mcp-server"]`.
### Cursor
Select `File` > `Preferences` > `Cursor Settings` > `MCP` > `Add new global MCP server` and add the same JSON as for Claude Desktop.
### Custom Port
The server listens for the Editor on WebSocket port `52000` by default. To change it, append `--port <number>` to the `npx` args and set the same port in the Editor's MCP popover.
## Connecting the Editor
1. Open your project in the PlayCanvas Editor.
2. Click the MCP button at the bottom of the toolbar (below the Publish button).
3. Check that the port matches your MCP config (default `52000`) and click `CONNECT`.
You can now issue commands from your MCP client.
> [!NOTE]
> Only one Editor instance can be connected to the MCP server at a time.
> [!IMPORTANT]
> Chromium gates a public page's connection to `127.0.0.1` behind a local access permission (Chrome 142+, extended to WebSockets in Chrome 147) granted **per origin**, so allow it when prompted. In Chrome's site settings it is `Apps on device` (loopback) — `Local network` covers LAN addresses and is not required. Only the Editor needs it: the launch page is bridged through the Editor rather than opening a socket of its own. If the Editor sits on `Connecting`, open its site settings and allow it — a blocked connection fails silently and looks exactly like a server that isn't running.
## Editor Driver Coverage
All tools act on the project open in the connected Editor. The server does not discover, select, create, delete, transfer, or administer projects, and project IDs are not tool inputs.
| Category | Driver coverage | Tools |
| --- | --- | --- |
| Entity | Exact reads, filtered lists, resolution, search, script lookup, creation, schema-safe batch edits, duplication, hierarchy changes, deletion and component lifecycle | `list_entities`, `get_entity`, `resolve_entities`, `search_entities`, `find_entities_by_script`, `create_entities`, `modify_entities`, `duplicate_entities`, `reparent_entity`, `delete_entities`, `add_components`, `remove_components` |
| Scripts | Asset text reads and writes, parsing, attachment, attributes, ordering and removal | `get_asset_text`, `set_asset_text`, `set_script_text`, `script_parse`, `add_script_component_script`, `attach_script`, `add_entity_scripts`, `remove_entity_scripts`, `move_entity_script` |
| Assets | Exact reads, reference graphs, native creation, streamed upload and atomic download up to 512 MiB, schema-safe edits, moves, duplication, source replacement, reimport, deletion and materials | `list_assets`, `get_asset`, `get_asset_references`, `create_assets`, `upload_assets`, `modify_assets`, `move_assets`, `duplicate_assets`, `replace_asset`, `reimport_assets`, `download_asset`, `delete_assets`, `set_material_diffuse`, `set_material_properties` |
| Templates | Instantiation and instance override inspection, application, reversion and unlinking | `instantiate_template_assets`, `get_template_overrides`, `apply_template_overrides`, `revert_template_overrides`, `unlink_template_instances` |
| Animation | Animation state graph reads and edits, mapping-safe state renames and animation events | `get_anim_state_graph`, `modify_anim_state_graph`, `get_animation_events`, `modify_animation_events` |
| Processing | Lightmaps, model unwrap and cancellation, texture conversion, atlases, cubemaps, fonts, metadata, compressed variants, prefiltering, sprites and bundles | `bake_lightmaps`, `unwrap_model_asset`, `cancel_model_unwrap`, `convert_texture_asset`, `create_texture_atlas`, `create_cubemap_from_texture`, `process_font_asset`, `generate_texture_metadata`, `process_texture_variants`, `prefilter_cubemap`, `clear_cubemap_prefilter`, `modify_sprite_asset`, `modify_bundle_asset` |
| Scene | Exact reads, listing, loading, creation, duplication, rename, deletion and scene settings | `list_scenes`, `get_scene`, `load_scene`, `create_scene`, `duplicate_scene`, `rename_scene`, `delete_scene`, `query_scene_settings`, `modify_scene_settings` |
| Settings | Scoped project, private, user, session and scene settings reads and edits | `query_settings`, `modify_settings`, `query_project_settings`, `modify_project_settings` |
| Viewport | Camera and viewport state, visibility, capture and focus | `query_viewport_state`, `set_viewport_state`, `query_viewport_visibility`, `set_viewport_visibility`, `capture_viewport`, `focus_viewport`, `focus_camera` |
| Editor | Selection, edit-time logs, transform gizmo state, undo and redo | `get_selection`, `set_selection`, `clear_selection`, `read_editor_logs`, `set_transform_gizmo`, `undo`, `redo` |
| Builds | Listing, exact reads, creation options, streamed downloads, primary build selection and deletion | `list_builds`, `get_build`, `create_build`, `download_build`, `set_primary_build`, `delete_build` |
| Store | PlayCanvas Store search and import, licenses, Sketchfab search and import, and My Assets search and import | `store_search`, `store_get`, `store_download`, `list_store_licenses`, `sketchfab_search`, `sketchfab_get`, `sketchfab_import`, `my_assets_search`, `my_assets_import` |
| Runtime | Launch lifecycle and options, engine version discovery, screenshots, logs, live state inspection and keyboard, mouse and touch input | `launch_start`, `launch_stop`, `list_engine_versions`, `capture_runtime`, `read_runtime_logs`, `query_runtime_state`, `inject_input` |
| VCS | Branches, checkpoints, restore and hard reset, merges, conflict resolution and checkpoint diffs | `vcs_status`, `list_branches`, `create_branch`, `switch_branch`, `close_branch`, `open_branch`, `delete_branch`, `list_checkpoints`, `create_checkpoint`, `get_checkpoint`, `restore_checkpoint`, `hard_reset_checkpoint`, `start_merge`, `get_merge`, `resolve_conflicts`, `get_conflict_file`, `apply_merge`, `cancel_merge`, `diff_checkpoints` |
Asset transfers over 20 MiB use 1 MiB chunks. The server reads and writes local files incrementally, while the Editor spools uploads to browser storage and consumes downloads as streams instead of buffering the entire transfer in memory.
The Runtime tools drive a real Launch instance (the Editor's Launch button) so an agent can verify that a scene actually *runs*: screenshot the running app, read its console output, query live entity state, and inject keyboard/mouse/touch input. Allow pop-ups for the editor origin so `launch_start` can open the launch window — it reuses your existing PlayCanvas login session. The Editor relays `runtime:*` calls to that window, so it needs no local access permission of its own. Calling `launch_start` with no options adopts an app that is already running (`adopted: true` in the response) instead of restarting it; pass any option to force a fresh launch. It also reports the engine and graphics backend it ran with (`engineVersion`, `deviceType`) and a `sessionId` that changes on every launch; omitting `engineVersion` uses the Editor's own selection, and `list_engine_versions` reports the available channels and that default for both `launch_start` and `create_build`. `create_build` normalises its result to `{ buildId, appId, status, url, name }`, so the durable build job id that `get_build`, `set_primary_build` and `delete_build` take is returned directly instead of the app id.
Every tool returns a consistent `{ data, meta }` envelope: `meta.status` is `ok` or `error` (with an actionable message), list tools paginate via `limit`/`offset` and `meta.nextCursor`, and mutating tools return the resulting entity/asset summaries so follow-up list calls are rarely needed.
## Development
To hack on the server itself, ensure you have [Node.js](https://nodejs.org/) 22.18 or later installed. Follow these steps:
1. Clone the repository:
```sh
git clone https://github.com/playcanvas/editor-mcp-server.git
cd editor-mcp-server
```
2. Install dependencies:
```sh
npm install
```
3. Start the server (Node runs the TypeScript source directly — no build step):
```sh
npm run watch
```
4. Point your MCP client at the checkout instead of the npm package with `"command": "node"` and `"args": ["/path/to/editor-mcp-server/src/server.ts"]`.
`npm run debug` starts the server under the MCP Inspector and `npm run build` produces the self-contained bundle that gets published.
TDQS
Scored across 125 tools
Most tools have distinct operations and include explicit "When NOT to use" cross-references, so an agent can usually tell them apart. Minor overlap remains among entity lookup tools (search_entities vs resolve_entities vs find_entities_by_script vs list_entities), script attachment tools (attach_script vs add_entity_scripts vs add_script_component_script), and generic vs scoped settings tools (query_settings vs query_project_settings).
The dominant pattern is snake_case verb_noun (create_entities, modify_assets, list_builds), which is predictable. Exceptions like vcs_status, script_parse, launch_start, my_assets_import, and the awkward add_script_component_script break strict consistency but remain readable.
125 tools is far beyond the 50+ threshold for extreme mismatch with a single MCP server. Even for a large domain like a full game editor, this should be split into focused sub-servers or consolidated to reduce discovery and selection overhead.
The surface covers full lifecycle coverage for scenes, entities, components, assets, scripts, materials, animations, VCS branches/checkpoints/merges, builds, runtime, viewport, settings, and external asset stores. No obvious dead ends exist for the stated PlayCanvas Editor domain.