Atlas / MCP servers / daxianlee / Cocos Creator AI Plugin

Cocos Creator AI PluginSAFE

mcp/daxianlee/cocos-creator-ai-plugin

一款全面的、便捷的cocos creator AI MCP服务插件,适用于3.8.0以上cocos版本,一键安装,一键启动。A comprehensive and convenient cocos creator AI MCP service plug-in, suitable for cocos versions above 3.8.0, one-click installation and one-click start.

Verdict
SAFE
Grade
B
Trust score
89 /100
Exposed tools
104 89r · 6w · 9d
Transport
—
License
—
Stars
1,421
01

Overview

From the repository's own README, as read at the audited commit. Badges and raw HTML are left out.

🌐 简体中文 · English · 繁體中文 · 日本語 · 한국어 · Español · Português · Français · Deutsch · Русский · Tiếng Việt

一个适用于 Cocos Creator 3.8+ 的综合性 MCP(模型上下文协议)服务器插件,使 AI 助手能够通过标准化协议与 Cocos Creator 编辑器进行交互。一键安装和使用,省去所有繁琐环境和配置。已经测试过Claude客户端Claude CLI和Cursor,其他的编辑器理论上也完美支持。

🚀 现在提供 50 个强力融合工具,实现99%的编辑器控制!

PRO版本已经更新到了1.7.8

Cocos MCP 3.x Pro 版本特性

🚀 Pro 版由 VberAI 打造并持续维护 —— 立即体验 Pro 版 | 观看视频演示

专为 Cocos Creator 3.8.6+ 打造的专业级 MCP(模型上下文协议)插件,让 AI 助手通过标准化协议直接操控编辑器。16 个意图级工具覆盖 231 项操作,横跨 12 大能力模块,贯穿 Cocos Creator 3.x 开发全流程。采用 Streamable HTTP 协议,配合 Token 优化设计,更省 Token、调用更稳定,支持一键配置主流 AI 客户端(Cursor、Claude、Windsurf 等)。

十二大能力模块

Read from source at commit d8641ee7f8e1OBSERVED · 2026-09-25
02

Connect

Built from this server's own package name, version and transport as found in its source — not copied from anyone's documentation, so it cannot drift against a page we do not control.

claude-code
claude mcp add cocos-mcp-server -- npx -y [email protected]
claude-desktop
{
  "mcpServers": {
    "cocos-mcp-server": {
      "command": "npx",
      "args": [
        "-y",
        "[email protected]"
      ]
    }
  }
}
03

Exposed tools (104)

89 read · 6 write · 9 destructive. Blast radius: 9 tools can delete or overwrite — an agent that can be talked into calling a tool can be talked into calling this one.

ToolRiskDescription
addComponentToNoderead添加组件到节点
addReferenceImageread添加参考图片
asset_operationsdestructiveASSET OPERATIONS: Create, copy, move, delete, save, and import assets. Use this for all asset file operations and modifications.
asset_optimizereadASSET OPTIMIZATION: Compress textures and optimize assets for better performance. DISABLED - No image processing APIs available.
asset_queryreadASSET QUERY: Search, get information, and find assets by various criteria. Use this for asset discovery and detailed information retrieval.
asset_systemreadASSET SYSTEM: Check asset database status, refresh assets, or open assets with external programs. Use this for system-level asset operations.
broadcastMessageread广播消息
broadcast_listener_managementreadBROADCAST LISTENER MANAGEMENT: Control which Cocos Creator events to monitor in real-time. WORKFLOW: start_listening to begin monitoring events → get_active_listeners to see current monitors → stop_listening to end monitoring. Useful for debugging workflows and system monitoring.
broadcast_log_managementreadBROADCAST LOG MANAGEMENT: Monitor Cocos Creator internal messages for debugging and system monitoring. USAGE: get_log to view recent events, clear_log to reset history. DEBUGGING: Use messageType filter to focus on specific events like
builderreadBuild system and compilation settings
component_managedestructiveCOMPONENT MANAGEMENT: Add or remove built-in Cocos Creator components (cc.Sprite, cc.Button, etc.). WORKFLOW: 1) Use node_query to get nodeUuid, 2) Add components with componentType, 3) Use component_query to verify. For custom scripts use node_script_management from node-tools instead.
component_queryreadCOMPONENT QUERY: Get component information, list all components on node, or get available component types. Use this FIRST to find component CIDs before removing!
configure_click_eventdestructiveConfigure or remove click events for Button components. Supports adding new events, removing specific events, or clearing all events.
consolereadConsole panel display and logging options
createAssetread创建资源
createNewSceneread创建新场景
createNoderead创建节点
createPrefabFromNoderead从节点创建预制体
data-editorreadData editor configurations and templates
debug_consoledestructiveCONSOLE MANAGEMENT: Get console logs or clear console. Use this for monitoring editor output and debugging messages.
debug_logsreadPROJECT LOG ANALYSIS: Read, search, and analyze project log files. Use this for troubleshooting errors and monitoring system activity.
debug_systemreadSYSTEM INFORMATION: Get editor version, project details, memory usage, and performance stats. Use this for environment debugging and system monitoring.
deleteAssetread删除资源
deleteNoderead删除节点
exportAssetread导出资源
extensionsreadExtension manager and plugin settings
external-toolsreadExternal tool integrations and paths
findNodeByNameread根据名称查找节点
focusOnNoderead聚焦到节点
format_mcp_requestreadMCP REQUEST FORMATTING: Generate properly formatted MCP tool call request with correct JSON structure. USAGE: Provide tool name and arguments, get back complete MCP request ready to send. Handles all JSON escaping and protocol formatting automatically.
generalreadGeneral editor settings and UI preferences
generateReportread生成报告
getAllNodesread获取所有节点
getAssetListread获取资源列表
getBroadcastHistoryread获取广播历史
getComponentInforead获取组件信息
getConnectedClientsread获取连接的客户端
getConsoleLogsread获取控制台日志
getCurrentSceneInforead获取当前场景信息
getErrorLogsread获取错误日志
getNodeInforead获取节点信息
getPerformanceStatsread获取性能统计
getPrefabInforead获取预制体信息
getPreferencesread获取偏好设置
getProjectInforead获取项目信息
getReferenceImagesread获取参考图片列表
getSceneHierarchyread获取场景层级结构
getServerLogsread获取服务器日志
getServerStatusread获取服务器状态
getViewportInforead获取视口信息
importAssetread导入资源
instantiatePrefabread实例化预制体
laboratoryreadExperimental features and beta functionality
loadSceneread加载场景
nativereadNative platform build configurations
node_array_managementdestructiveARRAY MANAGEMENT: Move or remove elements in node array properties like component lists. Use this for reordering components or removing array items.
node_clipboardreadCLIPBOARD OPERATIONS: Copy, paste, cut nodes and manage node clipboard operations. Use this for duplicating and moving nodes within the scene hierarchy.
node_hierarchywriteMOVE OR COPY NODES: Use this to change node parent (move in hierarchy) or duplicate nodes. For move: changes which node is the parent. For duplicate: creates a copy of the node.
node_lifecycledestructiveNODE CREATION & DELETION: Create new nodes or delete existing ones. CRITICAL WORKFLOW for create: 1) Use node_query to find parent UUID, 2) Provide parentUuid (scene root if omitted), 3) Add components or instantiate from prefab. Delete only needs node UUID.
node_property_managementdestructivePROPERTY MANAGEMENT: Reset node properties, transform values, or component settings to defaults. Use this to restore original values and clean up modifications.
node_queryreadNODE SEARCH & INFORMATION: Essential tool for finding and inspecting scene nodes. CRITICAL WORKFLOW: Always use this FIRST to get node UUIDs before any modifications. Use
node_script_managementdestructiveNODE SCRIPT MANAGEMENT: Attach or remove custom TypeScript/JavaScript components to/from nodes. WORKFLOW: 1) Use \
node_transformwriteMODIFY NODE PROPERTIES: Use this to change node name, visibility, position, rotation, scale, or other properties. Automatically handles 2D/3D differences. ALWAYS provide uuid (get from node_query first).
prefab_browsereadPREFAB BROWSER: Query and analyze prefab files in your project. WORKFLOW: Use
prefab_editwritePREFAB EDIT WORKFLOW: Edit prefab content in dedicated editing mode. CRITICAL WORKFLOW: 1)
prefab_instancereadPREFAB INSTANCES: Manage prefab instances in the scene. WORKFLOW:
prefab_lifecycledestructivePREFAB LIFECYCLE: Create prefabs from existing nodes or delete prefab files. WORKFLOW: For create → select source node → specify name and save path → creates reusable prefab. For delete → specify prefab path → removes file permanently. Use with caution for delete operations.
preferences_backupreadPREFERENCES BACKUP: Export current preferences to JSON format or prepare for backup operations. Use this for preference backup and restore workflows.
preferences_managereadPREFERENCES MANAGEMENT: Configure Cocos Creator editor settings and open preferences panel. WORKFLOW: open_panel to access GUI settings, get_config to read current values, set_config to modify settings, reset_config to restore defaults. Supports global/local/default scopes.
preferences_queryreadPREFERENCES QUERY: Get all available preferences, list categories, or search for specific preference settings. Use this for preference discovery and inspection.
previewreadGame preview and simulator settings
processAssetread处理资源
project_build_systemreadBUILD SYSTEM: Control build panel, check builder status, and manage preview servers. Use this for build-related operations and preview management.
project_managereadPROJECT MANAGEMENT: Core project operations and configuration. COMMON WORKFLOWS: get_info for project details, run for preview testing, build for deployment preparation, get_settings for configuration inspection. Note: Build operations require manual interaction due to API limitations.
reference_image_displaywriteREFERENCE IMAGE DISPLAY: Update and refresh reference image rendering in the scene view. USAGE:
reference_image_managementreadREFERENCE IMAGE MANAGEMENT: Manage overlay reference images in the scene editor for design guidance. WORKFLOW:
reference_image_queryreadREFERENCE IMAGE QUERY: Inspect current reference image state and configuration. USAGE:
reference_image_transformreadREFERENCE IMAGE TRANSFORM: Adjust reference image display properties for better design alignment. USAGE: Fine-tune position, scale, and opacity to overlay images properly with scene content. Essential for precise UI design matching and layout guidance.
removeComponentFromNoderead从节点移除组件
removeReferenceImageread移除参考图片
resetPreferencesread重置偏好设置
safe_string_valuereadSTRING SAFETY: Convert text into JSON-safe format by escaping special characters. USAGE: When you have strings with quotes, newlines, or special characters that break JSON. Automatically handles escaping and formatting for safe JSON inclusion.
savePrefabread保存预制体
saveSceneread保存场景
scene_execution_controlwriteEXECUTION CONTROL: Execute component methods, scene scripts, or restore prefab instances. Use this for running custom logic and managing prefab synchronization.
scene_hierarchyreadSCENE HIERARCHY: Get the complete hierarchy of current scene with optional component information. Use this to inspect scene structure.
scene_managementreadSCENE MANAGEMENT: Core scene operations for project workflow. COMMON TASKS: get_current for active scene info, get_list to see all scenes, open to switch scenes, save to persist changes, create for new scenes. WORKFLOW: Always save before switching scenes to avoid data loss.
scene_query_systemreadQUERY SYSTEM: Get scene status, available classes/components, and find nodes by asset usage. Use this for scene inspection and analysis.
scene_state_managementwriteSTATE MANAGEMENT: Create snapshots, manage undo/redo operations, and control scene reload. Use this for version control and state tracking.
scene_view_camera_controlreadCAMERA CONTROL: Navigate and position the scene view camera for better editing workflow. USAGE: Focus on specific objects, align camera angles, and synchronize view positions. Essential for efficient scene navigation and precise editing of complex scenes.
scene_view_gizmo_managementreadGIZMO MANAGEMENT: Control scene manipulation tools and transformation handles. USAGE: Change between position/rotation/scale tools, switch coordinate systems (local/global), adjust pivot points. Essential for precise scene editing and object manipulation in the editor.
scene_view_icon_gizmoreadICON GIZMO CONTROL: Configure visual representation of scene nodes and components. USAGE: Adjust icon display mode (2D/3D) and size for better visibility. Useful for managing visual clutter and improving scene navigation when working with many objects.
scene_view_mode_controlreadVIEW MODE CONTROL: Switch scene editor between 2D and 3D modes and control visual aids. USAGE: Toggle 2D/3D perspective for different editing contexts, show/hide grid for alignment reference. 2D mode for UI/sprite editing, 3D mode for 3D scene construction.
scene_view_status_managementreadSTATUS MANAGEMENT: Monitor scene view configuration and restore default settings. USAGE:
server_connectivityreadSERVER CONNECTIVITY: Test and diagnose network connectivity for the Cocos Creator editor server. USAGE:
server_informationreadSERVER INFORMATION: Get Cocos Creator editor server network details and status. USAGE: Essential for network configuration, debugging connection issues, and understanding server setup. Use
setComponentPropertyread设置组件属性
setNodePropertyread设置节点属性
setPreferencesread设置偏好设置
setViewportCameraread设置视口相机
validateAssetsread验证资源
validateProjectread验证项目
validateSceneread验证场景
validate_json_paramsreadJSON PARAMETER VALIDATION: Validate and auto-fix JSON strings before sending to other tools. USAGE: Paste malformed JSON and get corrected version. Handles common issues like unescaped quotes, trailing commas, missing brackets. Essential for ensuring tool parameters are properly formatted.
04

Trust audit

SAFEgrade B · trust 89/100 Nothing in the source contradicts what it says it does. Grade A is reserved for packages that have also passed the behavioural sandbox.

LayerWhat it checksResult
L0Provenance & inventoryPASS
L1Static analysis of the codePASS
L2Instruction surface (what it tells the agent)PASS
L3Class-specific surfaceWARN
L4Behavioural (sandbox)SKIPPED

What the source does

Filesystem
declared (6 observation(s))
Network
declared (2 observation(s))
Shell
declared (2 observation(s))
Dependencies
not all pinned
Secrets in source
none-found

Findings (13)

MEDIUMFilesystem / path · mcp.destructive_tools · CWE-22, CWE-59
asset_operations, component_manage, configure_click_event, debug_console, node_array_management, node_lifecycle, node_property_management, node_script_management, prefab_lifecycle
Why it matters. 9 tool(s) can delete or overwrite
Fix. prefer a read-only mode or scoped tokens; the page states the blast radius
LOWInventory / provenance · inv.no_license · CWE-1104
Why it matters. no LICENSE file and no repo licence
Fix. add a licence
LOWFilesystem / path · fs.traversal · CWE-22, CWE-59
dist/panels/default/index.js:17
template: (0, fs_extra_1.readFileSync)((0, path_1.join)(__dirname, '../../../static/template/default/index.html'), 'utf-8'),
LOWFilesystem / path · fs.traversal · CWE-22, CWE-59
dist/panels/default/index.js:18
style: (0, fs_extra_1.readFileSync)((0, path_1.join)(__dirname, '../../../static/style/default/index.css'), 'utf-8'),
LOWFilesystem / path · fs.traversal · CWE-22, CWE-59
dist/panels/default/index.js:430
template: (0, fs_extra_1.readFileSync)((0, path_1.join)(__dirname, '../../../static/template/vue/mcp-server-app.html'), 'utf-8'),
LOWFilesystem / path · fs.traversal · CWE-22, CWE-59
dist/panels/tool-manager/index.js:10
template: (0, fs_extra_1.readFileSync)((0, path_1.join)(__dirname, '../../../static/template/default/tool-manager.html'), 'utf-8'),
LOWFilesystem / path · fs.traversal · CWE-22, CWE-59
dist/panels/tool-manager/index.js:11
style: (0, fs_extra_1.readFileSync)((0, path_1.join)(__dirname, '../../../static/style/default/index.css'), 'utf-8'),
LOWNetwork egress · net.raw_ip · CWE-200, CWE-319
README.EN.md:245
claude mcp add --transport http cocos-creator http://127.0.0.1:3000/mcp (use your own configured port)
LOWNetwork egress · net.raw_ip · CWE-200, CWE-319
README.EN.md:259
"url": "http://127.0.0.1:3000/mcp"
LOWNetwork egress · net.raw_ip · CWE-200, CWE-319
README.de.md:245
claude mcp add --transport http cocos-creator http://127.0.0.1:3000/mcp (verwenden Sie Ihre eigene konfigurierte Portnummer)
LOWNetwork egress · net.raw_ip · CWE-200, CWE-319
README.de.md:259
"url": "http://127.0.0.1:3000/mcp"
LOWNetwork egress · net.raw_ip · CWE-200, CWE-319
README.es.md:245
claude mcp add --transport http cocos-creator http://127.0.0.1:3000/mcp(usa el número de puerto que hayas configurado)
LOWSupply chain · supply.unpinned · CWE-829, CWE-1357
package.json
fs-extra, uuid, vue, @cocos/creator-types, @types/fs-extra, @types/node, @types/uuid, typescript
Why it matters. 8 dependency range(s) float
Fix. pin exact versions or ship a lockfile

Gates applied: no_behavioural_pass, no_license.

Audited 2026-09-25 · audit v0.4.1 · source sha d8641ee7f8e1full audit observations/trust-audit/mcp-server/daxianlee__cocos-creator-ai-plugin.json · Report an issue / request a re-scan
05

Audit history

Every audit this server has had. A grade with a past is a grade somebody is still checking.

DateSourceVerdictGradeScoreChange
2026-09-25d8641ee7f8e1SAFEB89first audit
06

Questions

What is the Cocos Creator AI Plugin MCP server?

一款全面的、便捷的cocos creator AI MCP服务插件,适用于3.8.0以上cocos版本,一键安装,一键启动。A comprehensive and convenient cocos creator AI MCP service plug-in, suitable for cocos versions above 3.8.0, one-click installation and one-click start.

What tools does Cocos Creator AI Plugin expose?

104 in total: 89 read-only, 6 that write, and 9 that can delete or overwrite (asset_operations, component_manage, configure_click_event, debug_console, node_array_management). Every one is listed on this page with its risk.

Is Cocos Creator AI Plugin safe to connect to an agent?

The audit found nothing in the source that contradicts what it says it does, and graded it B (89/100). Grade A is held back for packages that have also passed a sandboxed behavioural run, which is why a clean server reads B. Separately from the audit: 9 of its tools can destroy data, so scope the token you give it to what you actually need.

What credentials does Cocos Creator AI Plugin need?

No credential environment variables were found in its source, so it appears to need none.

How current is this page?

The grade is for one exact copy of the source (d8641ee7f8e1), read on 2026-09-25. The repository is watched and re-audited when it changes.

Advertisement